#781
Posted 17 March 2013 - 10:44 AM
#782
Posted 18 March 2013 - 05:47 AM
Mikeemoo, on 17 March 2013 - 08:45 AM, said:
ramdor72, on 17 March 2013 - 08:11 AM, said:
eg...
2013-03-16 20:13:41 [INFO] [STDOUT] tileClass = thermalexpansion.transport.tileentity.TileConduitEnergy 2013-03-16 20:13:41 [INFO] [STDOUT] tileClass = thermalexpansion.energy.tileentity.TileEnergyCell 2013-03-16 20:13:41 [INFO] [STDOUT] tileClass = thermalexpansion.energy.tileentity.TileEnergyCell 2013-03-16 20:13:41 [INFO] [STDOUT] tileClass = forestry.core.gadgets.TileMachine 2013-03-16 20:13:41 [INFO] [STDOUT] tileClass = thermalexpansion.energy.tileentity.TileEnergyCell 2013-03-16 20:13:41 [INFO] [STDOUT] tileClass = railcraft.common.blocks.machine.beta.TileEngineSteamHigh 2013-03-16 20:13:41 [INFO] [STDOUT] tileClass = thermalexpansion.transport.tileentity.TileConduitEnergy
Upgrade to the latest version.
Updated to 0.1.4b and this did not resolve.
2013-03-17 09:50:39 [INFO] [STDOUT] tileClass = thermalexpansion.energy.tileentity.TileEnergyCell
#783
Posted 18 March 2013 - 06:22 AM
#785
Posted 18 March 2013 - 06:52 AM
Here's a mini-release.
Patch notes:
Removed the console debug issue
Added CelestialAngle and MoonPhase to the World Sensor card (apparently this is good for bees!)
Slight change to error handling by the sensor API. it'll no longer terminal a program
#786
Posted 18 March 2013 - 07:50 AM
Suggestion:
Change the IC2 sensor card to a "machine sensor card"
Change the Buildcraft sensor card to a "power sensor card"
Change the thaumcraft sensor card to a "magic sensor card"
Merge the functionality of the Applied Energistics card into the inventory sensor card
I think 1.5 would be a good time to do this, sooner rather than later. It just seems to make more sense when you start to think of the mods that are out there and what machines/networks they add to the game.
#787
Posted 18 March 2013 - 08:56 AM
#788
Posted 18 March 2013 - 09:51 AM
Kye_Duo, on 18 March 2013 - 08:56 AM, said:
Sorry, I wasn't clear.
I'd be renaming it to power sensor card, then moving all the power related stuff into that card. (ic2..etc.)
#789
Posted 18 March 2013 - 10:13 AM
I still want an IC2 crop sensor card though!
#790
Posted 18 March 2013 - 10:15 AM
#791
Posted 18 March 2013 - 10:16 AM
#792
Posted 18 March 2013 - 10:27 AM
#793
Posted 19 March 2013 - 09:26 AM
So far I've reimplemented all of the vanilla-based cards, but tweaked a few things and made it better.
I've also added support for Universal Electricity. All I'm waiting on now is for other mod authors to release their mods so I can integrate with their APIs.
#794
Posted 19 March 2013 - 11:07 AM
#795
Posted 20 March 2013 - 05:40 PM
#796
Posted 20 March 2013 - 09:24 PM
os.loadAPI("ocs/apis/sensor")
local tankSensor = sensor.wrap("left")
-- get all the available targets
local targets = tankSensor.getTargets()
-- loop through them
for key, basicData in pairs(targets) do
-- print out some basic information
print("Found a machine called "..basicData.Name.." at "..key)
-- get the extra details for this machine
local extraDetails = tankSensor.getTargetDetails(key)
-- show how many tanks it has
print("It has "..#extraDetails.Tanks.." tanks")
-- loop through the tanks in this machine
for i, tank in pairs(extraDetails.Tanks) do
-- print some info about it
print("Tank "..i..":")
print("> Amount: "..extraDetails.Tank[i].Amount)
print("> Capacity: "..extraDetails.Tank[i].Capacity)
end
end
#797
Posted 21 March 2013 - 04:26 AM
Thanks
Fluffy
#798
Posted 21 March 2013 - 04:41 AM
i made a program to keep track of players that enter my house
#800
Posted 21 March 2013 - 06:05 AM
it requires some advanced math .-.
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