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[MC 1.7.10 | CC 1.65] OpenCCSensors

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#61 Mikeemoo

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Posted 08 December 2012 - 03:50 AM

Righty, if anyone has any suggestions for new sensors, please post them here!

We're looking at getting an official release done in the next few days, so it'd be lovely to have another sensor pack in there. However, I rarely venture outside of computer craft these days so i'm not sure what's worth being sensed and what's not!

thanks!

#62 Lyqyd

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Posted 08 December 2012 - 04:50 AM

Perhaps Forestry? It may already be covered by a mix of the buildcraft and inventory sensors (as it was originally a buildcraft add-on), but if not, it would probably be a nice one to have, assuming it has an API.

#63 Leo Verto

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Posted 08 December 2012 - 05:06 AM

I suggest adding UniversalElectricity sensors, but UE (which is nothing but an API) seems to be hard to use for getting information from existing blocks.
Well, it might just have been me being silly.

#64 Mikeemoo

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Posted 08 December 2012 - 09:42 AM

Added a DroppedItems sensor card.

#65 crackroach

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Posted 08 December 2012 - 02:23 PM

View PostMikeemoo, on 08 December 2012 - 03:50 AM, said:

Righty, if anyone has any suggestions for new sensors, please post them here!

We're looking at getting an official release done in the next few days, so it'd be lovely to have another sensor pack in there. However, I rarely venture outside of computer craft these days so i'm not sure what's worth being sensed and what's not!

thanks!

An entity proximity sensor could be awesome, i know there was one with ccSensor.

#66 CoolisTheName007

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Posted 08 December 2012 - 02:43 PM

View Postcrackroach, on 08 December 2012 - 02:23 PM, said:

snip
There's already one, the proximity sensor.

#67 crackroach

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Posted 08 December 2012 - 04:04 PM

Help me understand something, do you guys, are re-making Cc sensor mod? or is it a completely new mod??

If you need someone to make graphics for you(i know everybody must ask this), I could do it... for FREE :lol:

Last thing, are you planning something about a tekkit utilisation??

#68 DarkSnake

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Posted 09 December 2012 - 01:05 AM

View Postcrackroach, on 08 December 2012 - 04:04 PM, said:

Last thing, are you planning something about a tekkit utilisation??

Edit: Removed crappy large image - Cloudy.

#69 Mikeemoo

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Posted 09 December 2012 - 01:19 AM

View Postcrackroach, on 08 December 2012 - 04:04 PM, said:

Help me understand something, do you guys, are re-making Cc sensor mod? or is it a completely new mod??

If you need someone to make graphics for you(i know everybody must ask this), I could do it... for FREE :lol:

Last thing, are you planning something about a tekkit utilisation??

It's build from scratch, based on the old version but we've simplified the use of it a bit.

We've got someone doing the graphics, but thanks for offering.

Regarding tekkit: Tekkit is many versions out of date, now. We won't backport to support tekkit, because if tekkit ever do another release it'll be for a newer version of minecraft.

Maybe one day there's the possibility it'll get included in feed the beast, but even if that were to happen it wont be until FTB is 1.4.5-ready

#70 Tiin57

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Posted 09 December 2012 - 02:22 AM

View Postcrackroach, on 08 December 2012 - 04:04 PM, said:

Last thing, are you planning something about a tekkit utilisation??
Not many people here like Tekkit. Those who do can't backport OpenCCSensors to 1.2.5 (the most recent version that Tekkit supports). Perhaps the mod will be included in a later version of Tekkit, seeing as it replaces CCSensors. Who knows?

#71 crackroach

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Posted 09 December 2012 - 08:20 AM

View Posttiin57, on 09 December 2012 - 02:22 AM, said:

View Postcrackroach, on 08 December 2012 - 04:04 PM, said:

Last thing, are you planning something about a tekkit utilisation??
Not many people here like Tekkit. Those who do can't backport OpenCCSensors to 1.2.5 (the most recent version that Tekkit supports). Perhaps the mod will be included in a later version of Tekkit, seeing as it replaces CCSensors. Who knows?

I hope to see your project getting huge, I think sensor is a missing thing for computercraft

#72 AliasXNeo

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Posted 09 December 2012 - 07:38 PM

I havn't seen Thermal Expansion mentioned yet. It's certainly an upcoming mod, and very popular in the FTB community. It would be really nice to have some sensors for sensing conduit activity and energy cell power levels. I think TE is the future of BC energy networks, so this could really help at regulating everything.

#73 faubiguy

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Posted 09 December 2012 - 10:20 PM

Should I work on a forestry or railcraft sensorcard, and if so, what should it sense (if possible)?

EDIT: Or Thermal Expansion, as mentioned above

EDIT 2: The APIs for these mods all appear to be limited in the ability to interact with blocks in the mod.

#74 Tiin57

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Posted 09 December 2012 - 11:27 PM

View Postcrackroach, on 09 December 2012 - 08:20 AM, said:

-snip-
I hope to see your project getting huge, I think sensor is a missing thing for computercraft
Not my project :P
I am hoping to contribute some to it, though.

#75 Mikeemoo

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Posted 10 December 2012 - 05:21 AM

Thermal Expansion and Forestry are both great ideas - however their APIs aren't too helpful. If people can tell me specifically what they'd like to have access to within these mods I can approach the mod authors to see if they'll let me hook into parts.


For the time being, I've added a "Sign sensor" which can read and detect signpost around it.

#76 crackroach

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Posted 10 December 2012 - 05:21 AM

View Posttiin57, on 09 December 2012 - 11:27 PM, said:

View Postcrackroach, on 09 December 2012 - 08:20 AM, said:

-snip-
I hope to see your project getting huge, I think sensor is a missing thing for computercraft
Not my project :P
I am hoping to contribute some to it, though.

Sorry for my bad English, it's not my native language. I should have said 'this' project. :lol:

#77 Mikeemoo

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Posted 10 December 2012 - 05:50 AM

Posted Image

#78 Mikeemoo

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Posted 10 December 2012 - 06:06 AM

Posted Image

#79 Orwell

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Posted 10 December 2012 - 07:45 AM

I had this exact idea the other week... :D

#80 Nicholas4132

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Posted 10 December 2012 - 09:34 AM

I tried adding this to my Feed the Beast 1.4.2. I installed openccsensors by adding and enabling the .jar file in the feed the beast launcher, under jarmods. When I launch my game, it starts up fine, until it passes the mojang logo screen. The screen turns white and hangs indefinatly. Here is the log output: http://pastebin.com/4WCNxnJx
The game turns white at the moment line 9 appears in the log. I added lines 7&8 myself, everything else is the raw output. FTB works fine without the mod.





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