commit | 12082391bb73900395976cec1393ee2c0a5fb1b7 | [log] [download] |
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author | Florian Nücke <florian@nuecke.de> | Fri Aug 15 01:29:23 2014 +0200 |
committer | Florian Nücke <florian@nuecke.de> | Fri Aug 15 01:29:23 2014 +0200 |
tree | 466d3de25e26112ea9b1a1d06225cf7a33791b60 | |
parent | 5ba5b3cea896a5ef90da91837c6f877b1476771c [diff] |
Made hologram max scale setting use doubles instead of ints for more flexibility and reworded the comment in the config a little.
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!
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.
###Assets and Localizations
text
or sides
) would help a lot. Thanks!###Bug fixes, features and scripts
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 group: 'li.cil.oc', name: 'OpenComputers', version: 'MC1.6.4-1.2.3.280', classifier: '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 deobf
JAR from the build server and drop it into your dev env's eclipse/mods
folder. Important: mark the api/java/codechicken/lib/vec
folder as excluded in your IDE, to avoid issues when running/building the project in it.
Alternatively, leave out the api
classifier and you can build against the deobf 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!
Want to tinker with the mod itself? Here is how - for IntelliJ IDEA users. For eclipse I assume the process will be similar.
Important
Clone the repository, then in it rungradlew setupDecompWorkspace
to setup the workspace, including assets and such, thengradlew idea
to create an IntellJ 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 - at this point CodeChickenLib and ForgeMultipart. Since CCL will download stuff again and you'll get conflicts otherwise, go into the project settings and mark CCL and FMP as “provided” (instead of the default, “compile”).