If the foreground and background colors are swapped, the space would look like the full block, and vice versa. On OC, I prefer to think of it as of an inverse of " " (a space). In particular, there's a character in Unicode called a full block - █. And that is a lot.įortunately, OC supports Unicode. In fact, that program does 160 × 50 = 8000 sets, assuming it's running on the max tier 3 resolution. That would solve the issue with gpu.setBackground, but there's another thing to worry about. A somewhat naive way would be to process all cells of one color first, then process all cells of another color, etc. Fortunately, your program only involves 4 colors, so it can be easily optimized.Īctually, there are two ways to do it. It's quite expensive in terms of perfomance (tier 3 GPUs consume 1/128 of the call budget when this method is called). It can even play videos - inside the game, and on the default OC settings! It allows you to send HTTP requests to the real websites, and open raw TCP sockets to interact with network services. There's also the ramSizes setting for memory, and hddSizes for the HDD sizes.īut even with all of these limits, OC can run a lot of programs, including graphical shells, 3D games, reactor control systems. There's callBudgets to increase the direct call number limit. Have you opened its configuration file? It is more than a 1.5k lines long, and has more than 300 settings you can change, each with a comment that explains the effect of the setting. What's important is that OC allows you to configure these limits for your needs.
OpenComputers imposes the limits not because the mod developers want users to suffer (although I do sometimes think of that when I try to do some stupidly complex things with it), but to make it server-friendly. And running CPU-intensive tasks on a CC's computer makes the whole server run slow, whereas OC requires scripts to pause to allow other in-game computer to run. That's why OC limits the memory available for an in-game computer. A really simple and stupidly-written program can eat up all the memory the server has. I also believe you don't realize how bad ComputerCraft is for servers. I think T2 T3 setup allows you to call gpu.get one thousand times every tick. And the processor (as well as RAM) determines how many direct calls are allowed per tick. For example, the GPU's methods are direct. On the other hand, there are a lot of direct methods, which can be called several times per tick. For example, a transposer allows to transfer items between invetories by calling the transferItem method, which takes a tick to execute (so you get up to 20 stacks/second). Such methods usually interact with the world. There are some component methods that block the computer for a tick when called, yes.