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Home of the OpenComputers mod for Minecraft.

Home Page: https://oc.cil.li

License: Other

Java 14.87% Lua 20.61% Shell 0.01% Scala 64.39% Roff 0.12%
minecraft mod forge minecraft-forge lua opencomputers programming automation scala

opencomputers's Introduction

Welcome to OpenComputers

OpenComputers is a Minecraft mod that adds programmable computers and robots to the game. The built-in computer implementation uses Lua 5.2 and is fully persistent. This means programs will continue running across reloads. For more information, please see the wiki. Feel invited to visit the community forums or drop by in the IRC channel #oc on esper.net.

A few useful links:

Experimental Builds

You can find experimental builds on the build server. Expect these to be generally more unstable than builds marked as releases. Use these at your own risk, but - when using the latest one - please do report bugs you encounter using them. Thanks!

License / Use in Modpacks

This mod is licensed under the MIT license. All assets are public domain, unless otherwise stated; all are free to be distributed as long as the license / source credits are kept. This means you can use this mod in any mod pack as you please. I'd be happy to hear about you using it, though, just out of curiosity.

Contributing

Assets and Localizations

  1. Translations
    Translations to other languages are very much appreciated. You can find the localization files in this folder. If a localization you wanted to create already exists, please take the time to see if the present one is complete - the strings change every so often, invalidating some of the translations. If you start a fresh localization, please base it off of the English or German one, those are the 'master' localization files. If you add a new language, please also add it to the pack.mcmeta file. Keep it sorted alphabetically, use the name and region Minecraft itself uses. If you don't know how to do that, that's OK, I'll do it later.
  2. Textures
    If you would like to contribute better textures for certain items or blocks, feel free to pull-request them. If you would like to contribute alternative textures, make it a resource pack, and post it on the forums, for example.
  3. Documentation
    Help with keeping the wiki up to date would be really appreciated. If you notice anything amiss and know better, fix it. If you don't ask someone who does, then fix it. If you had a question answered, consider adding that information somewhere in the wiki where you would have expected to find that information.
    There are also the files containing the ingame help for programs and for blocks and items, which could probably be much better than they are right now. Improvements to them, and new ones (e.g. for the libraries, such as text or sides) would help a lot. Thanks!
  4. Robot Names
    Robots get a random name when placed (unless set with an Anvil). The list the names are chose from can be found here. Feel free to pull request additional names! However: since the list has grown to a considerable length already, here are the two basic criteria for new names: it must either be a real or fictional robot, or an AI that at least appears to be self-aware.

Bug fixes, features and scripts

  1. Bugs
    If you've found a bug, please report it in the issue tracker, after checking it has not been reported before - and possibly even fixed by now. If you think you can and have fixed it, feel free to do a pull request, I'll happily pull it if it looks all right to me - otherwise I'll gladly tell you what to change to get it merged.
  2. Features
    If you'd like to propose a new feature, take it to the forums or the issue tracker. If you'd like to contribute code that adds new features, please make sure to discuss the feature with me, first - again, the issue tracker is an OK place for this, there are a couple of feature requests there, already. Alternatively start a topic on the forums to discuss the feature, and / or stop by the IRC to talk about it. Blind / unexpected feature pull requests might very well not make it, so save yourself some time by talking about it, first! Thanks.
  3. Scripts / Programs
    OpenComputers generates floppy disks in dungeon chests that can contain data from a selection of 'loot' directories. For example, the IRC client and OPPM (a package manager) are two programs that can be found on such loot disks. If you'd like to contribute a program that can be found this way, please have a look at the loot readme, which explains how to add custom loot. Simply pull request your loot!
  4. Core Scripts
    If you would like to contribute scripts to the "core" Lua code (which basically defines 'OpenOS'), please have a look at the code conventions for Lua to save us all some time. Bug fixes are always welcome. Additional programs and features should be kept small. Bigger programs (rule of thumb: larger than 3KiB) should go onto loot disks.
  5. Drivers
    As of OC 1.4, mod interaction that was previously provided by OpenComponents is now fully integrated into OC itself. If you wish to contribute a driver for blocks from other mods, cool! Have a look at the integration package to get an idea of how to structure modules and read the readme in that package for more information (in particular on additional criteria to get your PR merged).

Pull requests

The following are a few quick guidelines on pull requests. That is to say they are not necessarily rules, so there may be exceptions and all that. Just try to stick to those points as a baseline.

  • Make sure your code is formatted properly.
  • Make sure it builds and works.
  • Try to keep your changes as minimal as possible. In particular, no whitespace changes in existing files, please.
  • Feel free to code in Java, but don't be surprised if I convert it to Scala later on, if I feel it makes the code more concise ;-)
  • When adding mod dependencies, keep them weak, i.e. make sure OC still works without that mod. Also, prefer adding a Gradle dependency over adding API class files to the repo.
  • Squash your commits!

Also, and this should go without saying, your contributed code will also fall under OC's license, unless otherwise specified (in the super rare case of adding third-party stuff, add the according license information as a LICENSE-??? file, please).

Extending

In your own mod

To use the API in your own mod, either get the API JAR from the build server, or if you're using Gradle, add a dependency to the maven repo:

repositories {
    maven { url = "http://maven.cil.li/" }
}
dependencies {
    compile "li.cil.oc:OpenComputers:MC1.7.10-1.5.+:api"
}

Adjust the version number accordingly to the version you'd like to build against.

To run the mod in your development environment, download the dev JAR from the build server and drop it into your development environment's eclipse/mods (Eclipse) or run/mods (IntelliJ IDEA) folder.

Alternatively, leave out the api classifier and you can build against the dev JAR directly. This way you don't have to add it to your mods folder, but you will have to add -Dfml.coreMods.load=li.cil.oc.common.launch.TransformerLoader to the VM options in your run configuration.

If you have any questions, please do not hesitate to ask, either in the forums or in the IRC!

OpenComputers

Want to tinker with the mod itself? Here is how - for IntelliJ IDEA users.

Important

  • Make sure you have the Gradle plugin enabled in IntelliJ IDEA (File->Settings->Plugins).
  • Make sure you have the Scala plugin enabled.

Clone the repository, then in it run
gradlew setupDecompWorkspace
to setup the workspace, including assets and such, then
gradlew idea
to create an IntelliJ IDEA project.

Open the project and you will be asked to import the Gradle project (check your Event Log if you missed the pop-up). Do so. This will configure additionally referenced libraries.

For more specific instructions, read Steps to run master MC1.7.10 from IDEA

In the case you wish to use Eclipse rather than IntelliJ IDEA, the process is mostly the same, except you must run gradlew eclipse rather than gradlew idea.

opencomputers's People

Contributors

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opencomputers's Issues

HTTP API should support fetching binary data

2013-12-23_17 55 04

I can't get any files from my dropbox using the http API because it keeps erroring Input Length = 2.

The reason why the line in Line 35 is because I changed the API a slight way so it would just simply return Result instead of having me run a function to get that (which seemed strange to me).
And yes, the domain dl.dropboxusercontent.com is whitelisted.

Reproducing the bug:
lua> x = http.request("https://dl.dropboxusercontent.com/u/76573586/OCImage/smallMiku.jpg")
lua> x()
lib/http.lua:36: Input length = 2

Or is https not supported?

shell.setPath() doesn't work

lua> shell.setPath("/bin")
lib/shell.lua:87: calling 'gmatch' on bad self (string expected, got table)

the line is:
for p in string:gmatch(value, "[^:]") do
it should be:
for p in string.gmatch(value, "[^:]+") do
(the + is there because otherwise it returns individual letters)

Unicode capable font renderer

(This is just idea, i think it take a long times if you decide support other codepage)

CJK Char are almost 2-wide char, and it have TOO MANY CHAR. (가가간갇갈감갑갓........핳; ㄱㄴㄷㄹㅁㅂㅅㅇㅈㅊㅋㅌㅍㅎ)

So maybe you need access to font file directly (and cache size are small as possible)

Well. NanumCodingFont is monospace font. (Problem is thr number 0 amd alphabet O will be different by center dot in number 0)

http://dev.naver.com/projects/nanumfont/wiki/OpenFontLicense
http://dev.naver.com/projects/nanumfont/download

Note. Chinese are not support by NanumCodingFont. While Korean and Jepenease are support by that font.

Redesign Adapter Block

I'm planning to change how the adapter block works. As it is now, it's basically an all-in-one magic block that supports whatever there are drivers for. The idea is to give it an inventory for one or more expansion cards instead.

This obviously raises the issue of the Redstone I/O block becoming redundant. It'll probably be changed to be a lot cheaper than it is now, but to only support simple redstone signals, no bundled signals.

event.ignore() crashes

Trying out some events, and noticed that event.ignore crashed me with

lib/events.lua:79: attempt to index global 'list' (a nil value)

And when I looked at the event.lua file at line 79 there is

list.listeners[name] = nil

and previously in the function it only relates to listeners[name], not list.listeners[name].
So the only change necessary I think is to remove "list.".

Redstone In Motion computer reboot.

Computers seem to turn off every time a carriage controller moves the computer, I've been using a support carriage for the sake of keeping all the components together and every time i call a move command it occurs successfully then the computer turns off. Also i noticed a bug that if you call the move command for the carriage component it returns true even if only one argument is given and the carriage doesn't move. When you execute cc.move("up", false, false) it moves for real. Okay hope you get this worked out, its the only reason i migrated from ComputerCraft, thanks!

Feature Request: Allow fast typing by echo in client-side

http://www.minecraftforum.net/topic/2011400-early-wip16x-modular-computing-cpus-tape-terminals/

  • Hardware Echo puts an end to typing lag by typing the characters on the client side as soon as you type them!

Well that feature will be nice when editing the program or typing the something.

  • Cursor echo enable/disable by term.setCursorEcho(true or false) (or other API)
  • Cursor echo filter? term.setCursorEchoFilter(x) (like NUMBER KEY, or Control KEY+3 -> #, (, ), Backspace key, etc.)
  • Another event are fire for handle that (only cancel are possible for erase char and rollback cursor position(how?)), and if that event are cancel, must key_up, key_down fire for fallback?
  • Enter Key must not handle by Cursor echo (it will break window frame)

"not enough energy" bug

Really annoying, and frustrating. You see sometimes the computer doesn't realize it got power flowing into it.

This is my setup: I quickly smash down a thermal expansion creative energy cube (unlimited redstone flux) and next to it a converter and right next to that the computer.
Now trying to start the computer it just yells "not enough energy". Somehow sometimes we get it to work but do not know how really.
The setup in picture form:
alt text

Screen does not turn off on computer shutdown

I'm not sure if this is a bug or not, but all text remains on the screen when it is shut down.
I would imagine that when you turn a computer off it stops outputting to the screen.

Robot Upgrade: Solar Panel

Generates a small amount energy during the day if there are no blocks above the robot blocking the sky.

Project Red API error. (with OC 1.1.0pr2)

Version with 1.1.0pr2
Environ: Client, x64 Windows, Minecraft 1.6.4
Mod Installed: CodeChickenCore, Project: Red (2013/12/30, 4.2.2), Many other mods.

java.lang.NoClassDefFoundError: mrtjp/projectred/api/ITransmissionAPI

Crash Report: http://pastebin.com/d1F5SLw0
And: https://www.dropbox.com/s/6h8lk0kphtcpvxy/ForgeModLoader-client-1.log

(*I don't have problem with RedLogic or MinefactoryReloaded.)

Also Post in: MrTJP/ProjectRed#275 (I think it must Project RED problem, but i don't determine that.)

Give robot upgrades a render callback

Robot upgrades should have the ability to have some visual effect on the robot model, e.g. so that the generator or solar panels can be visible on the robot.

OpenComputers tends to crash in ScreenRenderer

I'm finding that when using OpenComputers, there is a chance that it will end up crashing the entire JVM down due to something with ScreenRenderer

Note that may be helpful:
I was playing on a server yesterday and my friend kept crashing out completly. After looking through his crash logs it was again atioglxx.dll and li.cil.oc.client.renderer.tileentity.ScreenRenderer We got him to update his drivers and it seemed to go away after that, but today his issue came back, both involving li.cil.oc.client.renderer.tileentity.ScreenRenderer and atioglxx.dll
I've also had this crash and have attached my log to the bottom. Mine also involves li.cil.oc.client.renderer.tileentity.ScreenRenderer and atioglxx.dll.
I had a different friend who couldn't join the server at all without completly crashing the moment on join. His involves atio6axx.dll though but li.cil.oc.client.renderer.tileentity.ScreenRenderer was still there.

My Log: http://pastebin.com/8NhuKcKg
Friends log: http://pastie.org/private/ix5kfnxk3e2746ybhfzaka

Servers with remote terminals

This has been talked about a bit on the MCF and been discussed a bit more in semi-private: I'm planning to add "servers" with remote terminals. Originally the idea was to have them wired, but I felt this would be too similar to what could be achieved using normal computers, some cable and screens. So right now I'm planning to have the terminals be wireless handheld items. A server rack would act as primary access points, further access points (blocks) can be placed that, as long as they're connected via cable to the server rack, act as extension of the range. Each rack can contain multiple servers, each server can be bound to exactly one wireless terminal.

Individual servers could be upgraded by adding RAM and hard drives as computers can be, but possibly also by adding more CPUs. I've been thinking long and hard about the suggestion of multiple CPUs allowing for multi-threading in the servers, but have decided that this wouldn't be worth the effort it'd take: all Lua states have to yield within a very short time frame anyway (enforced by the kernel so they don't lock up an executor thread), so there isn't really any need for multi-threading - you can just start multiple coroutines, which in turn by definition above have to yield quickly. You can then resume all of these sequentially until they're all done. A scheduler library could abstract this to a level where it'd be impossible/pointless to distinguish whether the underlying workers are coroutines or threads.

Instead, I think I'd prefer another effect - allowing more components to be addressed by the server. Which brings me to the next point: I'm also thinking of adding a new restriction to low level computers to make upgrades and servers more attractive: the number of components that can be attached to them (see #18).

No message with network cards

When receiving a message using event.pull('modem_message') it doesn't return the message that is being sent. Although it returns the sender, distance, etc, but not the message.

Sender:

local m = component.modem
m.broadcast(123, 'Hello world!')

Receiver:

local m = component.modem
m.open(123)
print(event.pull('modem_message'))
-- Supposed to contain 'Hello world!' as one of the return values, but it doesn't

Edit program crash

If the file it tries to open is empty (not a single line written) it crashes at start

/bin/edit.lua:77: bad argument #1 to 'len' (string expected, got nil)

Font drawing issue

I was playing the game when I noticed that /C/ had a normal looking /C but the second / was curved and distorted.
My in-game resolution is 1600x1200,
Screenshot: http://puu.sh/5Wevp.png
This was done on a superior screen with proper electrical flow.

Add a special network card like component that allows opening and working with real sockets

Originally discussed in #19, a component that allows interacting with real sockets would be nice. There'd be some limitations, the most obvious one being that TCP sockets would have to be closed / disconnected across computer reloads (i.e. they wouldn't persist like everything else).

Possibly also move HTTP functionality now available via wireless network card to this component, to have all "real network" stuff in one place, so it can easily be disabled.

Robot gains excessive amounts of power from energy net

I have a bunch of capacitors in a bank next to a converter and a charger. There is an activated lever on top of the charger. When I place a new turtle next to the charger, instead of being able to store the expected 50,000 power, it can store 255,400 power. This is even more strange because the power net itself could only initially store 55,400 power.
Here is a picture of my setup: http://i.imgur.com/AKa2s6f.png

Monitors freeze on server reboot

On reboot the computers that are active seem to freeze and stop responding. The monitors stops responding unless we replace the cables from the computer to the monitor and the monitor itself. To be able to use the keyboard we have to replace the keyboard too.
And with replace I just mean breaking and placing again.

1.6.4 Server Crash

After you clicked the computer keyboard it instantly crashes the server.

http://pastebin.com/WnxdAKGh <---the crash report
the mod seems very cool so would be great if there was a fix.

P.S: if you need anything from jenkins to file or server hosting, I dont charge anything for modmakers :)

Programs can't be edited outside the game

I tried to edit programs outside the game by editing files in .minecraft/saves/worldname/opencomputers/hdd-id/something

However - it did not work out. in particular, it did not adopt to any file changes. if i changed files on the ingame computer they appeared after rebooting ingame it worked however.

Keyboards Crash Server

When placing a keyboard on a computer while on a server, the server crashes. Doesn't happen on LAN multiplayer, just on dedicated server.

Robot Upgrade: Sign I/O

Allows robots to read text on signs (sign.getValue()) and set a new text to be displayed on signs (sign.setValue()).

Request: Startup scripts

I would like it if we could create a file that would run when the computer boots, or have autorun.lua run a startup, not just when the drive is mounted. At my laptop's max resolution, I can barely read the text on a Superior Monitor, and I would really like to be able to automate a resolution change.

Introduce limit for addressable components in computers

As mentioned in #17 I'm planning to introduce a limit to the number of components that can be controlled from one single computer. This will increase over the different tiers of computers, with servers (see aforementioned ticket) supporting the largest number of components.

I want to avoid people having one basic case act as a "supercomputer" controlling pretty much their entire base. This change should incite people to upgrade to higher tier computer cases not just for the number of cards they can put into it.

Not sure whether I want computers to crash if too many components are connected (which could be exploited by other players) or just ignore additional ones... leaning towards the first since it'd be easier to implement (no need to check for other unconnected components when a connected one is removed).

Ingame help system

It would be nice to have an ingame help system (like man pages on Linux, though a much simpler implementation).

One idea might be to have a program that checks for "companion files" for programs, that would be named with a specific pattern. For example, ls.lua.man would be the help file for ls.lua, and one could type man ls or help dir (aliases) to open it in read-only mode in the editor.

Possibly prefix them with a dot and hide dot-files in directory listings per default?

Allow placing keyboards in front of screens

As discussed over on the Minecraft Forums make it so that keyboards can be placed in front of screens by trying to place them onto the front of the screen. This way it's still clear which screen should get the keyboard events, but it'll look less odd.

Robot Upgrade: "GPS"

Allows robots to query their actual facing and location in the world.

Crafting would involve a compass and a map at some point.

Functionality coordinate-wise should be limited, i.e. the coordinates should not be the real global coordinates, but relative to the map the upgrade was crafted with. Also should only work within a certain range of the map's center (basically based on the map size).

Component should probably be "recraftable" with another map, to set a new origin.

Name should be something other than GPS, since it really isn't like GPS at all.

Empty whitelist in the config by default

I'd like to suggest that by default you make the whitelist of URLs accessible by the HTTP API empty, so that any domain can be accessed. Having the blacklist by default block 127., 192., and 10.* is a really good idea.

I can understand why you'd limit the API to Pastebin and GitHub Gist by default, but in my eyes this severely limits creativity and the functionality of the API. It completely prevents any program from being able to automatically update from a private server or a GitHub repository. It prevents people from making really cool things like cloud file storage systems, cross server web browsers, email systems, multiplayer games, and cross server data storage for even simple applications like to do list managers and notes applications. All these applications would require a connection to a private server (PHP webhost, Node.js, etc.).

For me personally, this sort of thing is a game changer on whether I really get into this mod or not (as I had done for ComputerCraft, but I've since gone off that due to the (in my opinion) deteriorating community). I don't want to go up to every server admin and try and convince them to change their config settings - something I can imagine many people being reluctant to do - for players to be able to use a potential program, nor do I want to convince players in single player to do the same.

Could I also suggest implementing a socket API to create TCP and UDP connections to a socket server? That'd be really cool for making Skype-like IM applications.

Sorry for the wall of text. I have difficulty getting my point across in a succinct manner :)

Texture mistake

The keyboard, looks good all and all.
alt text

It looks like a real keyboard.
But on the recipe...
alt text
There's clearly a numpad as an item, but why isn't there a numpad on the block itself?

:)

Validate NBT to prevent crashes from wrong values.

Modifying the NBT of various blocks has the potential to crash the server due to things like a 4th tier or a 0th tier block. Validating and wrapping back into bounds or resetting would fix an error of this type

An example crash log is given below

2013-12-27 22:48:23 [INFO] [STDERR] net.minecraft.util.ReportedException: Exception in world tick
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1946)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.main.Main.main(SourceFile:101)
2013-12-27 22:48:23 [INFO] [STDERR]     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-12-27 22:48:23 [INFO] [STDERR]     at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-12-27 22:48:23 [INFO] [STDERR]     at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-12-27 22:48:23 [INFO] [STDERR]     at java.lang.reflect.Method.invoke(Unknown Source)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
2013-12-27 22:48:23 [INFO] [STDERR] Caused by: scala.MatchError: 3 (of class java.lang.Integer)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Case.func_70302_i_(Case.scala:29)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Inventory$class.items(Inventory.scala:14)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Computer.items$lzycompute(Computer.scala:14)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Computer.items(Computer.scala:14)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Inventory$$anonfun$load$1.apply(Inventory.scala:109)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Inventory$$anonfun$load$1.apply(Inventory.scala:107)
2013-12-27 22:48:23 [INFO] [STDERR]     at scala.collection.Iterator$class.foreach(Iterator.scala:727)
2013-12-27 22:48:23 [INFO] [STDERR]     at scala.collection.AbstractIterator.foreach(Iterator.scala:1157)
2013-12-27 22:48:23 [INFO] [STDERR]     at scala.collection.IterableLike$class.foreach(IterableLike.scala:72)
2013-12-27 22:48:23 [INFO] [STDERR]     at scala.collection.AbstractIterable.foreach(Iterable.scala:54)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.util.ExtendedNBT$ExtendedNBTTagList.foreach(ExtendedNBT.scala:83)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Inventory$class.load(Inventory.scala:107)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Computer.li$cil$oc$common$tileentity$Rotatable$$super$load(Computer.scala:14)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Rotatable$class.load(Rotatable.scala:166)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Computer.li$cil$oc$common$tileentity$RedstoneAware$$super$load(Computer.scala:14)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.RedstoneAware$class.load(RedstoneAware.scala:76)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Computer.li$cil$oc$common$tileentity$BundledRedstoneAware$$super$load(Computer.scala:14)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.BundledRedstoneAware$class.load(BundledRedstoneAware.scala:86)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Computer.load(Computer.scala:14)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Environment.func_70307_a(Environment.scala:63)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Computer.func_70307_a(Computer.scala:118)
2013-12-27 22:48:23 [INFO] [STDERR]     at li.cil.oc.common.tileentity.Case.func_70307_a(Case.scala:17)
2013-12-27 22:48:23 [INFO] [STDERR]     at com.mcf.davidee.nbtedit.packets.ClientPacketHandler.onPacketData(ClientPacketHandler.java:69)
2013-12-27 22:48:23 [INFO] [STDERR]     at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
2013-12-27 22:48:23 [INFO] [STDERR]     at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
2013-12-27 22:48:23 [INFO] [STDERR]     at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.multiplayer.NetClientHandler.func_72501_a(NetClientHandler.java:1651)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.multiplayer.NetClientHandler.func_72551_d(NetClientHandler.java:281)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.multiplayer.WorldClient.func_72835_b(WorldClient.java:99)
2013-12-27 22:48:23 [INFO] [STDERR]     at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1930)

Random Computer Shutdowns

I can turn on my computer (which due to a ton of capacitors has an ample supply of electricity I believe) and leave it going for 15-20 seconds before it randomly shuts down (freezes/crashes).
2013-12-23_21 57 13

That is the edit program being used and randomly crashing, usually before the crash the cursor will lag or keyboard input will lag.

Could not unpersist computer; Exception are fired.

2013-12-20 10:50:07 [WARNING] [OpenComputers] Could not unpersist computer.
com.naef.jnlua.LuaRuntimeException: bad permanent value (no value) at

One line log, with no full exception.
When chunk are unloaded with long time. that exception are fire, short time (less than 1 minute) unloading don't make this issue.

uname -a : Linux ******** 3.8.0-33-generic #48-Ubuntu SMP Wed Oct 23 09:16:58 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux
and that is server. not client (single-play)

I tryed get NBT infomation from tileentiry (Basic Casing), it was failed. so no extra infomation, sorry. but if you give debug tool, i will give infomation (look's like freeze tool? http://www.zdnet.com/blog/security/cryogenically-frozen-ram-bypasses-all-disk-encryption-methods/900 )

ForgeMultipart with Robot make ghost block.

PR->
   B

After That happen,

  GPR->
  B

R is Robot, with while true do robot.forward(); robot.back(); end
P is Player, trying push the robot!
G is Ghost Block(Offline Robot), in Server-side (When try to place any block in that space, the block will show) NBT={x=-99, y=63, z=200, id='cc:cable', cc:node(TagCompound)
B is ForgeBultipart Block, Top-Side are Stone-Panel.

Crash When i use the monitors!!!

When i put monitors i take crash :( ,
And in console i see this:
Client> #
Client> # A fatal error has been detected by the Java Runtime Environment:
Client> #
Client> # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x69836694, pid=5084, tid=788
Client> #
Client> # JRE version: Java(TM) SE Runtime Environment (7.0_45-b18) (build 1.7.0_45-b18)
Client> # Java VM: Java HotSpot(TM) Client VM (24.45-b08 mixed mode windows-x86 )
Client> # Problematic frame:
Client> # C [atioglxx.dll+0x806694]
Client> #
Client> # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
Client> #
Client> # An error report file with more information is saved as:
Client> # C:\Users\myra\AppData\Roaming.minecraft\hs_err_pid5084.log
Client> #
Client> # If you would like to submit a bug report, please visit:
Client> # http://bugreport.sun.com/bugreport/crash.jsp
Client> # The crash happened outside the Java Virtual Machine in native code.
Client> # See problematic frame for where to report the bug.
Client> #
Client> AL lib: (EE) alc_cleanup: 1 device not closed
Game ended with bad state (exit code 1)
Ignoring visibility rule and showing launcher due to a game crash
Deleting C:\Users\myra\AppData\Roaming.minecraft\versions\1.6.4-Forge9.11.1.953\1.6.4-Forge9.11.1.953-natives-24591299565777
Couldn't delete C:\Users\myra\AppData\Roaming.minecraft\versions\1.6.4-Forge9.11.1.953\1.6.4-Forge9.11.1.953-natives-24591299565777 - scheduling for deletion upon exit

What i need to do ? I realy like this mod :)

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