Sorry, this will break a couple of programs. Rename plethora:modules to neuralInterface and manipulator.Add turtle and pocket computer upgrades.Expose module methods on blocks whose items are modules (noteblocks and daylight sensors).Actual fetching of items is left as an exercise for the reader.Ĭhat.tell("Requesting ". # Tell the player that we're requesting them. Local count, item = message:match(pattern) Local ev, message, pattern = os.pullEvent("chat_capture") # Capture all messages of the form " stacks of " Local chat = peripheral.find("neuralInterface")
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This allows you to capture chat messages such as "1 stack of wood" and respond to it, without notifying the whole world. This allows you to match chat messages against one or more Lua patterns, discarding the message if it matches one. What is really special about this module is the capture method. Similarly, it only fires events on chat messages from the active player. Instead of speaking as its own entity, the chat recorder allows you to speak as the player to the whole server and message the player privately. The chat recorder is a variation of your standard chat box. As above, there are config options to disable specific modules being used. Do note that not all modules can be used as upgrades: the kinetic augment, for instance, cannot be used in a turtle. See this post for some of the fun things you can do with them. This means we finally have laser turtles back after so long. Most modules can now be used in turtles and, if you have CCTweaks installed, pocket computers. No manipulator required! If you wish to disable particular modules (for instance you want people to use an iron noteblock instead) you can just add the module name to the blacklist.blacklistModulesTile config setting. Some highlights of this release are: Modules in-worldĪny modules which have a block form (noteblocks and daylight sensors) can be wrapped as a peripheral in-world, allowing you to use their module methods directly.
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Update time! Plethora 1.1.0 has just been published to Curse, featuring a whole host of exciting new features (and less exciting bug fixes). As always, please report any bugs you find so I can fix them as soon as possible. I've spent a lot of time checking that every feature works as expected, but I'm sure there are things which have crept through the gaps.
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You could have some pretty nifty things like sending out a turtle to harvest wood or crops when you're running low.Įdited by SquidDev, 05 December 2016 - 10:29 AM. Part of the point of Plethora was to be able to automate much of a world using just CC and peripheral mods. I guess the only "balancing" factor is that you still have to knuckle down and implement it. Thanks to the introspection module and wireless bridge, it would be possible to transfer items directly from/to your inventory which is kinda cool, but problematic from a "balance" point of view: CC and Plethora aren't exactly late game. Yeah, this is slightly OP, though you can tweak the configs to make this more infeasible/impossible should you fancy. Auto-crafting is also not implemented, though wouldn't be too hard with the help of turtles. You could always re-scan a random inventory every 30 seconds or so to ensure it is up to date. Adding or removing items manually will make the cache inaccurate and so break everything.
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Scanning an inventory takes a lot of time so I maintain a cache of all chests in memory. you've made an even cheaper ME system than AE gives us, yes?