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mentlerd's Content
There have been 22 items by mentlerd (Search limited from 30-March 23)
#106718 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 06 April 2013 - 04:40 AM in Peripherals and Turtle Upgrades
#106184 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 04 April 2013 - 09:30 PM in Peripherals and Turtle Upgrades
PPeripherals_stable.zip
Devs, do whatever you want to with it, just make sure to drop my name somewhere in your credits section.
#90012 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 22 February 2013 - 04:49 AM in Peripherals and Turtle Upgrades
PixelToast, on 22 February 2013 - 04:03 AM, said:
That was it. Fixed, but I can't reproduce the crashing.
Download: PortablePeripherals 1.0c.zip
I am still not sure if it is doing the expected behavior, so could you check it please?
Edit:
OmegaVest, on 22 February 2013 - 04:46 AM, said:
Also, terminate seems to not work yet, though I see the redirect in the code.
I am looking into this now. Not fixed in the test zip yet.
#89946 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 22 February 2013 - 01:55 AM in Peripherals and Turtle Upgrades
#89377 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 21 February 2013 - 03:22 AM in Peripherals and Turtle Upgrades
Download the updated 1.0b version
#88890 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 20 February 2013 - 05:56 AM in Peripherals and Turtle Upgrades
Added turtle peripheral for terminals, and antenna blocks. I tried to resolve compatibility issues, but did not really tested it.
#88099 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 18 February 2013 - 09:58 AM in Peripherals and Turtle Upgrades
schilcote, on 18 February 2013 - 07:53 AM, said:
I might add a cheat antenn, uncraftable, and it would give you infinite range. If there is a need for it.
abihoooo, on 18 February 2013 - 09:34 AM, said:
The refactoring has a positive side effect that transmitters can exist now without tile entites, so this is comeing in the next update!
Update:
I still have to work on antenn blocks, and a way to allow turtles to select their transmitters frequency.
#87999 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 18 February 2013 - 03:48 AM in Peripherals and Turtle Upgrades
#87473 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 16 February 2013 - 11:49 AM in Peripherals and Turtle Upgrades
Current versions changelog:
- Fixed mouse events being off
* added pda_scroll, and pda_drag events
- Moved items to the CC Creative tab
- Added config option for the transmitter max range
#87229 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 15 February 2013 - 11:20 AM in Peripherals and Turtle Upgrades
Shnupbups100, on 15 February 2013 - 09:43 AM, said:
Could you send me the crashlog, or give more detailed info about this? I can't seem to reproduce.
I have fixed mouse events not working, also plan to add mouse_drag, mouse_scroll in the bugfix version. (Sometime tomorrow)
#87189 [DISC/OpenSourced] Portable Peripherals 1.0 - PDAs, turtle transmitter!
Posted by mentlerd on 15 February 2013 - 08:49 AM in Peripherals and Turtle Upgrades
It appears I wont be able to work on this anymore, so I decided to make my source code public, hoping someone could make something out of it:
Latest version: PortablePeripherals 1.0b
Since this is my first serious mod, I am open to any suggestions!
What is this?This is a mod that adds wireless terminals (or PDAs if you prefer), and transmitters to computercraft! Using these these devices you can access your computers from 256-640 meters away, no more turtle chasing!
Terminals have support for multiple computer screens, colors, multiple users, and events! Pressing a key, or clicking the screen will queue an event on the host computer. For further info, see technical details.
How do I craft X?
Recipes are quite simple, they use vanilla minecraft items, for now. You can see their recipes on the image:
How do I use these items?
For a simple connection, you will need to create a transmitter, a terminal, and two quartz crystals. Transmitters and terminals are linked using crystals, if your terminal has a crystal that matches your transmitters, it will link up automatically.
If you wish to extend the range of your transmitter, put up to 4 antenna blocks on the top of it.
Altought crystals are not that simple. They have a frequency associated with. To change the frequency of a crystal, you need to 'pollute' it with other items. Put a crystal in the center of the crafting grid, and start placing items around: ( Be aware that the crystal does NOT support items that can be damaged, like tools, or armor )
Simplest usecase
Well, if you are not an advanced programmer, just use the built in program: transmit!
This little program will start the specified program, and transmit its output to a wireless transmitter. All events from the pda are translated, just like you started a program on a real computer!
transmit <side> <program> transmit right shell
API
The api is quite simple, it is exactly the same as a monitors. You have to wrap the device, and you can use it just like a monitor!
Since version 1.0, there are a few new functions tough:
getFreq()
getFrequency()
getRange()
setCrystal() -- Turtle only!
Technical details
The range of transmitters is limited to 256 right now, but it is a subject to change.
For people who want to mess with the internal workings, currently these events are supported:
pda_key
pda_char
pda_click
pda_scroll
pda_drag
pda_open
pda_close
(I am not going to explain what they do, their name implies their functionality)
Downloads, and Changelog
[CC. 1.481][MC 1.4.7] - PortablePeripherals_1.0b
[CC. 1.481][MC 1.4.7] - PortablePeripherals 0.9b
[CC. 1.481][MC 1.4.7] - PortablePeripherals 0.9 RC1
Changelog:
v1.0b
- Fixed issues with the transmitter block
- Extended background
v1.0
- Added Antenna blocks, for range extension
- Added Terminal turtle upgrade
- Added a lot more config options
- Added new block textures by Left4Cake. Thanks!
v0.9b
- Fixed mouse events being off
- added pda_scroll, and pda_drag events
- Moved items to the CC Creative tab
- Added config option for the transmitter range
v0.9 RC1
- Initial release
#84216 [API][MiscPeripherals] Interactive Sorter ID/Meta Reader API
Posted by mentlerd on 06 February 2013 - 02:15 AM in APIs and Utilities
#82616 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by mentlerd on 01 February 2013 - 11:36 AM in Peripherals and Turtle Upgrades
#82602 [MC 1.7.10 | CC 1.65] OpenCCSensors
Posted by mentlerd on 01 February 2013 - 10:50 AM in Peripherals and Turtle Upgrades
CoolisTheName007, on 01 February 2013 - 06:09 AM, said:
I completely agree. We just need a getFacing, instead of a compass, or a way to change what card is used in the peripheral.
#82445 [CC 1.481][MC 1.4.7] BowTurtles - If melee is not enought
Posted by mentlerd on 01 February 2013 - 01:47 AM in Peripherals and Turtle Upgrades
The dispenser idea is neat, I will think about it.
#82423 [CC 1.481][MC 1.4.7] BowTurtles - If melee is not enought
Posted by mentlerd on 01 February 2013 - 12:07 AM in Peripherals and Turtle Upgrades
When starting the program, the turtle have to face the 0 direction, or it will not work!
( Place the bow on the left side, and the sensor to the right, and place a proximity card in the last slot of the turtle )
http://pastebin.com/VEkKqrNf
#82283 [CC 1.481][MC 1.4.7] BowTurtles - If melee is not enought
Posted by mentlerd on 31 January 2013 - 12:31 PM in Peripherals and Turtle Upgrades
This is my first time posting a mod, so please be kind.
This mod adds turtles, with bows! It is a peripheral, instead a tool, but it has its reasons. It can be crafted just like the melee turtle, but with a bow.
The API itself is quite simple, there is only a single method:
bow = peripheral.wrap( side ) bow.shoot( [power], [deltaX], [deltaY] )
The power is a number from 0 - 1, where 1 equals a fully pulled shot from a player. DeltaX and deltaY give offset to the shot, so you could shoot sideways. ( In a limited cone of 45 degrees )
The parameters are optional, and will default to 1, 0, 0.
In order to use the peripheral, you must provide a bow in the selected slot. The turtle will use this bow to fire, and take its enchantments to account.
Downloads:
- Version 1.0.0
- Version 1.1.0
Screenshot:
The mod alone does not do a lot of things, but combined with OpenCCSensors it is very powerful!
Since this is my first mod, I am open to any suggestions!
Changelog:
1.1.0
- Added a safeguard for shooting, now the turtle must sleep at least 0.5 seconds between shots
- Added configuration ( fuel usage, bow damage )
1.0.0
- Initial release
#82169 [CC1.53][MC1.5.2] MiscPeripherals 3.3
Posted by mentlerd on 31 January 2013 - 04:21 AM in Peripherals and Turtle Upgrades
#82132 [CC1.53][MC1.5.2] MiscPeripherals 3.3
Posted by mentlerd on 31 January 2013 - 01:43 AM in Peripherals and Turtle Upgrades
SavageCore, on 30 January 2013 - 01:35 PM, said:
PixelToast, on 30 January 2013 - 12:10 PM, said:
and richardG raged over it and decided to force us use random ones :s
(his response in my sig)
Well that sucks
Actually, it is not that bad.
The modifictions in the UUID formula still allow reverse engineering, also opens up a little exploit.
I am new to the forums, so I a not sure if I am allowed to post what I got out of this (the decompiled UUID generation, and my solution code), but the new algorytm uses the world seed to change the item hashing per world, and that allows us to obtain the world seed on SMP servers.
Since you have the world seed, the formula is fully reverse engineerable again, you just have to do a little parametering per world, per server.
#79693 Octree - Efficient way of storing, and querying 3D data
Posted by mentlerd on 24 January 2013 - 03:20 AM in APIs and Utilities
Well, it really turned out to be an overkill at the end, but I wanted to store a lot of data. I am currently using this ocrtee implementation in a turte, that digs for valuable ores in the ground, and in the modpack I am playing, there are huge areas filled with marble.
It is easy to dig, but very tiring, so I decided to make a turtle do all the job. As it digs blocks, the nodes of the octree collapse automatically (since I am storing the same values in them), so it saves me some trouble later on. (Detecting missed blobs is quite easy)
I also wanted to investigate, if isung an octree will speed up my turtles A* searches (programmer curiosity ), altought I havent made an implementation based on my octrees yet; it now just relies on basic tables.
#78638 Octree - Efficient way of storing, and querying 3D data
Posted by mentlerd on 22 January 2013 - 05:07 AM in APIs and Utilities
This is my first time posting there, so I will make this post short.
I made an automatically mining turtle yesterday, and found that I need a way to store visited blocks, without knowing the size of the area I excavate. A well known solution popped into my mind: an octree
I would not like to expain its inner workings, but in sort, it is a three dimensional (in this case infinite) "array", where you can store values, in any shape, efficently.
In my implementation, I added a few tweaks, such as the octree can grow as big as you want it, without any side effects.
Basically, this data structure allows you to store data in an "infinite" three dimensional "array", without having to worry about resizing, or reallocating lua tables.
For further information about the data structure, take a look at the wiki page of octrees.
You can access the code here: https://gist.github.com/4587030
Almost forgot, the api:
tree = octree.new() tree:get( x, y, z ) - Returns the previously set value, or nil tree:set( x, y, z, value ) - Self explanatory
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