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[MC 1.7.10 | CC 1.65] OpenCCSensors

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#801 Lyqyd

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Posted 21 March 2013 - 06:17 AM

I'd have to look at the turtle bow mod and see if I can get some good velocity data, but an auto-sentry seems relatively easy.

#802 Mikeemoo

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Posted 21 March 2013 - 06:25 AM

I think Cruor did some work with the Armbot from Assembly line (?)

Also, if someone can please abuse player pitch/yaw to make an arm bot fire in different directions, please do it! :P

#803 Mikeemoo

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Posted 21 March 2013 - 11:05 AM

Been preparing a release for minecraft 1.5

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 Mikeemoo

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Posted 24 March 2013 - 03:51 AM

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#805 Mikeemoo

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Posted 24 March 2013 - 04:57 AM

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#806 Lyqyd

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Posted 24 March 2013 - 06:59 AM

Ooh, very nice! I hadn't even thought of armor stands. You could do a pretty awesome secret entrance involving putting the correct objects on the stands in a library or something. Looks great!

#807 fuzzzie

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Posted 25 March 2013 - 04:45 PM

Just updated when I noticed that you added a sensor for Applied Energistics. Can't wait to try that out tomorrow!

Excellent Addon! The more I mess with it, the more I love it! Very well done guys :)

#808 Mikeemoo

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Posted 25 March 2013 - 08:53 PM

View Postfuzzzie, on 25 March 2013 - 04:45 PM, said:

Just updated when I noticed that you added a sensor for Applied Energistics. Can't wait to try that out tomorrow!

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 DorfDepp

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Posted 26 March 2013 - 09:38 PM

Is there any way to read the remaining ticks from a ic2.blocknuclearreactor? If not, could you add this to the ic2 card please?

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 Mikeemoo

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Posted 26 March 2013 - 10:06 PM

View PostDorfDepp, on 26 March 2013 - 09:38 PM, said:

Is there any way to read the remaining ticks from a ic2.blocknuclearreactor? If not, could you add this to the ic2 card please?

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 iAmMe

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Posted 28 March 2013 - 11:52 AM

Mikeemoo, (by the way, sorry, I have no clue how to direct junk towards specific people in forums, sorta never talk on em much)

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 :P

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! :D

#812 immibis

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Posted 28 March 2013 - 12:19 PM

View PostiAmMe, on 28 March 2013 - 11:52 AM, said:

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.
Use cables when it's updated to MC 1.5.

#813 iAmMe

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Posted 28 March 2013 - 12:28 PM

View Postimmibis, on 28 March 2013 - 12:19 PM, said:

View PostiAmMe, on 28 March 2013 - 11:52 AM, said:

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.
Use cables when it's updated to MC 1.5.

Ah! I did not know of this! Thanks! That makes a lot more sense than a wireless controller.

#814 luaanon

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Posted 28 March 2013 - 10:59 PM

The sonic sensor range seems a bit wonky...

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 Mikeemoo

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Posted 28 March 2013 - 11:10 PM

Good spot. Yeah, the sonic sensor seems to have its own range settings. I didn't make this particular sensor. Not sure if I should reduce the range on these to make it inline with the other block/tile sensors, or just update the wiki...

Hrmm.

#816 Kye_Duo

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Posted 29 March 2013 - 01:24 AM

considering what the sonic sensors do what's the big deal? and don't a few of the other sensors have their own ranges? I thought for sure the invi sensor and proxie sensor had different ranges.
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 Lyqyd

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Posted 29 March 2013 - 04:02 AM

It's an echolocation device, not GPR. It wouldn't make much sense for it to tell you what the blocks are, only that they are there. I'm not sure the cubic range makes sense for that sensor. I think it would make more sense were it to use the spherical entity range shapes and sizes, despite being a block-sensing card.

#818 Kye_Duo

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Posted 29 March 2013 - 04:54 AM

so? have you not watched Dr. Who? his "sonic" screwdriver can do all kinds of things, including working as a "tricorder"
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 Molinko

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Posted 29 March 2013 - 05:57 AM

Ey peoples... XD I love this MOD! made a radar system for my base.. code is still a bit messy but ill just leave it here for others to try out to if somebody is interested. Also thanks Mikee for your comment on my reddit post :3. This project is brilliant

#820 LemonyLime

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Posted 29 March 2013 - 06:13 AM

Are there any more detailed tutorials than what's on the wiki?

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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