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[CC1.53][MC1.5.2] MiscPeripherals 3.3

turtle peripheral help peripheral

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#641 FredMSloniker

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Posted 16 February 2013 - 03:55 PM

I have some questions about the firework launcher peripheral. First, I'll quote the relevant part of the OP:

View PostRichardG867, on 30 September 2012 - 01:30 PM, said:

Firework Launcher
Posted Image

Less cheaty version of the firework launcher you've seen in another peripheral mod. Has 54 slots of firework component storage
Exposes the following functions:
  • launch(slot,slot,slot...): Launches a firework with components from the given slots (1-54).
Launch rules are:
  • Number of gunpowder slots indicates launch distance
  • Other components are added to the firework star
  • Dyes added BEFORE any gunpowder will make the star fade to the colors specified

If I understand the launch rules correctly, the slots should be specified in the following order:
  • The colors I want the firework star to fade to, if any.
  • One to three slots of gunpowder for thrust.
  • Any components other than gunpowder that I want to put in the firework star.
Am I understanding this correctly? If so, where is the gunpowder necessary to make the star itself drawn from? Or do I need to specify a gunpowder slot for the star as well? And is paper pulled out automatically, or do I need to specify that slot as well?

For that matter, would it be possible to add the ability to put more than one firework star in the firework? (The most obvious use of this is to send up a big ball and a small ball of different colors, but I'm sure there are other uses folks can come up with.) Maybe expose a function star(slot,slot,slot...) that crafts a star, puts it in an empty slot, and returns the slot number so it can be used as an argument of launch()?

#642 xmd

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Posted 16 February 2013 - 06:50 PM

Hi,


RichardG: Thanks for the update, your work is greatly appreciated :)

Did the recent update fix the inventory overwriting issues with the interactive sorter for anyone?

I've tried with latest CC and FML, tried as regular mod and also as core mod, just in case - no luck :(.

What seems to be fixed is ejecting items on the ground as well as sorting into non-inventory blocks.

#643 RichardG867

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Posted 17 February 2013 - 01:23 AM

The gunpowder and components already make the star for you.

3.1b NOT YET released: (waiting on solution to demandsEnergy issues)
- Fixed GregTech related issues due to null uranium for some reason
- Fixed the teleporter issues - if it still returns false, try getError

#644 111poiss111

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Posted 17 February 2013 - 02:03 AM

I don't know if I did something wrong or not but chatbox doesn't seem to be recognised as a peripheral.I tested it by running os.pullEvent to get peripheral event when I placed the chatbox next to computer.I didn't get any event being called

#645 MafiaMoe

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Posted 17 February 2013 - 10:28 AM

I have a minor grievance about the current state of the Bee Analyzer, specifically the lack of certain data from the analyze table.

I have created a system that breeds bees to get certain traits and breed new bees. Currently it can breed new types of bees, but it has huge difficulties breeding correct traits due to not being able to see the seconary data for most traits. As far as I know, I am only able to get the primary and secondary species traits, while all others can only see the primary trait (except for polination speed, where neither is available)(example below).

The dominant and recessive information of the traits is also not available, but can be reconstructed with a lookup table.

It is impossible to create a good heuristic with only half the data available. Will there be an update soon to open up the other half of the data? Is there a way to modify the mod files to access more data from this peripheral?


This example (hopefully) shows the best that can be done to rebuild the Beealyzer data (N/A indicating what isn't available in the Bee Analyzer data):

Active Inactive
Species: Majestic Prehistoric

Lifespan: Shortest N/A
Speed: Slowest N/A
Pollin.: N/A N/A
Flowers: Flowers N/A
Fertility: 2 N/A
Area: 9x6x9 N/A
Effect: None N/A

Climate: Normal N/A
Temp.Tol: Both_2 N/A
Humidity: Normal N/A
Humid.Tol: Both_2 N/A

Nocturnal: Yes N/A
Flyer: No N/A
Cave: Yes N/A


P.S. I have been searching around for information and have come across complaints about the Bee Analyzer being an odd name because it doesn't actually do the analyzing. It is being confused for something to automate the analyzing of bees. Would changing the name to 'Bee Scanner' or something similar be a problem?

#646 FredMSloniker

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Posted 17 February 2013 - 02:18 PM

View PostRichardG867, on 17 February 2013 - 01:23 AM, said:

The gunpowder and components already make the star for you.

My point is twofold. One, I don't quite understand the order I should specify the ingredients in, and two, it seems like the firework launcher is limited to single-star rockets.

I'll address the first point here. Suppose I want to create a height-two rocket that fires a creeper-head firework that starts lime and white but fades to green and yellow, plus it twinkles. If the launcher is wrapped as 'launcher' and the variables I'm about to use specify the correct slots, would the correct function call be:

launcher.launch(cactusGreen,dandelionYellow,gunpowder,gunpowder,limeDye,boneMeal,head,glowstoneDust)

Should there be an extra 'gunpowder' slot (since assembling this by hand would need a third one for the firework star), and if so, where? Should there be a 'paper' slot (again, since this would need one by hand), and if so, where?

#647 nicodemus

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Posted 17 February 2013 - 07:25 PM

View Postxmd, on 16 February 2013 - 06:50 PM, said:

Hi,


RichardG: Thanks for the update, your work is greatly appreciated :)

Did the recent update fix the inventory overwriting issues with the interactive sorter for anyone?

I've tried with latest CC and FML, tried as regular mod and also as core mod, just in case - no luck :(.

What seems to be fixed is ejecting items on the ground as well as sorting into non-inventory blocks.

Still over-writes for me. Also cannot see more than 1 stack in barrels still (doesn't implement SpecialInventory?)

View Post111poiss111, on 17 February 2013 - 02:03 AM, said:

I don't know if I did something wrong or not but chatbox doesn't seem to be recognised as a peripheral.I tested it by running os.pullEvent to get peripheral event when I placed the chatbox next to computer.I didn't get any event being called

I'm having the same issue. peripheral.getMethods() returns nil, as well.

#648 shashankgarg92

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Posted 17 February 2013 - 11:20 PM

LWJGL: 2.4.2
OpenGL: IntelĀ® HD Graphics 3000 GL version 3.1.0 - Build 9.17.10.2932, Intel
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: MY PACK
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

java.lang.NullPointerException
at ur.k(SourceFile:159)
at miscperipherals.module.ModuleIC2.onPostInit(ModuleIC2.java:263)
at miscperipherals.core.MiscPeripherals.onLoaded(MiscPeripherals.java:543)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:660)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 76ea856c ----------

I get this error. Any way to solve this. Crash report at http://pastebin.com/7tmcS065

#649 Kye_Duo

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Posted 18 February 2013 - 03:58 AM

View PostFredMSloniker, on 17 February 2013 - 02:18 PM, said:

View PostRichardG867, on 17 February 2013 - 01:23 AM, said:

The gunpowder and components already make the star for you.

My point is twofold. One, I don't quite understand the order I should specify the ingredients in, and two, it seems like the firework launcher is limited to single-star rockets.

I'll address the first point here. Suppose I want to create a height-two rocket that fires a creeper-head firework that starts lime and white but fades to green and yellow, plus it twinkles. If the launcher is wrapped as 'launcher' and the variables I'm about to use specify the correct slots, would the correct function call be:

launcher.launch(cactusGreen,dandelionYellow,gunpowder,gunpowder,limeDye,boneMeal,head,glowstoneDust)

Should there be an extra 'gunpowder' slot (since assembling this by hand would need a third one for the firework star), and if so, where? Should there be a 'paper' slot (again, since this would need one by hand), and if so, where?

I do not know if it can do multi start fireworks but here is how you do it for a single star
 launcher.launch(gunpowder, desired star materials, gunpowder for height) 

paper is not used by the launcher

personally i think this launcher could do with a slight rewrite
I think the material slots should be set and it can pull from an adjacent chest to keep each slot filled, would help those people who want to create fireworks shows with a simple computer code and not have to keep track of the internal inventory and make sure everything is in the same order each time they load it.

#650 FredMSloniker

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Posted 18 February 2013 - 09:29 AM

View PostKye_Duo, on 18 February 2013 - 03:58 AM, said:

I do not know if it can do multi start fireworks but here is how you do it for a single star
 launcher.launch(gunpowder, desired star materials, gunpowder for height) 

paper is not used by the launcher

So for the example I gave, I should use the command:

launcher.launch(cactusGreen,dandelionYellow,gunpowder,limeDye,boneMeal,head,glowstoneDust,gunpowder,gunpowder)

Correct?

#651 Kye_Duo

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Posted 18 February 2013 - 10:30 AM

View PostFredMSloniker, on 18 February 2013 - 09:29 AM, said:

View PostKye_Duo, on 18 February 2013 - 03:58 AM, said:

I do not know if it can do multi start fireworks but here is how you do it for a single star
 launcher.launch(gunpowder, desired star materials, gunpowder for height) 

paper is not used by the launcher

So for the example I gave, I should use the command:

launcher.launch([b]gunpowder, [/b]cactusGreen,dandelionYellow,gunpowder,limeDye,boneMeal,head,glowstoneDust,gunpowder,gunpowder)

Correct?

close, needs gunpowder at the start of the star

#652 plato2000

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Posted 18 February 2013 - 02:44 PM

I get a crash on using a Thaumcraft pickaxe of the core on a turtle:

This is in Direwolf20's EP30 world download, if that helps any.

Spoiler


#653 Denney

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Posted 18 February 2013 - 05:43 PM

View Postspocane, on 15 February 2013 - 06:11 PM, said:

After upgrading to 3.1 I am getting the following error when trying to use the "get()" function of the gate reader.
Using a "Gate Reader Engineering "Love Machine" Turtle".

java.lang.NoSuchMethodError: dan200.turtle.api.ITurtleAccess.getVisualPosition()Laoj;

Was working fine with 1.5 and 3.0c.

here is the code i am using.

function checkEmpty()
  greader = peripheral.wrap("right")
  data = greader.get()
  while not data["No Energy"] do
	sleep(10)
	data = greader.get()
  end
  turtle.dig()
end

I'm getting the same error as spocane. Worked fine prior to v3.1 release. I'm using the 'peripheral.call("right", "get")' method.

#654 FredMSloniker

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Posted 19 February 2013 - 11:46 AM

How do I make a Note Turtle play music? Both playNote and turtle.playNote are nil. Do I have to wrap itself as a peripheral somehow, or...?

#655 cant_delete_account

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Posted 19 February 2013 - 12:51 PM

View PostFredMSloniker, on 19 February 2013 - 11:46 AM, said:

How do I make a Note Turtle play music? Both playNote and turtle.playNote are nil. Do I have to wrap itself as a peripheral somehow, or...?
You have to wrap it. Example:
local note = peripheral.wrap("side of turtle the peripheral is on")
note.playNote(params)


#656 FredMSloniker

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Posted 19 February 2013 - 01:13 PM

View Postthesbros, on 19 February 2013 - 12:51 PM, said:

View PostFredMSloniker, on 19 February 2013 - 11:46 AM, said:

How do I make a Note Turtle play music? Both playNote and turtle.playNote are nil. Do I have to wrap itself as a peripheral somehow, or...?
You have to wrap it. Example:
No, I mean, I've crafted an Iron Note Block and a Mining Turtle together to make a Note Mining Turtle. How do I make it play music?

#657 cant_delete_account

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Posted 19 February 2013 - 01:17 PM

View PostFredMSloniker, on 19 February 2013 - 01:13 PM, said:

View Postthesbros, on 19 February 2013 - 12:51 PM, said:

View PostFredMSloniker, on 19 February 2013 - 11:46 AM, said:

How do I make a Note Turtle play music? Both playNote and turtle.playNote are nil. Do I have to wrap itself as a peripheral somehow, or...?
You have to wrap it. Example:
No, I mean, I've crafted an Iron Note Block and a Mining Turtle together to make a Note Mining Turtle. How do I make it play music?
I told you. You wrap it and use the playNote function, quote from OP:

Quote

Exposes a single function, wrappedperipheral.playNote(instrument,note) where instrument is 0 for piano, 1 for bass drum, 2 for snare, 3 for clicks or 4 for bass guitar, and note is 0-24 in number of right-clicks.
Another example:
local note = peripheral.wrap("side of turtle the peripheral is on")
note.playNote(0,0)
note.playNote(0,1)
note.playNote(0,2)
for i=3, 24 do
note.playNote(0,i)
end


#658 FredMSloniker

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Posted 19 February 2013 - 01:18 PM

View Postthesbros, on 19 February 2013 - 01:17 PM, said:

I told you. You wrap it and use the playNote function, quote from OP:
I was actually coming back to this thread to say that I'd just discovered that the note peripheral is considered to be to the right of the turtle once attached. That was the part I didn't understand. It's working now!

#659 RichardG867

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Posted 19 February 2013 - 01:32 PM

Core pick crash is Thaumcraft's issue, Alex already found it on ForgeCraft but it still hasn't been fixed.

3.1b released fixing the issues I listed and the IC2 console spam.

#660 spocane

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Posted 19 February 2013 - 04:43 PM

View PostRichardG867, on 19 February 2013 - 01:32 PM, said:

3.1b released fixing the issues I listed and the IC2 console spam.

I can confirm that the issue with the Gate Reader has been fixed!

Thank you RichardG, as always, I appreciate your hard work and dedication to the mods that you work on!





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