How To Craft

How to install custom scripts computer craft

  1. Home
  2. Family Restaurants
  3. How to install custom scripts computer craft
How to install custom scripts computer craft
December 08, 2018 Family Restaurants No comments


go on the homepage

Computercraft chat system for website

ComputerCraft | Programmable Computers for Minecraft | Page 3.

They say nothing makes a website look unmaintained like Santa Hats in the new year, so it’s time for a ComputerCraft status update: For the past month, I’ve been working solidly on a huge feature update for ComputerCraft that I’ve been unimaginatively calling ComputerCraft , I’ve been posting regular status updates on Twitter, but.

ComputerCraft | Programmable Computers for Minecraft.

As some of you know: when I’m not making Minecraft Mods, I like to make games. I’ve been working on one of these games, Redirection, for the past 3 years, and I can announce today that it will finally be releasing on Steam on October 24th,.

[NEW - April ] Windows in Minecraft! - ComputerCraft.

Man kann sich einfach Registrieren und dann ins System kommen Du könntest ein Administrator account machen, der beim ersten Start erstellt wird und das Passwort dafür gefragt wird. Um dann neue Konten zu erstellen muss man das Administrator Passwort eingeben..

ComputerCraft | Programmable Computers for Minecraft.

· The moderating team; Today's top 20 posters; Overall top posters; users are online (in the past 15 minutes) 2 members, 302 guests, 0 anonymous users (See full list).

Need ideas for operating system - ComputerCraft.

Currently I have been working with an operating system, I have added 3dprinting, custom chat, login, register, logout, firewalls, download folder for each user etc, timer, clock in gui, custom script editor for "NEW" lua extension, new user, delete user, lock user, lock screen, disable account, permissions for users, gui, command line, advanced.

A social networking system for ComputerCraft.

+ A login system which will of course use the CCSystems PHP scripts I made (which is what all my OS's use as well as Blaze Email Client and of course the App Store I made), this means that we don't have to keep making accounts for each online/http based program I make..

Social Net API (CC's own social network) - ComputerCraft.

Well then I found a serious bug with your chat system. Using the function causes the assert at line of your API to fail.

ComputerCraft Forums - Index.

· News related to ComputerCraft, this website, and similar projects. News related to ComputerCraft, this website, and similar projects. Sub-Boards Turtle Programs Portable Programs Command Programs APIs and Utilities Games Operating Systems. Mods Mods to run alongside ... PeripheralsPlusOne Chat box question. By SquidDev May 27, 2019, 02:13 ....

EnderWeb / Pearl - A multi-server sandboxed internet.

· EnderWeb / Pearl - A multi-server sandboxed internet service and browser for ComputerCraft (It's ready for editing everyone!) WOW Update: Computers/Turtles can now publish enderweb pages!.

ent - ComputerCraft Wiki.

When ent() is called, the computer waits until an event occurs. Events can be triggered by several different things, such as a key being pressed or a redstone input changing. They are usually triggered by ComputerCraft itself, when it needs to notify the computer that something happened..

Any way for computers to read chat? : ComputerCraft - reddit.

· Computercraft Addons for 1 · 4 ... Any way for computers to read chat? ( erCraft) submitted 3 years ago by PirateToshio. This might have a really obvious solution that I'm just missing, but I'm new to really using CC and I'm trying to have a program that can move things to an ender chest from my AE system when a command is ....


CONFIGURING COMPUTERCRAFT. ComputerCraft has some configurable settings stored in a text file named In general, you don’t need to modify this file, and this book assumes you’re using the default configuration. Most public multiplayer Minecraft servers use the default configuration too..

Our services – Computercraft.

Our services We develop and optimize complex biomedical databases essential to the global scientific community. Through our support of preeminent sources of genetic sequence, genomic, chemical, and scientific information, we drive continuing scientific research and discovery..

minecraft · GitHub Topics · GitHub.

· I think Kepler and I discussed this when # was opened, but I never spun it out into a separate issue. The window API is incredibly useful, but I (and I suspect other people) often end up rolling their own implementation because they need a specific bit of functionality..

ComputerCraft: RedNet Minecraft Blog.

Hello guys Today I have a ComputerCraft tutorial for you. This one is on a server client web system built with RedNet. First you need a computer to use a client which needs a modem. In real life this could be the computer you are using to read this tutorial. On this computer we need to create a.

[Lua] STD-GUI Default List -.

description = "(CCJam contender!) \n \n An online multiplayer roguelike game with an inventory system, item drops, enemies with AI, chat, and everything is rendered with the beautiful smaller pixels! As such, this requires ComputerCraft or later..

Computercraft touchscreen box to open website | Feed the Beast.

· a smartphone with an app, that accesses the computercraft-system from outside. and suddenly, you got a way to manage your whole base from your smartphone, while you are running around somewhere or while you are even offline of course, it needs to be secured, else everyone can access it....

Tekkit - Technic Platform.

Tekkit has launched into a new era, and with it new frontiers to explore! Dimensions, pockets and planets, it’s all there for you and your friends to exploit and conquer. Armed with the latest versions of the best mods from the hottest authors, a renewed sense of adventure and a focused drive, Tekkit is ….

Skynet test, Internet in Minecraft [Computercraft] - YouTube.

· The base for an internet! It doesn't have real websites and browsers yet though, but this can be used to make them. Any computer/turtle in range of this and with the api can receive/send to any other computer connected to the network. The rednet messages are automatically repeated, but only once, so you won't get the same message.

Tekkit Classic - Technic Platform.

Nuclear Control addon allows you to build efficient monitoring and notification system for your nuclear reactor. Also you can use Howler Alarm and Industrial Alarm in any case when you want industrial-style notification/alarming system..

Minecraft Virtual Reality | Minecraft.

Take your gaming experience to a new level with Minecraft Virtual Reality. Build, battle mobs and explore the world of Minecraft like never before in VR..

ComputerCraftEdu: Learn programming in Minecraft! - WIP.

· ComputerCraftEdu Visit the official ComputerCraftEdu Website to Download and read more! TeacherGaming (team behind MinecraftEdu) and Dan (creator of C....

ComputerCraft - how to regulate api's | Feed the Beast.

· But my current understanding of computercraft is that players can write lua scripts that could then be executed on the server they are playing. One of which is the http api - When you browse to a website, this is registered with your ISP as an http GET request, the website that you visit also sees the GET request..

Forums - OpenComputers.

Ever needed real-world time in OpenComputers? I did today, so I did something about it. realtime realtime is a set of libraries and protocols designed to let you synchronise your computers with the real world, and includes: The realtime library, for taking and keeping time..

Computercraft - Remote/Control Programs Update - YouTube.

· in this update video i show you guys what i have been improving on in my remote/control programs which includes completely configurable functions in the control program, a new Redstone function for the control program. i have later on added a clear function aswell as rewritten how the help function works. Pastebins For The Programs.

Looking for a small server with a voip chat system. : tekkit.

A server with the people on Skype/Vent ect. would be prefered. Not too many players (Around ) EE is partially enabled, just condensers really..

Turtle Sorting System : ComputerCraft.

Get an ad-free experience with special benefits, and directly support Reddit..

Computronics - Official Feed The Beast Wiki.

· This page was last edited on 31 March , at 04:58. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors..

How to make a turtle run a program over the Modem API in.

help chat. Arqade Meta How to make a turtle run a program over the Modem API in computercraft. Ask Question Asked 3 years, Now I want to sent a program from that computer to the turtle and run it. I looked up the modem API on the ComputerCraft website but I could not find a way to do it..

ComputerCraft - Official - Technic Platform.

Type in the modpack name (ComputerCraft - Official) or paste the following url into the search box. Step 3 Finally, click Install at the bottom right of the launcher after you select ComputerCraft - Official from the list on the left..

Web Displays - Browse On the Internet in Minecraft.

· The screen: First, you need to craft some web screens blocks like this: Then, build a little walll with them (minimum size: 2x2) and right click on the side where you want the screen to appear (check that you don't have any items in your hand)..

ComputerCraft and Monitoring (and some RedNet stuff.

· ComputerCraft and Monitoring (and some RedNet stuff) Discussion in 'General FTB chat' started by and some other Youtube videos that people have ComputerCraft setups that allow them to monitor they're bases' power systems and I think it's ... It should turn red and there will be a chat message on your screen saying that peripheral ....

[ ] EnderNet - inter-server item/message ....

· EnderNet is a modification that adds inter-server, inter-modpack item transport. It lets you send items or ComputerCraft messages, locally or across servers.

Plethora Peripherals - Mods - Minecraft - CurseForge.

I think he's mostly on the author list due to the ComputerCraft license and it's kinda courteous, seeing as Computality is takes most of its code from ComputerCraft. Dr_Codex has put together a pull request into the original mod to port it to but it is very much a WIP. I've pinged him to see if he can finish it..

ComputerCraft Basic Monitors Displaying Text - Tekkit.

ComputerCraft Monitors Tutorial: Quick, Simple, Help The chat, while controlled is fairly chill, we just ask you to keep it PG. A list of rules is available on our Website, Discord, Server or just ask any staff member. ComputerCraft Basic Monitors Displaying Text.

Easy-To-Use ComputerCraft Support? | Page 3 | Feed the Beast.

· Easy-To-Use ComputerCraft Support? Discussion in 'Mod Discussion Spend two minutes on any website frequented by those aged under 18 and you will see enough ... blocks/machines. Does this support also carry over to ReactorCraft? Would be neat to design more complex computer systems for display of fuel status, heat, time run, time ....

Jarvis-style 'AI' - free to download, more responses.

Welcome to /r/Computercraft the subreddit for lua programs, general mod use, Note that anything written in all caps below is for whatever you need your own system set up. First, the say() function: function say(msg, question, owner) -- speaks the given message in chat. Accounts for question, speaker, and if the response should be formal.

ComputerCraft features: Multitasking, networking.

· Well, I'd been meaning to learn ComputerCraft for a while now, and this just solidifies it. I just wish there was a little better documentation on OpenPeripherals since that's been updated. Last I checked, most of it seemed to be out of date. The fact that I was trying to learn Lua syntax at the same time probably didn't help my efforts there.

Homepage - SiteHood live chat for websites.

Skip to content. Homepage; About SiteHood; Articles and information; Login; Sign up; Contact us; עברית.

ComputerCraft Program Library - Mods Discussion.

· i also have a factory station code, and im revising it now after being handed a source code i wanna strip for graphical reasons. but the logic will be all mine using Casper's circuit API..

Searching for Staff │For Unleashed Server│ | Feed the Beast.

· We are currently searching for Lua Coders, Website-Builders, System Administrators, Advertisers and Graphics Designers. More specific down below! Lua Coder: Someone Who can Code anything i need using ComputerCraft Mod in Unleashed Website-Builder: Someone that can build a website, maintain it and add anything that the server may need.

Things I can do with ComputerCraft : feedthebeast.

Hello! Can you give me some ideas what i could code with CC? I just startet a few days ago and finished a program that displays my RF.

Computercraft in server - Legacy Support - Archive.

Could someone tell me how can i install the Computercraft mod in a server? thx.

Computercraft to smartphone communication | Feed the Beast.

· Computercraft to smartphone communication. Discussion in 'Mod Discussion' started I have seen someone use computercraft to access a website and send an ... according to dan200 there will some email system going to be happening soon im not just sure how there are also some apis in the CC forums you may want to check those out. rednetOS api i ....

Code help with an outdated version of Computercraft.

Before I go forward, I'd like to say I'm running Computercraft on the version of Minecraft, so this is a bit outdated. Also mind I'm just.

The Classic Pack: Lite - Technic Platform.

Nuclear Control, an Industrial Craft 2 addon that allows you to build efficient monitoring and notification system for your nuclear reactor. Also you can use Howler Alarm and Industrial Alarm in any case when you want industrial-style notification/alarming system..

Computercraft Programs Folder: Software Free Download.

ComputerCraft Mod For Minecraft , 1.8.9, 1.7.10. Our ComputerCraft FTP server should now be back up. Create t folder in the root of your computer's filesystem. Adds some neat built-in programs like unsecured chat, and mail, apis. If you visited in the last week or so, you might have noticed something..

Tekkit Lite - Technic Platform.

Applied Energistics - ME Networks provide: Simple but robust automation tools, and great support for working with other other automation mods. Includes a system which lets you create and use an automated crafting system. Ways to include other storage from other mods or the vanilla game. Lets you monitor your storage and trigger things via redstone..

Computercraft chat system for website

  • Its-always-sunny-charlie-dating-profile-episode.html
  • ,
  • Iu-trustees-meeting-live-stream.html
  • ,
  • Jaclyn-linetsky-and-vadim-schneider-dating.html
  • ,
  • Jap-stationary-engine-dating-simulator.html
  • ,
  • Java-irc-chat-for-website.html

  • Considering how much of Minecraft can be about grinding for resources or MCMMO levels... imagine being able to script the player, or even being allowed "bot teammates" you can script! Since that part of it could run on just the client (minus small interface stuff on the server for clients to request basic info and send player input), you could go all out with as much advanced AI as you can muster, without draining the server of any resources... while having a bunch of minions that gather resources, fight, explore and/or build (if you have the spare processing power/memory and the scripts.. so I guess it would be dominated by people who have many crazy fast machines and mad coding skills.. but I'd still love derping around in it, too. There's always robbing those bots manually haha..).

    Apart from these bots acting on their own, players could send commands to bots via private message or towny/faction chat. Oh, and speaking of towny and factions, or any sort of teams reallly: what if this sort of "Minecraft Robot Wars" competition was set up so there'd be a few human players, with each having their bots who know their owners, but otherwise nobody knowing who is a player or a bot, and who is on what side... ?!

    So you could e.g. either all join up in one town/faction and give your alliance away for more efficiency/power, or split up and try to play all sorts of diplomatic games via chat and actions, and try to deceive bots/people long and short term. Minecraft online is so much about trust, I never played another game that came close; and while that can be very frustrating and petty with humans, it seems hilarious to try to code bots that act real or otherwise deceive ^^ Especially if everybody knows that it's the goal of the game.

    Please, nobody make this happen, this would destroy my life. Even just thinking about the possibilities is addicting haha.

    http needs to be enabled in the computercraft config on the server to do this though. search for the programs "pastebin put" and "pastebin get" on your computers.



    New Minecraft Edu Resourcs

    Using Code Builder with Minecraft Edu

    Locate Code Connection on your desktop. This must be installed prior to first lesson.
    Full Code Builder Curriculum
    More about Make Code

    Planing Flowers and building roads
    Flower trail video


    How to build a good roof with code builder.

    Using Command Blocks and Programming

    How to make a super digger

    101 Minecraft Build Hacks

    Import and Export worlds

    Structure blocks (Export/Import 3D)


    7th Graders may use Minecraft to present Book Reports and participate in other challenges where you will solve problems to accomplish specific tasks. Help each other and feel free to exchange ideas. The amount of time we spend will be determined by attitude, manners and overall behavior.

    MC lesson Plan for Tutorial 1

    Wonderful_World_of_Humanities Information

    World of Humanities Map

    Creating HOME Blocks

    Instructions for Challenge Please save this to your Google Drive.

    A MinecraftEdu Project Challenging Students to think, cooperate, and produce.

    Minecraft Modes (including Adventure Mode) for game play.

    Pixal Art Programming in Minecraft
    Boolean Logic in Minecraft

    Short and Sweet Minecraft

    Best Introduction for Beginners

    7th Grade Project 2014

    Minecraft and Book Report Project

    Minecraft and Non-Fiction Report

    6th Grade Project 2014

    Historical Event Script Page

    ComputerCraft Minecraft

    About ComputerCraft

    ComputerCraft is a modification for Minecraft that’s all about computer programming. It allows you to build in-game Computers and Turtles, and write programs for them using the Lua programming language. The addition of programming to Minecraft opens up a wide variety of new possibilities for automation and creativity. If you’ve never programmed before, it also serves as excellent way to learn a real world skill in a fun, familiar environment.

    Computer Craft Trailer
    Intro to Turtles

    You Tube Tutorial
    All MinecraftEDU made videos

    Computer Craft Video 1

    Turtle Training Book 3exercises

    Minecraft Recipes

    diamond boots
    crafting recipes

    HOUR of CODE in ComputerCraft

    Custom NPC tutorial

    How to make Custom NPC

    Custom NPC step-by-step instructions.
    Adding a Custom NPC to your Ancient Civilization Project
     Create a CNPS to introduce your project.
    Design your CNPC appropriately to fit with your structure. Imagine a tour guide of a famous place you have visited. Start with a "Welcome" to the "name of the site."

    When you click on the NPC we should be able to see the 5 most important facts about your site.

    Prepare to formally present your project.
    Prepare a SCRIPT to include your background information and your facts. Include a discussion with your character.
    Each member of the group should participate in the presentation of the project. We will record the presentation.

    How to Record Video of your MC PROJECT
    Prior to recording your video:
    Download  Screencasify Video Recorder software
    Practice adding the video to the recording.
    Write the script using your facts and the 1-page report.

    [ComputerCraft] [1.12.2] Want to load a custom API at startup.

    how to install custom scripts computer craft

    best arts and crafts kit how to draw
    Divinity original sin 2 how to crafting blank skill books
    how to make items that are crafted at an demon altar but dont have 1
    Craft of clans how to invite people to your island
    how to make crafts using beads
    Red dead redemption 2 how to craft improved tomahawk
    how to craft a wool igniter
    How to craft a chest in terraria



    Users and Players

    Multicraft makes a difference between users and players. Users are registered control panel users that can use various functions depending on their access rights for a specific server. Players are created as soon as they are seen by a minecraft server. Each server has a separate list of players.
    Players can be assigned to users. By doing so the player inherits the role of the user. The players role can also be adjusted without linking it to a user so it is optional for players to register.

    Assign Different Roles to Users

    You can assign different roles to users, either per-server or globally:

    • To assign a role to a user for a single server you can go to the settings page of that server and then under "Advanced"->"Users" you can look up the user and change the role.
    • To assign a role globally you can go to the user profile under "Users" and then change the "Global Role" setting. The role assigned here applies to all servers in the panel so if a user has the global role "Administrator" they will be admin for all servers.

    Available User Roles

    The following list of available roles is in ascending order, meaning the listed roles include the capabilities of all of the roles above them:

    • Guest
      Can see basic information about a server like online status and number of players
    • User
      Can use chat, view available commands and use certain cheat functionality if enabled by the server owner
    • Moderator
      Can start servers, use the "admin say" command, see the server console, summon/kick/tp players, use the "give" command and download backups
    • Super Moderator
      Can issue server commands, stop/restart the server and start backups
    • Administrator
      Has full control over all server functions such as managing players, editing configs, etc.
    • Co-Owner
      Can assign FTP access to other users
    • Owner
      Can assign co-owner status to other users
    • Staff (Global Role only)
      Has superuser access to all servers
    • Superuser (Global Role only)
      Has full superuser access to the entire panel and the panel settings

    Whitelisting / Private Servers

    To make a server private just set its "Default Role" to "No Access". The default role is the role assigned to all users/players that don't have any other role assigned to them.
    To allow access for a player to a private server you can either create the player with a role greater than "No Access" or edit the player entry if it already exists.


    You can define new chat commands or change the role required to run built-in commands.
    The "Prerequisite" field in the command create/edit form refers to another command that has to be run before this one. Commands fail silently if the user doesn't have the required role.

    To run a command the player needs to have a role greater than or equal to the one defined in the command settings and say the string defined in the "chat" setting of the command in-game. To run the command silently (i.e. without printing it in the chat) it can be prefixed with a slash, however, this does not work with all Minecraft versions. asay Hello everyone!
    When creating a new custom command you can define what is run on the Minecraft server by changing the "Run" field. If the command is preceded by "multicraft:" the command that will be run is the Multicraft command that has the "Chat" field matching the specified string, see the MOTD example below. The following special sequences can be used in a command:
    %nThe players name
    %1, %2, etc.Every %X gets replaced by the X-th argument the player supplied (arguments are space separated)
    %sThe whole argument string supplied. If %s is used multiple times the argument string is split by spaces as many times as there are %s arguments
    %lThe players access level
    %oEmpty string (can be used to separate %1, %2, etc. from a number)

    Multiple commands can be separated using a semicolon ";". To escape the semicolon use a backslash "\;". Take care not to insert a space before a command (i.e. after the semicolon) as Minecraft won't interpret that.

    Built-in Commands
    Built-in commands can be called - just like Minecraft console commands - by using them in the "Run" field.
    You can also provide parameters in the "Run" field already, for example a command with "builtin:tell_level admin" in "Run" will cause a message to be sent to every player who is an admin. The player doesn't have to specify the level himself because it's already provided.

    builtin:asaymessagePrints "message" as the server
    builtin:backupCreates a new backup zip file
    builtin:datePrints the current date
    builtin:giveid [amount]Gives the player the item with id "id". If amount is not specified 64 blocks are given.
    builtin:kicktargetKicks "target" from the server
    builtin:listTells the list of players on the server to the player
    builtin:restartRestarts the server
    builtin:restart_emptyRestarts the server only if no players are online
    builtin:saveSaves the world
    builtin:saylistPrints the list of players on the server to everyone
    builtin:scriptnameRuns the script "name". The script has to be defined in the scripts.conf file
    builtin:startStarts the server
    builtin:stopShuts down the server
    builtin:stop_emptyShuts down the server if no players are online
    builtin:summontargetTeleports "target" to the player
    builtin:tell_levellevel messageTells "message" to all players with their level greater than or equal to "level". "level" can be numeric or one of: user, mod, admin, owner
    builtin:timePrints the current time
    builtin:tptargetTeleports the player to "target"
    builtin:tp_otherplayer1 player2Teleports "player1" to "player2"

    Running Scripts
    The built-in command "builtin:script" enables the users to run scripts you have defined for them in a special config file. By default this config file is called "scripts.conf" and expected to be in the Multicraft base directory (where the multicraft.log lies). You can change the path/name of this file in your multicraft.conf.
    The format of the file is: [cmd1] servers=all command={BASE_DIR}/ [cmd2] servers=2,3,7 command={BASE_DIR}/ [dangerous] servers=1 command={SERVER_DIR}/ The value in the [] brackets is what the user puts after "builtin:script". "servers" lists the server IDs of all servers that can run this command ("all" for all servers). "command" is the path to the script to run. The last command is called "dangerous" because it runs a script that lies in the server directory which means that the user can modify this script.

    The following placeholders can be used in "command":
    {BASE_DIR}/home/minecraft/multicraftThe base Multicraft installation directory
    {DAEMON_DIR}/home/minecraft/multicraft/binThe path to the Multicraft daemon executable
    {DATA_DIR}/home/minecraft/multicraft/dataThe path to the daemon database (if using SQLite)
    {JAR_DIR}/home/minecraft/multicraft/jarThe path to the JAR directory
    {SERVERS_DIR}/home/minecraft/multicraft/serversThe directory that contains all the server base directories
    {SERVER_ID}6The server ID of the server running the command
    {SERVER_DIR}/home/minecraft/multicraft/servers/server6The base directory of the server running the command
    {WORLD}worldThe name of the current world
    {JAVA}javaThe default Java executable
    {START_MEMORY}1024The amount of memory allocated on server startup
    {MAX_MEMORY}1024The memory limit for this server
    {JAR_FILE}minecraft_server.jarThe JAR file used by this server
    {JAR}/home/minecraft/multicraft/jar/minecraft_server.jarThe full path of the JAR in use
    {IP} IP of the server
    {PORT}25565The port of the server
    {MAX_PLAYERS}16The number of player slots for this server
    {DAEMON_ID}1The ID of the daemon controlling this server
    {PID}2589The process ID of the running server process
    {PID_FILE}/home/minecraft/multicraft/servers/6.pidThe file containing the servers process ID

    In the script itself you'll have access to the same values listed above through environment variables. The base directory, for example, can be output using echo Base directory: $BASE_DIR

    Special Scripts
    The following script names are reserved as they have special functions:
    Script name
    setupThis script is run when a server is initially setup. This only works when the daemon is online at the time the panel issues the command to run this script
    _startedThis script is run as soon as the server has finished its startup sequence.
    _stoppedThis script is run after the server has been stopped.

    • Verbose kick
      Runsay %n: Kicking %1 (%2);kick %1
      "Admin" says: kickmsg Duke "Foul language" Result: The player "Duke" gets kicked and everyone sees the message "Admin: Kicking Duke (Foul language)".

    • Give multiple items
      Rungive %n 310;give %n 311;give %n 312;give %n 313
      "Admin" says: armor Result: The player "Admin" receives a full diamond armor set.

    • List online players in MOTD (message of the day)
    • Running a PHP script on an external server regularly
      First you need to define a section in your "scripts.conf": [extphp] servers=all command={BASE_DIR}/
      Then you need to create the script you reference in the config file: #!/bin/sh /usr/bin/wget -qO- "$SERVER_ID" This script needs to be executable by the Multicraft user.

      Next, define the command:
      Chat(empty because you don't want to run this by chat)
      Runbuiltin:script extphp
      Then create a new scheduled task and select the newly created command.

    Custom JAR Files

    We do not take any responsibility for any of the links used in this and the following sections regarding custom JARs. These links are provided by the JAR authors themselves and they are not checked by us

    All that is required to use a different server JAR is to place the file in the "jar" directory of your Multicraft installation and then set the "JAR File" field in your server settings to the name of the new file.
    This will work fine for a vanilla Minecraft JAR, however, Craftbukkit JARs and other mods require different settings as their console output differs from the one of vanilla Minecraft. Also, just placing the JAR file in there will not make it appear in the JAR selection so users can't select it.

    This is where the ".jar.conf" files come into play. These files are used to determine the JAR file selection in the server settings and they are also capable of completely reconfiguring the output that Multicraft expects from the server. They are flexible enough to even run different Games with the correct settings.

    For most users the supplied .jar.conf files will be enough. If you put a new Craftbukkit JAR in place you can just copy the existing "craftbukkit.jar.conf" to a new name, e.g. "craftbukkit_dev.jar.conf" and then edit the .conf file to match the new JAR settings. The most important setting to change would be the "name" setting so it can be distinguished from the other JARs in the selection. The "source" and "configSource" settings should also be changed to make sure it's not overwritten with the files listed in the old .conf. The "source" setting defines where the JAR is downloaded when the update function in the panel is used, the "configSource" setting defines where the .conf file can update itself from (if you don't change that your .conf will be overwritten with whatever is found under "configSource" the next time you update the .conf file).

    Most of the settings in the .conf files are documented directly in the comments of the default craftbukkit.jar.conf files supplied with Multicraft. For advanced use of these files please see the ".jar.conf Files" Documentation page.

    Defining which .conf file to use

    By default Multicraft will use a conf file with the same name as the JAR file used. For example, using "minecraft_server.jar" will use the .conf file "minecraft_server.jar.conf".
    With the 2.0.0 release Multicraft supports using .conf files by matching the JAR name against a regular expression. You can find the full documentation of this feature in the "server_configs.conf.dist" file that ships with Multicraft. Simply rename this file to "server_configs.conf" and edit it to suit your needs. No daemon restart is required for these changes to take effect.

    Example: [match] canarymod.jar.conf=canary This will use the file "canarymor.jar.conf" for any JAR file that contains "canary" in the name.

    Default settings for all JARs

    Starting with 2.0.0 Multicraft will read the default settings to use for all JARs from the config file "default_server.conf". You can rename the "default_server.conf.dist" that ships with Multicraft to "default_server.conf" and edit the file to your needs to override the default values. Whenever no .conf file is found or the .conf filed doesn't explicitly set a value the values from this file will be used.


    You can simply download the canarymod.jar.conf file and place it in the "jar" directory of your daemon to be able to use CanaryMod like Craftbukkit or vanilla Minecraft.

    Alternatively you can directly add CanaryMod in your panel using the following values under Settings->Update Minecraft->Add or Remove Files:

    The "File URL" is: The "Conf URL" is:


    Tekkit and FTB can be run using the craftbukkit.jar.conf but please note they are both not officially supported at the moment. According to user feedback, the following instructions can be used to set up a Tekkit/FTB server:
    • Make sure your .conf files for Craftbukkit are up to date under Settings->Update Minecraft
    • Copy the craftbukkit.jar.conf to Tekkit.jar.conf or ftbserver.jar.conf (case sensitive!)
    • Edit the new .jar.conf and change the setting "name" to how you want it to appear in the JAR dropdown
    • Set the "config" and "configSource" settings to empty as there are no official download locations for the JAR or the .conf
    • Download the Tekkit/FTB package
    • Put the Tekkit.jar or ftbserver.jar from the Tekkit package into the daemon "jar" directory, next to the .jar.conf you just created
    • Extract the Tekkit archive into the server directory where you intend to use Tekkit
    • Make sure the files you have just extracted have the correct owner, it needs to be mcX:mcX, where X is the server ID
    • Select the Tekkit/FTB JAR in the drop down for the server you have extracted the files to and start the server
    Video Tutorial
    Jacklin213 has created a YouTube video detailing the process of installing Tekkit with Multicraft.


    StarMade can be run using the StarMade.jar.conf file below but please note that StarMade is not officially supported at the moment. According to user feedback, the following instructions can be used to set up a StarMade server:
    • Download the StarMade.jar.conf and place it in the jar directory of your daemon
    • Download and update the StarMade server
    • Put the StarMade.jar from the StarMade server into the daemon "jar" directory, next to the StarMade.jar.conf you just put in place
    • Put the rest of the files from the StarMade directory of the StarMade server into the server directory where you intend to use StarMade
    • Make sure the files you have just extracted have the correct owner, it needs to be mcX:mcX, where X is the server ID
    • Download and place it in the scripts directory of your daemon
    • Chmod the to 755
    • Select the StarMade JAR in the drop down for the server you have extracted the files to, save and restart


    PocketMine-MP can be run using the pocketmine.phar.conf file below. Thank you to Shoghi from for providing this file!
    The following instructions can be used to start a PocketMine-MP server:
    • Download the pocketmine.phar.conf and place it in the jar directory of your daemon
    • Download and install PocketMine into the directory "jar/pocketmine" of your daemon (the goal is to have PHP installed at "jar/pocketmine/bin/php5/bin/php")
    • If you have not compiled PHP you can change the PHP path in the pocketmine.phar.conf to the PHP binary you want to use (it's the first argument in the "command" setting)
    • Select the PocketMine JAR entry in the drop down for your server, save and restart
    • You can also update the pocketmine.phar file through the panel under Settings->Update Minecraft
    • If you see a setup wizard in the console instead of the normal server startup you can simply send "Y" twice as a console command

    Spigot and BungeeCord

    You can simply download the spigot.jar.conf or bungeecord.jar.conf file and place it in the "jar" directory of your daemon to be able to use Spigot/BungeeCord like Craftbukkit or vanilla Minecraft.

    Alternatively you can directly add Spigot/BungeeCord in your panel using the following values under Settings->Update Minecraft->Add or Remove Files:

    In the first field enter either "spigot.jar" or "bungeecord.jar". Leave the "File URL" empty and for the "Conf URL" enter one of the following depending on the JAR you wish to install: or
    You can then go to Settings->Update Minecraft, select the new entry and update the "JAR" file normally.

    User Contribution: Updating BuildTools and Spigot (Windows Standalone)

    Disclaimer: These are user contributed items, neither GmbH nor the providing party assume any warranty whatsoever for any outcome as a result of using any of the listed scripts, programs, instructions or other items.

    BuildTools and Spigot update script by RedstoneFiend

    Make sure to edit the script and change "C:\Bitnami" to the path to your Bitnami installation directory. Also, the "Updater" directory needs to be created inside this directory before running the script.

    Server Templates (new in 2.0.0)

    The server template feature has been added in Multicraft 2.0.0 to make it easier to deploy mods and pre-installed servers. Templates can consist of files and scripts that are used to initialize the server directory.

    The basic function of a template is to provide a set of files that will be copied to the server directory before the server starts. To achieve this all you have to do is to create a new folder in the "templates" directory of your daemon (by default "/home/minecraft/multicraft/templates") and put all files you want to have copied to a server into the "files" directory within your new template folder.

    You can also create a template.conf file and use it to give your template a user readable name and configure some other settings such as the JAR file setting the server should be set to after using this template. The template.conf of the example template supplied with Multicraft (in the folder "cleanmodsplugins") contains extensive documentation of all available settings in the comments.

    A more advanced template can also run scripts at various steps in the template setup process. Please see the readme.txt in the "templates" directory of your daemon or in the Multicraft package for more information on this feature.

    Mod auto-setup

    Certain mods require additional files to work correctly. Using a simple template you can make Multicraft automatically copy the files into the server directory when the sever starts. By default the template will still have to be selected for installation by the user. There are two additional steps you can take to change the behavior of automated mod setup:

    Suggesting templates for JARs

    To make sure the user knows about the correct template for a selected JAR you can use the "suggestTemplate" setting in the .jar.conf file of your JAR file, for example: [settings] suggestTemplate = template1 This will ask the user to use the sample template and forward them to the "Setup" page with the correct values already filled in.

    Automatically installing templates

    Instead of having the user confirm the tempate to install you can also silently force the template to be installed whenever the server is switched to a JAR by using the "forceTemplate" setting in the .jar.conf file of your JAR file, for example: [settings] forceTemplate = template1
    You can modify the behavior using two additional flags:
    • always Causes the template to be installed on every server start instea of just the first start after switching to the JAR
    • delete CAUTION: Causes all server files to be deleted when the template is installed
    These flags can also be combined, for example "always,delete". To have a template named "template1" be installed on every server start, the setting would be:
    forceTemplate = template1|always


    Simple templates for installing additional mod files
    In it's simplest form a template is just a directory that contains a "files" directory with any kind of files in it. Upon installation of the template the files in the "files" directory will be copied to the server directory. The name of the template is the name of the directory within your "templates" directory. For example, two templates named "template1" and "template2" might look like this:

    To have a JAR file install "template1" when that JAR file is selected, set the following in the .jar.conf file: forceTemplate = template1 In this example that would cause the file "MOD FILES HERE" to be copied to the server directory the first time the server is started using this JAR.

    Copy an additional test.conf file to the server # Can either be a zip file or a plain directory template.conf # The template configuration, optional files/ # Everything in here will be copied to the server directory test.conf template.conf contents: [general] name=Copy test.conf
    Configure the server with an additional config file, print a message before installing the template, do post processing using a script, enable certain server startup parameters, disallow deleting the server directory as part of the template installation # This script will be run after the setup has been completed template.conf files/ some_config.conf template.conf contents: [general] name=Configure Server for MOD setParams=1,3 [setup] neverDelete=true [commands] initialize=/bin/echo Server Configuration set to MOD
    Copy additional mod files to the server and set the JAR file of the server to use that new mod template.conf files/ Additional mod files required template.conf contents: [general] name=Install Craftbukkit setJarFile=craftbukkit.jar

    Using MySQL / Controlling a remote server

    The Multicraft control panel can connect to a daemon running on a remote machine. To enable this you have to use a MySQL database to which both the control panel and the daemon on the remote machine can connect.

    Configuring the daemon

    Edit your "multicraft.conf" and set the "database" setting to the shared MySQL database. Be sure to also fill in the "dbUser" and "dbPassword" settings. For example if your MySQL server is running on
    database = mysql:host=;dbname=multicraft_daemon dbUser = *your MySQL user* dbPassword = *your MySQL password* Replace the database name (here "multicraft_daemon") and the user and password accordingly.

    By default the daemon listens on the IP address "" which means only connections from the local machine will be allowed. To allow the panel to connect to the daemon from the outside edit your "multicraft.conf" and change the "ip" setting to the internet IP. If the daemon is running behind a router, set "ip" to and "externalIp" to your external IP. For example, if the internet address of your daemon machine is
    ip =
    After changing the "ip" setting anyone can connect to it so make sure to set a strong daemon password in your "multicraft.conf" using the "password" setting, for example: password = *strong daemon password* Note that in the panel configuration instructions below we'll refer to this password in the last step of the installer.

    Configuring the panel

    If you still have the installer (install.php) in place you can re-run it and under "Daemon Database" put in the information of the shared database. If you've already deleted the installer script you can manually edit the file "protected/config/config.php" and set "daemon_db", "daemon_db_user", "daemon_db_pass" to match the information you have put in your "multicraft.conf".

    If the database is not yet initialized you can use the installer (install.php) to initialize it.

    The same daemon password you have put in your multicraft.conf has to be used on the panel as well, you can either change the setting "Password for daemon connection" in the last step of the installer or you can manually edit the file "protected/config/config.php" and set "daemon_password" to your daemon password.

    'daemon_db' => 'mysql:host=;dbname=multicraft_daemon', 'daemon_db_user' => '*your MySQL user*', 'daemon_db_pass' => '*your MySQL password*', 'daemon_password' => '*strong daemon password*',

    Configuring MySQL

    The above assumes that your MySQL server is already accepting remote connections. If this is not the case you have to configure MySQL to do so.

    Secure MySQL

    A first step should always be to run "mysql_secure_installation": mysql_secure_installation Say "Y" to all questions (except for the first one if you don't want to change the root password).

    Change the Listen Address

    Edit your "my.cnf" and change the "bind-address" setting to your internet IP. If the setting does not exist you can create it in the "[mysqld]" section of that file. Make sure to remove any line that reads "skip-networking". For example, if the internet IP of your MySQL server is bind-address= #skip-networking Then restart MySQL: service mysql restart The service might be called differently on your system, for example "mysqld" instead of "mysql".

    Grant Access to Daemon MySQL Users

    The following queries are run directly in MySQL. You can use any tool to access MySQL, from the command line it would be: mysql -uroot -p Replace "root" with the name of a privileged MySQL user.

    It's recommended to create a new MySQL user for each daemon. For example if your daemon is running on GRANT ALL ON multicraft_daemon.* TO [email protected]'' IDENTIFIED BY 'mysql_password_for_daemon1'; In the "multicraft.conf" of daemon 1 you would then put: database = mysql:host=;dbname=multicraft_daemon dbUser = daemon1 dbPassword = mysql_password_for_daemon1
    It's also possible to use the same user for all daemons. In that case you'd replace "TO [email protected]''" with "TO [email protected]'%'" in the above example.

    You can further restrict the database access of daemon users based on the following security recommendation: Separate Daemon and Panel Databases

    Open Firewall / Router for MySQL

    If you are behind a firewall or a router make sure that the MySQL server is accessible by the daemons. The default MySQL port is 3306. If you are using a different port you can adapt the "database" setting in your "multicraft.conf" accordingly, for example if the MySQL server is running on port 2345: database = mysql:host=;dbname=multicraft_daemon;port=2345
    You can test if MySQL has been configured correctly from the command line of the daemon machine: mysql -h -u daemon1 -p multicraft_daemon You should now be able to log in with the MySQL password you have set for daemon 1 earlier.

    Cloud Installation / Mass Deployment

    With the Dynamic license one Multicraft control panel can manage multiple Minecraft instances distributed over multiple physical or virtual machines.

    To use Multicraft in such a configuration:
    • Multicraft has to be configured for remote operation (see Using MySQL above) with the same database configuration for all the daemons
    • Every daemon has to have a unique ID listed in its configuration file (setting "id" in your "multicraft.conf")
    Once this is done each server can dynamically be assigned to one of the running daemons directly in the server settings. The daemons are automatically detected as soon as they are started trough an entry they create in the shared database.

    Adding Region Fixer support

    Multicraft comes with a feature that allows you to run an arbitraty world repair tool, for example "Region Fixer" (View on GitHub).
    In order to configure Multicraft to use Region Fixer you can use the following instructions:

    • Download and extract Region Fixer to the "jar" directory of your daemon and make sure it's in a directory called "region-fixer". For example: cd /home/minecraft/multicraft/jar wget unzip mv Minecraft-Region-Fixer-master region-fixer
    • Download the repairtool.jar.conf and place it in the "jar" directory as well, make sure it's named "repairtool.jar.conf".
    • Enable the feature under "Settings"-"Panel Configuration": "Show the repair tool button for"

    Changing the port of the standalone webserver (Windows)

    Bitnami installer

    If your port 80 (or 443 for HTTPS) is already in use by something else the installer will automatically ask you which port it should use.

    Changing the port after the installation is possible as well. If you want to change the port for HTTP access from 80 to 8080 for example and for HTTPS access from 443 to 4433 you can edit the following two files:

    • Multicraft/apache/conf/httpd.conf
      Search forReplace with
      Listen 80
      ServerName localhost:80
      Listen 8080
      ServerName localhost:8080
    • Multicraft/apache2/conf/bitnami/bitnami.conf
      Search forReplace with
      NameVirtualHost *:80
      NameVirtualHost *:443
      <VirtualHost _default_:80>
      Listen 443
      <VirtualHost _default_:443>
      NameVirtualHost *:8080
      NameVirtualHost *:4433
      <VirtualHost _default_:8080>
      Listen 4433
      <VirtualHost _default_:4433>
    After completing these changes you need to restart the Apache servers for the changes to take effect.

    Non-Bitnami all-in-one package

    You can change the port the built-in Nginx server uses:
    Edit "Multicraft\nginx\conf\nginx.conf" line 16, change 80 to 8080, then run "stop.bat", then run "start.bat" then go to http://localhost:8080/

    How do I get FTP access to my server?

    There is a YouTube video explaining this:
    Multicraft Short: Give FTP access to a user

    Accepting the Minecraft EULA

    Minecraft versions after 1.7.9 require you create a file called eula.txt that contains the line "eula=true" in your server directory.

    For individual servers

    If you just want to accept the eula for your server it is sufficient to create this file or change the line to "eula=true" if it already exists. You can use your panel FTP file access to achieve this.

    For server providers

    Users can use their FTP access to edit the eula.txt file as mentioned above. If you want to facilitate accepting the EULA or even automate it there are several ways you can do that using Multicraft. Below you will find a few examples.

    Example 1 - Add a config file entry
    You can configure the panel to treat the new eula.txt as a server configuration file so users can change it without editing the file manually. Simply go to "Settings"->"Config File Settings" and click on "New Config File Setting". Fill in the fields like this:

    NameMinecraft EULA
    TypeProperty File

    Your users can then accept the EULA by going to "Files"->"Config Files"->"Minecraft EULA".

    Example 2 - Add an "Accept EULA" button to the server settings (advanced)
    On your panel, add the following code to "protected/controllers/ServerController.php" after line 172: case 'accept_eula': if (Yii::app()->user->can($id, 'edit') && !McBridge::get()->serverCmd($id, 'run:builtin:script accept_eula')) { echo McBridge::get()->lastError(); } break; Add the following code to "protected/views/server/view.php" after line 368: $attribs[] = array('label'=>Yii::t('mc', 'Minecraft EULA'), 'type'=>'raw', 'value'=>CHtml::ajaxButton(Yii::t('mc', 'Accept EULA'), '', array( 'type'=>'POST', 'data'=>array('ajax'=>'accept_eula', Yii::app()->request->csrfTokenName=>Yii::app()->request->csrfToken,), 'success'=>'function(e) {if (e) alert(e);}')));
    Then on the daemon, create or edit the file "scripts.conf" in your daemon directory (next to the multicraft.conf file) and add: [accept_eula] command={BASE_DIR}/scripts/
    and create a file called "" in the "scripts" directory that contains: #!/bin/sh echo 'eula=true' > "$SERVER_DIR/eula.txt" And make sure it can be executed: # chmod 755 scripts/
    Please note that the script needs to use the Unix line ending format so it's recommended to create it directly under Linux instead of creating it under Windows and uploading it.

    Your users can now click this button to automatically create the eula.txt file.

    Example 3 - Automatically create the file (advanced, Linux multiuser only)
    This is similar to the suggestion above but the script will be run automatically every time a server starts. You need to make sure your users are informed about the EULA and this acceptance.
    To enable the script, simply change the "userAgentPrepare" setting in your multicraft.conf to: userAgentPrepare=scripts/ Make sure that there is no # in front of that line. After the change the daemon needs to be restarted for the change to take effect.

    The script can be created the same way as described in the previous point:
    Create a file called "" in the "scripts" directory that contains: #!/bin/sh echo 'eula=true' > "$SERVER_DIR/eula.txt" And make sure it can be executed: # chmod 755 scripts/
    Please note that the script needs to use the Unix line ending format so it's recommended to create it directly under Linux instead of creating it under Windows and uploading it.

    This script will now run every time a server starts.

    Limit Disk Space / Quota Support (Linux only, new in 2.0.0)

    If you have already configured Quota support for your system you can enable the Multicraft quota feature by editing your multicraft.conf file and changing: #enableQuota = false to enableQuota = true or by adding the setting to the [system] section if it does not exist yet. The other "quota*" settings can be used to fine tune this feature.
    The daemon has to be restarted for the enableQuota setting change to take effect.

    Configure Linux Quota

    If you have not yet enabled quota support on your Linux system you can do so by following these steps:

    1. Install the "quota" package, for example: apt-get install quota or yum install quota
    2. Edit the file /etc/fstab and add usrjquota=aquota.user,jqfmt=vfsv0 to the mount options of the filesystem where your servers will be located. For example, change: /dev/sda1 /home ext4 defaults 1 1 to /dev/sda1 /home ext4 defaults,usrjquota=aquota.user,jqfmt=vfsv0 1 1
    3. Remount the filesystem, create initial quota files, enable quota: mount -o remount /home quotacheck -avum quotaon -avu Replace /home with the path to the filesystem you want to enable quota for.

    Configure User Friendly URLs

    You can configure the panel to show user friendly URLs, for example: instead of:
    To achieve this you can edit the file protected/config/internal/application.php and look for the following section: // uncomment the following to enable URLs in the format index.php/server/1 /*'urlFormat'=>'path',*/ // uncomment the following to hide the index.php part of the URL /*'showScriptName'=>false,*/ Simply remove the "/*" and "*/" around the "urlFormat" and "showScriptName" settings to activate them. Note that the apache rewrite module (mod_rewrite) is required for these settings to work correctly. It's possible that these settings do not work correctly on your system and we do not provide official support for enabling them.

    Change the Console Direction

    The direction of the console/server log is configurable under "Settings"->"Panel Configuration" using the setting "Show console from bottom to top". The default setting is "No" (console goes from top to bottom).

    Send mails using SMTP instead of PHP mail()

    If you want to send emails directly through an SMTP server instead of using the PHP mail() function you can edit the file protected/config/internal/application.php and look for the line: 'transportType'=>'smtp' Remove the "/*" and "*/" around this block of code and configure the values accordingly to use your SMTP server.

    Daemon Callbacks

    The daemon allows you to hook into and influence certain events. You can configure callback scripts for these events that get passed a JSON string with the callback arguments. The return value is expected to be JSON formated as well.
    These callbacks can be configured in the [advanced] section of the multicraft.conf file like this: [advanced] callbackServerStart = /path/to/ callbackServerStop = /path/to/ callbackServerLogLine = /path/to/ callbackServerChatMsg = /path/to/ callbackServerPlayerConnected = /path/to/ callbackServerPlayerDisconnected = /path/to/
    Parameters marked with a * are mutable, meaning you can return them in the JSON response with a different value to override them.
    The return value of the script has to be 0 on success and any other value on failure. Cancelable events will be canceled on failure.
    callbackServerStartid (int)
    ip* (string)
    port* (int)
    players* (integer)
    memory* (integer)
    world* (string)
    working_directory* (string)
    jarfile* (string)
    template* (string)
    setup* (string)
    callbackServerStopid (int)
    ip (string)
    port (int)
    players (integer)
    memory (integer)
    world (string)
    working_directory (string)
    jarfile (string)
    state (string)
    callbackServerLogLineid (int)
    line* (string)
    callbackServerChatMsgid (int)
    time* (string)
    sender* (string)
    message* (string)
    callbackServerPlayerConnectedid (int)
    player_id* (int)
    player_name* (string)
    player_ip* (string)
    player_banned* (string)
    player_level* (int)
    callbackServerPlayerDisconnectedid (int)
    player_id* (int)
    player_name* (string)
    player_ip* (string)
    player_banned* (string)
    player_level* (int)

    Example for script argument and return value: {"setup":"","ip":"","start_memory":1024,"port":25565,"players":8,"working_directory":"","template":"","memory":1024,"world":"world","id":1,"jarfile":"minecraft_server.jar"}

    WATCH THE VIDEO ON THEME: Base monitor - LUA Script for ComputerCraft

    Scripting in minecraft using Custom NPCs Lua Download the luaj zip from the 4 Minecraft ComputerCraft 1 Otherwise just download Lua and add its source.

    Minecraft Api

    Re: [Mod] ComputerTest

    by BirgitLachner » Tue Oct 11, 2016 6:28 am

    Hello ...
    anyone out there!?!

    Is there still someone working on this idea? A big problem is in my opinion, that there are so many nearly similiar projects and the guys who started them all should work together ... okay, that's not a simple problem.

    I started a new thread viewtopic.php?f=47&t=15665 and was asking for help to realize a Mod like ComputerCraft because this is one thing that are many teacher waiting for before switching to Minetest instead of Minecraft.

    In my opinion a Mod to let young users start with programming inside Minetest should offer the following steps, like they are realized in ComputerCraftEDU (
    1.) Customize you turtle to have a relationship to your turtle. Change the color and fit it out with some funny accessories.
    2.) Have a remote control, connect it with your turtle and move the turtle around by clicking on some buttons that stands for the basic actions of the turtle like movement (forward, backward, up, down, left, right), turn around (90° right or left), take a block (only? in front of the turtle), put a block.
    3.) Have a visual editor with blocks that give the syntax like in scratch. It is fantastic that there is already a blockly-like editor for Lua ( ... index.html). In this stage the kids should learn the basic possibilities of programming, using if-statements and loops and they can use it to build 3D buildings with their turtle. For more advanced users the possibilities of the turtle should be updated (new texture?) to have sensors and thus more possibilities to use these sensors to build/take blocks depending on the environment.
    4.) Next step will be a text-editor. At first the kids can program in the visual-editor and see the code that stands behind that. May be a computer-terminal should be connected to the turtle and an other update of the turtle to have this connection. Cool looking turtles will help to spur the children to improve their programming abilities.
    For some programs it would be easier to change little things or copy parts of the code in the text-editor and so hopefully they will move to do more text-coding.

    Well ... hopefully nice ideas, but who will do this?
    I'm willing to help, but I only have basic knowledge how to build Mods (simple blocks and craftitems). I can draw textures and give some ideas how to improve the appearance of the turtle.
    I know some teachers that will create maps to learn programming with the turtle for Minetest because they already did that in Minecraft. And because of the idea of Microsoft only to offer the new Minecraft Education Version for Windows 10 they will switch to Minetest as soon there is an appropriate replacement for ComputerCraft.

    Would it be difficult to realize the ideas?
    As far as I understand Minetest ...
    nr. 1.) should not too difficult to realize. That is like changing the skin of a user and wearing armour. And that is not the most important for the Mod.
    nr. 2.) would not be to difficult too, hopefully. Drawing a craftitem and have a formspec (with nice background) for the buttons. The actions would not be too difficult (hopefully) as they are only internal commands to move the block around.
    nr. 3.) ... okay ... that will be more difficult ... I don't have any idea how to realize it.
    nr. 4.) may be not so difficult as I think that is a bit like programming with digilines. There are already text-editors!

    Okay guys ... now give me the punch!!!

    Last edited by BirgitLachner on Tue Oct 11, 2016 6:49 am, edited 1 time in total.

    Posts: 379
    Joined: Thu May 05, 2016 10:18 am
    In-game: Bibs


    how to install custom scripts computer craft

    Mod auto-setup When creating a new custom command you can define what is run on the . setup, This script is run when a server is initially setup. .. The Multicraft control panel can connect to a daemon running on a remote machine.

    how to install custom scripts computer craft
    Written by Zulur
    • There are no comments. Write something. Be the first ...
    Write a comment