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#178210 The ban game

Posted by jewelshisen on 12 May 2014 - 11:12 PM in Forum Games

Banned for not letting Direwolf20 use his tech armor

Lego



#178054 The ban game

Posted by jewelshisen on 12 May 2014 - 12:20 AM in Forum Games

Banned for having a limit to how large a file it can hold

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

Yea I tried using the Adv Sensor Turtle with the Player Mk 1 and it just froze on me. Minecraft was fine but the turtle wasn't.

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

Banned for being cooler

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

View Postgustavowizard, on 10 May 2014 - 07:13 PM, said:

hey the tank snsorcards are not working with railcraft iron tanks on 1.6.2, downloading and testing with 1.6.3 now...

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

Banned for being EPIC

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

View PostCubieX, on 10 May 2014 - 02:55 PM, said:

Hm.
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. :huh:

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

Banned for being owned by the idiots flooding youtube with adverts

Youtube



#177347 The ban game

Posted by jewelshisen on 07 May 2014 - 06:24 PM in Forum Games

Banned for #winning

Bacon



#177054 The ban game

Posted by jewelshisen on 06 May 2014 - 07:49 AM in Forum Games

Banned for not being C#

Pi



#176968 The ban game

Posted by jewelshisen on 05 May 2014 - 08:51 PM in Forum Games

Banned for being cute.

LEROY JENKENS!!!!



#176954 Corrupt-A-Wish!

Posted by jewelshisen on 05 May 2014 - 07:14 PM in Forum Games

View Postrealgogogoluke, on 04 May 2014 - 10:39 PM, said:

Granted, Washington D.C. has better weather.

I wish everyone had fast internet

Granted but it causes so much trafic that nothing posted lasts for more than a second.

I wish I had a supercomputer



#176849 [MC 1.7.10 | CC 1.65] OpenCCSensors

Posted by jewelshisen on 05 May 2014 - 03:43 AM in Peripherals and Turtle Upgrades

View PostCubieX, on 04 May 2014 - 01:11 PM, said:

It says "File not found" id trying to use the sensor API.

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

This place is for you to get help with code you have made, not to get people to make the code for you



#176356 Pulling values from OCS

Posted by jewelshisen on 02 May 2014 - 10:21 PM in Ask a Pro

View PostLyqyd, on 02 May 2014 - 04:46 PM, said:

I'm fairly certain that it would be shown, the details view only displays what is in the returned table, it doesn't remove anything from it. I can see about grabbing a screenshot this evening to point it out if you like. If it isn't shown, I'll make sure to correct the issue for the next build.

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

View PostLyqyd, on 02 May 2014 - 05:01 AM, said:

If the return value of the getTargetDetails call is stored in the variable details,

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

Ok so I am trying to get details from a Railcraft Tank and so far I am getting nowhere. All I am wanting to get is the Amount in the tank, what is in it, and the max capacity of the tank.

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

So how do we get the graph API to work? I tried the example shown in the wiki but it keeps returning "attempt to index ? (a nil value)" on line 5.

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

Is this working now with CC1.63?



#175233 Corrupt-A-Wish!

Posted by jewelshisen on 25 April 2014 - 01:30 PM in Forum Games

Granted but you get the potato form of Glados

I wish to own a supercomputer



#175121 Corrupt-A-Wish!

Posted by jewelshisen on 24 April 2014 - 02:24 PM in Forum Games

View Postscj643, on 24 April 2014 - 05:03 AM, said:

granted but its replaced with booze

I wish Bill Gates would die!

Granted but he comes back as a zombie.

I wish i had a better computer.



#175021 Getting A nil error

Posted by jewelshisen on 23 April 2014 - 07:35 PM in Ask a Pro

View PostMKlegoman357, on 23 April 2014 - 07:31 PM, said:

Could you provide us the full error?

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

View PostOReezy, on 23 April 2014 - 06:30 PM, said:

Simply assign it value.
local table = {"one", "two", "three"}
print(table[2]) --> two
table[2] = "not two"
print(table[2]) --> not two

edit: Was typing this up as you edited your post. Yes, that works.

Alright. Wasn't sure it would work. :)



#175002 Altering Tables

Posted by jewelshisen on 23 April 2014 - 06:21 PM in Ask a Pro

Is there a way that you can edit the value for a specific key in a table?

For example would this work?

local Status = {}
Status["Front"] = "Locked"
-- do stuff
Status["Front"] = "Unlocked"