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There have been 39 items by jewelshisen (Search limited from 10-February 22)
#178210 The ban game
Posted by
jewelshisen
on 12 May 2014 - 11:12 PM
in
Forum Games
Lego
#178054 The ban game
Posted by
jewelshisen
on 12 May 2014 - 12:20 AM
in
Forum Games
Vi
#177895 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by
jewelshisen
on 11 May 2014 - 04:21 AM
in
Peripherals and Turtle Upgrades
Also I tested the sensorview with RC Steel Tank (3x3x4 and two valves) with a Mk2 Tank sensor card and it works just fine though it does count each valve as a "tank". It does however report the correct fluid in the tank.
#177893 The ban game
Posted by
jewelshisen
on 11 May 2014 - 04:18 AM
in
Forum Games
Gangnam Style~
#177845 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by
jewelshisen
on 10 May 2014 - 07:58 PM
in
Peripherals and Turtle Upgrades
gustavowizard, on 10 May 2014 - 07:13 PM, said:
ok now on 1.6.3 when i try to put the side of the sensor on the sensorview GUI, it crashes the CC computer lol, i have to Crlt+T it, any idea how to fix it?
I used them with Railcraft Steel tanks and they work just fine.
#177814 The ban game
Posted by
jewelshisen
on 10 May 2014 - 04:03 PM
in
Forum Games
Nyan Cat
#177813 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by
jewelshisen
on 10 May 2014 - 04:01 PM
in
Peripherals and Turtle Upgrades
CubieX, on 10 May 2014 - 02:55 PM, said:
With V1.6.4.3 and CC 1.63 I can't craft sensor turtles any more. It does not recognize the recipy. (Normal turtle + sensor block)
They are only obtainable via NEI.
And it still does not recognize the attached sensor on turtles. ("Attempt to index nil" when using the sensor wrapped as peripheral.)
The "ocs" dir is still not showing up.
Only on computers it works just fine. Not having to load the API is a fine thing too.
Can someone confirm this?
Otherwise my installation is screwed up somehow. But I deleted and installed it several times now.
I have just tried on my VERY modded MC and crafting worked just fine. However I did find another bug. The advanced turtle with the sensor won't let me view it using sensorview. it will let me check every side of it for the sensor part except for the left (where the sensor is on the turtles). When I try to select the left side it won't go over there. It doesn't crash the game or freeze it and the normal turtle works just fine.
Edit: It does however freeze the adv. turtle itself.
#177444 The ban game
Posted by
jewelshisen
on 08 May 2014 - 12:29 AM
in
Forum Games
Youtube
#177347 The ban game
Posted by
jewelshisen
on 07 May 2014 - 06:24 PM
in
Forum Games
Bacon
#177054 The ban game
Posted by
jewelshisen
on 06 May 2014 - 07:49 AM
in
Forum Games
Pi
#176968 The ban game
Posted by
jewelshisen
on 05 May 2014 - 08:51 PM
in
Forum Games
LEROY JENKENS!!!!
#176954 Corrupt-A-Wish!
Posted by
jewelshisen
on 05 May 2014 - 07:14 PM
in
Forum Games
#176849 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by
jewelshisen
on 05 May 2014 - 03:43 AM
in
Peripherals and Turtle Upgrades
CubieX, on 04 May 2014 - 01:11 PM, said:
Program with a sensor turtle:
-- load the API
os.loadAPI("ocs/apis/sensor")
-- wrap the sensor
sens = sensor.wrap("right")
Has the API path changed? I'm using 1.6.4.1b with CC 1.58
OCS 1.6.4.1b I think is made for CC1.6 not 1.58. Try upgrading your CC version. If that doesn't work then you may just have a bad download.
#176711 Need Help Coding
Posted by
jewelshisen
on 04 May 2014 - 04:40 PM
in
Ask a Pro
#176356 Pulling values from OCS
Posted by
jewelshisen
on 02 May 2014 - 10:21 PM
in
Ask a Pro
Lyqyd, on 02 May 2014 - 04:46 PM, said:
Here is my test system. Just out of sight is a 3x3x4 Steel Tank from Railcraft. https://www.dropbox....%2017.19.52.png
#176298 Pulling values from OCS
Posted by
jewelshisen
on 02 May 2014 - 03:49 PM
in
Ask a Pro
Lyqyd, on 02 May 2014 - 05:01 AM, said:
details.Tanks[1].Amount details.Tanks[1].Capacity
This is because all tank information is stored in the Tanks table, and there can be multiple tanks per tile entity. All of the nesting is truly necessary.
When in doubt, you can always use ocs/programs/sensorview to view the table structure of the getTargetDetails return value, which usually makes it fairly easy to find what you're looking for.
Except for finding out about that [1] needed as that is never shown.
#176224 Pulling values from OCS
Posted by
jewelshisen
on 02 May 2014 - 03:30 AM
in
Ask a Pro
All of these are things that OCS can get. However I can't, for the life of me, figure out how on earth to get them out of the Matryoshka Doll output that it returns with getTargets or getTargetDetails!
Help me!
EDIT: So I think I may have found out how to navigate that nightmare... They key order is [location]["Tanks"][1]["Amount" / "Capacity"]
Am I the only one wondering if all that nesting is REALLY needed????
#175959 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by
jewelshisen
on 30 April 2014 - 06:50 PM
in
Peripherals and Turtle Upgrades
I am trying to keep an eye on a railcraft steel tank.
#175253 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by
jewelshisen
on 25 April 2014 - 04:50 PM
in
Peripherals and Turtle Upgrades
#175233 Corrupt-A-Wish!
Posted by
jewelshisen
on 25 April 2014 - 01:30 PM
in
Forum Games
I wish to own a supercomputer
#175121 Corrupt-A-Wish!
Posted by
jewelshisen
on 24 April 2014 - 02:24 PM
in
Forum Games
#175021 Getting A nil error
Posted by
jewelshisen
on 23 April 2014 - 07:35 PM
in
Ask a Pro
MKlegoman357, on 23 April 2014 - 07:31 PM, said:
Well I corrected the nil error and now I am gettng a rednet error saying it keeps expecting a number but not telling me where it is happening.
FOUND IT! The original error seems to have been due to me setting the function before I defined the table. The second error was due to ComControl storing the numbers as strings rather than the number that rednet needed.
#175018 Getting A nil error
Posted by
jewelshisen
on 23 April 2014 - 07:28 PM
in
Ask a Pro
rednet.open("top")
local Status = {}
function Lockdown()
rednet.send(25, "Lock", "Security")
rednet.send(11, "Lock", "Security")
rednet.send(13, "Lock", "Security")
Status.Front = "Locked"
Status.Back = "Locked"
Status.Ninja = "Locked"
end
function LockToggle()
if Status[Command] == "Locked" then
rednet.send(ComControl[Command], "Open", "Security")
Status[Command] = "Unlocked"
rednet.send(ID, Status[Command])
elseif Status[Command] == "Unlocked" then
rednet.send(ComControl[Command], "Lock", "Security")
Status[Command] = "Locked"
rednet.send(ID, Status[Command])
end
end
local Access = {
Jewel = "Alpha01",
Admin = "AdminCode"
}
local AccessLevel = {
Jewel = "1",
Admin = "1"
}
local ComControl = {
Front = "13",
Back = "11",
Ninja = "25"
}
local Status = {}
Lockdown()
while true do
ID, User, Pass = rednet.receive()
if Access[User] == Pass then
rednet.send(ID, "Access Level "..AccessLevel[User].." granted.", 0)
sleep(0.1)
rednet.send(ID, "Please Enter Command:")
ID, Command = rednet.receive()
if Command == "Lockdown" then
Lockdown()
rednet.send(ID, "Facility on Level 1 Lockdown.")
while true do
ID, User, Pass = rednet.receive()
if Access[User] == Pass then
rednet.send(ID, "Lockdown Lifted.")
break
else
rednet.send(ID, "Error")
end
end
elseif Command == "Front" or Command == "Back" or Command == "Ninja" then
LockToggle()
else
rednet.send(ID, "INVALID COMMAND")
end
else
rednet.send(ID, "Invalid User/Pass")
end
end
The error keeps coming up at line 16 every time I try to have it run that function.
#175005 Altering Tables
Posted by
jewelshisen
on 23 April 2014 - 06:32 PM
in
Ask a Pro
#175002 Altering Tables
Posted by
jewelshisen
on 23 April 2014 - 06:21 PM
in
Ask a Pro
For example would this work?
local Status = {}
Status["Front"] = "Locked"
-- do stuff
Status["Front"] = "Unlocked"
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