[MC 1.2.5] - [CC 1.33] ccSensors [SMP/SSP]
#361
Posted 01 September 2012 - 03:34 AM
#362
Posted 02 September 2012 - 02:29 AM
#363
Posted 02 September 2012 - 10:18 AM
This program when set as a startup program for the computer linked to the Sensor Controller works correctly until I save and exit the world a few times, after which the sensor stops finding targets. The only way I have found to fix this is to destroy the Sensor Controller and Sensor, replace the Sensor Controller and make a new channel with a Blank Transmitter Card and then replace the Sensor using this new Transmitter Card. Old channels seem permanently bugged once this happens.
p.s. thanks for the mod, it's awesome!
#364
Posted 02 September 2012 - 08:28 PM
#365
Posted 02 September 2012 - 10:04 PM
#366
Posted 03 September 2012 - 05:08 AM
FuzzyPurp: I've edited your post. Next time put a long post like that in a spoiler.
#367
Posted 04 September 2012 - 08:49 PM
say for example i have two reactors, when one goes dark (ie no eu output) i want the computer to activate the backup reactor (fire a redstone signal at the back of the computer)
so how do i get say a veriable called eureact1 to display the number value of the eu generated by reactor 1 ?
#368
Posted 05 September 2012 - 03:00 AM
mrgreaper, on 04 September 2012 - 08:49 PM, said:
say for example i have two reactors, when one goes dark (ie no eu output) i want the computer to activate the backup reactor (fire a redstone signal at the back of the computer)
so how do i get say a veriable called eureact1 to display the number value of the eu generated by reactor 1 ?
Watch the video above
#369
Posted 06 September 2012 - 02:33 AM
but switching the sensor he uses from the world sensor to a proximity sensor, and am having trouble with the getSensorReadingAsDict() function, which doesn't seem to want to work for me at all. I've been on the ComputerCraft wiki and noticed that the function arguments are slightly different to those given in the video, so I rearranged the arguments I passed and still nothing is happening - no reading is made, and no commands after it are performed. I've also tried using the getSensorReadingAsDict2() function in a similar manner, using the arguments described in the wiki page, with just as little luck. Could someone please tell me what's going wrong? In case it isn't obvious, I'm new to LUA, though I have a fair bit of experience with C++ and some Java. I've pasted my code below, thank you for your time:
os.unloadAPI("sensors") os.loadAPI("/rom/apis/sensors") function printDict(data) for i,v in pairs(data) do print(tostring(i).." - "..tostring(v)) end end ctrl = sensors.getController() -- print("Controller: "..ctrl) data = sensors.getSensors(ctrl) -- print("Sensors:") -- printDict(data) proxSensor = data[1] data = sensors.getSensorInfo(ctrl,proxSensor) -- print("Sensor Info:") -- printDict(data) sensors.setSensorRange(ctrl,proxSensor,"5") -- print("Sensor Range: "..sensors.getSensorInfo(ctrl,proxSensor).SensorRange) data = sensors.getProbes(ctrl,proxSensor) -- print("Probes:") -- printDict(data) playerProbe = data[2] data = sensors.getAvailableTargetsforProbe(ctrl,proxSensor,playerProbe) -- print("Available Targets:") -- printDict(data) data = sensors.getSensorReadingAsDict(ctrl,proxSensor,playerTarget,playerProbe) printDict(data) print("We have data...apparently...")
#370
Posted 06 September 2012 - 06:17 AM
This would complete the turtles. Don't see why the melee turtle was made if it is blind />
Turtles really should have some form of sensory system like this by default.
#371
Posted 06 September 2012 - 06:56 AM
d.hatch75, on 06 September 2012 - 02:33 AM, said:
Those functions are from the ccSensors's API's(the other 'folder' you installed with this mod along with the zip file. Contains the stock apis and lua programs for this addon).
Look in your mods/ccSensors/apis to view those functions />
#372
Posted 08 September 2012 - 01:25 PM
MadCrayolaz, on 01 September 2012 - 03:34 AM, said:
I have been trying to do this with the proximity sensor.
It seems broken however.
The info shows up if you goto the sensor directly or the sensor controller and you can query the Player probe information.
Can easily probe for targets and get the list of valid targets.
However once querying the target no results come back.
If you want the door to open for any player then you can just check if there's any players close by and use the co-ordinates to work out their distance but thats very messy.
I just hope that the issue with the Player probe and the computer gets fixed.
I cant even find the cause no errors occur which sucks.
#373
Posted 08 September 2012 - 08:48 PM
1. It will not detect nearby carpenter. Instead, it will just list all tile entities nearby
2. Readings are weird
3. It will spam console with errors such as these
2012-09-08 22:37:45 [INFO] [mod_ccSensors] callMethod:2 args[1]: 2012-09-08 22:37:45 [INFO] targetmod:0 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:currentRecipe in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:currentRecipe in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube 2012-09-08 22:37:45 [INFO] Can't find Field:machine in class:TileRedstoneTube
Here is my setup:
#374
Posted 10 September 2012 - 04:59 PM
webmilio, on 02 September 2012 - 02:29 AM, said:
probably fixed in "mc125 build 017pr2 - fixed: occasional custom sensor names not kept". but for me it's not ocassional, it happens always. I'm using bukkit (still mc 1.2.5), will be the new version ported?
#375
Posted 12 September 2012 - 04:46 PM
The author has not logged on since Aug 2nd.
#376
Posted 14 September 2012 - 08:59 PM
#377
Posted 17 September 2012 - 02:23 AM
#378
Posted 17 September 2012 - 07:10 AM
Maome, on 17 September 2012 - 02:23 AM, said:
Yes - because it isn't fixed in PR2.
I will fix it when I attempt to port it to Minecraft 1.3.2 - but I'll probably have to get rid of the GUI sensor readings (at least initially) since the code just isn't laid out to have to request that data from a server.
I did have another idea, which was to try creating a replacement from scratch - and perhaps open source it. But that's a big maybe.
#379
Posted 17 September 2012 - 07:15 AM
Cloudy, on 17 September 2012 - 07:10 AM, said:
Maome, on 17 September 2012 - 02:23 AM, said:
Yes - because it isn't fixed in PR2.
I will fix it when I attempt to port it to Minecraft 1.3.2 - but I'll probably have to get rid of the GUI sensor readings since the code just isn't laid out to have to request that data from a server.
I did have another idea, which was to try creating a replacement from scratch - and perhaps open source it. But that's a big maybe.
Ty for the update! Love the mod, thanks for the hard work!
#380
Posted 17 September 2012 - 08:40 AM
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