This is a read-only snapshot of the ComputerCraft forums, taken in April 2020.
Kilobyte's profile picture

[Mc 1.5.2+/cc 1.53+] Kilobytes Peripherals - Bugfixes And A Few New Tweaks Oh, And Documentation

Started by Kilobyte, 27 August 2012 - 06:56 PM
Kilobyte #1
Posted 27 August 2012 - 08:56 PM
Finally, Its back. for 1.5.2 - the wait has an end. Its still a beta due to lack of coding mood but yeah…

Download: Version 4.0.36 - MC 1.5.1+ (srg mappings FTW) (Bitly is only used as click-counter. if you don't like it use this link. However i would appreciate you using first one. you won't notice any difference but i get a feedback on popularity :)/>)

For recipes use NEI for now. If you are willing to help me updating the wiki reply or ping me in #KilobytesPeripherals on esper.net (click to join using Webchat). Ofc you also may join for questions or just about anything. I am happy about any user. You can also follow me on twitter: [twitter]Stiepen22[/twitter].

Report issues on the issue tracker.
Documentation is on my Wiki.

Feature Overview
  • Sockets
  • Zapper (kills other players, not balanced yet, also, it might not work atm, if not i will fix asap)
  • MFR Rednet interaction. NOTE: this goes much further than ccs interaction does as it lets you set cables to ANY integer (thats ok by MFR specs) and not just to 0-15
Changelog
4.0.36:
Added: functions to zapper to get Energy status
Added: regex_match() to WebInterface
Fixed: Zapper not working
Fixed: sockets_listen() is now called socket_listen()
Rebalance: Zapper default energy usage reduced to 10% (it was insanely high). Note that you need to change/remove the config option manually for it to take effect if you had the mod installed previously
4.0.26:
Fixed a bug where the mod would crash on loading if MFR was installed. Thanks to PixelToast for reporting :D/>
4.0.25:
initial public release

Tutorials/Videos
Introduction into Sockets - by PixelToast

APIs
Here is some IRC API and a small usage guide i made: https://gist.github....659e1181fc79372 NOTE: It requires version 4.0.36 in order to work

Known Bugs:
Zapper might lose stored energy on chunk unload

Old Post
SpoilerDid you ever want to connect to any webservice using a ComputerCraft Computer or turtle?
Then this add-on is for you. It adds the possibility to directly interact to Internet Services using Sockets. Or did you ever want to make the best alarm system in world? Then you will enjoy this
The zip file contains:

INSTRUCTIONS FOR 1.2.5
README.txt - Intallation instructions
APIDOC.txt - The documentation of the socket API
socket - the actual socket API
ccSockets_x.x.x.x_server.zip or ccSockets_x.x.x.x_client.zip, depending on package - The actual mod.
INSTRUCTIONS FOR 1.3.2 AND LATER
The zip cointains only the actual mod now. Just drop it as you downloaded it into mods folder
(as of 1.4.2 i now use the file extension ".jar". but the instructions are the same.)

I'm not responsible for any damage done to your Computer, your Minecraft install, your ComputerCraft install or your lua scripts. Also note that allowing this on a Server can cause Security holes (accessing local network for example).
So don't blame me if your computer blows up :P/>/>/>
ALSO: Please backup at least the saves and the configs folder before installing the mod. We don't want any data loss, right?

Downloads:
Spoiler[MINECRAFT 1.4.6 | COMPUTERCRAFT 1.481]
Current Version 3.0.1
Universal (Server and Client)

[MINECRAFT 1.4.5 | COMPUTERCRAFT 1.47+]
Current Version 2.2.1
Universal (Server and Client)

[MINECRAFT 1.4.2 | COMPUTERCRAFT 1.45+]
Current Version: 2.1 Build 0 // no idea whay i changed version number that much - lol
Universal (Server and Client) // also, haven't much tested

[MINECRAFT 1.3.2 | COMPUTERCRAFT 1.42 (maybe even 1.43pr1)]
Current Version: 1.2 Build 11
Universal (Server and Client)

[MINECRAFT 1.2.5 | COMPUTERCRAFT 1.41]
Current Version: 1.0.0 Build 18
Client
Server

Crafting Recipes (for 1.2.* - They have changed):
SSS
SDS –> WebInterface (peripheral, which provides access to Sockets)
SMS

S = Stone
D = Diamond
M = Modem. In older versions this was a redstone torch

//More recipes coming, for now i recommend Not Enough Items by ChickenBones to look them up :P/>/>

If you encounter any bugs or other issues tell me. If your minecraft crashes please also provide a crashlog.
If you encounter any typos please let me know too :P/>/>

API Documentation for the All the Stuff is avaible at www.kilobyte22.de/wiki/Kilobytes_Peripherals. However this is still a WIP and won't be done in the very near future You might also want to join our irc channel. #KilobytesPeripherals on esper.net (click to join).

Thanks to Kingrunes btw. who is now helping me with the code. he had his own socket add-on and now abonded it and helps me. Also A Thanks to max96at who made the textures.

Known Bugs
  • Armor protects from zapper damage
Issue Tracker: https://bitbucket.or...csockets/issues
Future Plans:
ip/port black/whitelist for SMP
Multiple sockets per WebInterface. Done now.
Lua apis which implement protocols like ftp

Feel free to write programs with this and link them here (use pastebin with lua syntax highlighning). if i like your program i might add it to this post. Feel free to make spotlights and tutorials on this mod. But please post a link here. That has multiple reasons: 1. i want to see it too :P/>/> 2. i might add it to this post to help others.

Changelog:
Spoiler

3.0.1:
Added: Internet Turtle - A webinterface on a turtle :P/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>
Added: Zapper: zaps players by name at the cost of BC or IC2 energy,
Added: Datacart: Cart capable of storing data. It has same textures as vanilla minecart right now.
Added: Datacart Reader: Block able to read/write a datacart
Added: Notifier: A block capable of sending custom chat messages to a player
Added: Player Scanner: Scans an area for players and returns them with name and coordinates
Added: Touch Point: A button+pressureplate peripheral. It returns quite a few stats about the player triggerig it
Added: Token: A long range unfakable rfid card. you can encode it by rightclicking a Token reader with it. You can not specify what to write and once written it can'T be changed.
Added: Token Reader: the reader for tokens
Added: Config option For the range of ranged blocks: Zapper, Player Scanner and Token reader. Default is 30 blocks radius.
Added: Railcraft Signal Controller. WARNING: Untested. Report any bugs with it to me. Also no textures yet.
Fixed: A lot of Bugs. i don't even remember which ones. i had 23 betas, its normal to forget such stuff over that long time :P/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>
Changed: Download now hosted on my Webspace. (allows me to collect download stats :P/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>/>)

2.2.1:
Ported:  For minecraft 1.4.4/1.4.5
Fixed: Config option for limiting per-interface socket amount not working/existing
Know issue: no mcmod.info in this version

2.1 Build 0:
Ported: For minecraft 1.4.2
Added: Config option for limiting per-interface socket amount

Sneaky Update(same Filename and Version as Before):
Fixed: Textures missing in mod zip
Added: mcmod.info file due to popular request

Build 11:
Fixed: WebInterface now has a proper ingame name
Added: TEXTURES! (and they look awesome: [url="http://imgur.com/Gak3O"]http://imgur.com/Gak3O[/url])

Build 10
Fixed: Semi-Crashing of the Ingame Computer when receiving a lot of data. Will still happen in binary mode though

1.2 Build 9
Changed: complete rewrite of the code.
Added: Multible sockets per Webinterface
Changed: Now using forge config instead of ModLoader one. its much smarter.
Removed: lua part of api.

Build 18:
added: SMP Support

Build 17:
fixed: WebInterfaces now drop properly when broken
added: Config file for Block ID

Scripts that use this add-on (2):

1.0.0 (MC 1.2.5) only: SockCraftIRC - My IRC client: http://pastebin.com/VfkiLyb5 (Parameters are explained in the first comment)
1.2.* (MC 1.3.2) only: SockCraftIrc - My IRC Client: http://www.computerc...11-sockcraftirc

And now go ahead and write some programs :P/>/>
cant_delete_account #2
Posted 27 August 2012 - 09:29 PM
So you could connect to IRC?
FuzzyPurp #3
Posted 28 August 2012 - 12:33 AM
:D/>/>

Installed. Doesn't generate a config file. (ID is hardcoded)
When installed, some/most minecraft sounds dont work.
Kilobyte #4
Posted 28 August 2012 - 04:42 PM
So you could connect to IRC?

Basicly yes, but you would need to write the entire IRC implemetation yourself (in lua). also note that no binary data transmission is possible yet)

:D/>/>

Installed. Doesn't generate a config file
WHen installed, some/most minecraft sounds dont work.
It has no config file yet. it uses BlockID 255. implementing one is planned in near future though
Regarding the sound issue i'll look into it. However I don't know why this could happen. Do you get any messages on the console?
EDIT: Sound issue 'fixed' in IRC.
FuzzyPurp #5
Posted 28 August 2012 - 05:30 PM
Derp, my speakers were low :D/>/>
Kilobyte #6
Posted 28 August 2012 - 06:36 PM
New version Released:
Version 1.0.0 Build 17

Changes:
Blocks now drop properly
Added Config to change Block id

Download link above

EDIT: updated to build 18. now with smp support
lum2008 #7
Posted 29 August 2012 - 04:47 PM
hello ….
thank you stiepen for this cool add-on and i'm asking u to provide a irc application to get it more funny !
again thank u and i wish u luck on future mods .
B)/>/> :)/>/>
cant_delete_account #8
Posted 29 August 2012 - 06:56 PM
hello ….
thank you stiepen for this cool add-on and i'm asking u to provide a irc application to get it more funny !
again thank u and i wish u luck on future mods .
B)/>/> :)/>/>
The point of this is to help with people making those things. Make an IRC program yourself.
Kilobyte #9
Posted 29 August 2012 - 07:30 PM
The point of this is to help with people making those things. Make an IRC program yourself.
I know him. he is always like this lol
lum, please use a little bit smaller font in the future
FuzzyPurp #10
Posted 29 August 2012 - 08:02 PM
shutup and take my money!
Tiin57 #11
Posted 02 September 2012 - 12:35 AM
Documentation needs to happen more across peripherals. Even if it is just an API doc. Good job, Stiepen.
Kilobyte #12
Posted 04 September 2012 - 10:04 PM
Documentation needs to happen more across peripherals. Even if it is just an API doc. Good job, Stiepen.
Thanks :D/>/>
however the peripheral methods and events aren't documented yet. this will hopefully change in the next release
ETHANATOR360 #13
Posted 06 September 2012 - 09:56 PM
i have a question how does this differ from the http api?
Kilobyte #14
Posted 06 September 2012 - 10:42 PM
i have a question how does this differ from the http api?
http only allows requesting of wepages. this allowes every service on the internet. i for example have written an irc script:
http://pastebin.com/VfkiLyb5 However it has quite a few bugs and i don't provide much support for it,
this wouldn't be possible with http api
ETHANATOR360 #15
Posted 06 September 2012 - 10:50 PM
i have a question how does this differ from the http api?
http only allows requesting of wepages. this allowes every service on the internet. i for example have written an irc script:
http://pastebin.com/VfkiLyb5 However it has quite a few bugs and i don't provide much support for it,
this wouldn't be possible with http api
cool downloading i cant wait to see the creative coders make somthing with this
Kilobyte #16
Posted 07 September 2012 - 01:18 PM
Yeah me too… however i also have a script which provides a small socket client. the GUI is pretty much the same as for the irc client but it enables raw socket access. it is probably also i bit less bug-heavy.
the bug that a the input line is overwriteen when the window scrolls is caused by vanilla cc read() behaviour (this bus applys to both, socket client and irc client). i will probably add a fix in the next version of my custom os and these scripts will make use of it then if they detect that its installed (but the scripts will still work without my os ofc)

Link for socket client: http://pastebin.com/MpRmNHGu
Cloudy #17
Posted 07 September 2012 - 05:03 PM
i will probably add a fix in the next version of my custom os and these scripts will make use of it then if they detect that its installed (but the scripts will still work without my os ofc)

Or you can just copy paste the read() into your script and fix it locally :D/>/>
Tiin57 #18
Posted 07 September 2012 - 05:26 PM
I think this would be more useful for FTP. Or mySQL.
Kilobyte #19
Posted 08 September 2012 - 09:58 PM
I think this would be more useful for FTP. Or mySQL.
FTP is currently kinda difficult since you need at least 2 connections. however every WebInterface can only have one connection at the same time. however this can be bypassed by using multiple WebInterfaces/computer. there is still one remaining issue: you can not tell from which webinterface the data was received. a workaround for this would be to use multiple computers connected with rednet. and the last issue is: you can only trnsfer text files since you can't send/receive binary data yet. if someone feels like making an ftp clien now then go ahead and post it here (spoiler or link) so i can check it out and add to OP
ETHANATOR360 #20
Posted 10 September 2012 - 12:04 AM
where does the config file generate?
Kilobyte #21
Posted 10 September 2012 - 11:11 AM
its in .minecraft/config/mod_ccSockets.cfg
EDIT: As of versions after 1.2 the file is .minecraft/config/ccSockets.cfg
also: updated irc script: no ping timeouts anymore as long as you don't pause the game
Kilobyte #22
Posted 04 October 2012 - 01:20 PM
Finally! Its 1.3 compatibe.
Currently updating SockCraftIrc and i might write an ftp client later. (and yes, binary support!)
Kilobyte #23
Posted 10 October 2012 - 08:28 PM
Ok, Updated new version. The WebInterface now has a name and a proper Texture.

Also SockCraftIrc is updated. i gonna edit its orum post now
Kilobyte #24
Posted 26 October 2012 - 11:12 PM
Ok, guys,

Fixed the Bug that Textures weren't working. i fogot to include them in the zip. derp.

also added a mcmod.info file

nd yes, the version # didn't change.
zekesonxx #25
Posted 30 October 2012 - 05:46 PM
So, you could theoretically connect to a Minecraft server using this plugin?

If someone makes that it will be meta as hell.
Kilobyte #26
Posted 02 November 2012 - 11:18 AM
well minecraft server would require a lot of binary receiving. which will not work out that well but in theory it would be possible, yes. anyways it would not make much sense (except maybe to ping a server, and get its motd).

also the 1.4.2 port is in work. Kingrunes and me are in future cooperating (he made another socket addon) and will merge out addons.
Leo Verto #27
Posted 05 November 2012 - 11:28 AM
Looking forward to the 1.4.2 port, I want to get my IRC bot running again and continue working on it.
Kilobyte #28
Posted 08 November 2012 - 05:02 AM
i can tell you its in work. even if not everything i have planned for this release is added yet i might just release whati have so far.

small list of things:
  • SSL support: In work
  • Server Sockets: In work
  • Per-Interface socket limit: Done
  • Fixing performance issues in binary mode: not started yet, will need a revamp of the concept for binary mode to fix.
So yeah, might just release this state. lemme see if i feel like it. expectit within a few days
Kilobyte #29
Posted 09 November 2012 - 06:59 AM
ok, finally got port to mc 1.4.2 done. was a bit busy with school so sorry for the delay
Leo Verto #30
Posted 09 November 2012 - 07:53 AM
Thanks, back to my bot, yay!
Kilobyte #31
Posted 10 November 2012 - 03:34 AM
ouch… small issue… the config option for limiting the per-interface sockets is broken. will be fixed in next release.
gamax92 #32
Posted 18 November 2012 - 03:59 PM
I was wondering, could the api document about which event strings are valid, I get the idea that its text and byte, but I'm unsure.

Also, The API says this:
"connect(String handle, String ip, int port, bool SSL)"

But when passing a number for port, it returns error -6, converting that to a string makes it connect.
Kilobyte #33
Posted 19 November 2012 - 12:09 AM
yes, currently it requires all params to be string. this is easiest done by using tostring()
Leo Verto #34
Posted 28 November 2012 - 10:14 AM
So, when are you going to update this?

Unfortunately my house containing my IRC setup has been destroyed by a castle spawning in it, but CC saved the data.
Tiin57 #35
Posted 28 November 2012 - 10:37 AM
So, when are you going to update this?

Unfortunately my house containing my IRC setup has been destroyed by a castle spawning in it, but CC saved the data.
A castle spawned in your house? o.o
Leo Verto #36
Posted 29 November 2012 - 03:43 AM
A castle spawned in your house? o.o
Actually a Guild, blame Tale of Kingdoms.
Tiin57 #37
Posted 29 November 2012 - 10:31 AM
A castle spawned in your house? o.o
Actually a Guild, blame Tale of Kingdoms.
Hah. Poor man.
On topic: Where's that ftp client, Kilobyte? :P/>
Kilobyte #38
Posted 02 December 2012 - 04:56 AM
first of all, sorry having not that much time right now due to tests in school
Secondly: update is pending once i stop being lazy and have time
Kilobyte #39
Posted 15 December 2012 - 02:32 AM
ok, prepare for aweomeness - seriously
This mod is getting a lot more features and will most likely be renamed to Kilobytes Peripherals.

Feature List:
  • Zappers: Zap players by name (with custom damage and death message :D/>) Added and working for the most part.
  • Touch Points: Mixture of Button and Pressure Plate. Allows you to get some information about the player like name, health and food level. Added and working for the most part, but i have not as much information provided as i intend.
  • Player Scanners: Scan an area for players (only gives names and very basic information)
  • Inventory Editor: edit a players inventory
There is a Beta, but its currently more or less closed. I still have to make the blocks require energy (currently the zapper just needs a bit cooldown :/)

However, stay tuned
Kilobyte #40
Posted 16 December 2012 - 03:17 AM
Ok, status update:
Added Player scanners.
Also added Tokens and Token readers. besicly a more secure version of rfid with higher range. only downside: it needs a playername to scan (thats intended and is no subject to change). another advantage is that you cannot copy Tokens. you can initialize them by rightclicking a reader. this will encode them with a random id which is unchangable)
Leo Verto #41
Posted 16 December 2012 - 04:34 AM
I don't know, I really like the ideas of using sockets in CC but in my opinion this is getting too much, what does this have to do with sockets anymore?
Kilobyte #42
Posted 16 December 2012 - 10:39 AM
Thats why i gonna rename it to Kilobytes Peripherals. (pretty sure i already stated that)

Well yeah, a small hint on how the blocks look so far:
Spoiler
immibis #43
Posted 16 December 2012 - 12:59 PM
Thats why i gonna rename it to Kilobytes Peripherals. (pretty sure i already stated that)

Well yeah, a small hint on how the blocks look so far:
Spoiler
Are those access cards? Lol
Kilobyte #44
Posted 17 December 2012 - 12:58 AM
Are those access cards? Lol

You can kinda compare them to your rfid cards. they have some pros and cons though,
Pro: More security, since they can only be written once and you can't put custom data. on them. they will just get a random id. so very hard to clone without cheating. also the reader range is significantly bigger by default (30 blocks, sphere).
However the Cons are: You need to know the username of the player who carries them. also the scanner will require Energy at some point. (prob even before first public release)

Actually the blocks are the following from left to right: WebInterface, Zapper(basicly a computer controlled Tesla Coil), Token reader and Notifier (It is able to send messages to a players chat - for example security warnings aka. You just entered a restricted area. you have 5 seconds to leave before getting zapped).
The Item in the upper row is a token.
also i have a Player Scanner (scans an area for players and returns all players with their username and coordinates) and a touch point (basicly pressule plate + button, but it can also read things like health or name of the player)
When i get more Development done i will inform you. also before i forget: The textures for Zapper and Token are from thebruteman. Imade the Token Reader Texture myself even though i used his Token texture as template.
Kilobyte #45
Posted 04 January 2013 - 08:08 AM
Ok, small status update:
i am now adding one or 2 features, doing an internal code cleanup and then i'll publicly release.
Alse i'll add more config options.
Every Block/Item will get an option to disable the recipe and one to make the block unbreakable (useful for blocks you want to be admin only)
Also i will need to add more balancing to some features to make them less OP
but thats prob not done before next release :P/>
Kilobyte #46
Posted 13 January 2013 - 01:33 PM
Ok, another Status Update: i am ALMOST done with the release. Only things thats missing now is UE energy support (IC2 and BC are done), Textures and Testing. So yeah guys stay tuned (and yeah sorry for the long delay, but mojang just happened to update mc during my ccSockets update cycle)

EDIT: UE won't be supported for now, and i might not finish all textures. also i changed all textures and the Texture artist. Because i saw my initial one once and then never again. Otherwise if anyone wants a beta feel free to ask me (Kilobyte) in #ccSockets on esper.net
Aichan #47
Posted 20 January 2013 - 08:07 AM
Thank you for your mod, hope you'll add whitelist feature soon
Kilobyte #48
Posted 20 January 2013 - 08:23 AM
Ok, huge update :D/>
Just enjoy. i will add some more config options for admins since some blocks are pretty powerful and might be considered OP :P/>
But i just wanted to get the release out ;)/>
todry #49
Posted 20 January 2013 - 06:16 PM
ON TOPIC I like the idea and if your still looking for textures give me an idea of what you want and a basic template ( what side is what ) and I'll try.
Kilobyte #50
Posted 20 January 2013 - 11:03 PM
ON TOPIC I like the idea and if your still looking for textures give me an idea of what you want and a basic template ( what side is what ) and I'll try.
Nah, i got a texture artist now. Thanks for the offer though. i would still like to get a moddeller. however rather someone who actually knows what the model code he has does, So i expect more that just knowlage on how techne works.
oh, did i mention that we now got Internet turtles? :D/>/>
RichardG867 #51
Posted 23 January 2013 - 03:42 AM
Added: Railcraft Signal Controller. WARNING: Untested. Report any bugs with it to me. Also no textures yet.

Stolen ideas are the way to excel
Kilobyte #52
Posted 26 January 2013 - 01:13 AM
Added: Railcraft Signal Controller. WARNING: Untested. Report any bugs with it to me. Also no textures yet.

Stolen ideas are the way to excel

Uh, did you add such thing to misc peripherals? didn't see :(/> sorry for that one. so yeah, will look on how yours work and might remove it from my mod if its obsolete.

//EDIT: can't seem to find it on your post… can you point me at it?
Lyqyd #53
Posted 26 January 2013 - 05:03 PM
Topic title edited, certain posts edited to remove references to spam. Remember, just report it, nothing else. :)/>
Kilobyte #54
Posted 27 January 2013 - 09:27 AM
Topic title edited, certain posts edited to remove references to spam. Remember, just report it, nothing else. :)/>
Title edited?
Lyqyd #55
Posted 27 January 2013 - 04:34 PM
Topic title edited, certain posts edited to remove references to spam. Remember, just report it, nothing else. :)/>/>
Title edited?

Yeah, changed a certain word to "lot". Family-friendly forum, so semi-censored obscenities in topic titles are somewhat inappropriate. :)/>
electrodude512 #56
Posted 29 January 2013 - 09:57 AM
How does a computer read data from data carts? Calling peripheral.getMethods() on a data cart reader says the only function is writeCart(). Also, can you please fix data carts having more friction than Railcraft carts? It's messing up my minecart system.

Thanks,
electrodude
PixelToast #57
Posted 29 January 2013 - 11:16 AM
love it, havent used the data carts yet though
Mendax #58
Posted 23 March 2013 - 09:28 PM
Nice, but I have a suggestion. Make it possible to use Universal Electricity electricity to run your peripherals, as I have Universal Electricity, not IC2/BC (Blergh) on my server.
Kilobyte #59
Posted 04 April 2013 - 06:12 AM
Nice, but I have a suggestion. Make it possible to use Universal Electricity electricity to run your peripherals, as I have Universal Electricity, not IC2/BC (Blergh) on my server.
Won't add it, sorry. small story about this:
Originally i planned UE support. However UEs API isn't compatible with multiple input sides. you ca basicly dupe power that way. So i told calclavia and he was like: why would you need it? i gave some pretty good arguments and even the other channel ops in #universalelectricity agreed, but he still didn't change it. Another reason is that i saw what he did with MFFS. He made a very good open source project closed source. i am sure Thunderdark never intended it. Yes, i know, Rhis mod is closed source too. But i don't mind giving anyone the source as long as i don't know that the person is regularily causing trouble. i just wanna have control on who gets the source :P/>

Also, for the 1.5 rewrite i am working on my own energy system. it will have an API. so if someone wants he can make a UE converter (it will come with bc and ic2 ones by default). if it turns out nice i might merge it into my mod (not without credits ofc!).
gudenau #60
Posted 26 May 2013 - 03:08 PM
How could I download a file with the sockets?
Kilobyte #61
Posted 28 May 2013 - 09:18 AM
Ok, due to multiple requests i posted a beta. this is not balanced and may be buggy. link for issue tracker is in first post. ENJOY! :P/>
electrodude512 #62
Posted 28 May 2013 - 04:04 PM
How could I download a file with the sockets?
http://en.wikipedia.org/wiki/Http

This isn't what sockets in this mod are intended for. Use CC's http api for this. Kilobyte's sockets are for raw access to other protocols, such as (BWAWHAWHAWHAHAH) having a computer log in to the server it's hosted on as some user, the computer pretending to be a MC client.
PixelToast #63
Posted 04 June 2013 - 10:00 AM
halp
http://pastebin.com/G67WQp2z
EDIT:
MFR is causing it
Kilobyte #64
Posted 04 June 2013 - 01:00 PM
halp
http://pastebin.com/G67WQp2z
EDIT:
MFR is causing it
Fixed.
Kilobyte #65
Posted 10 June 2013 - 02:39 AM
ok, guys, due to my laptop being repaired it is unlikely that there will be any development in the next 2 - 3 weeks. sorry :(/>. however i am working on more nice mfr interaction stuff :)/>. hint: prc mem cards are awesome! lets see who gets the hint first :)/>. oh, and i am open for suggestions :)/>
PixelToast #66
Posted 10 June 2013 - 06:24 PM
RedNet to steam it?
:D/>
gona make a tutorial because Wiiplay123 was having a verry hard time
Kilobyte #67
Posted 11 June 2013 - 09:41 AM
RedNet to steam it?
:D/>
Whatcha mean?
gona make a tutorial because Wiiplay123 was having a verry hard time
Very nice :D/>
Gimme linky when you are done so i can add it to initial post :D/>
PixelToast #68
Posted 11 June 2013 - 12:20 PM
http://www.computercraft.info/forums2/index.php?/topic/13420-websockets-from-kilobytes-peripherals/

:D/>
Kilobyte #69
Posted 12 June 2013 - 02:47 PM
Very cool :D/>
*hands some cookies to PixelToast*
regarding the rednet thing: what did you mean?
gudenau #70
Posted 22 June 2013 - 08:43 PM
So, I can not view the issue tracker, why is this?
theoriginalbit #71
Posted 22 June 2013 - 08:50 PM
So, I can not view the issue tracker, why is this?
Seems that Kilobyte forgot to tick the box that says to make the issue tracker public, since the repo is private, everything else is by default too.
gudenau #72
Posted 22 June 2013 - 08:53 PM
Uhg… I can't get this to work, so I am making my own…
Sammich Lord #73
Posted 22 June 2013 - 09:54 PM
I'll literally BEG you for a CCDesk port. So…. please? :D/>
theoriginalbit #74
Posted 22 June 2013 - 10:48 PM
Uhg… I can't get this to work, so I am making my own…
You do know the Issue Tracker is there for problems in the Mod/Peripheral, not problems you have using it, right?
gudenau #75
Posted 23 June 2013 - 12:04 PM
Uhg… I can't get this to work, so I am making my own…
You do know the Issue Tracker is there for problems in the Mod/Peripheral, not problems you have using it, right?

Yes, and some of them have to do with bugs in the mod.
theoriginalbit #76
Posted 23 June 2013 - 04:34 PM
Yes, and some of them have to do with bugs in the mod.
Ok just checking :)/> some people seem to think that issue trackers/bug forums are for problems with their own code, not that of what they're using.
Kilobyte #77
Posted 02 July 2013 - 01:42 PM
1. Will check issue tracker to be public
EDIT: Fixed
2. Somehow i depred up download link, sorry, will fix
EDIT: Fixed

If anything doesn't work, please redownload
Kilobyte #78
Posted 13 July 2013 - 10:49 AM
Regarding CCDesk: I tried to do stuff. However theres some bug in CCDesk. I already talked to AfterlifeLochie and he fixed it, but he seems to not have released it yet.

EDIT: It looks like he still did not update. i gonna double check now though.
Thib0704 #79
Posted 29 July 2013 - 07:33 PM
Good ,but could you make a wiki on how to use your blocks?
Thank's
Kilobyte #80
Posted 10 August 2013 - 08:25 AM
Good ,but could you make a wiki on how to use your blocks?
Thank's
In theory there is. I promise to update it within this week :)/> After i get all the bugs fixed

EDIT: Working on getting a bugfix release out. Depending on my time it might happen today or tomorrow.
EDIT 2: Documentation is coming along nicely so far, will give out link when i release next update
PixelToast #81
Posted 10 August 2013 - 05:33 PM
:D/> documentation
so now i dont have to spam you on the irc and make a tutorial whenever a new feature comes out
Kilobyte #82
Posted 12 August 2013 - 07:07 AM
Theres your documentation… and an update…
Kilobyte #83
Posted 26 August 2013 - 05:48 AM
Ok, small status update: I will do the 1.6 port after I finish the current WIP items.
PixelToast #84
Posted 03 September 2013 - 01:22 AM
ooh, i just realized
the output of socket_create is a number
that means you can broadcast it (maby even cross dimension) and have multiple computers reading and writing from the same socket
that would allow a much simpler cross dimension / long range communication


aww, it dosent work
Kilobyte #85
Posted 29 September 2013 - 04:20 PM
Sorry to say: but atm i have too many other projects to work on this :/

So update may not come soon.
I have my IRC Bot to work on and i am helping a bit with MultiMC - so yeah. Maybe in a few weeks again :)/>