li . cil . oc . api . fs . FileSystem function ( final String arg0 , final long arg1 , final boolean arg2 ) { if ( API . fileSystem != null ) return API . fileSystem . fromSaveDirectory ( arg0 , arg1 , arg2 ) ; return null ; }
creates a new writable file system in the save folder . this will create a folder , if necessary , and create a writable virtual file system based in that folder . the actual path is based in a sub - folder of the save folder . the actual path is built like this : `` saves / '' + world_name + '' / opencomputers / '' + root the first part may differ , in particular for servers . usually the name will be the address of the node used to represent the file system . note that by default file systems are `` buffered '' , meaning that any changes made to them are only saved to disk when the world is saved . this ensured that the file system contents do not go `` out of sync '' when the game crashes , but introduces additional memory overhead , since all files in the file system have to be kept in memory . concode_field_sep PlaceHolder placeHolder concode_field_sep li.cil.oc.api.fs.FileSystem fromComputerCraft concode_elem_sep li.cil.oc.api.fs.FileSystem fromMemory concode_elem_sep li.cil.oc.api.fs.FileSystem fromClass concode_elem_sep ManagedEnvironment asManagedEnvironment concode_elem_sep ManagedEnvironment asManagedEnvironment concode_elem_sep ManagedEnvironment asManagedEnvironment concode_elem_sep ManagedEnvironment asManagedEnvironment concode_elem_sep ManagedEnvironment asManagedEnvironment