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[MC 1.7.10 | CC 1.65] OpenCCSensors

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#921 Mikeemoo

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Posted 11 May 2013 - 07:17 AM



Great video showing off some OpenCCSensors

#922 Mikeemoo

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Posted 11 May 2013 - 09:48 AM

OpenCCSensors 0.1.5f is released

https://dl.dropboxus...sors-0.1.5f.jar

Changes:

- Supports minecraft 1.5.1 and 1.5.2
- Added a crop sensor card
- Added a proximity block
- Our own creative tab!
- Support for CC 1.52 and 1.53
- Random bug fixes!

#923 Mikeemoo

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Posted 11 May 2013 - 11:06 AM

Guys - noticed a slight bug in this release. Just debugging it now - it's to do with the redstone not updating on the new sensor blocks when you relog.

I'll post a fix within the hour, it'll be the same download link.

#924 Mikeemoo

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Posted 11 May 2013 - 11:40 AM

Ok, that's fixed.

I'll leave it as the same download link. So if you downloaded OCS within the past hour, please re-download it from the same link.

Sorry about that!

#925 PixelToast

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Posted 11 May 2013 - 02:05 PM

ok thanks .-. i was wondering why some of my machines stopped working, was concidering moving back to a proximity sensor instead of the block

#926 TorakTu

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Posted 11 May 2013 - 04:39 PM

View PostMikeemoo, on 11 May 2013 - 09:48 AM, said:

OpenCCSensors 0.1.5f is released

https://dl.dropboxus...sors-0.1.5f.jar

Changes:

- Supports minecraft 1.5.1 and 1.5.2
- Added a crop sensor card
- Added a proximity block
- Our own creative tab!
- Support for CC 1.52 and 1.53
- Random bug fixes!

DUDE.. awesome bro.. thank you for fixing this up. Works in 1.5.2. I had to update a block ID.. but other then that, it worked.

#927 gknova61

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Posted 12 May 2013 - 03:48 AM

What version was the April 7th release and for what version of Minecraft is it for?

#928 Mikeemoo

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Posted 12 May 2013 - 07:30 AM

View Postgknova61, on 12 May 2013 - 03:48 AM, said:

What version was the April 7th release and for what version of Minecraft is it for?

0.1.5c, for 1.5.1

#929 Zudo

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Posted 12 May 2013 - 09:45 AM

Congrats for being included in tekkit! :P :P :P :P :P

#930 Mikeemoo

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Posted 12 May 2013 - 10:40 AM

View PostZudoHackz, on 12 May 2013 - 09:45 AM, said:

Congrats for being included in tekkit! :P :P :P :P :P

Thanks! We've been in Tekkit Lite a while now - great to see us in Tekkit too.

#931 Mikeemoo

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Posted 15 May 2013 - 02:04 PM

OpenCCSensors 0.1.5g released, just fixed a bug that was stopping the sonic sensor from working. Nothing else!

https://dl.dropboxus...sors-0.1.5g.jar

#932 Regelneef

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Posted 16 May 2013 - 07:12 AM

Could someone explain to me why OCS is not happy with Ars Magika or vis versa?
Spoiler

I've tried changing ID's but no success

Here's the full log, but Beware LARGE text spoiler!
Spoiler

Hope someone can help me.

#933 Mikeemoo

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Posted 16 May 2013 - 07:54 AM

BuzZBladE reported that to me via PM.


Testing a fix now.

#934 Mikeemoo

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Posted 16 May 2013 - 08:11 AM

https://dl.dropboxus...sors-0.1.5h.jar

This fixes issues with ars magica.

#935 Regelneef

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Posted 16 May 2013 - 01:17 PM

Succes!! THNX Mikee! 1.5H is working like a charm together with Ars Magika

#936 Spudgy

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Posted 17 May 2013 - 12:43 AM

View PostMikeemoo, on 10 May 2013 - 03:19 PM, said:

There's 2 things in here that I could do with feedback about:

1) The new proximity sensor block. Right click to change its mode
Is it possible to adjust the radius of the sensor block or would you prefer people continue to use a computer for more specific tasks?

At the moment I'm using a slightly modified redstone lamp script from the wiki with a radius of 2-3 for my doors so that they only activate when I'm going through them. This block seems like it would be a much simpler and more compact way to do that but with such a large activation radius every door in my house would be open when I'm home.

It would also be good if we could put the cards in it like the sensor rather than having the Mk IV card in the recipie. That would make it more cost equivalent when using it for short range jobs like doors which only require a Mk I or Mk II card.

#937 Mikeemoo

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Posted 17 May 2013 - 07:43 AM

View PostSpudgy, on 17 May 2013 - 12:43 AM, said:

View PostMikeemoo, on 10 May 2013 - 03:19 PM, said:

There's 2 things in here that I could do with feedback about:

1) The new proximity sensor block. Right click to change its mode
Is it possible to adjust the radius of the sensor block or would you prefer people continue to use a computer for more specific tasks?

At the moment I'm using a slightly modified redstone lamp script from the wiki with a radius of 2-3 for my doors so that they only activate when I'm going through them. This block seems like it would be a much simpler and more compact way to do that but with such a large activation radius every door in my house would be open when I'm home.

It would also be good if we could put the cards in it like the sensor rather than having the Mk IV card in the recipie. That would make it more cost equivalent when using it for short range jobs like doors which only require a Mk I or Mk II card.

I think I'm likely to keep the range as it is - it's meant to be a real simple and easy to understand block. I don't really want to complicate things where it's not needed.

However, it's an analogue signal, so you could shorten the range using a comparator or some other redstone trickery! I guess it'll just take up more space.

maybe there's a mod out there that'll shorten a redstone signal... if not, I might add it to OCS.

#938 PixelToast

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Posted 17 May 2013 - 12:55 PM

made some textures:
https://dl.dropboxus...cs/textures.zip

#939 Mikeemoo

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Posted 17 May 2013 - 02:51 PM

View PostPixelToast, on 17 May 2013 - 12:55 PM, said:


Awesome! I like them!

I think they're too much of a change to add them to the current distribution, though - there's already sphax textures out there following the old colour scheme. Any changes to the OCS textures will have to come gradually over a few versions so existing texture packs arent too different.

I like these though :) The gauge texture is a bit wrong (offset slightly, I think).

#940 crumbl3d

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Posted 18 May 2013 - 03:49 AM

View PostMikeemoo, on 17 May 2013 - 02:51 PM, said:

View PostPixelToast, on 17 May 2013 - 12:55 PM, said:


Awesome! I like them!

I think they're too much of a change to add them to the current distribution, though - there's already sphax textures out there following the old colour scheme. Any changes to the OCS textures will have to come gradually over a few versions so existing texture packs arent too different.

I like these though :) The gauge texture is a bit wrong (offset slightly, I think).

Well I need to update Sphax patch for this mod, so I don't mind redoing some of the textures! If you want I can change the textures a bit.





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