[MC 1.2.5] - [CC 1.33] ccSensors [SMP/SSP]
yoskaz01 19 Feb 2012
INTRO
ccSensors collects information from machines and blocks from around the minecraft world.
those readings can be viewed on the sensor terminal or (and even better) be used in Computercraft lua programs for anything...
UPDATES and NEWS
mc125 build 017pr2:
-------------------
added: loglevel can be set in the config file default to error only. (loglevel=error,info,debug)
fixed: SensorModules can now be disabled by setting the module id to -1 in the config.
fixed: sensorNet Gui (default key will only open when no other gui is opened.
fixed: added another validity check when setting sensorRange (new range <= max_range and >=0)
fixed: weird mc crash on startup with mystcraft. (couldn't reproduce, but assuming the bypass i added will fix it)
fixed: occasional custom sensor names not kept.
added: railcraft sensor
mc125 build 017pr1:
----------------
added: this changelog will now be included with every release.
added: readme.txt - start of a full readme/help file
changed: World sensor now has 3 probes: World, Area, and Biome
added: configuration file now has sensors section to contain all sensor cards ids. (ccSensors.config)
fixed: proximity sensor partially fixed for SMP - can only correctly detect players for now.. (working on animals/mobs for next version)
added: use4096 config option to auto-use higher blockids (can be used when 4096 fix is installed)
DOWNLOAD and INSTALL
lua folders and files (required for both client and server)
client - MC125Build017pr2
server - MC125Build017pr2
to install:
1. place the mod .ZIP file in the mods/ directory
2. extract the lua .ZIP into the mods/ directory
you should end up with a ccSensors.....ZIP and ccSensors folder in the mods/ directory.
Requirements:
to install just extract the zip into your .minecraft directory.
the following directory structure should be created:
.minecraft/mods/ccSensors.zip
.minecraft/mods/ccSensors
AVAILABLE SENSORS
1. Place a Remote Sensor block (big headed stick) near a machine/block you want to probe.
( you can rename the Sensor to whatever meaningful name you want)
2. Insert the appropriate SensorModule card in the Module Slot.
3. Browse through the different probes and available readings.
Continue if you want to use the sensor with a Computercraft computer:
4. Place a Sensor Controller next to a computer
5. Assign a new WiFi channel by requesting a new channel in the controller GUI
6. Place a blank Transmitter card in the slot and encode the card
7. Go back to your remote sensor and right click with the encoded Transmitter card. (or just open the GUI and place the card in the slot)
8. to verify - open the Computercraft terminal and run /ccSensors/console
That's it - you now have a working sensor connected to a computer />
WHERE TO GO FROM HERE,
add sensors, controllers and write your own lua programs...the sky (new sky height) is the limit />
MEDIA
Sample Screens: Dashboards
Sample Screens: Misc Snapshots
Videos
spotlight of pr2 by FunshineX
a nice example of a reactor control program using ccSensors (video by: Rune Kromolty)
MOD CONTENT
Computercraft additions:
The mod adds several Lua APIs and example Lua programs which demonstrate the use of Sensors.
a 'console' program is also included to provide easy access to sensor data without writing/modifying any code.
all of ccSensors lua programs are located in /ccSensors in any Computercraft computer
ITEMS, BLOCKS, RECIPES, AND WHATNOT..
ccSensors collects information from machines and blocks from around the minecraft world.
those readings can be viewed on the sensor terminal or (and even better) be used in Computercraft lua programs for anything...
UPDATES and NEWS
- working on adding: alerts & notfications, railcraft sensor, buildcraft triggers.
mc125 build 017pr2:
-------------------
added: loglevel can be set in the config file default to error only. (loglevel=error,info,debug)
fixed: SensorModules can now be disabled by setting the module id to -1 in the config.
fixed: sensorNet Gui (default key will only open when no other gui is opened.
fixed: added another validity check when setting sensorRange (new range <= max_range and >=0)
fixed: weird mc crash on startup with mystcraft. (couldn't reproduce, but assuming the bypass i added will fix it)
fixed: occasional custom sensor names not kept.
added: railcraft sensor
mc125 build 017pr1:
----------------
added: this changelog will now be included with every release.
added: readme.txt - start of a full readme/help file
changed: World sensor now has 3 probes: World, Area, and Biome
added: configuration file now has sensors section to contain all sensor cards ids. (ccSensors.config)
fixed: proximity sensor partially fixed for SMP - can only correctly detect players for now.. (working on animals/mobs for next version)
added: use4096 config option to auto-use higher blockids (can be used when 4096 fix is installed)
DOWNLOAD and INSTALL
lua folders and files (required for both client and server)
client - MC125Build017pr2
server - MC125Build017pr2
to install:
1. place the mod .ZIP file in the mods/ directory
2. extract the lua .ZIP into the mods/ directory
you should end up with a ccSensors.....ZIP and ccSensors folder in the mods/ directory.
Requirements:
Spoiler
Previous versions:
Spoiler
to install just extract the zip into your .minecraft directory.
the following directory structure should be created:
.minecraft/mods/ccSensors.zip
.minecraft/mods/ccSensors
AVAILABLE SENSORS
- World Sensor - provide environment readings
- Examples: Light Level,isDay?,isRaining?
- Inventory Sensor - provide inventory content details
- Examples: Inventory utilization, Full item list, Empty slots
- Buildcraft
- Examples: Engine heat, Engine fuel level,mining Well/Quarry
- IndustrialCraft2
- Examples: Reactor heat, MFSU energy Level,Reactor content (Item List)
- RedPower 2
- Examples:bluetricity levels,furnace status
- Forestry
- Examples:engine information, harvesters/planters content
- Equivalent Exchange
- Examples:stored EMC, capacity
- Thaumcraft2
- Examples:pure vis/tainted vis amount for all machines using vis,reaserch remining time
- Advanced Power Systems
- Examples: PoweredFurnace stored- power,FusionGenerator- temperature,fuel capacity
- Proximity Sensor
- Examples: Living Entities within sensor range: Name,Current Health, Distance
1. Place a Remote Sensor block (big headed stick) near a machine/block you want to probe.
( you can rename the Sensor to whatever meaningful name you want)
2. Insert the appropriate SensorModule card in the Module Slot.
3. Browse through the different probes and available readings.
Continue if you want to use the sensor with a Computercraft computer:
4. Place a Sensor Controller next to a computer
5. Assign a new WiFi channel by requesting a new channel in the controller GUI
6. Place a blank Transmitter card in the slot and encode the card
7. Go back to your remote sensor and right click with the encoded Transmitter card. (or just open the GUI and place the card in the slot)
8. to verify - open the Computercraft terminal and run /ccSensors/console
That's it - you now have a working sensor connected to a computer />
WHERE TO GO FROM HERE,
add sensors, controllers and write your own lua programs...the sky (new sky height) is the limit />
MEDIA
Sample Screens: Dashboards
Sample Screens: Misc Snapshots
Videos
spotlight of pr2 by FunshineX
a nice example of a reactor control program using ccSensors (video by: Rune Kromolty)
MOD CONTENT
Computercraft additions:
The mod adds several Lua APIs and example Lua programs which demonstrate the use of Sensors.
a 'console' program is also included to provide easy access to sensor data without writing/modifying any code.
all of ccSensors lua programs are located in /ccSensors in any Computercraft computer
ITEMS, BLOCKS, RECIPES, AND WHATNOT..
Spoiler
FuzzyPurp 19 Feb 2012
Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet />
I hope these use spritesheets so it wont be any terrain sprites used?
I hope these use spritesheets so it wont be any terrain sprites used?
Cloudy 19 Feb 2012
Yeah - ComputerCraft itself in the next version uses forge and its infinite sprite system - so any mods for ComputerCraft don't have an excuse for not using it!
yoskaz01 19 Feb 2012
if by infinite sprites you mean using forge's ItextureProvider interface then - YES />
also, using only 1 block id, (metadata is the king...)
also, using only 1 block id, (metadata is the king...)
yoskaz01 25 Feb 2012
FuzzyPurp 13 Mar 2012
notgodsarmy666, on 13 March 2012 - 08:40 PM, said:
sweeeeet, just what I needed
Spoiler
print'hello', print"hello", print('hello'), and print("hello") is all valid in Lua.
Also the reactor.lua file is a bit old, use the console program. I probably know this mod better than anyone Cept, the creator, so shoot questions.
bobster71 13 Mar 2012
I'm getting the error in the spoiler. Dont know why, any ideas?
Great idea btw.
Great idea btw.
Spoiler
notgodsarmy666 13 Mar 2012
FuzzyPurp, on 13 March 2012 - 09:06 PM, said:
notgodsarmy666, on 13 March 2012 - 08:40 PM, said:
sweeeeet, just what I needed
Spoiler
print'hello', print"hello", print('hello'), and print("hello") is all valid in Lua.
Also the reactor.lua file is a bit old, use the console program. I probably know this mod better than anyone Cept, the creator, so shoot questions.
Anyway I can`t get it work with minecraft 1.1 tried forge 1.3.3.13 and 1.3.3.22.
I could list all mods I also use but that is close to spamming. especially if it also does't work even if only
ModLoader
ModLoaderMP
MincraftForge
Optifine_1.1_HD_D5
Computercraft1.31
and ccSensors are loaded
in exactly that order
Spoiler
FuzzyPurp 14 Mar 2012
1.1 bugs maybe. Note done with attaching the peripheral or placing it in the world. This all happens when interacting with the gui of a sensor without having a sensor block placed and link. Basically skipping to 4&5 in getting started, and clicking/changing the reading info in the gui
Tested some more and it still crashes doing everything the right way - this is all with ic2 sensor module mc 1.1 and cc 1.31/backport
-Also lightlevel is redundant for world sensor being that the sensor itself emitts a light level of 15
OKAY none of this stuff happens IN A REGULAR WORLD. ccSENSORS IS BUGGY WITH SUPER FLAT MAPS!!
Edited by FuzzyPurp, 14 March 2012 - 06:07 AM.
Spoiler
Spoiler
Tested some more and it still crashes doing everything the right way - this is all with ic2 sensor module mc 1.1 and cc 1.31/backport
-Also lightlevel is redundant for world sensor being that the sensor itself emitts a light level of 15
OKAY none of this stuff happens IN A REGULAR WORLD. ccSENSORS IS BUGGY WITH SUPER FLAT MAPS!!
Edited by FuzzyPurp, 14 March 2012 - 06:07 AM.
FuzzyPurp 14 Mar 2012
Happened to a player pressing the sensor key. I had no issues with this in beta. Actually discovered the key by accident when the info popped up on my screen
java.lang.NullPointerException
at ccSensors.network.WiFiSensorNet.isWiFiNetFull(WiFiSensorNet.java:114)
at ccSensors.GUISensorNet.displayUI(GUISensorNet.java:87)
at ccSensors.GUISensorNet.a(GUISensorNet.java:76)
at lo.b(EntityRenderer.java:1095)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:892)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2574c672 ----------
java.lang.NullPointerException
at ccSensors.network.WiFiSensorNet.isWiFiNetFull(WiFiSensorNet.java:114)
at ccSensors.GUISensorNet.displayUI(GUISensorNet.java:87)
at ccSensors.GUISensorNet.a(GUISensorNet.java:76)
at lo.b(EntityRenderer.java:1095)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.x(Minecraft.java:892)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 2574c672 ----------
FuzzyPurp 14 Mar 2012
All those crashes besides the one directly above this, is related to world height. Flatmap or overworld, sensors crash on low height.
yoskaz01 14 Mar 2012
looking into the issues... will update the download link soon.
when you encounter an issue, please post the error log, as well as a 1liner of what you were trying to do.
Also, are you using MC version 1.2.3 or 1.1?
when you encounter an issue, please post the error log, as well as a 1liner of what you were trying to do.
Also, are you using MC version 1.2.3 or 1.1?
yoskaz01 14 Mar 2012
fixed most of the issues:
download links will be updated in a couple of minutes
i tested (in MC 1.1) all sensors on a superflat world - seems to work fine.
issue 1:
Status: Fixed
MC Version: 1.1 , 1.2.3
all sensorModule cards will be loaded even of the relevant mod is not loaded (IC2,Buildcraft,etc..)
however the card will be disabled.
this is to prevent loss of card items in case a mod is not loaded temporarily.
issue 2:
Status: Fixed
MC Version: 1.1
description:crash on startup
error message:
java.lang.NoClassDefFoundError: ic2/api/Items
reported by:notgodsarmy666
caused by: IC2 sensorModule card recipe contained IC2 items
solution: use only vanilla itesm for card recipes for now.
issue 3:
Status: Fixed
MC Version: 1.1, 1.2.3
description: remote sensor emits light
reported by: FuzzyPurp
solution: sensor block does not emit any light anymore.
might be an option added later on. - emit light using lua api.
issue 5:
MC Version: 1.1, 1.2.3
Status: Fixed
description: crash when accessing sensorNet GUI
error message:
java.lang.NullPointerException
at ccSensors.network.WiFiSensorNet.isWiFiNetFull(WiFiSensorNet.java:114)
reported by: FuzzyPurp
solution: forgot to add a check. shame on me:(
in progress:
Issue 4:
MC Version: 1.1
Status: in progress
description: crash when changing reading from sensor Gui
error message:
java.lang.ArrayIndexOutOfBoundsException: -6
reported by: FuzzyPurp
comment: Strange issue caused by mc classes when calling getBlockTileEntity(i,j,k) on the World Object.
solution: none yet
download links will be updated in a couple of minutes
i tested (in MC 1.1) all sensors on a superflat world - seems to work fine.
issue 1:
Status: Fixed
MC Version: 1.1 , 1.2.3
all sensorModule cards will be loaded even of the relevant mod is not loaded (IC2,Buildcraft,etc..)
however the card will be disabled.
this is to prevent loss of card items in case a mod is not loaded temporarily.
issue 2:
Status: Fixed
MC Version: 1.1
description:crash on startup
error message:
java.lang.NoClassDefFoundError: ic2/api/Items
reported by:notgodsarmy666
caused by: IC2 sensorModule card recipe contained IC2 items
solution: use only vanilla itesm for card recipes for now.
issue 3:
Status: Fixed
MC Version: 1.1, 1.2.3
description: remote sensor emits light
reported by: FuzzyPurp
solution: sensor block does not emit any light anymore.
might be an option added later on. - emit light using lua api.
issue 5:
MC Version: 1.1, 1.2.3
Status: Fixed
description: crash when accessing sensorNet GUI
error message:
java.lang.NullPointerException
at ccSensors.network.WiFiSensorNet.isWiFiNetFull(WiFiSensorNet.java:114)
reported by: FuzzyPurp
solution: forgot to add a check. shame on me:(
in progress:
Issue 4:
MC Version: 1.1
Status: in progress
description: crash when changing reading from sensor Gui
error message:
java.lang.ArrayIndexOutOfBoundsException: -6
reported by: FuzzyPurp
comment: Strange issue caused by mc classes when calling getBlockTileEntity(i,j,k) on the World Object.
solution: none yet
miyoyo 14 Mar 2012
?raining, Day/Night and isThunderstorm
make
textutils:56: bad argument: string expected, got boolean
make
textutils:56: bad argument: string expected, got boolean