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How To Use ccSensors


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#41 NLBlackEagle

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Posted 24 January 2013 - 12:44 AM

Thanks for all the help guys! Glad to have it solved, now I could set up a defence line and maybe even make a showoff video with the link to this topic on youtube :)

#42 remiX

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Posted 26 January 2013 - 06:19 AM

I'm curious to know what the problem was, do tell :P

#43 theoriginalbit

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Posted 26 January 2013 - 01:30 PM

His sensor was actually picking up players as EntityPlayer not vq. So I added a check for both in the code. Fixed it in op code too.

#44 Mordokk

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Posted 26 February 2013 - 08:23 PM

Hello, my question is more about commands i need to do this -- (other then commands already covered in this thread and in the "inventory Module — By remiX: http://pastebin.com/8QZzwre9")

I have a large factory and sorting setup, I would like the inventory sensors to detect whats in the chests and display the total of each item on a monitor. which either updates constantly or just every minute if that's easier with a wait loop.

The sorting system is large and will require several sensors, so it needs to detect all items in several chests and then just list the total of each type of item instead of just listing each 64 stack. Any examples of something like this out there? i've been searching but not having any luck.

*edit* so i'm just looking for a short example i can build from that gets item counts, adds it together and then displays it, keeping the total updated as it changes.

#45 theoriginalbit

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Posted 28 February 2013 - 02:19 AM

View PostMordokk, on 26 February 2013 - 08:23 PM, said:

- snip -
The commands you need to do this is really all in the 'Inventory Module' by remiX. As for a snippet, well there really cant be anything better than that code too.

The main point is to loop through the chests and count items with the same identifier. this can be achieved easily with tables. take a look at the PIL for more on tables.

#46 ItsRodrick

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Posted 17 July 2013 - 08:16 PM

Cool! Now I can see my MFSU' status by a monitor... :D





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