[mc 1.6.x] Openperipheral
Mikeemoo 26 May 2013
TecmagDiams, on 26 May 2013 - 02:33 PM, said:
If only it was for the current Feed The Beast version. This looks drop dead beautiful, and I would use it in a heartbeat if I could. />
^This. All my this. I love you so much I want to kidnap you and never let you go. *cough* I mean, give you a friendly handshake. Yep, that's what I meant.
Molinko, on 26 May 2013 - 12:31 PM, said:
I love you for this Mikee...
It should play fine with the latest FTB - if you just drop it on the server, you shouldn't need to distribute it to the clients.
TecmagDiams 26 May 2013
The FTB Ultimate v1.0.1 [For MC 1.4.7]? Hm, I get a crash when attempting to start my server. Don't know if it's important, or what but I s'pose I should attach the crash report, just incase. :3 I really do like the looks of this though, it's amazing.
Spoiler
Mikeemoo 26 May 2013
This mod is for Minecraft 1.5.2. It won't work with Minecraft 1.4.7 - sorry!
TecmagDiams 26 May 2013
That's what I thought to begin with. FTB isn't up to 1.5.2 just yet. :3 Can't wait to get to use this, it was going to be the perfect solution to my lack of Applied Energistics ComputerCraft readings.
Mikeemoo 26 May 2013
TecmagDiams, on 26 May 2013 - 03:29 PM, said:
That's what I thought to begin with. /> FTB isn't up to 1.5.2 just yet. :3 Can't wait to get to use this, it was going to be the perfect solution to my lack of Applied Energistics ComputerCraft readings.
ah, not officially, no - but there's a 1.5.2 beta
(which includes OpenCCSensors!)
Mikeemoo 26 May 2013
Just discovered a bug regarding using peripheral/networking cables with this system. It's likely to crash your server!
Need to speak to Cloudy and dan200 to work out where the issue is, so for now please avoid using them with network cables
Need to speak to Cloudy and dan200 to work out where the issue is, so for now please avoid using them with network cables
Mikeemoo 26 May 2013
Ok, 0.0.7 released.
I've added a workaround to stop peripheral-cabled peripherals crash.
It's quite an ugly temporary fix - hopefully I'll find a nicer way at a later date.
I've added a workaround to stop peripheral-cabled peripherals crash.
It's quite an ugly temporary fix - hopefully I'll find a nicer way at a later date.
Molinko 26 May 2013
uuuugghhghh i wish my server would update sooon so i can haz it!!! nice vid btw. i love the machine gun updates throughout the day
hardc0de 27 May 2013
About nerfing, what about consuming turtle fuel instead of redstone? You could add "cost" in the json to make it possible to have different costs for different peripherals (some are more useful than others).
Lordmau5 27 May 2013
I don't know if it's possible, but is there any possibility for the noteblocks to add, that the pitch get's changed to a direct value?
e.g. "NoteBlock.setPitch(20)"
//EDIT: If you could do something with this method, that would be awesome
e.g. "NoteBlock.setPitch(20)"
//EDIT: If you could do something with this method, that would be awesome
public void setPitch(int note) { this.note = (byte)(note % 25); this.onInventoryChanged(); }
electrodude512 27 May 2013
Mikeemoo, on 25 May 2013 - 07:28 PM, said:
It's not better. It's different.
OCS lets you sense things in a wide area - it's much better for managing systems within a base, for example. This is more for more specialized tasks, or just a place to throw things I don't feel belong in OCS.
This mod wont necessarily be limited to just sensing things - there'll be some level of interaction (such as the noteblock!)
OCS lets you sense things in a wide area - it's much better for managing systems within a base, for example. This is more for more specialized tasks, or just a place to throw things I don't feel belong in OCS.
This mod wont necessarily be limited to just sensing things - there'll be some level of interaction (such as the noteblock!)
Ah, so you can interact with things! In that case, this mod's going on my private whitelist server.
Mikeemoo 27 May 2013
This mod seems to be taking off a bit!
Over 7000 installs in the past few hours thanks to it being in a pretty major mod pack.
I've decided to rewrite the core from scratch in a much more flexible way, which'll hopefully allow me to support even more mods and methods.
The next release will be a rewritten release
Over 7000 installs in the past few hours thanks to it being in a pretty major mod pack.
I've decided to rewrite the core from scratch in a much more flexible way, which'll hopefully allow me to support even more mods and methods.
The next release will be a rewritten release
random_lulz 28 May 2013
I would like to suggest GregTech support - there are some things in GT that would really be handy if they could be easily monitored such as machine processing times and upgrades.
Jappards 29 May 2013
Nice! I would like to suggest making the beacon a peripheral, there should also be a beacon API.
some of the commands would be:
some of the commands would be:
beacon.setBuff(buff,strenght)--would set the buff the beacon would send to players. beacon.setRange(range)--would send the range in blocks, but the range can`t get further than the maximum of the piramid size. beacon.toggle(boolean)--would toggle the beacon or set to true(beacon set to on)or false(beacon set to off) beacon.toggleBeam(boolean)--would toggle the beam of the beacon, wouldn`t be able to be used in the nether. beacon.toggleBuff(boolean)--would toggle the buff of the beacon beacon.selectEffect(buff)--would select the buff of the beaconand i also would like to suggest support to Ars Magica
Mikeemoo 29 May 2013
0.1.0 released.
https://dl.dropboxus...heral-0.1.0.jar
LOTS LOTS LOTS of new support. I'll write up full documentation either tonight or tomorrow.
https://dl.dropboxus...heral-0.1.0.jar
LOTS LOTS LOTS of new support. I'll write up full documentation either tonight or tomorrow.
Mikeemoo 29 May 2013
Jappards, on 29 May 2013 - 01:53 PM, said:
Nice! I would like to suggest making the beacon a peripheral, there should also be a beacon API.
some of the commands would be:
some of the commands would be:
beacon.setBuff(buff,strenght)--would set the buff the beacon would send to players. beacon.setRange(range)--would send the range in blocks, but the range can`t get further than the maximum of the piramid size. beacon.toggle(boolean)--would toggle the beacon or set to true(beacon set to on)or false(beacon set to off) beacon.toggleBeam(boolean)--would toggle the beam of the beacon, wouldn`t be able to be used in the nether. beacon.toggleBuff(boolean)--would toggle the buff of the beacon beacon.selectEffect(buff)--would select the buff of the beaconand i also would like to suggest support to Ars Magica
I'll try patch some of this in as a remote update. Anything I can't do remotely will be added in the next code release.