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[Quadracopters] quadPipe - item movement made easy

peripheral utility

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#1 Lupus590

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Posted 09 November 2015 - 01:27 PM

So I wanted to move items from my mine into the main part of my base and decided to 'pipe' them with the quadracopters mod.
Thus this program was made. It's designed to run on startup with a redstone signal to detect items in the input chest (using a comparator), however there is an option to run it without redstone.

My favourite feature is that if there are no items to move then it won't send quadracopters. Or maybe it's the fact that it will distribute the quadracopters evenly. I can't decide, I guess it's a good thing that this program does both.

Everything you may need to change is at the top of the file. An understanding of how to control quadracopters is required. (It's quite like the go command on turtles. The mod thread has a guide.)

Installing

install it with pastebin get LZ7Ks57A quadPipe
to view the accepted args, run quadPipe -h

License: MIT

If you like it then give me a +1

Posted Image
Posted Image
Yes I know that my base is messy, I'm working on it.

Edited by Lupus590, 13 April 2016 - 06:44 PM.


#2 Lyqyd

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Posted 12 November 2015 - 03:44 PM

You appear to have inconsistently spelled "anyKeyTerminate" in the while loop. Looks good otherwise!

#3 Lupus590

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Posted 12 November 2015 - 04:22 PM

I'll admit that I didn't test that part (I didn't decide to use it. Come to think of it, why did I put that feature in?)

Fixed, same link.

#4 Lupus590

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Posted 15 November 2015 - 09:40 PM

New update (can't test at the moment, but should work)

no redstone option: quads will run all the time, even if there are no items to move

still the same link

Edited by Lupus590, 15 November 2015 - 09:40 PM.


#5 Lupus590

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Posted 20 November 2015 - 01:23 PM

I've added a poll to see if people want a new feature.

Edit: added command line args as poll results listed a demand

Edited by Lupus590, 08 February 2016 - 06:37 PM.


#6 Lupus590

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Posted 06 April 2016 - 03:47 PM

Update to the beta, the default values are now error checked.

I've not been able to test this update, but it should work.
If I don't get any bug reports in about a week, I'll push it as the standard version of the program.





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