18c9723308
Does it count as an emulator when it's official? I hope not, as this'd make it my fourth or fifth emulator at this point. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Developing/debugging CraftOS is a massive pain to do inside Minecraft, as any change to resources requires a compile+hot swap cycle (and sometimes a `/reload` in-game). As such, it's often more convenient to spin up an emulator, pointing it to load the ROM from CC:T's sources. However, this isn't practical when also making changes to the Java classes. In this case, we either need to go in-game, or build a custom version of CCEmuX. This commit offers an alternative option: we now have our own emulator, which allows us to hot swap both Lua and Java to our heart's content. Most of the code here is based on our monitor TBO renderer. We probably could share some more of this, but there's not really a good place for it - feels a bit weird just to chuck it in :core. This is *not* a general-purpose emulator. It's limited in a lot of ways (won't launch on Mac[^1], no support for multiple computers) - just stick to what's there already. [^1]: We require OpenGL 4.5 due to our use of DSA. |
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CODE_OF_CONDUCT.md | ||
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CC: Tweaked is a mod for Minecraft which adds programmable computers, turtles and more to the game. A fork of the much-beloved ComputerCraft, it continues its legacy with improved performance and stability, along with a wealth of new features.
CC: Tweaked can be installed from CurseForge or Modrinth. It runs on both Minecraft Forge and Fabric.
Contributing
Any contribution is welcome, be that using the mod, reporting bugs or contributing code. If you want to get started developing the mod, check out the instructions here.
Community
If you need help getting started with CC: Tweaked, want to show off your latest project, or just want to chat about ComputerCraft, do check out our forum and GitHub discussions page! There's also a fairly populated, albeit quiet IRC channel, if that's more your cup of tea.
We also host fairly comprehensive documentation at tweaked.cc.
Using
CC: Tweaked is hosted on my maven repo, and so is relatively simple to depend on. You may wish to add a soft (or hard)
dependency in your mods.toml
file, with the appropriate version bounds, to ensure that API functionality you depend
on is present.
repositories {
maven {
url "https://squiddev.cc/maven/"
content {
includeGroup("cc.tweaked")
includeModule("org.squiddev", "Cobalt")
}
}
}
dependencies {
// Vanilla (i.e. for multi-loader systems)
compileOnly("cc.tweaked:cc-tweaked-$mcVersion-common-api:$cctVersion")
// Forge Gradle
compileOnly("cc.tweaked:cc-tweaked-$mcVersion-core-api:$cctVersion")
compileOnly(fg.deobf("cc.tweaked:cc-tweaked-$mcVersion-forge-api:$cctVersion"))
runtimeOnly(fg.deobf("cc.tweaked:cc-tweaked-$mcVersion-forge:$cctVersion"))
// Fabric Loom
modCompileOnly("cc.tweaked:cc-tweaked-$mcVersion-fabric-api:$cctVersion")
modRuntimeOnly("cc.tweaked:cc-tweaked-$mcVersion-fabric:$cctVersion")
}
When using ForgeGradle, you may also need to add the following:
minecraft {
runs {
configureEach {
property 'mixin.env.remapRefMap', 'true'
property 'mixin.env.refMapRemappingFile', "${buildDir}/createSrgToMcp/output.srg"
}
}
}
You should also be careful to only use classes within the dan200.computercraft.api
package. Non-API classes are
subject to change at any point. If you depend on functionality outside the API, file an issue, and we can look into
exposing more features.
We bundle the API sources with the jar, so documentation should be easily viewable within your editor. Alternatively, the generated documentation can be browsed online.