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[MC 1.7.10 | CC 1.65] OpenCCSensors

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#81 Mikeemoo

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Posted 10 December 2012 - 09:37 AM

View PostNicholas4132, on 10 December 2012 - 09:34 AM, said:

I tried adding this to my Feed the Beast 1.4.2. I installed openccsensors by adding and enabling the .jar file in the feed the beast launcher, under jarmods. When I launch my game, it starts up fine, until it passes the mojang logo screen. The screen turns white and hangs indefinatly. Here is the log output: http://pastebin.com/4WCNxnJx
The game turns white at the moment line 9 appears in the log. I added lines 7&8 myself, everything else is the raw output. FTB works fine without the mod.

This wont work for the current feed the beast. This mod is designed for MC 1.4.5, using the latest versions of mods.

When FTB updates (which should be soon), this mod should work fine. :)

#82 Mikeemoo

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Posted 10 December 2012 - 09:38 AM

I just made a pet turtle using the proximity sensor. He follows me wherever I go. :D

I'm going to change it so that if it detects a mob, it goes and kills the mob then returns to me.

#83 Leo Verto

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Posted 10 December 2012 - 10:06 AM

View PostNicholas4132, on 10 December 2012 - 09:34 AM, said:

I tried adding this to my Feed the Beast 1.4.2. I installed openccsensors by adding and enabling the .jar file in the feed the beast launcher, under jarmods. When I launch my game, it starts up fine, until it passes the mojang logo screen. The screen turns white and hangs indefinatly. Here is the log output: http://pastebin.com/4WCNxnJx
The game turns white at the moment line 9 appears in the log. I added lines 7&8 myself, everything else is the raw output. FTB works fine without the mod.
By the way, don't add it as a jar mod, jar mods are put into the minecraft.jar, but normal mods like OpenCCSensors should go into the mods folder.

View PostMikeemoo, on 10 December 2012 - 09:38 AM, said:

I just made a pet turtle using the proximity sensor. He follows me wherever I go. :D

I'm going to change it so that if it detects a mob, it goes and kills the mob then returns to me.
Woo, Sethbling is going to be the best advertisement for OCS ever! :D

#84 AliasXNeo

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Posted 10 December 2012 - 10:25 AM

View PostMikeemoo, on 10 December 2012 - 05:21 AM, said:

Thermal Expansion and Forestry are both great ideas - however their APIs aren't too helpful. If people can tell me specifically what they'd like to have access to within these mods I can approach the mod authors to see if they'll let me hook into parts.


For the time being, I've added a "Sign sensor" which can read and detect signpost around it.

Thermal Expansion:
  • Detect Redstone Energy Cell power level (currently stored MJ)
  • Detect Redstone Energy Cell state (power going in or out)
  • Detect Redstone Energy Conduit State (power moving through or not)
Forestry:
  • Detect state of various farming machines (Peat Bog, Arboretum, etc.). I know an API exists because currently BC gates offer functionality for detecting soil state of most farms. For example a gate can fire when less than 25% of the soil is left so that an automated system can provide more soil for replacing.
That's all I can really come up with off the top of my head. I know all of the above functionality is currently offered by BC gates, but they are in most cases bulky and more irritating than helpful. For instance, right now I'm forced to attach a random pipe/gate off of my TE energy cell just to get a redstone signal sent when it's full. It looks retarded and takes up space. I could do a lot more and make a lot cleaner looking system if I could have a sensor doing this for me :)

#85 faubiguy

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Posted 10 December 2012 - 10:39 AM

As far as I can tell the forestry and Thermal Expansion APIs don't provide any means of detecting information about their machines. The Buildcraft gate conditions are added by Forestry/Thermal Expansion telling Buildcraft to add them, not the other way around.

#86 Mikeemoo

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Posted 10 December 2012 - 10:48 AM



#87 Nietsnie

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Posted 10 December 2012 - 11:31 AM

Nice, I've done up a video showing some IC2 stuff and simple Proximity Sensor application using a slightly older version from a couple of weeks ago. No textures yet. I'll probably update later today :)



#88 Mikeemoo

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Posted 10 December 2012 - 12:09 PM

View PostNietsnie, on 10 December 2012 - 11:31 AM, said:

Nice, I've done up a video showing some IC2 stuff and simple Proximity Sensor application using a slightly older version from a couple of weeks ago. No textures yet. I'll probably update later today :)



Absolutely awesome.

#89 Mikeemoo

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Posted 10 December 2012 - 12:42 PM

btw, latest updates will likely break your current setup. stuff like the IC2 sensor now provide a larger radius of blocks, so not just north/south..etc..

#90 Perkins

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Posted 10 December 2012 - 12:43 PM

If you are looking for ideas for additional sensors still, railcraft sensors would be nice. I don't know if the liquid sensor will cover iron tanks, but one to cover steam turbines and boilers would be nice.

#91 Nietsnie

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Posted 10 December 2012 - 12:46 PM

View PostMikeemoo, on 10 December 2012 - 12:42 PM, said:

btw, latest updates will likely break your current setup. stuff like the IC2 sensor now provide a larger radius of blocks, so not just north/south..etc..
Ah, not a big issue. Maybe I can just have one turtle going up and down those storage banks then.

View PostPerkins, on 10 December 2012 - 12:43 PM, said:

If you are looking for ideas for additional sensors still, railcraft sensors would be nice. I don't know if the liquid sensor will cover iron tanks, but one to cover steam turbines and boilers would be nice.

I was going to look at doing some RailCraft type sensors myself for my next project. I have a functional elevator I use for one of my towers, but it uses a bunch of real-estate. I was going to work on condensing that. A RailCraft sensor would definitely remove some blocks.

#92 Lyqyd

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Posted 10 December 2012 - 07:15 PM

View PostNietsnie, on 10 December 2012 - 12:46 PM, said:

View PostMikeemoo, on 10 December 2012 - 12:42 PM, said:

btw, latest updates will likely break your current setup. stuff like the IC2 sensor now provide a larger radius of blocks, so not just north/south..etc..
Ah, not a big issue. Maybe I can just have one turtle going up and down those storage banks then.

If you managed to reconfigure the wiring to accommodate it, a single turtle at the center of the stack should sense the entire stack (5x5x5 sensing volume). Turtles going up and down does look cooler, though. :-)

#93 Mikeemoo

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Posted 10 December 2012 - 09:31 PM

Tomass on IRC suggested a "redstone strength" sensor.

If implemented I think it should only work on redstone directly next to a sensor.


This may seem quite useless at first, but I think it could be a cheap way of doing primitive bundled cabling. For example:

If you had 3 buttons in a row you could detect which one was pressed based on the strength of the signal. Of course, this is nowhere near as good as bundled cable, but could be pretty nice for servers without access to them.


I'd be interested to know if anyone has any feedback on this - or if anyone has any other ideas for how this could be a useful sensor.

(I'm nervous about adding any sensors that are too overpowered, which is why i'm spending a lot of time with these little ones that 'potentially' have a use)

#94 abihoooo

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Posted 10 December 2012 - 09:43 PM

Here's my build so far using the ic2 and inventory sensors. I used peripheral cables so I can have tons of sensors connected.

Posted Image

#95 Mikeemoo

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Posted 10 December 2012 - 09:47 PM

I like! I like!

Really nice to see what people are doing with it :)

#96 Mikeemoo

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Posted 10 December 2012 - 09:55 PM

I think we're very close to the first proper release.

Orwell fixed some rendering issues this weekend which has removed any remaining issues, so I think the only thing left is getting the lua APIs automatically mounted.

Cloudy was going to look into it, but he's come down with a mild case of work recently, so I may have a stab at trying to work out how to do it myself if he doesn't get time.

#97 Perkins

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Posted 10 December 2012 - 09:58 PM

In both the pre-packaged version and the latest source, I can't get the liquid sensor to work. It does not detect railcraft iron tanks, and getTargetDetails returns nil for other tank types. I use the getTargets list for a valid target, something like '2,0,1', calling sen.getTargetDetails('2,0,1') gives nothing. If I use the sensorview program provided, when it finds a valid target, it instantly exits the program on the line that calls getTargetDetails. I can see that it is supposed to provide some information on the tanks, like used/available space, but I can't seem to actually get it. I'm very new to java, so while I can mostly understand the source, I'm not sure what to do to fix whatever's going wrong.


P.S. On the first page it says `updated peripheral methods to reflect change to getTargetDetails.' I'm guessing maybe the liquid sensor didn't get updated for those changes...

#98 Mikeemoo

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Posted 10 December 2012 - 10:03 PM

View PostPerkins, on 10 December 2012 - 09:58 PM, said:

In both the pre-packaged version and the latest source, I can't get the liquid sensor to work. It does not detect railcraft iron tanks, and getTargetDetails returns nil for other tank types. I use the getTargets list for a valid target, something like '2,0,1', calling sen.getTargetDetails('2,0,1') gives nothing. If I use the sensorview program provided, when it finds a valid target, it instantly exits the program on the line that calls getTargetDetails. I can see that it is supposed to provide some information on the tanks, like used/available space, but I can't seem to actually get it. I'm very new to java, so while I can mostly understand the source, I'm not sure what to do to fix whatever's going wrong.


P.S. On the first page it says `updated peripheral methods to reflect change to getTargetDetails.' I'm guessing maybe the liquid sensor didn't get updated for those changes...

I don't think that's caused by any recent change - I think it's just bad implementation in the first place.

I'll debug/fix it tonight and make another beta release (which will also include dropped items and sign reading)

#99 Orwell

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Posted 11 December 2012 - 02:13 AM

View PostPerkins, on 10 December 2012 - 09:58 PM, said:

In both the pre-packaged version and the latest source, I can't get the liquid sensor to work. It does not detect railcraft iron tanks, and getTargetDetails returns nil for other tank types. I use the getTargets list for a valid target, something like '2,0,1', calling sen.getTargetDetails('2,0,1') gives nothing. If I use the sensorview program provided, when it finds a valid target, it instantly exits the program on the line that calls getTargetDetails. I can see that it is supposed to provide some information on the tanks, like used/available space, but I can't seem to actually get it. I'm very new to java, so while I can mostly understand the source, I'm not sure what to do to fix whatever's going wrong.


P.S. On the first page it says `updated peripheral methods to reflect change to getTargetDetails.' I'm guessing maybe the liquid sensor didn't get updated for those changes...
I had the same issues with empty (unused) tanks only. 'getTargetDetails' isn't implemented in the sensor cards part, but globally, so I doubt that's the problem. :)

#100 Tiin57

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Posted 11 December 2012 - 02:34 AM

FTB is 1.4.2; this is 1.4.4/5.
Damn pages. Edit.





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