jewelshisen, on 17 January 2013 - 10:42 AM, said:
#461
Posted 17 January 2013 - 10:44 AM
#462
#463
Posted 17 January 2013 - 11:53 AM
#464
Posted 17 January 2013 - 12:30 PM
jewelshisen, on 17 January 2013 - 08:52 AM, said:
I'm doing this very thing in my own project, so I'll save you a little time. The trick is to use textutils.serialize() on the transmit end to turn it into a transmittable string, then textutils.unserialize() on the recieving end to turn it into a table again.
Transmitter:
load sensor api --forgot syntax
scanner = sensor.wrap("side")
scan = scanner.getTargets()
rednet.broadcast(textutils.seralize(scan))
receiverid,message = rednet.receive() scan = textutils.unseralize(message) --code to loop for every entry in scan would go here
#465
Posted 17 January 2013 - 12:45 PM
TheGeek, on 17 January 2013 - 12:30 PM, said:
jewelshisen, on 17 January 2013 - 08:52 AM, said:
I'm doing this very thing in my own project, so I'll save you a little time. The trick is to use textutils.serialize() on the transmit end to turn it into a transmittable string, then textutils.unserialize() on the recieving end to turn it into a table again.
Transmitter:
load sensor api --forgot syntax
scanner = sensor.wrap("side")
scan = scanner.getTargets()
rednet.broadcast(textutils.seralize(scan))
receiverid,message = rednet.receive() scan = textutils.unseralize(message) --code to loop for every entry in scan would go here
Ah i beat you to it~ I already figured out how to do it.
#467
Posted 18 January 2013 - 12:24 AM
I don't know if I'm asking this in the right thread? and it's really basic.
I'm trying to learn LUA and write my own simple program to show ic2 MFSU's stored power on a monitor using a sensor via peripheral cables.
But stumbling at the first hurdle and wondered if any could point me in the right direction for using the following terms
getTargets() - gets the targets in a range specified by the card (for the inventory card, it is adjacent blocks and the peripheral)
getTargetDetails(string) - gets detailed information about the target. Use the name of the target from getTargets().
getSensorName() - gets the type of the sensor
getSensorMethods() - each card can optionally have its own methods - this allows you to find out what these methods are
sensorCardCall() - calls the above methods as returned by getSensorMethods()
I've tried to compile my own code using the examples on the wiki and here but there not working for many reasons. I used get targets scripts which I copied and that worked then i tried to build on it to getTargetsDetails and failed epicly
Thanks
****
Found where i was going wrong, i was using peripheral.wrap instead sensor.wrap
would still appropriated some pointers/code examples
Thanks
#469
Posted 18 January 2013 - 07:59 AM

Sensor card icons need some love
#471
Posted 18 January 2013 - 09:16 PM

No idea if it'll stay.. Cruor was gonna take a look at some ideas at some point.
I'd quite like them to look a bit more like... "cards", however, that'd mean shrinking the height slightly, which means you dont have as much space for the actual icon. An option is to increase the resolution of them, however, we've got cards that look alright at this size so feels wrong to increase the resolution to make them look a bit more rectangular.. Hmm.
Edit: border looks a bit broken on those yellow ones, actually!
#472
Posted 18 January 2013 - 09:32 PM
There's quite a few different people trying out ideas, so no idea what the final design will actually be (and I wouldn't like to choose!), but if anyone wants to give it a go then I'd love to see some new ideas.
Here's the current texture file:

We also need 3 more items, based on Lyqyds idea from a few pages back:

Range extension antenna, Signal Amplifier, Advanced Amplifier. Doesn't really matter where they go in the texture file, probably bottom row I guess! The top row can be saved for future turtles
#473
Posted 19 January 2013 - 02:39 AM

hrm
#474
Posted 19 January 2013 - 04:50 AM
For the borders indicating tier, perhaps we could use white/green/blue/purple for 1-4? I know that color scheme is used in several other games. Or does that go against an existing rarity tiering scheme? Either way, it looks like they may benefit from a saturation boost. The borders are a bit hard to distinguish in the screenshots.
#475
Posted 19 January 2013 - 04:59 AM
Lyqyd, on 19 January 2013 - 04:50 AM, said:
For the borders indicating tier, perhaps we could use white/green/blue/purple for 1-4? I know that color scheme is used in several other games. Or does that go against an existing rarity tiering scheme? Either way, it looks like they may benefit from a saturation boost. The borders are a bit hard to distinguish in the screenshots.
Minecraft has grey/yellow/teal/purple built in (personally I think the teal looks more epic than purple, but hey), so we wont be able to change that.
As for the borders - feel free to give it a go! we had them more saturated before, however they start to look quite.. mylittlepony
#476
Posted 19 January 2013 - 05:31 AM
Mikeemoo, on 19 January 2013 - 04:59 AM, said:
Lyqyd, on 19 January 2013 - 04:50 AM, said:
For the borders indicating tier, perhaps we could use white/green/blue/purple for 1-4? I know that color scheme is used in several other games. Or does that go against an existing rarity tiering scheme? Either way, it looks like they may benefit from a saturation boost. The borders are a bit hard to distinguish in the screenshots.
Minecraft has grey/yellow/teal/purple built in (personally I think the teal looks more epic than purple, but hey), so we wont be able to change that.
As for the borders - feel free to give it a go! we had them more saturated before, however they start to look quite.. mylittlepony
Why not just make the border a little thicker, like one or two pixels thicker? Then it won't look quite as washed out and will be easier to see.
#478
Posted 19 January 2013 - 11:06 AM
If someone could give that a test, it'd be reaally helpful.
Specifically checking that all recipes work and every item is craftable. I need to make sure it works when other mods are installed, but also in 'vanilla' (well, with CC).
Also a bit of testing with the Gauge would be handy.. You should be able to use it on MFSUs, batbox, mfe, mass fabs and reactors for now.
The Gauge WILL act as a peripheral, however, you'll probably have a hard time with it until we make a change to the lua sensor api..
merci
Oh yeah - FTB is a good pack to try it out in, because it has relevant mods.
#479
Posted 19 January 2013 - 11:10 AM
#480
Posted 19 January 2013 - 11:37 AM
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