#21
Posted 29 November 2012 - 10:45 PM
Latest changes:
- I've changed it so now the whole of buildcraft doesnt need to be included in the source. This'll hopefully make it easier for other people to get involved. Just include the one file (buildcraft.energy.IEngineProvider) if you want to get running but dont want to include buildcraft.
- I've added support for multiple sensor targets objects per entity. This wont mean much to you unless you're building a sensor.
- I've merged TheNietsnie's code for IC2 cable conductivity in
- Orwell is progressing with rendering and how that'll work, and I believe adding icons to the front of sensors to show what kind of sensor it currently is
- Cloudy has been fixing bugs and refactoring to tidy things up
- LeoVerto started on some german translations
Looks like we have a sample lua program in the pull request log too
#22
Posted 29 November 2012 - 11:03 PM
Quote
If the former, then maybe - although you'd have to call that method constantly and it wouldn't be all that useful.
If the later, and you want to know how far you are through a stack, then I guess you could do that with the methods available already:
#23
Posted 29 November 2012 - 11:51 PM
I think the best available way of monitoring progress is to work around monitor stack sizes with the inventory sensor
#24
Posted 30 November 2012 - 12:22 AM
#25
Posted 30 November 2012 - 02:15 AM
#26
Posted 30 November 2012 - 02:33 AM
#27
Posted 30 November 2012 - 03:14 AM
My latest commit tries to load each 'sensorpack' in individually. If it fails to load one in, it'll not break the game.
It DOES mean you'll still have your errors in eclipse, and a warning when you run the game, but it will at least work.
Hopefully this'll help I'll do a pull request for it to go into the master soon.
#28
Posted 30 November 2012 - 03:51 AM
#29
Posted 30 November 2012 - 07:37 AM
Orwell, on 29 November 2012 - 12:49 PM, said:
Also, about different icons for different sensor cards:
What about having a small icon, which would be more than a color, for:
-being the card item graphic;
-showing up in the sensors block when used there;
-showing up on the side of the turtle when used by the turtle;
#30
Posted 30 November 2012 - 03:43 PM
Just a question, are you also going to implement BuildCraft liquid tanks (and waterproof pipes?) as sensor targets? Getting their capacity, contained LiquidStack amount and type would be nice for writing oil monitoring programs and such.
If you were going to implement it anyway, just forget my question.
#31
Posted 30 November 2012 - 07:15 PM
Mikeemoo, on 29 November 2012 - 10:45 PM, said:
Yep, I added the sensorview lua program! I'd just like to mention that there is a version of it that works out-of-the-box with the 0.01 version (current released version, at time of writing) of OCS, while the latest version of it in the github repo has an updated API call in it, so that it would not work with the 0.01 version.
#32
Posted 30 November 2012 - 08:18 PM
Cython, on 30 November 2012 - 03:43 PM, said:
Just a question, are you also going to implement BuildCraft liquid tanks (and waterproof pipes?) as sensor targets? Getting their capacity, contained LiquidStack amount and type would be nice for writing oil monitoring programs and such.
If you were going to implement it anyway, just forget my question.
Hi,
Yep, I'll look into doing that this weekend. There's a lot of mods that I rarely touch (although I play tekkit & ftb, I spend 99% of my time messing with computer craft), so I might need guidance for a few things to make sure I cover everything needed.
Industrial craft crops, for example! Although I've watched a few videos of them I've never bothered trying them out myself...
But yes - buildcraft tanks n'that this weekend.
Lyqyd, on 30 November 2012 - 07:15 PM, said:
Mikeemoo, on 29 November 2012 - 10:45 PM, said:
Yep, I added the sensorview lua program! I'd just like to mention that there is a version of it that works out-of-the-box with the 0.01 version (current released version, at time of writing) of OCS, while the latest version of it in the github repo has an updated API call in it, so that it would not work with the 0.01 version.
Yup, sorry - I'm to blame for that one. getTargetDetails() sounds better >.<
#33
Posted 30 November 2012 - 08:22 PM
1) All sensor cards now share a single item ID.
2) If someone doesn't have a mod installed it should now not cause any issues when playing, it just won't load those sensor cards. Developers can also build if they don't have the relevant APIs installed, and although it'll throw errors/warnings, it'll still be playable/testable.
This was all merged into the master last night along with the start of some rendering code from Orwell.
#34
Posted 30 November 2012 - 08:29 PM
Mikeemoo, on 30 November 2012 - 08:18 PM, said:
Oh, no worries at all! It certainly does make a better function call name! Thanks for updating sensorview to reflect that name change, by the way. If you or any of the other Java devs need any changes made in it, feel free to shoot me a note if you don't feel like picking through the lua yourself.
#35
Posted 30 November 2012 - 09:57 PM
#36
Posted 01 December 2012 - 03:20 PM
#38
Posted 02 December 2012 - 08:29 AM
#39
Posted 02 December 2012 - 10:02 AM
#40
Posted 02 December 2012 - 10:10 AM
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