CC: Tweaked is a fork of ComputerCraft, adding programmable computers, turtles and more to Minecraft.
Fabric support is provided by the CC: Restitched project!
ComputerCraft has always held a fond place in my heart: it's the mod which really got me into Minecraft, and it's the mod which has kept me playing it for many years. However, development of the original mod has slowed, as the original developers have had less time to work on the mod, and moved onto other projects and commitments.
CC:Tweaked (or CC:T for short) is an attempt to continue ComputerCraft's legacy. It's not intended to be a competitor to CC, nor do I want to take it in a vastly different direction to the original mod. Instead, CC:T focuses on making the ComputerCraft experience as solid as possible, ironing out any wrinkles that may have developed over time.
CC: Tweaked contains all the features of the latest version of ComputerCraft, as well as numerous fixes, performance improvements and several nifty additions. I'd recommend checking out the releases page to see the full set of changes, but here's a couple of the more interesting additions:
- Improvements to the
httplibrary, including websockets, support for other HTTP methods (
DELETE, etc...) and configurable limits on HTTP usage.
- Full-block wired modems, allowing one to wrap non-solid peripherals (such as turtles, or chests if Plethora is installed).
- Pocket computers can be held like maps, allowing you to view the screen without entering a GUI.
- Printed pages and books can be placed in item frames and held like maps.
- Several profiling and administration tools for server owners, via the
/computercraftcommand. This allows operators to track which computers are hogging resources, turn on and shutdown multiple computers at once and interact with computers remotely.
- Closer emulation of standard Lua, adding the
iolibraries. This also enables seeking within binary files, meaning you don't need to read large files into memory.
- Allow running multiple computers on multiple threads, reducing latency on worlds with many computers.