#801
Posted 21 March 2013 - 06:17 AM
#802
Posted 21 March 2013 - 06:25 AM
Also, if someone can please abuse player pitch/yaw to make an arm bot fire in different directions, please do it!
#803
Posted 21 March 2013 - 11:05 AM
You can download the latest dev release from here:
http://www.openccsen.../OpenCCSensors/
Don't expect it to be perfect, and don't expect it to be bug free!
Also, if you're upgrading a current world, be prepared to lose all your sensor cards (or have them randomly change to different cards)
#804
Posted 24 March 2013 - 03:51 AM
#805
Posted 24 March 2013 - 04:57 AM
#806
Posted 24 March 2013 - 06:59 AM
#807
Posted 25 March 2013 - 04:45 PM
Excellent Addon! The more I mess with it, the more I love it! Very well done guys
#808
Posted 25 March 2013 - 08:53 PM
fuzzzie, on 25 March 2013 - 04:45 PM, said:
Excellent Addon! The more I mess with it, the more I love it! Very well done guys
Yup! It's pretty much identical to the inventory sensor, though, except it gives information about used bytes..etc..
In the 0.1.5-dev release, I'm merging that into the inventory card. In fact, I'm merging quite a few cards together.
#809
Posted 26 March 2013 - 09:38 PM
Could you upgrade your card ranges? I want to manage a bunch of nuclearreactors with your sensor but as less as possible. Therefore the range of the cards is not even close to what I would need.
#810
Posted 26 March 2013 - 10:06 PM
DorfDepp, on 26 March 2013 - 09:38 PM, said:
Could you upgrade your card ranges? I want to manage a bunch of nuclearreactors with your sensor but as less as possible. Therefore the range of the cards is not even close to what I would need.
A 15x15x15 cube isn't big enough range? that's more than enough, if you need more, use multiple sensors and use rednet to combine the information.
The range won't be increase any more than it is now.
As for remaining ticks - I'll possibly implement it in the 0.1.5 version (for minecraft 1.5)
#811
Posted 28 March 2013 - 11:52 AM
From what I've seen ya saying (how you like the user to derive information from whatever is given as is), I'm guessing that the answers to these questions will be no's, but I suppose it can't hurt to ask xP
One thing that would be cool is the addition of a size variable (like the old ccSensors) to the IC2 reactor sensor when detecting the nuclear reactor block, just to save some irritating if statements checking if there are reactor chambers around the reactor (that's at least the way I'd do it, there's probably a smarter, more efficient way). I don't see it be too overpowered in any sense or doing any more for the coder than adding some convenience.
**ANSWERED, IGNORE ME**
Also, (this one I'm reallllyyy thinking is a no, but I liked it soo much in the old ccSensors! xP) using the old controller block idea so sensors don't have to be right next to a computer would be reeaally nice. I think I saw somewhere you saying something about passing information through rednet, but in my opinion, that just seems more irritating and costly (through use of supplies for computers, although they're not really expensive) since you have to relay the information from computer to computer due to the limits on the modems in computercraft. If implemented, you could always put a range limit on the sensors the controller could read in and have upgrades for it, but I think it would just make everything a lot more friendly for most. I don't see these two things giving too much to the user, but rather making things a little less tedious and frustrating, but maybe I'm just hung up on the massive amount of info the old sensors gave
Eeeiither way, mod is suuuper awesome, I almost died when I finally got off of tekkit and saw that ccSensors was dead, but ya saved me..so thanks for all of your hard work!
#812
Posted 28 March 2013 - 12:19 PM
iAmMe, on 28 March 2013 - 11:52 AM, said:
#813
#814
Posted 28 March 2013 - 10:59 PM
According to the wiki, Mk I sensors are supposed to have a 3x3x3 range, but they're currently at a 13x13x13 range (2197 blocks).
Mk II sensors are supposed to have a 7x7x7 range, but they're currently at a 25x25x25 range (15625 blocks).
Mk III sensors are supposed to have a 11x11x11 range, but they're currently at a 37x37x37 range (50653 blocks).
Mk IV sensors are supposed to have a 15x15x15 range, but they're currently at a 49x49x49 range (117649 blocks).
The wiki could be wrong, making this a non-issue (other than the seemingly excessive range). If so, please disregard the remainder of this post.
The problem stems from SonicSensor.java:
int range = (new Double(tier.getMultiplier())).intValue() * BASE_RANGE;BASE_RANGE is 3 and the multipliers are 2,4,6,8, so range becomes 6,12,18,24 respectively.
for (int x = -range; x <= range; x++) {
for (int y = -range; y <= range; y++) {
for (int z = -range; z <= range; z++) {
The x,y,z iterations then range from -6 to 6 (for a side length of 13), -12 to 12 (for a side length of 25), etc.If range was divided by four (floored), the overall range would look like:
Mk I == 3x3x3
Mk II == 7x7x7
Mk III == 9x9x9
Mk IV == 13x13x13
Mk I & II are correct, but not III or IV.
If range was divided by four (ceiled), the overall range would look like:
Mk I == 5x5x5
Mk II == 7x7x7
Mk III == 11x11x11
Mk IV == 13x13x13
Mk II & III are correct, but not I or IV.
The simplest way to get the values in the wiki would be to set the range by subtracting one from the multiplier instead of multiplying it with the base range.
#815
Posted 28 March 2013 - 11:10 PM
Hrmm.
#816
Posted 29 March 2013 - 01:24 AM
let it have its own range values
though I'd love for the sonic sensor to return what the blocks are it senses, and since it can't penetrate blocks, there'd be no way to use it to make a diamond seeking mining turtle
#817
Posted 29 March 2013 - 04:02 AM
#818
Posted 29 March 2013 - 04:54 AM
and it'd only be off the blocks it can see, not those behind it. and even GPR can't tell what the ground it's passing through is made of, it only tells you changes in the ground
the sensor card can differentiate between solid and liquid. and geologists use a kind of "ground sonar" (I can't remember the name of this device) and can see stuff in the ground, but still can't tell what it is. unless it comes in a nice shape like a dino fossil.
#819
Posted 29 March 2013 - 05:57 AM
#820
Posted 29 March 2013 - 06:13 AM
I get a "attempt to return ? (a nil value)" error whenever I use any of the mod's built in functions to set a variable. For example, if I copied the redstone lamp example in the wiki directly, I get that error at line 25.
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