[MC 1.2.5] - [CC 1.33] ccSensors [SMP/SSP]
#21
Posted 14 March 2012 - 09:21 PM
Where are the files supose to go? I asuming the .zip goes into the mods dir, but what about the ccSensors dir and files? Do they belong in computercraft dir? Please help, I'm completely lost as to why its not loading. Besides the fact I have 58 mods loaded, it should work, I'm doing something wrong and need a pointer in the right direction.
Thanks
Bobster
#22
Posted 15 March 2012 - 02:41 AM
bobster71, on 14 March 2012 - 09:21 PM, said:
Where are the files supose to go? I asuming the .zip goes into the mods dir, but what about the ccSensors dir and files? Do they belong in computercraft dir? Please help, I'm completely lost as to why its not loading. Besides the fact I have 58 mods loaded, it should work, I'm doing something wrong and need a pointer in the right direction.
Thanks
Bobster
take this download and extract it into .minecraft folder. ccSensors will have its own folder in /mods just like ComputerCraft
#23
Posted 15 March 2012 - 04:16 AM
The modloader.txt file in your .minecraft folder is the file modloader uses for error dumps.
So include/check the modloader.txt file when asking for help with a crash.
EDIT: it's just common logic. btw when I say common logic I mean it's the kind of logical thinking that should be common.
I just hope common logic isn't like common sense in the sense (pun not intended) of not being common
EDIT 2: If minecraft crashes because of a mod conflict CHECK MOD LOADERS ERROR DUMP, NOT MINECRAFTS ERROR DUMP.
Minecraft's error dump will only give the boot-up log and the raw java error.
Unless you know the source code of all of the mods you have installed that will not be enough to tell you what's conflicting.
Even if you do know the source code of all of the mods you have it would just be faster and easier to check modloader's error dump ( modloader.txt )
If minecraft crashed because of a mod conflict check that file and search for the word "throw"
No matter what the error is if it is from modloader or a modloader mod then the actuall error in the error dump will have the word "throw" as the first word in its initial line.
(I think I'll put this in my sig)
#24
Posted 15 March 2012 - 06:48 AM
lua errors for booleans from will be fixed layer today.
I thought CC can accept boolean values fro peripherals
of it can't ill either set true to 1 and false to 0 or return the string true/false
#25
Posted 15 March 2012 - 07:09 AM
Quote
Thanks, but that's what I've done. I still get an error. I'll wait till RP and Industrialcraft are updated, then I try 1.23. Its most prob my MC.
#26
Posted 15 March 2012 - 08:06 AM
bobster71, on 15 March 2012 - 07:09 AM, said:
Quote
Thanks, but that's what I've done. I still get an error. I'll wait till RP and Industrialcraft are updated, then I try 1.23. Its most prob my MC.
what error do you get?
Also, did you download the mc 1.1 version?
try re-downloading it - since i updated both version with some fixes.
after you extract the zip you should have the following directory structure:
./minecraft/mods/
./minecraft/mods/ccSensors.zip
./minecraft/mods/ccSensors/
./minecraft/mods/ccSensors/api/sensorsAPI.lua
./minecraft/mods/ccSensors/api/sensorsUI.lua
./minecraft/mods/ccSensors/lua/console
./minecraft/mods/ccSensors/help.txt
#27
Posted 15 March 2012 - 09:10 PM
yoskaz01, on 15 March 2012 - 08:06 AM, said:
bobster71, on 15 March 2012 - 07:09 AM, said:
Quote
Thanks, but that's what I've done. I still get an error. I'll wait till RP and Industrialcraft are updated, then I try 1.23. Its most prob my MC.
what error do you get?
Also, did you download the mc 1.1 version?
try re-downloading it - since i updated both version with some fixes.
after you extract the zip you should have the following directory structure:
./minecraft/mods/
./minecraft/mods/ccSensors.zip
./minecraft/mods/ccSensors/
./minecraft/mods/ccSensors/api/sensorsAPI.lua
./minecraft/mods/ccSensors/api/sensorsUI.lua
./minecraft/mods/ccSensors/lua/console
./minecraft/mods/ccSensors/help.txt
Hi, Thanks for all your help. This problem was frustrating as I had tried it quickly before the forum was removed, and the api was finished.
I figured it out.
It was simple, I renamed the zip to sensor.zip removing the "cc" so it would load after computercraft.
The error log wasn't giveing me enough info to tell what was wrong, but after a long hard think, I remembered reading somewhere about the order in which mods were loaded and thought I'd give it a try. Force sensors to load after computercraft. I'm using IDresolver so it might be causing it to load wrong but not sure.
Thanks again, I'm going to go play around with it now />
Bobster
#28
Posted 16 March 2012 - 09:29 PM
i'll see if i can fix this from inside the mod loading mechanism..
i think i can make sure cc is loaded first..
#29
Posted 17 March 2012 - 12:15 AM
yoskaz01, on 16 March 2012 - 09:29 PM, said:
i'll see if i can fix this from inside the mod loading mechanism..
i think i can make sure cc is loaded first..
Nps, thanks for making the addon, and taking the time to help.
I had a quick play around with it, its great, exactly what I need.
Bobster
#30
Posted 17 March 2012 - 05:48 PM
I tried last version and have some notes.
Console:
Your console program not loading api if needed (peripheral connected after startup).
Console bugs if no sensor/module present.
Console ignores terminal size. It still work on turtle, but buggy.
Sensors and Controller:
Is it possible to detach them to place in other place? It breaks in my hands />
What means "..." key in sensor?
World sensor module:
What is "sealevel" and "sensor hight"? I got strange results.
#31
Posted 18 March 2012 - 05:22 AM
#32
Posted 18 March 2012 - 07:15 AM
Sebra, on 17 March 2012 - 05:48 PM, said:
this is the way computercraft works - you need to restart the computer (hold ctrl+r) to load default APIs.
Sebra, on 17 March 2012 - 05:48 PM, said:
however, i will expand the console program and fix issues in it since it's a quick and easy way to get sensors readings.
Sebra, on 17 March 2012 - 05:48 PM, said:
you need to break it with a pickaxe to get the item + any cards inside. (same as stone)
sealevel is the approx. world map height level between upperground and lower ground.. or something similar - it should return the same number every time.
sensor height - is the y level for the sensor - i've been thinking of changing the behavior of the remote sensor to be like sand - meaning it drops down (still placed) until it reaches a solid block - this way u can use it to measure the height of a ravine/canyon...
#33
Posted 18 March 2012 - 08:22 AM
yoskaz01, on 18 March 2012 - 07:15 AM, said:
Quote
Quote
sensor height - is the y level for the sensor - i've been thinking of changing the behavior of the remote sensor to be like sand - meaning it drops down (still placed) until it reaches a solid block - this way u can use it to measure the height of a ravine/canyon...
#34
Posted 18 March 2012 - 03:40 PM
#35
Posted 18 March 2012 - 09:08 PM
But why make it with a lot of different type of sensors by mod, and not just one sensor? just wondering
#36
Posted 19 March 2012 - 05:36 AM
6677, on 18 March 2012 - 03:40 PM, said:
the card on a target machine:-)
the lua API and console program are only available after u place a sensor controller block next to the computer
then just dir /ccSensors
#37
Posted 19 March 2012 - 09:34 AM
waiting for SMP + EU reader />
good job!
#38
Posted 19 March 2012 - 11:35 AM
#39
Posted 20 March 2012 - 01:56 PM
Quote
sensor height - is the y level for the sensor - i've been thinking of changing the behavior of the remote sensor to be like sand - meaning it drops down (still placed) until it reaches a solid block - this way u can use it to measure the height of a ravine/canyon...
Quote
i actually did test it,
in superflat world - sealevel is always 0
in normal world- sealevel is 63
sensor height is the height of the sensor in the world.(it will probably be a bit lower then what u see when pressing F3 if you stand next to it - since the player is taller then the sensor. )
#40
Posted 20 March 2012 - 09:36 PM
musznik, on 19 March 2012 - 09:34 AM, said:
waiting for SMP + EU reader />
good job!
glad to hear you like it />
simple EU Storage reading was added to the IC2 sensor.
EU Storage reading provides the following values:
tier = int
output = int
maxStorage = int
energy = int
redstoneMode = int
addedToEnergyNet = boolean
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