
Winnie's Computed¶
Lua node-graph programming for NeoForge 1.21.1 — visual scripting with a sandboxed Lua runtime.
-
Getting Started
Build your first program in five minutes, no Lua required
-
Using the Editor
Shortcuts, frames, comments, and all toolbar tools
-
In-Game Documentation
120+ example programs you can import with one click
-
Monitors
Screens, widget layout, and every widget type
-
Portable Monitor
Handheld display and Link Cards
-
Glasses
Wearable HUD with live graph widgets
-
Speaker
Notes, sounds, waves, and music discs
-
Node Catalog
Every bundled node at a glance
-
Integrations
Create, Aeronautics, CC:Tweaked, Jade
-
Lua Authoring
Create your own nodes in Lua
-
Lua API Reference
Complete definition and context method reference
-
Java Endpoints
Safely expose addon and Minecraft behavior
-
Types and State
Connection types and persistent values
-
Sandbox
Available libraries and instruction limits
-
Filesystem
Per-computer isolated CraftOS-style files
-
Live Preview
Editor validation and fixtures
-
Import and Export
Graph packages and program disks
-
CC:Tweaked
Optional peripheral bridge
-
Graph Events
Named wireless graph events
-
Architecture
Runtime and package boundaries
About¶
Fork of The Propulsion Team's Computed, re-themed and reworked with original CC0 assets and my own spin on it. LuaJ powers one sandboxed VM per computer while the Computed engine owns graph scheduling, safe Minecraft endpoints, persistence, networking, the editor, monitor rendering, and integrations.
Program format 3 stores one root graph and an embedded Lua definition library. Legacy graphs, Functions, Sections, JSON custom nodes, CMP1, and CMP2 are intentionally discarded or rejected without migration.
Runnable code examples live under
docs/lua/examples
in the repository.
Building¶
Build and verify with:
./gradlew clean check build
License¶
Code under GPL-3.0, all visual assets (textures, models, artwork) under CC0 1.0. See the repository license and the Web's Node Lib notice.