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[MC 1.7.10 | CC 1.65] OpenCCSensors

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#561 Lyqyd

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Posted 24 January 2013 - 06:16 AM

Also, if you are on a sufficiently old version and getTargetDetails does not work, try using getDetailTargets instead. Hopefully that's the correct former name.

#562 Mikeemoo

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Posted 24 January 2013 - 06:17 AM

View PostLyqyd, on 24 January 2013 - 06:16 AM, said:

Also, if you are on a sufficiently old version and getTargetDetails does not work, try using getDetailTargets instead. Hopefully that's the correct former name.

Ah I completely forgot about that rename :)

#563 SteveofDoom

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Posted 24 January 2013 - 07:31 AM

I wanted to ask. Does the IC2 sensor work on GregTech blocks? It would be nice to add the NBT sensor which would work with all IC2 and GregTech items and display a lot of stuff. I would for example like it for monitoring centrifuge and electrolyzer progress from GregTech.

#564 Mikeemoo

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Posted 24 January 2013 - 07:37 AM

GregTech stuff will probably get merged into IC2 when it's done. Some gregtech stuff should work already - although i've not checked. :)

#565 Mikeemoo

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Posted 24 January 2013 - 09:34 AM

Righty, here's version 0.1.3

https://dl.dropbox.c...nsors-0.1.3.zip

Mostly all bug fixes in this one, no new 'features'.

1) Iron tanks now register properly
2) Fixed the buildcraft crash issue
3) "Type" related keys are gone, it's been replaced by Name and RawName. Name will try to give you a nice display name, but if it cant it'll fall back to a less pretty name. RawType will give you a namespaced key
4) Minecart sensor has been improved, Chest carts now give you the inventory list, and if a player or mob is riding the cart it should give you details
5) Proximity sensor now gives pitch/yaw values!


It should be generally a lot more stable in this release.

Make sure you delete your /mods/OCSLua/ folder when upgrading (this means on the server, too, if you're running this on a server)

Any problems? Let me know. :)

(Mods, mind updating the link and version number on the first post?)

#566 SteveofDoom

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Posted 24 January 2013 - 11:17 AM

Does this still mean that the Prox sensor can be targeted to only track Players or mobs?

#567 Mikeemoo

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Posted 24 January 2013 - 11:38 AM

View PostSteveofDoom, on 24 January 2013 - 11:17 AM, said:

Does this still mean that the Prox sensor can be targeted to only track Players or mobs?

Yup! that still exists :)

#568 Mikeemoo

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Posted 24 January 2013 - 12:50 PM

Had to make a quick stealth update to the download to fix a single player issue.
If you downloaded it already, sorry! redownload it from the same link if you're having any issues with inventories

#569 abihoooo

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Posted 24 January 2013 - 12:54 PM

Whoo! Oil and gas are not crashing any more. Now to start my UU-matter generating oil derricks!

#570 Mikeemoo

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Posted 24 January 2013 - 12:55 PM

View Postabihoooo, on 24 January 2013 - 12:54 PM, said:

Whoo! Oil and gas are not crashing any more. Now to start my UU-matter generating oil derricks!

It's not as nice as I'd like - it unfortunately doesnt give the 'user friendly' name for buildcraft items, however, it's close enough for now :)

enjoy!

#571 NeverCast

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Posted 24 January 2013 - 01:15 PM

I've worked a lot with Buildcraft, maybe I can help (:

#572 Speedfister

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Posted 26 January 2013 - 05:26 AM

It says in first post "Each card has 4 different tier of upgrades. Recipes for upgraded cards can be found on the wiki." but I can't seem to find anything like that? Not in the mod yet and/or is there a way to increase range of the proximity-thingy?

#573 Mikeemoo

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Posted 26 January 2013 - 05:32 AM

Yea, sorry. I've not yet put the recipes on the wiki - do you not have NEI installed? that'll show the recipes :)

(I'll add the recipes to the wiki this weekend, but for now, you can find them in Lyqyd's post here: http://www.computerc...dpost__p__73619 )

#574 Lyqyd

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Posted 26 January 2013 - 06:36 AM

I think I'll start poking at pretty programs fairly soon, to help fill out the Lua code side of things. Saw the post over in Programs the other day, so I'll post them over there too (in addition to the pull request) as I finish them. Once that gets a bit more filled out, we should update the OP to include a link to that post.

#575 draeath

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Posted 26 January 2013 - 07:23 AM

I must be doing something wrong. I dropped the zipfile in my mods folder on both server and client, but the 'ocs' directory does not show up on computers. FML seems to be loading it OK:

Quote

2013-01-25 19:23:16 [FINE] [ForgeModLoader] Found a candidate zip or jar file OpenCCSensors-0.1.3.zip
2013-01-25 19:23:17 [FINE] [ForgeModLoader] Examining file OpenCCSensors-0.1.3.zip for potential mods
2013-01-25 19:23:17 [FINER] [ForgeModLoader] Located mcmod.info file in file OpenCCSensors-0.1.3.zip
2013-01-25 19:23:17 [FINE] [ForgeModLoader] Identified an FMLMod type mod openccsensors.OpenCCSensors
2013-01-25 19:23:17 [FINE] [ForgeModLoader] OCS(OpenCCSensors:0.1.3): OpenCCSensors-0.1.3.zip (required-after:ComputerCraft;after:CCTurtle;after:BuildCraft|Core;after:IC2;after:Thaumcraft)
2013-01-25 19:23:19 [FINE] [ForgeModLoader] OCS(OpenCCSensors:0.1.3): OpenCCSensors-0.1.3.zip (NO VALID CERTIFICATE FOUND)
2013-01-25 19:23:27 [INFO] [OpenCCSensors] OpenCCSensors version 0.1.3 starting
2013-01-25 19:23:27 [INFO] [OpenCCSensors] Extracting /home/draeath/mc/mindcrack/././mods/OCSLua/lua/

The mods/OCSLua/lua tree exists and I see files in it.

(I'm using Mindcrack as my base modpack, I've added a tiny handful of things, including OpenCCSensors)

NEI sees all the components it appears.

#576 Lyqyd

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Posted 26 January 2013 - 07:34 AM

Do the computers have the sensor peripheral attached? You must have a sensor peripheral adjacent to the computer or attached to the turtle in order for the ocs folder to be mounted on the computer.

#577 draeath

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Posted 26 January 2013 - 08:19 AM

Oh. Well, no, I don't :)

I'll report back if that's not the case then. Appreciate it!

#578 Speedfister

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Posted 26 January 2013 - 09:06 AM

View PostMikeemoo, on 26 January 2013 - 05:32 AM, said:

Yea, sorry. I've not yet put the recipes on the wiki - do you not have NEI installed? that'll show the recipes :)

(I'll add the recipes to the wiki this weekend, but for now, you can find them in Lyqyd's post here: http://www.computerc...dpost__p__73619 )
And once again I ask a question already answered in the thread :unsure: Must... learn... how... to... read...

Thank you!

#579 CypherAJ

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Posted 26 January 2013 - 09:16 AM

<this shouldn't be here anymore>

#580 Uruloke

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Posted 26 January 2013 - 01:45 PM

I've just upgraded from version 0.1.1 to 0.1.3 and now I'm unable to read Heat and Energy fields from Buildcraft combustion engines. Is this an intentional change?





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