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[CC 1.4.8][MC 1.4.6]Turtle Item Analyzer

turtle peripheral

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#21 someone9999

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Posted 18 December 2012 - 09:37 PM

View Posthuldu, on 11 December 2012 - 10:56 AM, said:

How come this isn't popular? It's probably one of the best things for the turtle to have, just a shame it takes up a slot... But still how come the turtle by default can't identify what item it got in a slot? It can do pretty much anything but not that... item compare, seriously?

Anyways great job on making this. I had no idea it even existed until I by accident found it on a forum linking here.
Thank you.

View Posttiin57, on 11 December 2012 - 12:46 PM, said:

View Posthuldu, on 11 December 2012 - 10:56 AM, said:

How come this isn't popular?
This community seems to dislike over-powered mods. :P
Except mine. Mine was awesome. (Don't bother looking for it. An admin removed it for ruining the forums with its beauty. :D)
The CCMPU was quite fun to play with :), shame it was removed. I had a automated tower creator program for that peripheral.
(Sorry if the spelling is wrong, can't remember the exact name).

On a related note, there will likely be a nerf for the item analyzer. It's going to cost fuel in the future to use it. (config option).

View PostPixelToast, on 12 December 2012 - 04:30 PM, said:

items can have negative damage values, so getmetadata might return -1 for something that exist
Oh, really. That must have slipped my mind. Thanks for the heads up, I'll probably change it to return a string describing the error. (config option to maintain compatibility with created programs).

View Postetopsirhc, on 17 December 2012 - 09:43 PM, said:

like the idea just not the implementation , i'd prefer it to return a unique item hash, that way you cant just tell a turtle to mine untill it fills its inventory with 264 XP
Hmm... I understand what your saying, It can be a pain at times to read and check two value vs one value depending on the item. I'm not crazy about doing a hash, but I'll think about the issue, and possibly add different read method (config option).


View PostNietsnie, on 18 December 2012 - 03:34 PM, said:

Any ideas why, with the latest version of forestry, using the analyzer.takeAt() functionality somehow screws up the bee data? They get revered to a white drone, and when analyzed, turn into a forest drone. This has only started in Forestry 1.6.2.9 or so.
Sorry, I don't know the reasoning behind it. I'll look into it. Thanks for the heads up on the incompatibility.

#22 immibis

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Posted 18 December 2012 - 09:52 PM

View Postsomeone9999, on 18 December 2012 - 09:37 PM, said:

View PostNietsnie, on 18 December 2012 - 03:34 PM, said:

Any ideas why, with the latest version of forestry, using the analyzer.takeAt() functionality somehow screws up the bee data? They get revered to a white drone, and when analyzed, turn into a forest drone. This has only started in Forestry 1.6.2.9 or so.
Sorry, I don't know the reasoning behind it. I'll look into it. Thanks for the heads up on the incompatibility.
It could be that your code removes (or doesn't copy) NBT data on items (the stackTagCompound field)

#23 PixelToast

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Posted 19 December 2012 - 07:07 AM

forest drone is the default for bees without the "tag" compound
yea, its not copying NBT correctly

#24 Marval

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Posted 20 December 2012 - 11:55 PM

Is possible, using your addon, to take specified amount of items from selected slot or this always take whole stack?

#25 Kalembas

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Posted 21 December 2012 - 10:31 AM

Does this peipheral always take the "right" slot? If so, there is no opportunity to make a wireless analyzing turtle (modem takes the "right" slot), which makes this functionality incomplete. Am I wrong?

--- EDIT ----

Found the answer. Thats an elegant workaround. Good Job!

#26 Kalembas

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Posted 21 December 2012 - 12:49 PM

Is there a possibility to have a method that returns a number of slots in the adjacent inventory?
And its definetely is a good idea to be able to take/put a defined quantity of items.

#27 infAl

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Posted 21 December 2012 - 10:22 PM

View Postsomeone9999, on 18 December 2012 - 09:37 PM, said:

View PostNietsnie, on 18 December 2012 - 03:34 PM, said:

Any ideas why, with the latest version of forestry, using the analyzer.takeAt() functionality somehow screws up the bee data? They get revered to a white drone, and when analyzed, turn into a forest drone. This has only started in Forestry 1.6.2.9 or so.
Sorry, I don't know the reasoning behind it. I'll look into it. Thanks for the heads up on the incompatibility.
I also noticed something odd with IC2 Energy Crystals. I had an MFSU set up to charge the crystal, the turtle checks to see if metadata is 1 (fully charged), if so it pulls the crystal and places it in slot 2 of a nearby MFE. The problem is that as soon as the crystal goes in to the MFE, it's metadata changes to 26, which is completely depleted and no charge is tranferred to the MFE.

#28 someone9999

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Posted 21 December 2012 - 10:45 PM

View Postimmibis, on 18 December 2012 - 09:52 PM, said:

View Postsomeone9999, on 18 December 2012 - 09:37 PM, said:

View PostNietsnie, on 18 December 2012 - 03:34 PM, said:

Any ideas why, with the latest version of forestry, using the analyzer.takeAt() functionality somehow screws up the bee data? They get revered to a white drone, and when analyzed, turn into a forest drone. This has only started in Forestry 1.6.2.9 or so.
Sorry, I don't know the reasoning behind it. I'll look into it. Thanks for the heads up on the incompatibility.
It could be that your code removes (or doesn't copy) NBT data on items (the stackTagCompound field)

Yeah, I didn't think to do that. Thanks.

View PostMarval, on 20 December 2012 - 11:55 PM, said:

Is possible, using your addon, to take specified amount of items from selected slot or this always take whole stack?
It's coming. It's already in my current dev-build.

View PostinfAl, on 21 December 2012 - 10:22 PM, said:

View Postsomeone9999, on 18 December 2012 - 09:37 PM, said:

View PostNietsnie, on 18 December 2012 - 03:34 PM, said:

Any ideas why, with the latest version of forestry, using the analyzer.takeAt() functionality somehow screws up the bee data? They get revered to a white drone, and when analyzed, turn into a forest drone. This has only started in Forestry 1.6.2.9 or so.
Sorry, I don't know the reasoning behind it. I'll look into it. Thanks for the heads up on the incompatibility.
I also noticed something odd with IC2 Energy Crystals. I had an MFSU set up to charge the crystal, the turtle checks to see if metadata is 1 (fully charged), if so it pulls the crystal and places it in slot 2 of a nearby MFE. The problem is that as soon as the crystal goes in to the MFE, it's metadata changes to 26, which is completely depleted and no charge is tranferred to the MFE.

This issue *should* be fixed in the next release as the issue seems to be the same as the forestry bug. Im going to try and release a new version that fixes this within the next few days.

#29 Ehrlingby

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Posted 22 December 2012 - 12:51 AM

Will you be releasing your devbuild for 1.4.5 as well?

#30 Kalembas

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Posted 22 December 2012 - 08:49 AM

I think its time to release a build for 1.4.6 already. Current version works on 1.4.5 just fine. :)

#31 infAl

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Posted 22 December 2012 - 10:14 AM

View Postsomeone9999, on 21 December 2012 - 10:45 PM, said:

This issue *should* be fixed in the next release as the issue seems to be the same as the forestry bug. Im going to try and release a new version that fixes this within the next few days.
Awesome! Thanks! :)

View PostEhrlingby, on 22 December 2012 - 12:51 AM, said:

Will you be releasing your devbuild for 1.4.5 as well?

View PostKalembas, on 22 December 2012 - 08:49 AM, said:

I think its time to release a build for 1.4.6 already. Current version works on 1.4.5 just fine. :)
Doesn't this really just depend on the version of Minecraft that Computer Craft is currently supporting?

#32 someone9999

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Posted 22 December 2012 - 11:22 AM

View PostinfAl, on 22 December 2012 - 10:14 AM, said:

View Postsomeone9999, on 21 December 2012 - 10:45 PM, said:

This issue *should* be fixed in the next release as the issue seems to be the same as the forestry bug. Im going to try and release a new version that fixes this within the next few days.
Awesome! Thanks! :)

View PostEhrlingby, on 22 December 2012 - 12:51 AM, said:

Will you be releasing your devbuild for 1.4.5 as well?

View PostKalembas, on 22 December 2012 - 08:49 AM, said:

I think its time to release a build for 1.4.6 already. Current version works on 1.4.5 just fine. :)
Doesn't this really just depend on the version of Minecraft that Computer Craft is currently supporting?

Pretty much. You can't run it without Computer Craft being updated.

That being said, it takes time for things to be updated as it requires testing to find new bugs that may appear. A good example of this would be when this mod was updated to 1.4.4 / 1.4.5. It was quite rushed in the port to the newer version as real life was getting hectic, and as a result, had some more bugs that the version before it had.


View PostKalembas, on 22 December 2012 - 08:49 AM, said:

I think its time to release a build for 1.4.6 already. Current version works on 1.4.5 just fine. :)

View PostEhrlingby, on 22 December 2012 - 12:51 AM, said:

Will you be releasing your devbuild for 1.4.5 as well?

The next release will likely be 1.4.4 / 1.4.5 only. I hope to release for 1.4.6 soon, but I can't make any guarantees.

#33 Marval

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Posted 25 December 2012 - 04:33 AM

Can't wait for 1.4.6 version. I already have ultimate crafting program which consist of chest and Analitycal Turtle only, and this is only think that keep me in 1.4.5.

#34 necrogami

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Posted 03 January 2013 - 07:40 AM

Any ETA of this updating? I'm looking forward to playing with this on my 1.4.6/7 instance to make the insanity reactor system.

#35 needoriginalname

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Posted 03 January 2013 - 08:53 AM

You are a livesaver, I was just about to cancel making my large computercraft program I have been working on, because I didn't relize that the turtles couldn't get the itemID until recently. Granted, since there is no such thing as a wireless Analyitical Crafting Turtle, I am going to have to change my design I bit to make middleman, but I can work with that.

#36 someone9999

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Posted 04 January 2013 - 10:33 PM

Sorry about a few days turning into weeks.... but here it is :). Family took over more of my life than expected over the holidays XD.

I decided to release it without adding all the new features that I was planning to, so a lot of stuff is disabled. If you go into the config file, you'll notice that there is some stuff for a "liquid" turtle. Currently, that functionality is disabled as it is too unstable to release that part of this add-on. I am however, releasing all the fixes for the analyzer right now, as well as porting to 1.4.6.

LInk in first post



View Postnecrogami, on 03 January 2013 - 07:40 AM, said:

Any ETA of this updating? I'm looking forward to playing with this on my 1.4.6/7 instance to make the insanity reactor system.

Good luck with the insanity reactor system. That sounds complex o.0.

View PostMarval, on 25 December 2012 - 04:33 AM, said:

Can't wait for 1.4.6 version. I already have ultimate crafting program which consist of chest and Analitycal Turtle only, and this is only think that keep me in 1.4.5.

That program sounds awesome! Glad to see that you are enjoying the add-on,

#37 Marval

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Posted 06 January 2013 - 07:41 AM

Function takeAt() doesn't work... What I'm doing wrong?
http://img341.images...30105194140.png

#38 Ehrlingby

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Posted 07 January 2013 - 07:56 AM

E

View PostMarval, on 06 January 2013 - 07:41 AM, said:

Function takeAt() doesn't work... What I'm doing wrong?
http://img341.images...30105194140.png
I have the exact same problem, bug?

#39 Marval

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Posted 08 January 2013 - 01:38 AM

It seems to. We only can wait for someone999, I already PM him.

#40 Ehrlingby

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Posted 08 January 2013 - 04:51 AM

Can someone help us!?





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