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mirror of https://github.com/osmarks/random-stuff synced 2024-11-10 06:19:54 +00:00
random-stuff/computercraft/README.md
2023-11-13 19:37:05 +00:00

11 KiB

  • arr_controller.py - Automatically Routed Rail prototype control system. It was set up on a test track on SwitchCraft 2 but not deployed more widely due to a lack of real usecases (instantaneous teleportation made it mostly decorative), some minor issues in cart handling, and some less minor issues in routing multiple users at once.
    • arr_station.lua runs on stations and connects to the controller, and arr_switch.lua runs on individual redstone switch units.
    • ARR deployment example 1
    • ARR station
  • chat-ethics-monitor.lua monitored chat and computed message ethicality using our proprietary algorithms, and incorporated laser defenses against highly unethical messages.
    • cem2.lua had a nicer UI but unfortunately no laser defense control authority.
  • es_player_scan.lua was a system installed in some facilities to report player counts to central metrics processing.
  • ethics-door.lua was installed in the Apiaristics Division and gated access behind sufficiently novel and ethical messages.
  • evil-door.lua was also part of the Apiaristics Division access control system.
  • flyto_good.lua is an early design for a neural interface fly-to-coordinates program now incorporated into ni-ctl.
  • hacker.lua prints randomly generated hacker jargon in ominous green text.
  • holo-3dplot.lua renders graphs on OpenComputers hologram projectors.
  • holoball.lua is a 3D version of the famous "bouncing ball" screensaver.
  • holoclock2.lua is a port of a hologram text demo from somewhere to not cause horrible TPS problems. It displays the time.
  • I don't know what holoconstrained.lua did but it doesn't seem to reveal anything proprietary so it's available.
  • hologram.lua overlaps several holograms for some kind of rendering thing I forgot. I think in principle you can get many more colours out of this.
  • holo-graph.lua is a somewhat boring use of a hologram projector to just display a single line.
  • holo-map.lua used several hologram projectors to display a 3D map of SwitchCraft 2. I didn't have depth data so this was essentially a slightly flickery monitor.
    • The map data was constructed using stitch_dynmap.py, tomapdata.py, some reslicing process I forgot, and pngquant.
  • itemfilter.lua is a trivial script which just dumps cobblestone from an ender chest and moves other things into a nonender chest.
  • kristdump.py dumps Krist transactions to a local database for analysis.
  • laser_tbm.lua was a simple and somewhat problematic script for using a small swarm of laser turtles to dig tunnels. While it was slower than a sheet of nonlaser turtles and produced nonuniform roofs, it was significantly cheaper and enabled the rapid excavation of the several-thousand-block Secret Tunnel Network connecting outer Switch City and the Secret Cheese Facility.
  • matrixrain.lua - Matrix Rain effect on monitors.
  • mekfr.lua ran simple controls for a Mekanism fusion reactor and interfaced it with the metrics system.
    • ncfr.lua did NuclearCraft reactors and not control.
      • ncfroc.lua did control.
  • modem2metrics.lua was used with mekfr.lua and some other systems and bridged ingame modems to the metrics system.
  • motion_integrator_test.lua was used to test some motion intgeration algorithms to reduce reliance on GPS in ni-ctl. Earlier prototypes did not at all work. The addition of deltaPosX (clientside rather than serverside velocity, essentially) made it work essentially perfectly.
    • ni-position-approximator.lua was an earlier attempt.
  • ni-ctl.lua is my very overengineered neural interface flight/autodefense/utility program.
    • Due to module count limitations, it could use remote devices (usually (possibly only) lasers) via ni-ctl_spudnet_interface.lua and pocket-offload.lua.
    • experimental_3d_pointer.lua is probably connected in some way.
    • nilaser.lua is a very early precursor before it was merged into flight control code and some other things.
  • nnrelay.lua is used to program OC nanomachines from CC.
  • number-display.lua probably prints ominous yet meaningless numbers or something.
  • one-way-hallway.lua controlled the Apiaristics Division's famed one-way hallway.
  • panel-turtle.lua was used for moderately hidden defensive turtles in Apiaristics Division walls.
  • pgps.lua is an implementation of ComputerCraft GPS able to operate passively (without transmitting a GPS ping; unlike real-world GNSS, CC GPS requires broadcasts from receivers) using known computers' broadcasts. It did not actually improve on the position solver significantly, which made real-world use somewhat problematic.
  • remote_drone.lua is an in-development-some-time-ago system for securely controlling OC drones. It interacts with remote_drone-cc.lua.
  • retina-scan-door.lua was used to control access to the Apiaristics Division's Initiative Sigma conference room, with retina scan effects.
  • rimo-door.lua was for the onsite Records and Information Management Office.
  • sentry.lua is a laser sentry program which is somewhat safer than standard ones in that it will not fire through protected players to kill mobs.
  • draconic_reactor.lua controlled a draconic reactor (in combination with some flux gates and a RFTools screen for some auxiliary functions) with remarkably few catastropic explosions.
  • AFLKHASKJFHasuifhasf.lua provided near-omniscient model monitoring including position fixes using a feed from the VLA (Very Large Array) and onsite trilaterator system.
  • piston-door.lua was a piston door controller with a nice control panel. For security reasons, the code is entirely ignored and allowances to open handled by another computer nearby with an entity sensor.
  • autonomous-bee-processor.lua was used as part of an attempt to selectively breed Forestry bees automatically, although it unfortunately proved impractical because of the large amounts of honey consumed scanning every bee.
  • fast-approx-dig.lua dug out rooms inaccurately but very fast using a turtle, because I was once too lazy to dig a room and also to do a lot of work writing down edge cases in the various loops involved in digging.
  • furnace_controller.lua is a naive but effective furnace controller program.
  • ore-thing.lua managed Actually Additions Lens of the Miner systems.
  • spatial_tp.lua (ab)used Applied Energistics Spatial IO systems and ender chests as teleporters.
  • geiger.lua was a simple system deployed to monitor NuclearCraft radiation levels using a network of Geiger counters.
  • ae2_metric_exporter.lua relayed information from an AE2 system to metrics.
  • 3dgraph_slave.lua and 3dgraph_master.lua are a somewhat janky system for displaying arbitrary inequalities using a large field of blocks managed by command cmputers.
  • apiobotrobot.lua is a helpful ingame assistant using command computers (for creative servers).
  • One of many APIONETs, apionet.lua was a rednet-style OC networking system, in the sense that messages were broadcast literally everywhere when they were sent.
  • potatoasm.lua was apparently a register machine VM.
  • lua-adt.lua was a project by baidicoot to integrate ADTs into Lua using horrifying regex manipulations for PotatOS Advanced Projects.
  • potatos-obfuscation-tool.lua was a dubious-quality obfuscator used at one point to obfuscate something.
  • cartdrone.lua used Computer Minecarts as the CC equivalent of OC drones.
  • oc-gps.lua was a port of the CC GPS concept to OC.
  • oc-drone.lua used OC drones to do something or other (pointlessly follow players)? It seems to incorporate GPS. OC has (had) navigation upgrades, but they have a very short range.
  • oc-drone-netboot.lua was a simple bootloader for OC drones which allowed them to boot directly off the internet to work around codesize limits.
  • oc-remote-wake.lua was used to get around CC power management issues by using OC computers, which had different power management issues.
  • cobble-compressor.lua produces compressed cobblestone.
  • autokit.lua used AE2 to automatically provision strongboxes of kit from a defined kit list.
  • basenet.lua was a simple framework for within-base systems coordination.
  • energraph.lua monitors RF-holding devices, with no actual graph.
  • pxsign.lua is an internal potatOS codesigning tool, as is dcopy.lua.
  • opus-trilaterator.lua is an early version of AFLKHASKJFHasuifhasf.lua.
  • potatos-chat-monitor.lua was deployed on SwitchCraft 2 to monitor chat for potatOS-related issues.
  • endermail.lua used EnderStorage-style ender chests to implement any-to-any remote item transfers.
  • ender-chest-seeker.lua automatically scanned ES ender chest channels for items.
  • thing-mover.lua moved items.
  • automelon.lua ran AutoMelon vending machines.
  • door-internal.lua and door-external.lua comprised a door system with an excellent insult library.
  • oc-robot-name-thing.lua named computers using OC robot names.
  • web2tape.lua is an oddly named program to download to Computronics tapes.
  • sgns.lua changed the design of CC GPS for additional security.
  • rsrn.lua (Really Slow Redstone Networking) transmitted messages over redstone wires.
  • keyctl.py managed keys for an early version of SPUDNET HKI.
  • modem-logger.lua omnisciently moitored network traffic.
  • potatad-config.lua and potatoad-extreme.lua were used to drive advertising displays on SC2.
  • gicr-v2.lua relayed ingame chat to SPUDNET for reasons now lost to time.
  • thor_laser_unit.lua was part of a laser defense system on TC6.
  • potatounplex.lua is a graphics program.
  • potatobox.lua used PotatOS sandbox technology (which, yes, has some flaws) to sandbox public CC computers.
  • echest.lua provided chat control over enderchests, but was problematic due to accidentally eating items sometimes.
  • bundlenet.lua sent messages very slowly over bundled redstone.
  • lms.lua (Lightweight Messaging System) is almost the simplest possible CC chat program, for use on LANs.
  • autocompactron.lua was used in the automated production of Compact Machines.
  • tomatos.lua was a design for a more compact and camouflagued version of PotatOS. Thanks to better antidetection methods, TomatOS is believed to run on ██% of currently operating CC computers.
  • rift.lua controlled Mekanism teleporters.
  • intruder-annoyer.lua used particle generators to subject unauthorized visitors to CCIM with barrier particles.
  • spatial-control-system.lua allowed remotely managing spatial IO systems.
  • concrecrafter.lua automatically produced concrete for Keansian roads.
  • ccss.lua ran Chorus City street signs.
  • labelnet.lua transmitted messages over the labels of adjacent computers.
  • golboard.lua displayed Game of Life on something. golfloor.lua uses a physical virtual display.
  • demovirus.lua is a demo virus.
  • p2p-manager.lua was used to keep track of AE2 P2P tunnels.
  • chatwhy.lua redirects terminals to chat.
  • ULTRADUMP.lua was designed to dump literally any Lua object (excluding native handles I guess) to disk. Not finished.
  • arc.lua was an early implementation of AR for CC overlay glasses.
  • crane.lua bundles a CC program (and imports) into one file, using filesystem virtualization.

See also PotatOS.