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[MC 1.7.10 | CC 1.65] OpenCCSensors

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#781 Yopu

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Posted 17 March 2013 - 10:44 AM

Can't wait for the update. Thanks for the work Mikeemoo.

#782 tek

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Posted 18 March 2013 - 05:47 AM

View PostMikeemoo, on 17 March 2013 - 08:45 AM, said:

View Postramdor72, on 17 March 2013 - 08:11 AM, said:

Is there a way to stop the log entries?

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 Mikeemoo

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Posted 18 March 2013 - 06:22 AM

I'll release 0.1.4c today which'll fix that. Sorry about that - an oversight.

#784 tek

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Posted 18 March 2013 - 06:37 AM

View PostMikeemoo, on 18 March 2013 - 06:22 AM, said:

I'll release 0.1.4c today which'll fix that. Sorry about that - an oversight.

No worries.. Thank you very much for the fix when you have a whole new version of MC to worry about. :)

#785 Mikeemoo

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Posted 18 March 2013 - 06:52 AM

https://dl.dropbox.c...sors-0.1.4c.zip

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 Mikeemoo

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Posted 18 March 2013 - 07:50 AM

Messing with the idea of mixing things up a bit for the 1.5 release. Cloudy - some feedback on this would be awesome.

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 Kye_Duo

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Posted 18 March 2013 - 08:56 AM

dunno about that power sensor card name...you have BC power, IC2 power, UE power, and RP2 power.

#788 Mikeemoo

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Posted 18 March 2013 - 09:51 AM

View PostKye_Duo, on 18 March 2013 - 08:56 AM, said:

dunno about that power sensor card name...you have BC power, IC2 power, UE power, and RP2 power.

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 Kye_Duo

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Posted 18 March 2013 - 10:13 AM

oh...in that case it'd be fine
I still want an IC2 crop sensor card though!

#790 Mikeemoo

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Posted 18 March 2013 - 10:15 AM

If we go with my suggested sensor card renaming idea, I'll probably add a card especially for plants/crops

#791 Cloudy

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Posted 18 March 2013 - 10:16 AM

Sounds good to me!

#792 Mikeemoo

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Posted 18 March 2013 - 10:27 AM

Awesome. :)

#793 Mikeemoo

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Posted 19 March 2013 - 09:26 AM

OpenCCSensors 0.1.5 for Minecraft 1.5 is coming along nicely.

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 ihatetn931

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Posted 19 March 2013 - 11:07 AM

Nice, keep up the good work

#795 Fluffy977

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Posted 20 March 2013 - 05:40 PM

Hi, I'm just looking for some help here, I can't for the life of me access variables like Capacity and Amount with the Tank Sensor, this is no problem with the peripheral, just me not understanding. So can someone show me how to get into those table within a tables with this thing please.

#796 Mikeemoo

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Posted 20 March 2013 - 09:24 PM

Completely untested, but maybe this'll help..

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 Fluffy977

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Posted 21 March 2013 - 04:26 AM

nil at line 24.. this is the same thing I ran into over and over again.

Thanks
Fluffy

#798 PixelToast

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Posted 21 March 2013 - 04:41 AM

this mod is great
i made a program to keep track of players that enter my house

#799 Mikeemoo

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Posted 21 March 2013 - 05:55 AM

View PostFluffy977, on 21 March 2013 - 04:26 AM, said:

nil at line 24.. this is the same thing I ran into over and over again.

Thanks
Fluffy

Change "Tank" to "Tanks".

use "ocs/programs/sensorview" to see what the different property names are.

#800 PixelToast

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Posted 21 March 2013 - 06:05 AM

has anyone made a auto sentry with this and the turtle bow mod?
it requires some advanced math .-.





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