[mc 1.6.x] Openperipheral
#421
Posted 29 June 2013 - 07:42 PM
#422
Posted 29 June 2013 - 08:19 PM
Lock their targets(both entity and block type)
Robot would be useless for me unless he can lock his target-entity and kill or interact with target.
Power - Turtles are "plastic" things. They have no protection and unconfigurable(For ex. even if i can set up some sort of player-detection(was going to make police-turtles for server, that would set up bariers, hunt for specific players and etc, but failed hard on their movement speed and ease of their destruction). Ofcourse i would expect highly configurable robots or atlest "creative" == imbalance version.
Power 2 - Turtles were and are able to pass shields, protections, restrictions, destructing any block in a single hit... That's overpowered ability, that caused me to BLOCK TURTLES COMPLETELY for public use.(now they're much about to tolerate restrictions...)
Next...
Turtles are unable to change their view, nor able to indicate their state somehow(even no light-signals)
Turtles are unable detect if they're getting attacked and who's is their foe.
Turtles have no way to use such as gravi-gun, so their inventory and block break/place is much about boxes... nothing cool
Turtles are unable to dance for real - srsly, that's just some "instability!" moves.
Turtles are almost free... - no comments
Turtles are hardly programmable w/o their almost "must-have" wireless modems.
If you really want to give them(turtles) some easy work, you'll need to set-up protection and wireless control... Else - anyone just right-click them and abuse your networks and such. They do not tolerate their creator =(, nor even saying "Love ya, father!"). So it would be great if we could limit dem robots, but still let them to interact with computer-interfaces/replacement for(...). Remember turtles ARE computers...
Turtles run out of energy too fast(standart setup) - no comments, but that's inacceptable for robots.
Chunk loading/server reboot makes some annoying actions to be made... Else turtles won't do what you want.
Turtles are easy to set-up, once you have one, you're able to mine a giant hole through any nearly indestructable blocks, and much, much more. And that is not good. Ofcourse, some imbalance Robot-tablet for instant summon for guard-proposes wouldn't hurt too much, but having them as item that can get instant first-time activation would hurt a bit...
Turtles can't chat as player does(using specific name for ex.) and unable to execute commands. (once again, don't want them to BE a computer(and use peripherals the way turtle does) but chat isn't about getting computerized)
.... i'm finished.
By the way... Robot looks great(and your twitch-broadcast aswell...)
#423
Posted 29 June 2013 - 08:38 PM
Mikeemoo, on 29 June 2013 - 07:20 PM, said:
I cant really think of anything else right now that doesnt remind me of a Large Turtle :/
#424
Posted 30 June 2013 - 12:17 AM
make it modular like a turtle but rather than turtle addons just make them upgrades: Run faster, mine faster, health increase etc and make them super expensive
if they weren't blind like turtles that would be great ofc. The ability to see the first layer of blocks in a cone of vision in front of it would be awesome but not too easy to implement
Direct interface with the code of the robot should require the controller peripheral or some tool to click the robot with but additional devices to just provide input (not code, just info) to the robot would be cool. Something like the spotter type deal of the ICBM mod so you can teach a robot what it should do, then link a spotter to the robot by right-clicking it and click in the direction of your sheep pen. Off runs the robot to shear them all. Robot armies and large battles will ensue. If you could also add input devices that allow the robot to track the player and/or his actions at all times that would be great as well as a tagger so you can tag blocks/entities and label them so the robot can understand things better
EDIT: the more different models of robot you make the better really. Small, fast, flying robots with only 1 inventory space and the inability to attack without a tool (so no range attacks without those goddam OP lasers), robots that can move blocks like endermen but have no inventory. They could move 1 stack of items rather than a block or maybe even move entities. You could get them to carry a chest around, place chest, pick up blocks from ground, place in chest, carry chest away. Diversity would be the best
Edited by KaoS, 30 June 2013 - 12:22 AM.
#425
Posted 30 June 2013 - 02:22 AM
#426
Posted 30 June 2013 - 04:59 AM
cyb, on 30 June 2013 - 02:22 AM, said:
Nasty! I'll look into it
#427
Posted 30 June 2013 - 08:36 AM
The problem is that when I start the world one of the basic computers (the first one with id 0) displays the chest as null_0,
but for the other computers it's displays correctly.
The problem is solved temporarily until next startup if I disconnect the chest and connect it again
#428
Posted 30 June 2013 - 09:46 AM
I'm setting up a boiler display which shows the heat and steam in two bars and when calling the getTanks function from the firebox, it is only displaying the current steam value when there is steam in there (I.E. It's not showing 0 steam out of 12800 capacity), which keeps giving me errors in my code.
Am I missing something? or should I not call the get tanks from the firebox, but the actual boiler instead?
#429
Posted 30 June 2013 - 09:56 AM
KaoS, on 30 June 2013 - 12:17 AM, said:
make it modular like a turtle but rather than turtle addons just make them upgrades: Run faster, mine faster, health increase etc and make them super expensive
if they weren't blind like turtles that would be great ofc. The ability to see the first layer of blocks in a cone of vision in front of it would be awesome but not too easy to implement
Direct interface with the code of the robot should require the controller peripheral or some tool to click the robot with but additional devices to just provide input (not code, just info) to the robot would be cool. Something like the spotter type deal of the ICBM mod so you can teach a robot what it should do, then link a spotter to the robot by right-clicking it and click in the direction of your sheep pen. Off runs the robot to shear them all. Robot armies and large battles will ensue. If you could also add input devices that allow the robot to track the player and/or his actions at all times that would be great as well as a tagger so you can tag blocks/entities and label them so the robot can understand things better
EDIT: the more different models of robot you make the better really. Small, fast, flying robots with only 1 inventory space and the inability to attack without a tool (so no range attacks without those goddam OP lasers), robots that can move blocks like endermen but have no inventory. They could move 1 stack of items rather than a block or maybe even move entities. You could get them to carry a chest around, place chest, pick up blocks from ground, place in chest, carry chest away. Diversity would be the best
I was thinking something along the line of different forms
I think different types of robots should be implemented. Maybe they could make the robot "Change" forms. Idk
#430
Posted 30 June 2013 - 10:38 AM
#431
Posted 30 June 2013 - 11:21 AM
KaoS, on 30 June 2013 - 10:38 AM, said:
:3 Good idea :3
#432
Posted 30 June 2013 - 01:51 PM
Robot pitch is now working real nicely, huge thanks to cybcaoyibo and chicken bones
#433
Posted 30 June 2013 - 04:16 PM
#435
Posted 01 July 2013 - 01:30 AM
OpenPeripheral 0.1.9 crashes with ModularPowerSuit with all latest builds starting from #562.
cpw.mods.fml.common.LoaderException: java.lang.AbstractMethodError at cpw.mods.fml.common.LoadController.transition(LoadController.java:147) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448) at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56) at net.minecraft.client.Minecraft.run(Minecraft.java:733) at java.lang.Thread.run(Thread.java:680) Caused by: java.lang.AbstractMethodError at net.machinemuse.api.ModuleManager.addModule(ModuleManager.java:39) at openperipheral.common.integration.mps.MPSModule.init(MPSModule.java:8) at openperipheral.OpenPeripheral.init(OpenPeripheral.java:154) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
With builds starting from #547 it either messes up all installed modules or stops the game when you click to head module in Tinker Table. Not sure if problem with ModularPowerSuit or OpenPeripherals
#436
Posted 01 July 2013 - 03:36 AM
Realized my Mistake.
#437
Posted 01 July 2013 - 04:08 AM
https://dl.dropboxus...eral-0.1.10.jar
This fixes it. There's no other fixes in this release other than MPS upgrade.
This version WONT work with older versions of MPS, so if 0.1.9 doesnt work for you, try 0.1.10.
#438
Posted 01 July 2013 - 04:44 AM
#439
Posted 01 July 2013 - 06:17 AM
Mikeemoo, on 01 July 2013 - 04:08 AM, said:
https://dl.dropboxus...eral-0.1.10.jar
This fixes it. There's no other fixes in this release other than MPS upgrade.
This version WONT work with older versions of MPS, so if 0.1.9 doesnt work for you, try 0.1.10.
much appreciated Mike cheers !!
#440
Posted 01 July 2013 - 12:21 PM
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