[mc 1.6.x] Openperipheral
#541
Posted 16 July 2013 - 07:13 AM
I'm hoping a few more mods will release 1.6.x versions in that time!
#542
Posted 16 July 2013 - 08:32 AM
Mikeemoo, on 15 July 2013 - 04:15 PM, said:
Added/Fixed up all the Applied Energistics methods - all except requestCrafting, which I'm just kinda hoping is still working..
isFuzzyPreformatted() getAvailableItems() getAdvancedMethodsData() getPreformattedItems() getStoredItemCount() getTotalBytes() getUnusedItemCount() getTotalItemTypes() getFreeBytes() isPreformatted() listMethods() containsItemType(temId, dmgValue) countOfItemType(itemId, dmgValue) getStoredItemTypes() canHoldNewItem() getPriority() getRemainingItemTypes() getName() getUnusedBytes() getRemainingItemCount()
Tested a couple of methods on a me chest with a preformated cell named Coal
- isPreformatted() returns false
- getName() return noting
- getPriority() returns 1 while me chest was set to 1024
- getPreformattedItems() returns nothing
#543
Posted 17 July 2013 - 02:15 AM
#545
Posted 17 July 2013 - 09:34 AM
I am getting differing names for items from an AE system through OpenPeripherals using getAvailableItems(), depending on SSP or SMP.
On both SSP and SMP, the rawname for each is appeng.materials.quartzcrystal and appeng.materials.quartzdust.
On SSP the names are Certus Quartz and Certus Quartz Dust respectively.
On SMP the names are AppEng.Materials.QuartzCrystal.name and AppEng.Materials.QuartzDust.name
Please note the case is different from the raw name on SMP.
Similar issues with ic2.blockOreTin and ic2.block.OreCopper, etc. Fine on SSP, not on SMP.
Minecraft 1.6.2
Forge 1.6.2-Forge9.10.0.789
AE rv11-e
OpenPeripherals 0.2.1 preview 8
Thanks in advance!
#546
Posted 18 July 2013 - 12:38 PM
New idea I've been working on.
Not sure yet if this is going as a standalone mod or part of OpenPeripheral...
#548
Posted 19 July 2013 - 07:47 AM
Falesh, on 15 July 2013 - 02:17 PM, said:
One query, can you check how many of a specific item is stored an Applied Energistics network? I'm planning to keep certain items always in stock using "requestCrafting" but I haven't figured out how to check how much of a specific item is already in the network.
Can we get some new AE methods? getStoredItemCount(itemstack), getStoredItemTypes() (returning a table of itemstacks), getCraftableItemTypes() (returning a table of itemstacks), getPendingCraftingCount(itemStack) ?
I would also like to use OP to make AE automatically keep X of an item in stock, but without the ability to at least query how many of the item are stored and pending crafting I can't do this...
#549
Posted 19 July 2013 - 08:12 AM
But a single computer to manage multiple items would be a lot smaller.
#550
Posted 20 July 2013 - 07:39 AM
Just curious, if possible is there any plans to be able to add the terminal glasses onto helmets, so we can still get our armour points but also be able to use the awesome features of the HUD?
— BIT
#551
Posted 20 July 2013 - 08:53 AM
theoriginalbit, on 20 July 2013 - 07:39 AM, said:
Just curious, if possible is there any plans to be able to add the terminal glasses onto helmets, so we can still get our armour points but also be able to use the awesome features of the HUD?
— BIT
It's integrated with modular powersuits, so you can use that helmet.
I might consider adding it to vanilla helmets at some point
#553
Posted 20 July 2013 - 03:00 PM
#554
Posted 20 July 2013 - 03:26 PM
DeweySalt, on 20 July 2013 - 03:00 PM, said:
DeweySalt, on 20 July 2013 - 03:00 PM, said:
#555
Posted 20 July 2013 - 05:57 PM
#556
Posted 20 July 2013 - 06:09 PM
theoriginalbit, on 20 July 2013 - 03:26 PM, said:
DeweySalt, on 20 July 2013 - 03:00 PM, said:
DeweySalt, on 20 July 2013 - 03:00 PM, said:
Ah, I understand, but would it still be possible to change the XY orientation to a certain corner of the screen?
And with the "chat_command" event sorry about that, I didn't think to look at all the params it gave.
#557
Posted 20 July 2013 - 06:24 PM
DeweySalt, on 20 July 2013 - 06:09 PM, said:
Of course you can, the only thing is that it is hardcoded, because you dont know the width of the screen or anything. Top left is just because it is the most logical thing to do.
#558
Posted 20 July 2013 - 10:45 PM
Engineer, on 20 July 2013 - 06:24 PM, said:
DeweySalt, on 20 July 2013 - 06:09 PM, said:
Of course you can, the only thing is that it is hardcoded, because you dont know the width of the screen or anything. Top left is just because it is the most logical thing to do.
I was suggesting that it be added into the mod itself, like a changeOrientation() function, that'll change the XY orientation to a certain corner of the screen
#559
Posted 21 July 2013 - 10:48 AM
and the script for it:
-- popup box color settings
popupdarkcolor = 0x0000AA
popuplightcolor = 0x5555FF
popupopacity1 = 0.5
popupopacity2 = 0.5
-- popup location
popupx = 10
popupy = 10
-- first word to check for, for adding a message
checkword = "addmsg"
-- text colors
namecolor = 0xFFFF55
nameshadowcolor = 0x3F3F15
messagecolor = 0xFFFFFF
messageshadowcolor = 0x3F3F3F
-- peripherals locations
chatboxlocation = "top"
glassesbridgelocation = "right"
rednetlocation = "left"
p = peripheral.wrap(glassesbridgelocation)
chat = peripheral.wrap(chatboxlocation)
rednet.open("left")
function split(pString, pPattern)
local Table = {} -- NOTE: use {n = 0} in Lua-5.0
local fpat = "(.-)" .. pPattern
local last_end = 1
local s, e, cap = pString:find(fpat, 1)
while s do
if s ~= 1 or cap ~= "" then
table.insert(Table,cap)
end
last_end = e+1
s, e, cap = pString:find(fpat, last_end)
end
if last_end <= #pString then
cap = pString:sub(last_end)
table.insert(Table, cap)
end
return Table
end
players = {}
msgs = {}
function checkMsg(msg)
local checkvar = split(msg, " ")
local taskmsg = ""
if checkvar[1]==checkword then
for i=2,#checkvar,1 do
taskmsg = taskmsg..checkvar[i].." "
end
return taskmsg
end
return false
end
function clear()
p.clear()
end
function popup(x, y, width, height)
local mbox = p.addGradientBox(x, y, width, height, popuplightcolor, popupopacity1, popupdarkcolor, popupopacity2, 2)
end
function getStringWidth(str)
return p.getStringWidth(str)
end
p.clear()
while true do
repeat
event = {os.pullEvent()}
until event[1]=="chat" or event[1]=="rednet_message"
player = ""
msg = ""
if event[1]=="chat" then
player = event[2]
msg = event[3]
elseif event[1]=="rednet_message" then
player = "computer-"..event[2]
msg = event[3]
end
p.clear()
msg = checkMsg(msg)
if not msg==false then
msg = " "..msg
p.clear()
player = " "..player..": "
hasset = false
for i=1,5,1 do
if msgs[i]==nil then
msgs[i]=msg
players[i]=player
hasset = true
break
end
end
if not hasset then
for i=2,5,1 do
msgs[i-1] = msgs[i]
players[i-1] = players[i]
end
msgs[5] = msg
players[5] = player
end
dw = 0
for i=1,#players,1 do
if getStringWidth(players[i]) > dw then dw=getStringWidth(players[i]) end
if getStringWidth(msgs[i]) > dw then dw = getStringWidth(msgs[i]) end
end
dw = dw + 4
dh = #msgs * 20
dh = dh + 4
popup(popupx, popupy, dw, dh)
for i=1,#players,1 do
yoffset = 20*(i-1)
local shadowname = p.addText(13, yoffset+13, players[i], nameshadowcolor)
local name = p.addText(12, yoffset+12, players[i], namecolor)
local shadowmsg = p.addText(13, yoffset+23, msgs[i], messageshadowcolor)
local rmsg = p.addText(12, yoffset+22, msgs[i], messagecolor)
shadowname.setZIndex(1)
shadowmsg.setZIndex(1)
rmsg.setZIndex(2)
name.setZIndex(2)
end
end
end
#560
Posted 21 July 2013 - 11:17 AM
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