commit | 16dde2fc5bfedfdfdf80e6199a02a8ae6c54ed82 | [log] [download] |
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author | payonel <payonel@hotmail.com> | Sat Jun 11 23:00:04 2016 -0700 |
committer | payonel <payonel@hotmail.com> | Sat Jun 11 23:00:04 2016 -0700 |
tree | 8d903735ff1c5a3b95b6f3fdb351013891ef8806 | |
parent | 80e25f7be77131c7c340cd60ebade743b2aa704e [diff] |
optimizations for install and cp and filesystem links fixes optmized code and split up install to reduce memory costs. Can now install on 1x T1 RAM systems. found old bug in filesystem: touch a ln a b mkdir d cd d touch b rm b And the link in the parent dir would be lost. The reason is that the virtual nodes created for the link were being selected when removing the b file in d, as well as removing b from the real fs. The fix was to check that the node was the correct node, and not just remove the key from any node returned from findNode
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
####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.
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).
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!
Want to tinker with the mod itself? Here is how - for IntelliJ IDEA users.
Important
Clone the repository, then in it rungradlew setupDecompWorkspace
to setup the workspace, including assets and such, thengradlew 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.
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
.