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[mc 1.6.x] Openperipheral


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#481 basdxz

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Posted 07 July 2013 - 02:29 PM

Would it be possible to configure the recipes of the robot ammo? I mean like if youre using industrial craft you have your own rubber and in mfr you even have your own plastic. Could you be able to use thouse when you have the mod installed? Or even better, you NEED to use that recipe for it if you have the mod installed (confgurable?). Is it possible to add this? And also, is it possible to have more diffrent types of ammo or to shoot diffrent power so you only break sertain blocks or it fly less?

#482 Mikeemoo

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Posted 08 July 2013 - 02:40 PM

Very early preview release so people can mess around with robots.

A few crafting recipes are missing..etc.. also fuel hasn't been fully implemented yet.

https://dl.dropboxus....0-preview1.jar

Minecraft 1.5.2

Would LOVE some assistance with texturing the robot.

Here's the texture file:
http://i.imgur.com/8GU9eIe.png

#483 Yurij

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Posted 08 July 2013 - 03:32 PM

If I do peripheral.getType() on the induction furnace from ic2 it displays "advanced_machine_block"

#484 Twitch0889

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Posted 08 July 2013 - 04:01 PM

I know this is an early preview, so this is likely something you don't want to mess with until release, but when I tried to put it up on my server I got this crash:

Spoiler

Works great on my single player world though, good job man!

#485 Mikeemoo

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Posted 08 July 2013 - 04:09 PM

View PostTwitch0889, on 08 July 2013 - 04:01 PM, said:

I know this is an early preview, so this is likely something you don't want to mess with until release, but when I tried to put it up on my server I got this crash:

Spoiler

Works great on my single player world though, good job man!

Whoopsie!

https://dl.dropboxus....0-preview2.jar

Disclaimer: I've not actually even tried multiplayer yet. Just crossing my fingers and winging it :)

#486 skarlitz

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Posted 08 July 2013 - 06:01 PM

I made a radar with your mods! http://www.computerc...-openccsensors/

And this mod is awesome! Keep up the good work!

Thought I have a suggestion. Could you introduce layering? So you can select which parts go under or over others?

#487 Mikeemoo

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Posted 08 July 2013 - 06:08 PM

View Postskarlitz, on 08 July 2013 - 06:01 PM, said:

I made a radar with your mods! http://www.computerc...-openccsensors/

And this mod is awesome! Keep up the good work!

Thought I have a suggestion. Could you introduce layering? So you can select which parts go under or over others?

Ill check out the link when im at a computer. As for layering, each object has a setZIndex method

#488 Mikeemoo

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Posted 09 July 2013 - 03:27 AM

I guess I should give a short introduction to how to use the robots.

First, put a robot controller next to a computer. Open the GUI, put a 'robot item' inside it.

Pull it back out again. It's now linked up..

Now place him on the floor, stick some relevant upgrades in him.


How wrap the controller and calls some functions! Each function needs to be prefixed with the robot id. The robot ID can be found on the robot items tooltip, or you can call p.getAvailableRobots() to get a list of the available IDs.

So, for example:

p.goto(robotId, x, y, z)
p.fireLight(robotId)
p.jump(robotId)
p.aimAt(robotId, x, y, z)

.etc.

#489 Mikeemoo

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Posted 09 July 2013 - 08:02 AM

I'm pretty sure I'm going to jump straight to 1.6.2 for the robots due to some nice API changes coming.

I'll probably put out a bug fix release for the current version before that, though.

#490 Twitch0889

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Posted 09 July 2013 - 08:53 PM

View PostMikeemoo, on 09 July 2013 - 08:02 AM, said:

I'm pretty sure I'm going to jump straight to 1.6.2 for the robots due to some nice API changes coming.

I'll probably put out a bug fix release for the current version before that, though.

This saddens me (as a 1.5.2 FTB beta pack player), but I understand and respect your decision. You've done amazing things with this mod man, keep up the ridiculously awesome work.

#491 Pseudotsuga

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Posted 10 July 2013 - 12:18 AM

I noticed that there appears to be some overlap of item ID's with Galacticraft in the most recent builds. Ordinarily, I wouldn't think it would warrant too much thought, however the test version of Tekkit (Liftoff) is including Open Peripherals AND Galacticraft.

I'm not sure how much this might complicate things on your end, but what do you think migrating the item ID's away from the 850's and more toward the 1050's?

#492 Russoul

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Posted 10 July 2013 - 02:43 AM

Hi ! With your preview2 i can't make glasses bridge work . Maybe you have changed their mechanics . Can you help with this ?

#493 Mikeemoo

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Posted 10 July 2013 - 03:42 AM

View PostPseudotsuga, on 10 July 2013 - 12:18 AM, said:

I noticed that there appears to be some overlap of item ID's with Galacticraft in the most recent builds. Ordinarily, I wouldn't think it would warrant too much thought, however the test version of Tekkit (Liftoff) is including Open Peripherals AND Galacticraft.

I'm not sure how much this might complicate things on your end, but what do you think migrating the item ID's away from the 850's and more toward the 1050's?

That's what config files are for!

#494 unobtanium

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Posted 10 July 2013 - 04:44 PM

Hey, Mikeemoo!
Messing around a bit with it. Run into a problem i cant solve myself :S
I want to create a text in a specific color. The color api has "hexdecimal" numbers written down.
addText() needs a hexcolor now, but it seems that it needs different ones. Is there a list of all the existing CC colors in the hexcolor version?

#495 Mikeemoo

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Posted 10 July 2013 - 05:12 PM

View PostUNOBTANIUM, on 10 July 2013 - 04:44 PM, said:

Hey, Mikeemoo!
Messing around a bit with it. Run into a problem i cant solve myself :S
I want to create a text in a specific color. The color api has "hexdecimal" numbers written down.
addText() needs a hexcolor now, but it seems that it needs different ones. Is there a list of all the existing CC colors in the hexcolor version?

Ignore the hexadecimal colors listed in the color api page. it's unrelated..

Best way to find a color quickly is just using an online tool, like this:
http://www.colorpicker.com/

If you want the specific computercraft colors.. um, I'm not too sure! Someone will no doubt soon reply with the full list because I've seen it floating around a bit :)

#496 unobtanium

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Posted 11 July 2013 - 09:50 AM

Would be cool if someone has them flying around. Otherwise i will go and try to get them myself as far as i get them similar.

#497 unobtanium

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Posted 11 July 2013 - 11:44 AM

A problem occured in the program i am writing. You can let the player select the unit and the method. Works fine. I now just want methods, which return numbers. Is there a way to do that, because it has to take parameters of the methods into consideration.

#498 Mikeemoo

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Posted 11 July 2013 - 12:36 PM

View PostUNOBTANIUM, on 11 July 2013 - 11:44 AM, said:

A problem occured in the program i am writing. You can let the player select the unit and the method. Works fine. I now just want methods, which return numbers. Is there a way to do that, because it has to take parameters of the methods into consideration.

Sorry, I've no idea what you're talking about!

robots? glasses? peripherals? Some context please!

#499 Mikeemoo

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Posted 11 July 2013 - 12:38 PM

OpenPeripheral PREVIEW build for minecraft 1.6.2

https://dl.dropboxus....1-preview1.jar

Not all recipes are in, a few bugs in there. etc..

#500 unobtanium

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Posted 11 July 2013 - 01:01 PM

Ah i am sorry :S
I am talking about peripherals. I just want methods, which return a number, because these can then be used to display with the bridge on the screen as number/bar/graph ect.
I cant use type(callRemote()) == "number" because i have to set some kind of parameters for some methods. Maybe the only way would be to check the name of the method of the word "get" and let the user take out the correct ones by himself (even tought this might crash the program then if he chooses a incorrect method).





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