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[MC 1.2.5] - [CC 1.33] ccSensors [SMP/SSP]

Started by yoskaz01, 19 February 2012 - 02:44 PM
yoskaz01 #1
Posted 19 February 2012 - 03:44 PM
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
  • working on adding: alerts & notfications, railcraft sensor, buildcraft triggers.
changelog

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:
Spoilerclient requirements:server requirements:
Previous versions:
SpoilerMC125Build017pr1
client - MC 1.2.5 Build 017pr1
server - MC 1.2.5 Build 017pr1
Bukkit version - by Cloudy


MC125Build016
ccSensors build 016 for Minecraft 1.2.5 - Client
ccSensors build 016 for Minecraft 1.2.5 - Server

MC125Build015pr1
Latest stable SSPccSensors version - 1.25 build 015pr1

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
GETTING STARTED

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

[media]http://youtu.be/34R4KfLmMSY[/media]

a nice example of a reactor control program using ccSensors (video by: Rune Kromolty)

[media]http://youtu.be/jZfUoa9Q5Zo[/media]

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..
Spoilerrecipes
http://imgur.com/a/WRqaa#0


Blocks

Sensor Controller (Computer Peripheral Block)
- can be attached to computer
- provides a central collection point for the remote sensors readings
Sensor Controller
Spoiler


Remote Sensor
The remote sensor is the block that provides the readings for the Controller.

Remote Sensor
Spoiler



Items

SensorModule Card
Provides custom readings.
all SensorModule cards crafting requires a blank SensorModule Card in the middle crafting slot.
Blank SensorModuleCard
Spoiler

World SensorModule
Spoiler

Inventory SensorModule
Spoiler

Buildcraft SensorModule
Spoiler

IC2
Spoiler


Transmitter Card
used to connect a Remote Sensor to a Sensor Controller
you can craft a blank Transmitter card,use a controller to encode it to a channel.
Blank Channel Transmitter
Spoiler


Computer Chip
Used as the basic crafting ingredients in all ccSensors recipes.
Currently only Redstone and iron computer chips are used.

types of Computer Chips:
Redstone
Spoiler
Stone
Spoiler
iron
Spoiler
obsidian
Spoiler
gold
Spoiler
glass
Spoiler
diamond
Spoiler
FuzzyPurp #2
Posted 19 February 2012 - 03:47 PM
Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet :)/>/>

I hope these use spritesheets so it wont be any terrain sprites used?
Cloudy #3
Posted 19 February 2012 - 05:30 PM
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 #4
Posted 19 February 2012 - 09:35 PM
if by infinite sprites you mean using forge's ItextureProvider interface then - YES :D/>/>
also, using only 1 block id, (metadata is the king…)
FuzzyPurp #5
Posted 20 February 2012 - 04:09 AM
Sweeet as pumpkin pie.
coolblockj #6
Posted 24 February 2012 - 08:38 PM
SMP compatible?
yoskaz01 #7
Posted 25 February 2012 - 11:41 AM
SMP compatible?

not yet…. will be once i'm happy with everything working as i planned in SSP.
notgodsarmy666 #8
Posted 13 March 2012 - 08:40 PM
sweeeeet, just what I needed
Spoilerbut your demo reactor.lua program has an bug
line 19:
Spoilerif reactor.heat > 1000 then print ("red") else print("blue") end
is missing some brackets (added here in dim gray, the rest is colored like in notepad++)
FuzzyPurp #9
Posted 13 March 2012 - 09:06 PM
sweeeeet, just what I needed
Spoilerbut your demo reactor.lua program has an bug
line 19:
Spoilerif reactor.heat > 1000 then print ("red") else print("blue") end
is missing some brackets (added here in dim gray, the rest is colored like in notepad++)

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 #10
Posted 13 March 2012 - 09:57 PM
I'm getting the error in the spoiler. Dont know why, any ideas?
Great idea btw.

SpoilerMods loaded: 57
ModLoader 1.1
mod_ModLoaderMp 1.0.0
mod_NotEnoughItems 1.1.0
mod_MinecraftForge 1.3.3.12
mod_ReiMinimap v3.0_01 [1.1]
mod_AdditionalBuildcraftObjects 0.9-71 (MC 1.1, BC 3.1.3)
mod_BuildCraftCore 3.1.3
mod_BuildCraftBuilders 3.1.3
mod_BuildCraftEnergy 3.1.3
mod_BuildCraftFactory 3.1.3
mod_BuildCraftTransport 3.1.3
mod_LogisticsPipes 0.2.0 (built with Minecraft 1.1.0, Buildcraft 3.1.3, Forge 1.3.1)
mod_BuildCraftSilicon 3.1.3
mod_zAdditionalPipes Rev34.0
mod_ccSensors 0.1_MC1.1.0
mod_ccSensorsCardsPack1 0.1MC1.1
mod_CCTurtle 1.31
mod_ComputerCraft 1.31
mod_Clevercraft 1.6.2
mod_ItemDescriptions 1.3
mod_EE EE2 v1.0.0
mod_Forestry 1.3.4.0
mod_BuildCraftZFP (Forestry Package)
mod_IC2 v1.71
mod_BCIC2Crossover IBv0.05 for MC 1.1, BC 3.1.2, IC2 1.62
mod_InvTweaks 1.38 (1.1)
mod_Kaevator_Beams 1.1
mod_PigbearLaser Laser 1.1
mod_mocreatures v3.2.2 (MC 1.1)
mod_Zeppelin 1.1.0.0.24
mod_ModularForceFieldSystem 1.1 Beta 6pre3_1
mod_MultiPageChest 1.0.9
mod_NetherOres 1.1.0R1.1.2
mod_Pamfood 1.1
mod_PortalGun 1.1.0v5
mod_RailcraftAutomation 3.3.1
mod_RailcraftBuildcraft 3.3.1
mod_RailcraftCore 3.3.1
mod_RailcraftExtras 3.3.1
mod_RailcraftFactory 3.3.1
mod_RailcraftIC2 3.3.1
mod_RailcraftInfrastructure 3.3.1
mod_RailcraftRails 3.3.1
mod_RedPowerArray 2.0pr4d
mod_RedPowerCore 2.0pr4d
mod_RedPowerLighting 2.0pr4d
mod_RedPowerLogic 2.0pr4d
mod_RedPowerMachine 2.0pr4d
mod_RedPowerWiring 2.0pr4d
mod_RedPowerWorld 2.0pr4d
mod_Sensor Sensors 1.0
mod_treecapitator 1.1
mod_PowerConfigurator 0.6
mod_WirelessRedstone 1.5
mod_WirelessRemote 0.5
mod_WirelessSniffer 0.6
mod_WirelessTriangulator 0.5
Minecraft has crashed!
———————-
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to support@mojang.com.
Please include a description of what you did when the error occured.
— BEGIN ERROR REPORT 8321f974 ——–
Generated 14/03/12 8:47 AM
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6570 version 4.2.11399 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NullPointerException
at tw.<init>(SourceFile:13)
at ccSensors.ItemComputerSensorBlock.<init>(ItemComputerSensorBlock.java:22)
at mod_ccSensors.load(mod_ccSensors.java:276)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
— END ERROR REPORT 3a128f74 ———-
notgodsarmy666 #11
Posted 13 March 2012 - 11:27 PM
sweeeeet, just what I needed
Spoilerbut your demo reactor.lua program has an bug
line 19:
Spoilerif reactor.heat > 1000 then print ("red") else print("blue") end
is missing some brackets (added here in dim gray, the rest is colored like in notepad++)

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.
funny I always get an error if I have used them without ()
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
Mods loaded: 7

ModLoader 1.1
mod_ModLoaderMp 1.0.0
mod_MinecraftForge 1.3.3.12
mod_ccSensors 0.1_MC1.1.0
mod_ccSensorsCardsPack1 0.1MC1.1
mod_CCTurtle 1.31
mod_ComputerCraft 1.31

	  Minecraft has crashed!	  
	  ----------------------	  

Minecraft has stopped running because it encountered a problem.

If you wish to report this, please copy this entire text and email it to support@mojang.com.
Please include a description of what you did when the error occured.



--- BEGIN ERROR REPORT 78613dac --------
Generated 13.03.12 23:16

Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_03, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.8.3
OpenGL: GeForce GTX 580/PCIe/SSE2 version 4.2.0, NVIDIA Corporation

java.lang.NoClassDefFoundError: ic2/api/Items
at mod_ccSensors.load(mod_ccSensors.java:364)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ic2.api.Items
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 8 more
--- END ERROR REPORT 6451395f ----------
FuzzyPurp #12
Posted 14 March 2012 - 05:29 AM
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&amp;5 in getting started, and clicking/changing the reading info in the gui

SpoilerOccurred upon inserting a IC2 sensor card into a remote sensor. The remote sensor had a BatBox next to it.

java.lang.ArrayIndexOutOfBoundsException: -6
at aal.a(Chunk.java:315)
at aal.d(Chunk.java:594)
at vq.b(World.java:2030)
at ccSensors.sensorModules.BaseSensor.getAvailableTargets(BaseSensor.java:124)
at ccSensors.sensorModules.SensorModule_IC2.getReading(SensorModule_IC2.java:61)
at ccSensors.TileEntityComputerSensor.getReading(TileEntityComputerSensor.java:145)
at ccSensors.TileEntityComputerSensor.updateActiveSensor(TileEntityComputerSensor.java:202)
at ccSensors.TileEntityComputerSensor.a(TileEntityComputerSensor.java:268)
at wz.c(SourceFile:55)
at cx.a(SourceFile:144)
at js.a(PlayerController.java:105)
at ft.a(GuiContainer.java:289)
at ft.clickSlot(GuiContainer.java:294)
at codechicken.nei.NEIController.replacementClickHandler(NEIController.java:88)
at ft.a(GuiContainer.java:270)
at ccSensors.GUIComputerSensor.a(GUIComputerSensor.java:132)
at ug.f(SourceFile:120)
at ft.f(GuiContainer.java:408)
at ug.i(SourceFile:108)
at ft.i(GuiContainer.java:402)
at net.minecraft.client.Minecraft.k(SourceFile:1367)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)
SpoilerOccurred upon inserting a IC2 sensor card into a remote sensor. The world did not have any IC2 blocks in it, at all, unless IC2 has creative-mode-block-destruction bugs.

java.lang.ArrayIndexOutOfBoundsException: -6
at aal.a(Chunk.java:315)
at aal.d(Chunk.java:594)
at vq.b(World.java:2030)
at ccSensors.sensorModules.BaseSensor.getAvailableTargets(BaseSensor.java:124)
at ccSensors.sensorModules.SensorModule_IC2.getReading(SensorModule_IC2.java:61)
at ccSensors.TileEntityComputerSensor.getReading(TileEntityComputerSensor.java:145)
at ccSensors.GUIComputerSensor.<init>(GUIComputerSensor.java:57)
at ccSensors.BlockComputerSensor.b(BlockComputerSensor.java:211)
at ade.a(PlayerControllerCreative.java:65)
at net.minecraft.client.Minecraft.c(SourceFile:1220)
at net.minecraft.client.Minecraft.k(SourceFile:1545)
at net.minecraft.client.Minecraft.x(SourceFile:709)
at net.minecraft.client.Minecraft.run(SourceFile:662)
at java.lang.Thread.run(Unknown Source)

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 on 14 March 2012 - 05:07 AM
Mendax #13
Posted 14 March 2012 - 05:52 AM
:mellow:/>/> cool, now, time to make lights that come on at night or in the rain ;)/>/>
FuzzyPurp #14
Posted 14 March 2012 - 06:21 AM
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 ———-
FuzzyPurp #15
Posted 14 March 2012 - 06:46 AM
All those crashes besides the one directly above this, is related to world height. Flatmap or overworld, sensors crash on low height.
Normalsoo #16
Posted 14 March 2012 - 08:01 AM
Very nice ;)/>/> , time for new stuff thats sensor worthy :mellow:/>/>
electronicsRules #17
Posted 14 March 2012 - 08:18 AM
EDIT: Redundant post, please delete
yoskaz01 #18
Posted 14 March 2012 - 10:47 AM
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?
yoskaz01 #19
Posted 14 March 2012 - 12:22 PM
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
miyoyo #20
Posted 14 March 2012 - 04:46 PM
?raining, Day/Night and isThunderstorm

make
textutils:56: bad argument: string expected, got boolean
bobster71 #21
Posted 14 March 2012 - 09:21 PM
Hi, I realy want to use this, but I'm still having trouble getting it working. I still get an error at start up.
Where are the files supose to go? I asuming the .zip goes into the mods dir, but what about the ccSensors dir and files? Do they belong in computercraft dir? Please help, I'm completely lost as to why its not loading. Besides the fact I have 58 mods loaded, it should work, I'm doing something wrong and need a pointer in the right direction.
Thanks
Bobster
FuzzyPurp #22
Posted 15 March 2012 - 02:41 AM
Hi, I realy want to use this, but I'm still having trouble getting it working. I still get an error at start up.
Where are the files supose to go? I asuming the .zip goes into the mods dir, but what about the ccSensors dir and files? Do they belong in computercraft dir? Please help, I'm completely lost as to why its not loading. Besides the fact I have 58 mods loaded, it should work, I'm doing something wrong and need a pointer in the right direction.
Thanks
Bobster

take this download and extract it into .minecraft folder. ccSensors will have its own folder in /mods just like ComputerCraft
majix560 #23
Posted 15 March 2012 - 04:16 AM
The minecraft error dumper doesn't catch throws (pun not intended) from modloader.
The modloader.txt file in your .minecraft folder is the file modloader uses for error dumps.
So include/check the modloader.txt file when asking for help with a crash.
EDIT: it's just common logic. btw when I say common logic I mean it's the kind of logical thinking that should be common.
I just hope common logic isn't like common sense in the sense (pun not intended) of not being common
EDIT 2: If minecraft crashes because of a mod conflict CHECK MOD LOADERS ERROR DUMP, NOT MINECRAFTS ERROR DUMP.
Minecraft's error dump will only give the boot-up log and the raw java error.
Unless you know the source code of all of the mods you have installed that will not be enough to tell you what's conflicting.
Even if you do know the source code of all of the mods you have it would just be faster and easier to check modloader's error dump ( modloader.txt )
If minecraft crashed because of a mod conflict check that file and search for the word "throw"
No matter what the error is if it is from modloader or a modloader mod then the actuall error in the error dump will have the word "throw" as the first word in its initial line.
(I think I'll put this in my sig)
yoskaz01 #24
Posted 15 March 2012 - 06:48 AM
issues with super flat worlds are now fixed.

lua errors for booleans from will be fixed layer today.

I thought CC can accept boolean values fro peripherals

of it can't ill either set true to 1 and false to 0 or return the string true/false
bobster71 #25
Posted 15 March 2012 - 07:09 AM
take this download and extract it into .minecraft folder. ccSensors will have its own folder in /mods just like ComputerCraft

Thanks, but that's what I've done. I still get an error. I'll wait till RP and Industrialcraft are updated, then I try 1.23. Its most prob my MC.
yoskaz01 #26
Posted 15 March 2012 - 08:06 AM
take this download and extract it into .minecraft folder. ccSensors will have its own folder in /mods just like ComputerCraft

Thanks, but that's what I've done. I still get an error. I'll wait till RP and Industrialcraft are updated, then I try 1.23. Its most prob my MC.

what error do you get?
Also, did you download the mc 1.1 version?
try re-downloading it - since i updated both version with some fixes.


after you extract the zip you should have the following directory structure:

./minecraft/mods/
./minecraft/mods/ccSensors.zip
./minecraft/mods/ccSensors/
./minecraft/mods/ccSensors/api/sensorsAPI.lua
./minecraft/mods/ccSensors/api/sensorsUI.lua
./minecraft/mods/ccSensors/lua/console
./minecraft/mods/ccSensors/help.txt
bobster71 #27
Posted 15 March 2012 - 09:10 PM
take this download and extract it into .minecraft folder. ccSensors will have its own folder in /mods just like ComputerCraft

Thanks, but that's what I've done. I still get an error. I'll wait till RP and Industrialcraft are updated, then I try 1.23. Its most prob my MC.

what error do you get?
Also, did you download the mc 1.1 version?
try re-downloading it - since i updated both version with some fixes.


after you extract the zip you should have the following directory structure:

./minecraft/mods/
./minecraft/mods/ccSensors.zip
./minecraft/mods/ccSensors/
./minecraft/mods/ccSensors/api/sensorsAPI.lua
./minecraft/mods/ccSensors/api/sensorsUI.lua
./minecraft/mods/ccSensors/lua/console
./minecraft/mods/ccSensors/help.txt

Hi, Thanks for all your help. This problem was frustrating as I had tried it quickly before the forum was removed, and the api was finished.
I figured it out.
It was simple, I renamed the zip to sensor.zip removing the "cc" so it would load after computercraft.
The error log wasn't giveing me enough info to tell what was wrong, but after a long hard think, I remembered reading somewhere about the order in which mods were loaded and thought I'd give it a try. Force sensors to load after computercraft. I'm using IDresolver so it might be causing it to load wrong but not sure.
Thanks again, I'm going to go play around with it now :D/>/>
Bobster
yoskaz01 #28
Posted 16 March 2012 - 09:29 PM
thanks for letting me know bobster,

i'll see if i can fix this from inside the mod loading mechanism..
i think i can make sure cc is loaded first..
bobster71 #29
Posted 17 March 2012 - 12:15 AM
thanks for letting me know bobster,

i'll see if i can fix this from inside the mod loading mechanism..
i think i can make sure cc is loaded first..

Nps, thanks for making the addon, and taking the time to help.
I had a quick play around with it, its great, exactly what I need.
Bobster
Sebra #30
Posted 17 March 2012 - 05:48 PM
Hi!
I tried last version and have some notes.
Console:
Your console program not loading api if needed (peripheral connected after startup).
Console bugs if no sensor/module present.
Console ignores terminal size. It still work on turtle, but buggy.
Sensors and Controller:
Is it possible to detach them to place in other place? It breaks in my hands :D/>/>
What means "…" key in sensor?
World sensor module:
What is "sealevel" and "sensor hight"? I got strange results.
natedogith1 #31
Posted 18 March 2012 - 05:22 AM
Issue: with the default config It's hard to put a colon(:)/>/> or a semicolon (:D/>/> into a computer
yoskaz01 #32
Posted 18 March 2012 - 07:15 AM
Hi! I tried last version and have some notes. Console: Your console program not loading api if needed (peripheral connected after startup).

this is the way computercraft works - you need to restart the computer (hold ctrl+r) to load default APIs.

Console bugs if no sensor/module present. Console ignores terminal size. It still work on turtle, but buggy.
very possible - i haven't put much effort into a full console program since it's original purpose was to showcase and demonstrate how to use the ccSensors api :)/>/>
however, i will expand the console program and fix issues in it since it's a quick and easy way to get sensors readings.

Sensors and Controller: Is it possible to detach them to place in other place? It breaks in my hands :D/>/> What means "…" key in sensor? World sensor module: What is "sealevel" and "sensor hight"? I got strange results.

you need to break it with a pickaxe to get the item + any cards inside. (same as stone)

sealevel is the approx. world map height level between upperground and lower ground.. or something similar - it should return the same number every time.

sensor height - is the y level for the sensor - i've been thinking of changing the behavior of the remote sensor to be like sand - meaning it drops down (still placed) until it reaches a solid block - this way u can use it to measure the height of a ravine/canyon…
Sebra #33
Posted 18 March 2012 - 08:22 AM
Hi! I tried last version and have some notes. Console: Your console program not loading api if needed (peripheral connected after startup).
this is the way computercraft works - you need to restart the computer (hold ctrl+r) to load default APIs.
You can check it and load it if needed. Not much a problem.
you need to break it with a pickaxe to get the item + any cards inside. (same as stone)
I should try again and do not use other mod's tool this time.
sealevel is the approx. world map height level between upperground and lower ground.. or something similar - it should return the same number every time.
sensor height - is the y level for the sensor - i've been thinking of changing the behavior of the remote sensor to be like sand - meaning it drops down (still placed) until it reaches a solid block - this way u can use it to measure the height of a ravine/canyon…
Did you test it? Got you right values? I got different to F3.
6677 #34
Posted 18 March 2012 - 03:40 PM
right clicking any surface with a blank sensor card (not tried specific sensors) causes.saving chunks to be shown. No errors shown in modloader log either. your api doesnt show anywhere on the.computer and neither does your sample program. in general not usable. no other mods other than computercraft and dependancies installed for a clean jar. winows 7 64 bit plus 64 bit java (most recent update as of 2 weeks ago)
Dreamlash #35
Posted 18 March 2012 - 09:08 PM
Oh my, I was searching for this exactly, a way to send world info to the computers (Iam a total noob with CC but after I saw CC videos, I find it lacks about have a connection with MCworld, yep sensors).

But why make it with a lot of different type of sensors by mod, and not just one sensor? just wondering
yoskaz01 #36
Posted 19 March 2012 - 05:36 AM
right clicking any surface with a blank sensor card (not tried specific sensors) causes.saving chunks to be shown. No errors shown in modloader log either. your api doesnt show anywhere on the.computer and neither does your sample program. in general not usable. no other mods other than computercraft and dependancies installed for a clean jar. winows 7 64 bit plus 64 bit java (most recent update as of 2 weeks ago)
ill fix the issue today - thought its already removed readings manually by right click wig

the card on a target machine:-)



the lua API and console program are only available after u place a sensor controller block next to the computer

then just dir /ccSensors
musznik #37
Posted 19 March 2012 - 09:34 AM
Ah, love it, now I can create extremely-full-pro reactor with monitors!
waiting for SMP + EU reader :D/>/>

good job!
francogp #38
Posted 19 March 2012 - 11:35 AM
Excelent Job!!! waiting SMP :D/>/>
yoskaz01 #39
Posted 20 March 2012 - 01:56 PM
sealevel is the approx. world map height level between upper ground and lower ground.. or something similar - it should return the same number every time.
sensor height - is the y level for the sensor - i've been thinking of changing the behavior of the remote sensor to be like sand - meaning it drops down (still placed) until it reaches a solid block - this way u can use it to measure the height of a ravine/canyon…
Did you test it? Got you right values? I got different to F3.

i actually did test it,
in superflat world - sealevel is always 0
in normal world- sealevel is 63

sensor height is the height of the sensor in the world.(it will probably be a bit lower then what u see when pressing F3 if you stand next to it - since the player is taller then the sensor. )
yoskaz01 #40
Posted 20 March 2012 - 09:36 PM
Ah, love it, now I can create extremely-full-pro reactor with monitors!
waiting for SMP + EU reader :D/>/>

good job!

glad to hear you like it :)/>/>
simple EU Storage reading was added to the IC2 sensor.

EU Storage reading provides the following values:
tier = int
output = int
maxStorage = int
energy = int
redstoneMode = int
addedToEnergyNet = boolean
FuzzyPurp #41
Posted 21 March 2012 - 09:31 AM
Build 10 for 1.1 doesnt work for me
And i accidently deleted all the previous working versions i had
SpoilerMods loaded: 29
ModLoader 1.1
mod_ModLoaderMp 1.1v4
mod_MinecraftForge 1.3.3.19
mod_Ruins null
mod_NotEnoughItems 1.1.2
mod_ReiMinimap v3.0_02 [1.1]
mod_SpawnerGUI 1.1
mod_NerfGriefingMobs RemoveMobs Client 1.1
mod_Arrows 1.1
mod_TorchesEverywhere 1.1.0
mod_GrowthSceptre null
mod_IDResolver 1.1 - Update 0
mod_Somnia v19 [1.1.0]
AutoTool 1.5 for Minecraft 1.1
mod_BCIC2Crossover IBv0.06 for MC 1.1, BC 3.1.3, IC2 1.70b
mod_BetterBread 1.1
mod_betterDungeons 0.921
mod_BuildCraftCore 3.1.3
mod_BuildCraftTransport 3.1.3
mod_BuildCraftFactory 3.1.3
mod_BuildCraftBuilders 3.1.3
mod_BuildCraftEnergy 3.1.3
mod_zBuildcraftAPS 0.2.0b (MC1.1.0 F1.3.2+ BC3.1.3)
mod_BuildCraftSilicon 3.1.3
mod_zAdditionalPipes Rev34.0
mod_LogisticsPipes 0.2.0 (built with Minecraft 1.1.0, Buildcraft 3.1.3, Forge 1.3.1)
mod_SneakyPipes 0.0.2 (Minecraft 1.1.0, Buildcraft 3.1.3, Forge 1.3.0)
mod_AdditionalBuildcraftObjects 0.9.1-84 (MC 1.1, BC 3.1.3)
mod_ccholo 1.1.0

Minecraft has crashed!
———————-

Minecraft has stopped running because it encountered a problem.

If you wish to report this, please copy this entire text and email it to support@mojang.com.
Please include a description of what you did when the error occured.



— BEGIN ERROR REPORT 8034da54 ——–
Generated 3/21/12 5:29 AM
Minecraft: Minecraft 1.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04-ea, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.8.4
OpenGL: GeForce 9800 GTX+/PCIe/SSE2 version 3.3.0, NVIDIA Corporation

java.lang.NoSuchMethodError: afp.<init>(Ljava/lang/String;I)V
at mod_ccSensors.<init>(mod_ccSensors.java:103)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:269)
at ModLoader.readFromModFolder(ModLoader.java:1305)
at ModLoader.init(ModLoader.java:820)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
— END ERROR REPORT df2ce783 ———-
yoskaz01 #42
Posted 21 March 2012 - 11:00 AM
Build 10 for 1.1 doesnt work for me
And i accidently deleted all the previous working versions i had

i re-uploaded the file - try to re-download
not sure why you have this error - might be a spill between mc1.2.3

oh, and i'll keep latest stable version download link from now on.
FuzzyPurp #43
Posted 21 March 2012 - 09:51 PM
Works fine now with build 11 :(/>/>
crimsonknight3 #44
Posted 23 March 2012 - 01:44 PM
Does the sensor update in realtime? for example i want to run this on a monitor to keep an eye of my energy generation levels and dont want to have to go to the computer to get a fresh reading every time?

[edit] Okay it worked great first time however the console program fails now. It is definately set up properly as it worked first time, but now i cant get any readings on the console program. It can find my sensor fine and i set it to EU reading however every time i press get reading, it just does the reactor readings not the EU. Its stuck on reactor and i cant figure out why Edit that. I just went through all the sensor reading types and setting it to reactor, reactor content, and target info and all of those work (well they show the correct things) but on EU reading i get. Heat nil Maxheat nil Chambers nil. nothing about the mfe
Dreamlash #45
Posted 23 March 2012 - 01:56 PM
Does the sensor update in realtime? for example i want to run this on a monitor to keep an eye of my energy generation levels and dont want to have to go to the computer to get a fresh reading every time?

The ony way I see how, is the console program result are conected to a monitor, I come here for ask about is someone can edit this program for make it compatible with a monitor. I was doing some edits… with no results, I don´t know much about the language yet.
FuzzyPurp #46
Posted 23 March 2012 - 10:38 PM
Fairly simple.
monitor = peripheral.wrap("side")
term.redirect(monitor)

Fuck it, i'll make another monitor program for console, or use one of the many ccSensors/monitor
programs i made before monitors or sensors was released.
yoskaz01 #47
Posted 23 March 2012 - 11:08 PM
Does the sensor update in realtime? for example i want to run this on a monitor to keep an eye of my energy generation levels and dont want to have to go to the computer to get a fresh reading every time?

[edit] Okay it worked great first time however the console program fails now. It is definately set up properly as it worked first time, but now i cant get any readings on the console program. It can find my sensor fine and i set it to EU reading however every time i press get reading, it just does the reactor readings not the EU. Its stuck on reactor and i cant figure out why Edit that. I just went through all the sensor reading types and setting it to reactor, reactor content, and target info and all of those work (well they show the correct things) but on EU reading i get. Heat nil Maxheat nil Chambers nil. nothing about the mfe


check that you have the latest console program, (to get actual EU readings instead of reactor)


i started to work on adding monitor support to the console program- but it's not ready yet..

in order for the readings to be automatically refreshed, you need to call the getreading function inside a loop.

since you cannot use interactive programs with the monitor (as far as i know) i'm adding another option to the console program to display an auto refreshed dashboard on the big monitor - if attached.
dark #48
Posted 24 March 2012 - 01:38 PM
can i have a copy of your source code i want to take a shot at porting it to smp to use on my server.
crimsonknight3 #49
Posted 24 March 2012 - 03:57 PM
I will stick to using the sensor until console is updated :(/>/> I was trying to do exactly what the other guy said, wanted it to update in real time displayed on a monitor :)/>/>
6677 #50
Posted 24 March 2012 - 05:24 PM
I will stick to using the sensor until console is updated :(/>/> I was trying to do exactly what the other guy said, wanted it to update in real time displayed on a monitor :)/>/>


while true do
    shell.run("monitor","right","console")
end
crimsonknight3 #51
Posted 24 March 2012 - 08:05 PM
I will stick to using the sensor until console is updated :(/>/> I was trying to do exactly what the other guy said, wanted it to update in real time displayed on a monitor :)/>/>


while true do
	shell.run("monitor","right","console")
end

but need it run real time plus at the moment console isn't working on my terminal. Going to try and figure it out now
FuzzyPurp #52
Posted 24 March 2012 - 09:00 PM
On the sensor itself make sure the reading in the gui is set to what you actually are trying to read.
yoskaz01 #53
Posted 25 March 2012 - 02:21 PM
you can also select which reading you want from the sensor..


sensors.setActiveReading(side,sensor,rtype)

sensor - sensor name
rtype - reading type id - array index  of the result of this:  sensors.getAvailableReadings(side,sensor)



http://imgur.com/a/XW2A6#0
yx33a #54
Posted 25 March 2012 - 07:40 PM
Man, talk about a GODSEND addon! I could really use this. Might even be able to take out a mod or two with this installed.
In fact, I can.

I can't wait for EE support(I'm trying to set up a dark matter factory. One of these days).
yoskaz01 #55
Posted 26 March 2012 - 10:39 AM
can i have a copy of your source code i want to take a shot at porting it to smp to use on my server.

if i see i can't find the time to complete SMP support in 1-2 weeks, i think i'll publish the source or at least parts of it -for whoever is willing and able to do so.. :o/>/>
yoskaz01 #56
Posted 26 March 2012 - 10:48 AM
i decided to push forward the 2nd API option
this option is for other modders who wants to add sensor support to their machines/blocks.

just need to implement this interface in the TileEntity you want to retrieve values from.. (like an embedded sensor)
i leave to the modders' imagination the choice of how to enable this behavior (either allow by default, or require a special condition to enable the embedded sensor feature. (redsont signal, energy, extension card…etc….)

This can be used in conjunction with a new sensorModule : SensorModule_Embedded <– an expensive generic sensorModule card.

any ISensorable block/entity within range of the sensor will be considered as a valid sensor target, and the appropriate methods will be called to retrieve information.




Interface code:
Spoiler

package ccSensors.api;

import net.minecraft.src.World;

/*
 * Author: yoskaz01
 *
 * Description:
 * the ISensorable Interface provides means of exposing specific information to external sensors.
 * it adds an "embedded" sensor within the TileEntity that implements it.
 *
 * source mod: ccSensors
 *
 *
 */
public interface ISensorable {

    
    
    /**
     *
     * @return - display name of the machine/block being queried
     *
     * Example:
     *         return "SuperDuperMachine";
     */
    public String getTargetName();
    
    /**
     *
     * @return array of strings containing reading names
     * array index corresponds to readingId for: getReading.
     *
     * Example:
     *
     *  return new String[]{"reading1","reading2"};
     *
     */
    public String[] getAvailableReadings();

    /**
     *
     * @param readingId    - array index for the required reading received from getAvailableReadings()
     * @return Object array containing the actual reading value(s).
     *
     *   Example:
     *   
     *   switch(readingId){
     *       case 0:
     *           return new Object[]{1,2,3};
     *	  case 1:
     *	      return new Object[]{"heat",2,"maxheat",10};
     *	  default:
     *	      return new Object[]{"Undefined reading id"};
     *   }
     *   
     */
    public Object[] getReading(int readingId);
    
    /**
     *  same as above but with more information provided to the getReading method
     * @param w
     * @param x
     * @param y
     * @param z
     * @param readingId
     * @param arguments        -    Object array containing arguments
     * @return
     */
    public Object[] getReading(World w,int x, int y, int z,int readingId ,Object[] arguments);
    
}
 
dark #57
Posted 26 March 2012 - 04:25 PM
can i have a copy of your source code i want to take a shot at porting it to smp to use on my server.

if i see i can't find the time to complete SMP support in 1-2 weeks, i think i'll publish the source or at least parts of it -for whoever is willing and able to do so.. :o/>/>
cool in the mean time guess i'll go back to working on my own mods, not sure why i keep trying to port other peoples mods to smp anyways.
Narathena #58
Posted 27 March 2012 - 07:35 AM
Ok After a lot of trial and error I ended up with the following code for turning on and off lights. I know a little about programming and lua is new to me.

Spoilerterm.clear()
term.setCursorPos(1,1)
i = 10
lon = colors.combine(bundle, colors.black )
loff = colors.subtract(lon, colors.black)
while washed ~= 16 do
result = sensors.getReadingAsTable("right", "Light detector")
washed = result[2]
if washed <= i then
rs.setBundledOutput("back", colors.black)
sleep (2)
elseif washed > i then
rs.setBundledOutput("back", loff)
sleep (2)
end
end

Yes I know it needs work (if you can see a way to clean it up please show me) I would like to use one sensor for multiple readings however I can't figure out how to do that. Also how you access sensors without knowing the sensor name as you did in the console program?

*edit

Will you be adding a creatures sensor at some point? ie type, distance, etc?
musznik #59
Posted 27 March 2012 - 04:44 PM
maybe its time to release src? - smp cannot waitforever!
gigagames #60
Posted 31 March 2012 - 11:18 AM
Hi,
it works whit cc 1.3.1 ^^
but i have a bug :o/>/>
http://img140.imageshack.us/img140/3509/wtfqc.png -> it is confused
http://img256.imageshack.us/img256/4672/blubr.png -> it doint check the heat why ? i need this for the heat , and this doint work -.-
gigagames #61
Posted 31 March 2012 - 12:28 PM
Deutsch :
Hi, wie kann ich mit CCsensors machen das er mir in einer schleife die hitze meines reaktors anzeigt , die cellen und denn output ?
wenn man das script startet soll er auch direckt mit denn richtigen sensor connecten

English :
"sry for the bad english i use google translater" :
Hi, how can I do with CCsensors he shows me in a loop, the heat of my reactor, because themicelles and output?
when the script starts, he is right because direckt with sensor-connect
yoskaz01 #62
Posted 31 March 2012 - 12:37 PM
Hi,
it works whit cc 1.3.1 ^^
but i have a bug :o/>/>
http://img140.images.&#46;&#46;/3509/wtfqc.png -> it is confused
http://img256.images.&#46;&#46;/4672/blubr.png -> it doint check the heat why ? i need this for the heat , and this doint work -.-



try re-downloading the .zip , i think you might have an old console program.
i just checked again and it works ok.

http://imgur.com/a/ZPJEn#0

you mentioned you use cc 1.3.1, which minecraft version? 1.1 or 1.2.3 ?

Also, i found a bug in textutils - it exits the lua program when trying to display a boolean value.
to fix:
change line 56 in /rom/apis/textutils:
from:
nMaxLen = math.max( string.len( sItem ) + 1, nMaxLen )
to:
nMaxLen = math.max( string.len( tostring(sItem) ) + 1, nMaxLen )
gigagames #63
Posted 31 March 2012 - 12:41 PM
hi,
i have install this mod new and no its work xD
but by bc reading the skript say nil / day night check = nil -.-
can you say all lua commands from this mod ? then i can code for me an lua script xD

edit : oh i doint have see you question xD i use mc 1.2.3
mrrg #64
Posted 31 March 2012 - 01:41 PM
Hello

Awesome mod! I have some trouble to get it work though.

First I set up a computer a controler, encoded a transmitter, then I set up a sensor
with a transmitter card and a IC2 module.

When I tried to run ccSensors/console I got attempt to index ? (a nil value) on line 3

Okay so I stopped for the night and restarted today, and voila!! everything worked…
I could read the reactor heat and all..

And then suddenly the console program lost the target..also I had to restart the console program.
It can see the sensor but no target..

Here's my Modloader.txt

SpoilerMar 31, 2012 2:26:25 PM ModLoader init
FINE: ModLoader 1.2.3 Initializing…
Mar 31, 2012 2:26:25 PM ModLoader readFromClassPath
FINER: Adding mods from /home/rg/.minecraft/bin/minecraft.jar
Mar 31, 2012 2:26:25 PM ModLoader readFromClassPath
FINER: Zip found.
Mar 31, 2012 2:26:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_MinecraftForge 1.4.0.57" from mod_MinecraftForge.class
Mar 31, 2012 2:26:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.2.3v3" from mod_ModLoaderMp.class
Mar 31, 2012 2:26:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_NotEnoughItems 1.1.3" from mod_NotEnoughItems.class
Mar 31, 2012 2:26:25 PM ModLoader addMod
FINE: Mod Initialized: "mod_ReiMinimap v3.0_03 [1.2.3]" from mod_ReiMinimap.class
Mar 31, 2012 2:26:25 PM ModLoader addMod
FINE: Mod Initialized: "WirelessRedstone 1.5" from mod_WirelessRedstone.class
Mar 31, 2012 2:26:25 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/CodeChickenCore-Client 0.4.3.zip
Mar 31, 2012 2:26:25 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:25 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/ComputerCraft
Mar 31, 2012 2:26:25 PM ModLoader readFromModFolder
FINER: Directory found.
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: computerBlockID set to 207
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: diskDriveBlockID set to 208
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: diskItemID set to 4000
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: enableAPI_http set to 0
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: terminal_width set to 50
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: terminal_height set to 18
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: terminal_textColour_r set to 255
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: terminal_textColour_g set to 255
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: terminal_textColour_b set to 255
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: modem_range set to 64
Mar 31, 2012 2:26:25 PM ModLoader setupProperties
FINER: modem_rangeDuringStorm set to 16
Mar 31, 2012 2:26:26 PM ModLoaderMp log
FINE: ModLoaderMP 1.0.0 Initialized
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_ComputerCraft 1.31" from mod_ComputerCraft.class
Mar 31, 2012 2:26:26 PM ModLoader setupProperties
FINER: turtleBlockID set to 209
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_CCTurtle 1.31" from mod_CCTurtle.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/LogisticsPipes-BC3-0.2.2A.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_LogisticsPipes 0.2.2 (built with Minecraft 1.2.3, Buildcraft 3.1.4, Forge 1.4.0.52)" from mod_LogisticsPipes.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/RedPowerArray-2.0pr4e.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerArray 2.0pr4e" from mod_RedPowerArray.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/RedPowerCore-2.0pr4e.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerCore 2.0pr4e" from mod_RedPowerCore.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/RedPowerLighting-2.0pr4e.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerLighting 2.0pr4e" from mod_RedPowerLighting.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/RedPowerLogic-2.0pr4e.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerLogic 2.0pr4e" from mod_RedPowerLogic.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/RedPowerMachine-2.0pr4e.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerMachine 2.0pr4e" from mod_RedPowerMachine.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/RedPowerWiring-2.0pr4e.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerWiring 2.0pr4e" from mod_RedPowerWiring.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/RedPowerWorld-2.0pr4e.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_RedPowerWorld 2.0pr4e" from mod_RedPowerWorld.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/buildcraft-C-additionalbuildcraftobjects-latest.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_AdditionalBuildcraftObjects 0.9.1-84 (MC 1.2.3, BC 3.1.4pre)" from mod_AdditionalBuildcraftObjects.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/buildcraft-client-A-core-3.1.4.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftCore 3.1.4" from mod_BuildCraftCore.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/buildcraft-client-B-builders-3.1.4.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftBuilders 3.1.4" from mod_BuildCraftBuilders.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/buildcraft-client-B-energy-3.1.4.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftEnergy 3.1.4" from mod_BuildCraftEnergy.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/buildcraft-client-B-factory-3.1.4.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftFactory 3.1.4" from mod_BuildCraftFactory.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/buildcraft-client-B-transport-3.1.4.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftTransport 3.1.4" from mod_BuildCraftTransport.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/buildcraft-client-C-silicon-3.1.4.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftSilicon 3.1.4" from mod_BuildCraftSilicon.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/ccSensors
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Directory found.
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/ccSensors.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_ccSensors 0.1_MC1.1.0" from mod_ccSensors.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/ccSensors_extractMe123_build010.zip
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/hide
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Directory found.
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/industrialcraft-2-client_1.81.jar
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Zip found.
Mar 31, 2012 2:26:26 PM ModLoader addMod
FINE: Mod Initialized: "mod_IC2 v1.81" from mod_IC2.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/rei_minimap
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Directory found.
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_MinecraftForge 1.4.0.57"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.2.3v3"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_NotEnoughItems 1.1.3"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_ReiMinimap v3.0_03 [1.2.3]"
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/topOn.png,168). 34 left.
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/topOff.png,169). 33 left.
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/rxOn.png,170). 32 left.
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/rxOff.png,171). 31 left.
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/txOn.png,172). 30 left.
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/WirelessSprites/txOff.png,173). 29 left.
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/WirelessSprites/txOn.png,38). 84 left.
Mar 31, 2012 2:26:26 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/WirelessSprites/rxOn.png,102). 83 left.
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "WirelessRedstone 1.5"
Mar 31, 2012 2:26:26 PM forge.ForgeHooks <clinit>
INFO: MinecraftForge v1.4.0.57 Initialized
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_ComputerCraft 1.31"
Mar 31, 2012 2:26:26 PM ccSensors.sensorModules.BaseSensor <init>
WARNING: Sensor target filter not set. reason:TileEntityComputerSensor
Mar 31, 2012 2:26:26 PM ccSensors.sensorModules.BaseSensor <init>
WARNING: Sensor target filter not set. reason:TileEntityComputerSensor
Mar 31, 2012 2:26:26 PM mod_ccSensors load
INFO: - BuildCraft found - loading BC SensorModule.
Mar 31, 2012 2:26:26 PM ccSensors.sensorModules.BaseSensor <init>
WARNING: Sensor target filter not set. reason:TileEntityComputerSensor
Mar 31, 2012 2:26:26 PM mod_ccSensors load
INFO: - IC2 found - loading IC2 SensorModule.
Mar 31, 2012 2:26:26 PM ccSensors.sensorModules.BaseSensor <init>
WARNING: Sensor target filter not set. reason:TileEntityComputerSensor
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_ccSensors 0.1_MC1.1.0"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_CCTurtle 1.31"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerArray 2.0pr4e"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerCore 2.0pr4e"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerLighting 2.0pr4e"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerLogic 2.0pr4e"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerMachine 2.0pr4e"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerWiring 2.0pr4e"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_RedPowerWorld 2.0pr4e"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_AdditionalBuildcraftObjects 0.9.1-84 (MC 1.2.3, BC 3.1.4pre)"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftCore 3.1.4"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftBuilders 3.1.4"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftEnergy 3.1.4"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftFactory 3.1.4"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftTransport 3.1.4"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_LogisticsPipes 0.2.2 (built with Minecraft 1.2.3, Buildcraft 3.1.4, Forge 1.4.0.52)"
Mar 31, 2012 2:26:26 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftSilicon 3.1.4"
Mar 31, 2012 2:26:27 PM ModLoader init
FINE: Mod Loaded: "mod_IC2 v1.81"
Mar 31, 2012 2:26:28 PM BuildCraftCore initialize
FINE: Starting BuildCraft 3.1.4
Mar 31, 2012 2:26:28 PM BuildCraftCore initialize
FINE: Copyright © SpaceToad, 2011
Mar 31, 2012 2:26:28 PM BuildCraftCore initialize
FINE: http://www.mod-buildcraft.com
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: blockABOPipeID set to 200
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeLiquidsValveID set to 10200
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeLiquidsGoldenIronID set to 10201
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeLiquidsBalanceID set to 10203
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeLiquidsDiamondID set to 10204
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeItemsRoundRobinID set to 10300
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeItemsCompactorID set to 10301
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeItemsInsertionID set to 10302
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeItemsExtractionID set to 10303
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeItemsBounceID set to 10304
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipeItemsCrossoverID set to 10305
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: pipePowerSwitchID set to 10400
Mar 31, 2012 2:26:28 PM ModLoader setupProperties
FINER: triggerEngineControlID set to 128
Mar 31, 2012 2:26:30 PM core_LogisticsPipes modsLoaded
FINE: Additional pipes not detected: buildcraft.zeldo.pipes.PipeItemTeleport
Mar 31, 2012 2:26:30 PM ModLoader addAllRenderers
FINE: Initialized

I am using a newer forge than you recommend but that is to get latest buildcraft working.
gigagames #65
Posted 31 March 2012 - 01:58 PM
FINE: Mod Initialized: "mod_ccSensors 0.1_MC1.1.0" from mod_ccSensors.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/ccSensors_extractMe123_build010.zip

^^ you muss extract the ccSensors folder
then you became an Mods folder , in this where 2 folder :
ccSensors
and
ccSensors.zip

put the 2 folders in the mods folder , and change the name from the
ccSensors.zip to Sensors.zip :o/>/>
mrrg #66
Posted 31 March 2012 - 02:15 PM
Hi

Thanks I did this now and so far it works.
Leaving the ..extractMe.. was a mistake.. I did not now about the renaming though.

FINE: Mod Initialized: "mod_ccSensors 0.1_MC1.1.0" from mod_ccSensors.class
Mar 31, 2012 2:26:26 PM ModLoader readFromModFolder
FINER: Adding mods from /home/rg/.minecraft/mods/ccSensors_extractMe123_build010.zip

^^ you muss extract the ccSensors folder
then you became an Mods folder , in this where 2 folder :
ccSensors
and
ccSensors.zip

put the 2 folders in the mods folder , and change the name from the
ccSensors.zip to Sensors.zip :o/>/>
gigagames #67
Posted 31 March 2012 - 02:56 PM
Leaving the ..extractMe.. was a mistake.. I did not now about the renaming though.
what ? i'm and google translater not understand what you will say xD
yoskaz01 #68
Posted 31 March 2012 - 03:46 PM
great to hear it's all working now.

i think i know why you had the issue running the console command.
since any system apis are only loaded when the computer starts, if you connect the peripheral after the computer is started it won't automatically load the sensor api.

i'll fix it in the next build - in the meantime you can do one of the following:

1. add the following 2 lines in the beginning of the console program:
os.loadAPI("/rom/apis/sensors")
os.loadAPI("/rom/apis/sensorsUI")

or

restart the computer after the peripheral is attached/placed - (hold control+r)


i'm working on writing a full help on all commands available in the API.
gigagames #69
Posted 31 March 2012 - 04:00 PM
On the first side you have say :
DOWNLOAD &amp; INSTALL
but you doint say what about install add it pls xD so nobody "who read" have problems ^^
yoskaz01 #70
Posted 31 March 2012 - 04:09 PM
i've sent giga a sample program showing a possible usage of the sensors api to get IC2 reactor info and thought, why not post it here as well:)


Reactor simple demo program:
Spoiler

os.loadAPI("/rom/apis/sensors")
os.loadAPI("/rom/apis/sensorsUI")


-- get the side the controller is attached to.
local side = sensors.getController()

-- set this to the name of the sensor you want to read
local sensor ="myreactor"

-- set the active sensor reading to Reactor reading
-- if you want to get the reactor content :
-- sensors.setActiveReading(side,sensor,"ReactorContent")
sensors.setActiveReading(side,sensor,"Reactor")

-- refresh 10 times with 1 second delay
for i=1,10,1 do
	-- get the actual sensor readings
	--"heat","output","lastOutput","addedToEnergyNet","chambers","maxheat"
	result = sensors.getReading(side, sensor)

	print("heat / maxHullHeat = "..result.heat.." / "..result.maxheat)
	print("output / previous output= "..result.output.." / "..result.lastOutput)
	print("Reactor size (Chambers) = "..result.chambers)
	sleep(1)
	term.clear()
end

yoskaz01 #71
Posted 31 March 2012 - 04:18 PM
On the first side you have say :
DOWNLOAD &amp; INSTALL
but you doint say what about install add it pls xD so nobody "who read" have problems ^^

fixed..

not sure where my how to install section gone to….
must have been deleted when i reposted.
gigagames #72
Posted 31 March 2012 - 04:20 PM
oh you have send it me nice thx :o/>/>
Yurameki #73
Posted 31 March 2012 - 07:54 PM
Any idea when SMP support might happen? I'm really excited for this mod it'd be perfect for my server!
gigagames #74
Posted 31 March 2012 - 08:01 PM
i doint have an idea
but i think , befor you make SMP support , make a wiki / list whit all new commands

AND first edit you lua script , day check is wrong , redstone signal is wrong "say all time true"
mrrg #75
Posted 31 March 2012 - 09:04 PM
Leaving the ..extractMe.. was a mistake.. I did not now about the renaming though.
what ? i'm and google translater not understand what you will say xD

Leaving the file with extractMe in the file name inside the mods directory was a mistake.
I did not now that I needed to rename the ccSensors.zip file though.
mrrg #76
Posted 31 March 2012 - 09:06 PM
Ok, it explais why a restart fixed it.

great to hear it's all working now.

i think i know why you had the issue running the console command.
since any system apis are only loaded when the computer starts, if you connect the peripheral after the computer is started it won't automatically load the sensor api.

i'll fix it in the next build - in the meantime you can do one of the following:

1. add the following 2 lines in the beginning of the console program:
os.loadAPI("/rom/apis/sensors")
os.loadAPI("/rom/apis/sensorsUI")

or

restart the computer after the peripheral is attached/placed - (hold control+r)


i'm working on writing a full help on all commands available in the API.
gigagames #77
Posted 31 March 2012 - 11:16 PM
i have edit you script screenshot :
http://imageshack.us/g/688/20120401001115.png/
its works on the PC and on the monitor togheter xDD
and her the script xD :
Spoileros.loadAPI("/rom/apis/sensors")
os.loadAPI("/rom/apis/sensorsUI")


– get the side the controller is attached to.
local side = sensors.getController()
local sSide = "right"

– set this to the name of the sensor you want to read
local sensor ="myreactor"

– set the active sensor reading to Reactor reading
– if you want to get the reactor content :
– sensors.setActiveReading(side,sensor,"ReactorContent")
sensors.setActiveReading(side,sensor,"Reactor")

– refresh 10 times with 1 second delay
for i=1,10000,1 do
– get the actual sensor readings
–"heat","output","lastOutput","addedToEnergyNet","chambers","maxheat"
result = sensors.getReading(side, sensor)
local monitor = peripheral.wrap( sSide )
term.redirect( monitor )
term.clear()
term.setCursorPos(1,1)
print("heat / maxHullHeat = "..result.heat.." / "..result.maxheat)
print("output / previous output= "..result.output.." / "..result.lastOutput)
print("Reactor size (Chambers) = "..result.chambers)
term.restore()
term.setCursorPos(1,1)
print("heat / maxHullHeat = "..result.heat.." / "..result.maxheat)
print("output / previous output= "..result.output.." / "..result.lastOutput)
print("Reactor size (Chambers) = "..result.chambers)
sleep(1)
term.clear()
end
gigagames #78
Posted 01 April 2012 - 01:20 PM
print("heat / maxHullHeat = "..result.heat.." / "..result.maxheat)
i will make a head check
what i need ? if heat …
or
if result.heat ?

and can you maken an program wo he show whether one uranium cell was empty ? and when one was empty then print ("empty")
yoskaz01 #79
Posted 02 April 2012 - 02:59 PM
updated 1.2.3 version - check out the main post.
gigagames #80
Posted 02 April 2012 - 03:47 PM
console1
and console
What is the difference
yoskaz01 #81
Posted 02 April 2012 - 04:09 PM
console1
and console
What is the difference

console1 is the old console program. (just keeping 1 previous version as well)

console is the new program - added save state and big monitor support
gigagames #82
Posted 02 April 2012 - 04:48 PM
1. whats in the new v. new ?
2. what is this on the top from the pc on the screen "page 4 ?"
gigagames #83
Posted 02 April 2012 - 05:35 PM
console doint work her the error :
API sensors is already being loaded
API sensorsUI is already being loaded
console:12: attempt to index ? (a nil value)
yoskaz01 #84
Posted 04 April 2012 - 03:41 PM
giga,
do you have a controller placed near the computer?

a Question for you all….

should i keep updating the MC 1.1 version?

or keep only 1.2.3 + 1.2.5?
gigagames #85
Posted 04 April 2012 - 04:21 PM
yes i haven controller near the compter, i have save my world, get in again and then its works Ö.Ö xD
FuzzyPurp #86
Posted 04 April 2012 - 05:39 PM
For anyone having trouble, i'm making a few programs that will be useful, and possibly be part of ccSensors?, with the mods i use.
Turtlemoviesco #87
Posted 04 April 2012 - 07:15 PM
Does the 1.1 version work with tekkit? The server?
ChilliConCarnage #88
Posted 04 April 2012 - 08:21 PM
A guide to the functions in the API would be nice.
FuzzyPurp #89
Posted 05 April 2012 - 06:07 PM
A guide to the functions in the API would be nice.

Check the latest version, each function has been commented.
vvenaya #90
Posted 08 April 2012 - 10:50 AM
i am getting an NPE with the build 14 version

http://pastebin.com/1FTUi3hD

this happens when i click on any button on the SensorGUI
pkmnfrk #91
Posted 09 April 2012 - 04:37 AM
Wow, I really like this mod! It was really easy to get it set up so I could remotely monitor my Industrial Craft Reactor!

Anyway, now I want to be able to monitor the MFSUs storing the output from the reactor, but I can't seem to be able to get the sensor to point at them. They only want to monitor the reactor, no matter how far away I go. Is there some way to make them point at the MFSU instead of the reactor?

Thanks!
yoskaz01 #92
Posted 10 April 2012 - 01:47 PM
Wow, I really like this mod! It was really easy to get it set up so I could remotely monitor my Industrial Craft Reactor!

Anyway, now I want to be able to monitor the MFSUs storing the output from the reactor, but I can't seem to be able to get the sensor to point at them. They only want to monitor the reactor, no matter how far away I go. Is there some way to make them point at the MFSU instead of the reactor?

Thanks!

i'll look into that - might be a typo in the lua API.
yoskaz01 #93
Posted 10 April 2012 - 01:50 PM
just a quick update, working on a new lua API, new console program, and new machine specific dashboard programs…

a quick peek at "current" design for BC Engine dashboard:

the code for this program:
Spoiler

local sizeX, sizeY = term.getSize()

--[[
    Dashboard Parameters
]]--
-- sensor name
local sensor="Sensor";

-- target name
local target="TileEngine,1240,4,445";

-- probe index
local probe=1;

-- dashboard title
local title="Combustion Engine Console";

-- refresh timer
local refresh=2

-- main program
local side = sensors.getController()
local monside,mon = sensorsUI.getMonitor();
mon.setTextScale(1);

local done=false;
local e = sensorsData.getProbe("bc","engine");
local engine = sensors.getSensorReadingAsDict(side,sensor,target,probe)
local timer1=os.startTimer(refresh)
local count=1;
local  progress={"-","","|","/"};
term.clear()
term.setCursorPos(1,1)
term.write(title)    
term.setCursorPos(1,12)
term.write("Press Spacebar to exit");
while not done do
    sensorsUI.checkbox(sizeX - string.len(e.active.label)-3,1,e.active.label,engine[e.active.val])
    sensorsUI.hr(2)
    sensorsUI.hBar(1,4,15,e.energy.label,engine[e.energy.val] ,engine[e.energy.maxval]);
    sensorsUI.hBar(1,5,15,e.heat.label,engine[e.heat.val],engine[e.heat.maxval]);
    sensorsUI.hBar(1,6,15,e.fuel.label,engine[e.fuel.val],engine[e.fuel.maxval]);
    sensorsUI.hBar(1,7,15,e.coolant.label,engine[e.coolant.val],engine[e.coolant.maxval]);
    sensorsUI.hBar(1,8,15,e.burn.label,engine[e.burn.val],engine[e.burn.maxval]);
    sensorsUI.hRadio(1,10,e.stage.label,engine[e.stage.val],e.stage.info);
    evt,k = os.pullEvent()
    if evt=="timer" and k == timer1 then
        timer1=os.startTimer(refresh)
        engine = sensors.getSensorReadingAsDict(side,sensor,target,probe);
    elseif evt=="key" and (k == 28 or k ==57) then
        done=true
    end
    term.setCursorPos(24,12)
    term.write(progress[count])
    count = count+1;
    if count>3 then count=1 end

end
term.setCursorPos(1,15)
Cybergebi #94
Posted 11 April 2012 - 04:45 PM
Hi, i use BUILD 11 with MC 1.1, i wanted to use the Console, it Works, but Only at the Targets did not Work(Only MENUE:TARGET). And i can't get Read Information, i place a Sensor Bock, left form the Computer and the Sensor 2 Block Right from the Ractor! I Use IndustrialCraft Chip with 0.Reactor! Sensor Block and Sensor are Connected!

Why it didn't works?

Greetings Cybergebi
yoskaz01 #95
Posted 11 April 2012 - 05:25 PM
Wow, I really like this mod! It was really easy to get it set up so I could remotely monitor my Industrial Craft Reactor!

Anyway, now I want to be able to monitor the MFSUs storing the output from the reactor, but I can't seem to be able to get the sensor to point at them. They only want to monitor the reactor, no matter how far away I go. Is there some way to make them point at the MFSU instead of the reactor?

Thanks!

i'll look into that - might be a typo in the lua API.

can you copy here the function you were using?
the setActiveReading() function requires the string name of the probe:
for IC2:
"targetInfo",
"Reactor",
"EUStorage",
"WirelessEUStorage",
"ReactorContent",
example:

sensor="PUT YOUR SENSOR NAME HERE"
target="PUT TARGET NAME HERE"   - can be retrieved by getAvailableTargets
local side=sensors.getController()
local content = sensors.getSensorReadingAsTable(side,sensor,target,"ReactorContent")
    for i,v in ipairs(content) do
        print(v)
    end
Cybergebi #96
Posted 11 April 2012 - 07:06 PM


term.clear()
term.setCursorPos(1,1)
if sensorInfo.cardType == "IndustrialCraft2 SensorModule" then
-- example:
--result = sensors.getReading(side, sensor,"heat","maxheat","output","chambers")
end
result = sensors.getReadingAsTable(side, sensor) 


print(textutils.pagedTabulate(result))
pause("press any key to continue")
theubie #97
Posted 11 April 2012 - 09:52 PM
Wow, I really like this mod! It was really easy to get it set up so I could remotely monitor my Industrial Craft Reactor!

Anyway, now I want to be able to monitor the MFSUs storing the output from the reactor, but I can't seem to be able to get the sensor to point at them. They only want to monitor the reactor, no matter how far away I go. Is there some way to make them point at the MFSU instead of the reactor?

Thanks!

i'll look into that - might be a typo in the lua API.

I can confirm this behavior as well.

When I first placed my sensor next to a nuclear reactor and a simple batbox and got a list of targets, it listed everything (including a computer console I had in range as well, fyi). once I set a target (in this case, the batbox) every subsequent call to the get target function returned only the batbox.

I even placed a second sensor out of range of the batbox but in range of the reactor. That one returned no targets.

I removed both sensors and rebuilt them with the same results.
FuzzyPurp #98
Posted 11 April 2012 - 10:41 PM
Wow, I really like this mod! It was really easy to get it set up so I could remotely monitor my Industrial Craft Reactor!

Anyway, now I want to be able to monitor the MFSUs storing the output from the reactor, but I can't seem to be able to get the sensor to point at them. They only want to monitor the reactor, no matter how far away I go. Is there some way to make them point at the MFSU instead of the reactor?

Thanks!

i'll look into that - might be a typo in the lua API.

I can confirm this behavior as well.

When I first placed my sensor next to a nuclear reactor and a simple batbox and got a list of targets, it listed everything (including a computer console I had in range as well, fyi). once I set a target (in this case, the batbox) every subsequent call to the get target function returned only the batbox.

I even placed a second sensor out of range of the batbox but in range of the reactor. That one returned no targets.

I removed both sensors and rebuilt them with the same results.

Make sure you change the sensor's reading type to Energy storage :P/>/>
theubie #99
Posted 11 April 2012 - 10:48 PM
Wow, I really like this mod! It was really easy to get it set up so I could remotely monitor my Industrial Craft Reactor!

Anyway, now I want to be able to monitor the MFSUs storing the output from the reactor, but I can't seem to be able to get the sensor to point at them. They only want to monitor the reactor, no matter how far away I go. Is there some way to make them point at the MFSU instead of the reactor?

Thanks!

i'll look into that - might be a typo in the lua API.

I can confirm this behavior as well.

When I first placed my sensor next to a nuclear reactor and a simple batbox and got a list of targets, it listed everything (including a computer console I had in range as well, fyi). once I set a target (in this case, the batbox) every subsequent call to the get target function returned only the batbox.

I even placed a second sensor out of range of the batbox but in range of the reactor. That one returned no targets.

I removed both sensors and rebuilt them with the same results.

Make sure you change the sensor's reading type to Energy storage :P/>/>

Tried that. No joy. I did notice that after completely quitting out of minecraft the targets appear correctly again…until I choose one and get a reading from it.

From that point forward, whatever target I got the reading from is the only target that appears when get targets is called.
FuzzyPurp #100
Posted 12 April 2012 - 06:55 AM
WHat is the sensor range you set?
yoskaz01 #101
Posted 12 April 2012 - 08:18 AM
regarding the EU Storage &amp; targetting issue
i think i know where the problem is,

to simplify things i'm working on improving the lua API .. (might rel those improvments soon before the actual build 014 update)
as part of the improvments i thought about the following changes:

First , a couple of naming changes to make things clearer - instead of "reading type", i'll use "probe" , so each sensor can have 1 or more probes. (example for Probe is "EU Storage" probe. (Hierarchy: Sensor –> Probe –> Reading Example: "myReactor"–>"Reactor"–>"heat" )



from the new lua API:

--[[
input:
 side	  - controller attached side ( can be retrieved using sensors.getController())
 sensor  - name of the remote sensor ( the name that was set on the sensor GUI, Default: "Sensor")
 probe   - the probe name (eg. "EUStorage", "Reactor", etc..)
output:
 a table containing all available targets in range that applicable to the specific sensor type &amp; probe
		
]]--
getAvailableTargets(side,sensor,probe)


i'm thinking of adding a 4th parameter - Range - which can be between 1 and maxRange for this sensor. (max range would probably be <= 10 to prevent misuse)
xuma202 #102
Posted 12 April 2012 - 03:40 PM
The recipe for the IC2 SensorModule is not working. Have you maybe posted the wrong recipe?

EDIT:

Oh I've just found out the recipe is

I G I
G S G
I G I

G => Glass
I => Iron Ingot
S => Blank Sensor Module

you may wanna fix that :P/>/>
theubie #103
Posted 12 April 2012 - 04:36 PM
That sounds good, yoskaz! Thanks!

For the record I played with it a little more…

If I place the sensors well apart…say 64 blocks apart they function normally.
yoskaz01 #104
Posted 12 April 2012 - 05:48 PM
i updated the lua programs + api (still not the final version though)

check out this:
program : /ccSensors/dash_reactor.lua

i also added test2.lua <– will show you the eustorage targets.

Spoiler
reinei #105
Posted 12 April 2012 - 05:54 PM
Can you please use a variable to determin the Block ID Im having conflicts with outher mods (I know: Do not ask: Make your mod compatible with X)) it would be helpfull.
thanks (if you do it if not: its OK)
theubie #106
Posted 12 April 2012 - 06:13 PM
Oh my! That looks awesome.
SimpleMajority #107
Posted 13 April 2012 - 07:00 AM
this is pure epic and I cannot wait for it to go SMP. This will save my world's landscape from craters!
yoskaz01 #108
Posted 13 April 2012 - 01:18 PM
Can you please use a variable to determin the Block ID Im having conflicts with outher mods (I know: Do not ask: Make your mod compatible with X)) it would be helpfull.
thanks (if you do it if not: its OK)

Hey,

you can change the block id in the configuration file.

.minecraft/config/ccSensors.config

there is only 1 block id:

ComputerSensorBlock.id=182
FuzzyPurp #109
Posted 13 April 2012 - 05:10 PM
Seems Target it borked, cant target anything and console program target is the same. TC2 sensors dont work at all, and in the console program the readings for TC2 dont scroll down with the default gui size.
theubie #110
Posted 13 April 2012 - 10:07 PM
Odd. With the new API I'm have 0 problems. :/

Finally got my base controller working correctly to monitor and operate my reactor compared to my energy storage levels.
yoskaz01 #111
Posted 14 April 2012 - 12:01 AM
Seems Target it borked, cant target anything and console program target is the same. TC2 sensors dont work at all, and in the console program the readings for TC2 dont scroll down with the default gui size.

Fuzzy,
did you update to the latest build 014pre ?
console program will probably not correctly for everything - working on a new version to use the new lua API and hopefully get rid of all annoyances - like inaccurate targetting or improper displaying of data.
FuzzyPurp #112
Posted 14 April 2012 - 01:02 AM
yea i even downloaded like 10x to make sure even in lua setActiveTarget etc returns nothing
getAvailableTargets does nothing
yoskaz01 #113
Posted 14 April 2012 - 01:46 AM
try this piece of code:

this returns available targets by probe for a given sensor
this lua program accepts 1 parameter: the sensor name


local arg = {...};
local sensor="Sensor";
local probe= "";

local side = sensors.getController()

--and  "targets" == string.lower(arg[1])
if #arg >0  then
    sensor = arg[1];
end

local data = sensors.getSensorInfo(side,sensor,"probes")
if data.probes ==nil then
    print ("Can't find probes for sensor:"..sensor);
else

    for p in string.gmatch(data.probes,"%a+") do
        
        if p =="TargetInfo" then
        else
            
            local targets = sensors.getAvailableTargetsforProbe(side,sensor,p);
            if #targets>0 then
                print ("Probe:"..p.. " Available Targets:"..#targets);
                for i,v in ipairs(targets) do
                    local tgInfo = sensors.getSensorReadingAsDict(side,sensor,v,"TargetInfo")
                    print ("type:"..tgInfo.type);
                    print (v)
                end
    --        else
        --        print ("None in range");
            end
        end
    end
end


 
FuzzyPurp #114
Posted 14 April 2012 - 01:54 AM
Also the ui on the sensors seem to no longer work.


general {
advancedUI=true
autoAssign=false
card.SensorModule.APS=8
card.SensorModule.BC=3
card.SensorModule.EE=7
card.SensorModule.Forestry=5
card.SensorModule.IC2=4
card.SensorModule.INV=2
card.SensorModule.RP2=6
card.SensorModule.Thaumcraft=9
card.WorldSensor=1
maxPrivateChannels=5
maxPublicChannels=5
maxSensorRange=64
reflect=false

What is reflect?
Cybergebi #115
Posted 14 April 2012 - 11:25 AM
Hi, i have a Problem, my Computer can show me any Information about the Reaktor, but only not the Reaktor Informations!(heat,…)

I use MC 1.1 with CCSensors BUILD11 and the Console!

My Error:


Please help me

Greetings Cybergebi
yoskaz01 #116
Posted 14 April 2012 - 11:58 AM
Hi, i have a Problem, my Computer can show me any Information about the Reaktor, but only not the Reaktor Informations!(heat,…)

I use MC 1.1 with CCSensors BUILD11 and the Console!

My Error:
Spoiler
Please help me

Greetings Cybergebi


Hey Cybergebi,

i found a possible bug in textutils function: tabulateCommon - it can't display booleans

to fix:

modify file: .minecraftmodsComputerCraftluaromapistextutils

change (should be line 56) from:
	nMaxLen = math.max( string.len( sItem ) + 1, nMaxLen )
to:
	nMaxLen = math.max( string.len( tostring(sItem) ) + 1, nMaxLen )
yoskaz01 #117
Posted 14 April 2012 - 12:05 PM
Also the ui on the sensors seem to no longer work.

Spoilergeneral {
advancedUI=true
autoAssign=false
card.SensorModule.APS=8
card.SensorModule.BC=3
card.SensorModule.EE=7
card.SensorModule.Forestry=5
card.SensorModule.IC2=4
card.SensorModule.INV=2
card.SensorModule.RP2=6
card.SensorModule.Thaumcraft=9
card.WorldSensor=1
maxPrivateChannels=5
maxPublicChannels=5
maxSensorRange=64
reflect=false
What is reflect?

working on a new UI for the sensors as part of SMP changes… (and i think i broke the existing one while doing so ;P )

reflect if a special item i use to get some info out of machine blocks..
i intended for it to be a generic sensorModule, but using it would be too confusing and unstable - so i kept it as a right-click item to get current values for Entity properties :)/>/>
Cybergebi #118
Posted 14 April 2012 - 01:51 PM
Hi, i have a Problem, my Computer can show me any Information about the Reaktor, but only not the Reaktor Informations!(heat,…)

I use MC 1.1 with CCSensors BUILD11 and the Console!

My Error:
Spoiler
Please help me

Greetings Cybergebi


Hey Cybergebi,

i found a possible bug in textutils function: tabulateCommon - it can't display booleans

to fix:

modify file: .minecraftmodsComputerCraftluaromapistextutils

change (should be line 56) from:
	nMaxLen = math.max( string.len( sItem ) + 1, nMaxLen )
to:
	nMaxLen = math.max( string.len( tostring(sItem) ) + 1, nMaxLen )

Thank you very much!
You are the Best :)/>/>
Narathena #119
Posted 16 April 2012 - 05:34 AM
Ok I think I ran into a bug for world sensors.

I was using a world sensor to check the value of the light at a location (redpower light). If I save and exit my world without turning off the lights the sensor will freeze with a light level reading of 14. Moving the sensor to a new location was only a temporary fix shutting down minecraft showed the error return.
yoskaz01 #120
Posted 16 April 2012 - 09:42 AM
Ok I think I ran into a bug for world sensors.

I was using a world sensor to check the value of the light at a location (redpower light). If I save and exit my world without turning off the lights the sensor will freeze with a light level reading of 14. Moving the sensor to a new location was only a temporary fix shutting down minecraft showed the error return.
i haven't encountered this so far but i'll try to reproduce and check the code..
theubie #121
Posted 16 April 2012 - 05:12 PM
Just an FYI: If you get a chance to you might want to add some bounds checking in sensorsUI for the vBar function.

BatBoxes seem to like to charge over their max EU storage and it throws a fit when you try to send more than 100% to the vBar function.

Nothing that's a major bug as it's easy to do bounds checking on this side…just might wanna throw that into the API when you get a chance! :)/>/>
gigagames #122
Posted 18 April 2012 - 05:27 PM
Hii,
can you pls update the changelog :PP ?
yoskaz01 #123
Posted 19 April 2012 - 09:06 AM
Just an FYI: If you get a chance to you might want to add some bounds checking in sensorsUI for the vBar function.

BatBoxes seem to like to charge over their max EU storage and it throws a fit when you try to send more than 100% to the vBar function.

Nothing that's a major bug as it's easy to do bounds checking on this side…just might wanna throw that into the API when you get a chance! :)/>/>

will do, thanks for the update:)

Hii,
can you pls update the changelog :PP ?

yup
i'm also working on a comprehensive help system… which might take some time to finish due to priorities but i can definitely update the changelog included with the .zip
yoskaz01 #124
Posted 19 April 2012 - 03:51 PM
the new console program is progressing…

a quick peak:
Spoiler

additional sample snapshots can be found here:
http://imgur.com/a/1tOfo#0
minecrafter1134 #125
Posted 19 April 2012 - 05:33 PM
wow, this mod sounds awesome for my other mod-related automations. I just wish I'd have seen this before I updated. I await it's update.
yoskaz01 #126
Posted 20 April 2012 - 02:57 PM
i updated the latest download with the new lua changes - so just redownload.

if you are only interested in the new console (still missing 2 features: external monitor support and scrollable lists)
you can download just the lua files here

i'll release a 1.2.5 update in the next 2 days.
Xfel #127
Posted 20 April 2012 - 05:50 PM
Did I miss something? Is there already a ComputerCraft for 1.2.5?
yoskaz01 #128
Posted 21 April 2012 - 12:59 AM
Did I miss something? Is there already a ComputerCraft for 1.2.5?
not yet afaik,
that's why i see no point in releasing ccSensors for 1.2.5 until cc for 1.2.5 is out.
also gives me more time to add more content to the rel other than just 1.2.5 update :)/>/>
gigagames #129
Posted 21 April 2012 - 10:58 AM
nooo doint make i for mc 1.2.5 xDDD then i cant update this mod in my world -.-
yoskaz01 #130
Posted 21 April 2012 - 02:48 PM
nooo doint make i for mc 1.2.5 xDDD then i cant update this mod in my world -.-

giga, which version of MC are you using?
gigagames #131
Posted 22 April 2012 - 10:37 AM
1.2.3 , mc have every day ne new version , and in 1.2.3 all mods which I need was out for 1.2.3 ^^
Arduin #132
Posted 23 April 2012 - 08:09 PM
I am really looking forward to the 1.2.5 Update of CC and your Mod :)/>/>

Is there any updated progress for SMP?
yoskaz01 #133
Posted 24 April 2012 - 04:18 AM
I am really looking forward to the 1.2.5 Update of CC and your Mod :)/>/>

Is there any updated progress for SMP?

thanks :-)

i'll upload the 1.2.5 version later today (when I'm back home)

smp is progressing

apologies on the delay I just decided to wait for 1.2.5 with smp dues to the forge change
Gotthard #134
Posted 24 April 2012 - 04:29 AM
Will install it approximately 1 second on my server once you release it :)/>/>

My roommate's jaw dropped when I showed him some of the stuff in single player!
FuzzyPurp #135
Posted 24 April 2012 - 06:35 PM
i just knew this peripheral would be here for awhile :)/>/>
Cant imagine not using it :)/>/> - thanks for the update.
yoskaz01 #136
Posted 25 April 2012 - 04:03 PM
updated to build 015pr1
minor fixes - the main addition is scrollable lists in the sensor gui..
SimpleMajority #137
Posted 26 April 2012 - 06:02 AM
I notice in the SMP side I can see the sensors screen ";" shortcut by default. I saw it and went %#@ YEAH, but when I went to craft it I was quickly disappointed.

Now that being said I am using lua as part of a major final and I am not sure how to make the idea work. Idea is the readings are collected via ccSensor and passed via the internet to PHP and translated to the web page with Javascript. My professor said he wanted to see great things from my final and wanted me to challenge myself lol.
yoskaz01 #138
Posted 26 April 2012 - 03:26 PM
I notice in the SMP side I can see the sensors screen ";" shortcut by default. I saw it and went %#@ YEAH, but when I went to craft it I was quickly disappointed. Now that being said I am using lua as part of a major final and I am not sure how to make the idea work. Idea is the readings are collected via ccSensor and passed via the internet to PHP and translated to the web page with Javascript. My professor said he wanted to see great things from my final and wanted me to challenge myself lol.

great, sounds like an interesting project.
i'm not sure i understood what issue you encountered, can you provide more details?
yoskaz01 #139
Posted 26 April 2012 - 03:28 PM
a quick update,
Proximity sensor is in the works
just need to flush out a couple of bug and i'll update the release.

Sample snapshot:
Spoiler
cant_delete_account #140
Posted 26 April 2012 - 05:32 PM
I would suggest making this your title:

[CC: 1.33][MC: 1.2.5] ccSensors
Might make people less confused.. Cause the title still says 'Cc1.3 Addon:ccSensors', when it's 1.33
P.S: If you don't know how to edit the title, goto your topic, click 'Edit', then click 'Use Full Editor', and you can change the title.
SimpleMajority #141
Posted 26 April 2012 - 09:03 PM
I notice in the SMP side I can see the sensors screen ";" shortcut by default. I saw it and went %#@ YEAH, but when I went to craft it I was quickly disappointed. Now that being said I am using lua as part of a major final and I am not sure how to make the idea work. Idea is the readings are collected via ccSensor and passed via the internet to PHP and translated to the web page with Javascript. My professor said he wanted to see great things from my final and wanted me to challenge myself lol.

great, sounds like an interesting project.
i'm not sure i understood what issue you encountered, can you provide more details?

I haven't hit any issues per say. I am just starting out the project and trying to determine how the http protocol can work for me if at all. I am currently using the http-test tutorial as my base for getting the information out of minecraft and to the web. I also noticed issues inside the console program. I setup a sensor to read a MFE (with correct card installed), but the console keeps closing when I use the getReading option. Even reading the sensor directly produces no results, but I don't have the quick update that was just posted.
yoskaz01 #142
Posted 27 April 2012 - 09:21 AM
I would suggest making this your title:

[CC: 1.33][MC: 1.2.5] ccSensors
Might make people less confused.. Cause the title still says 'Cc1.3 Addon:ccSensors', when it's 1.33
P.S: If you don't know how to edit the title, goto your topic, click 'Edit', then click 'Use Full Editor', and you can change the title.

thanks, i was wondering how i can change the topic title :)/>/>
didn't notice i can do it in the full editor…
SimpleMajority #143
Posted 27 April 2012 - 10:59 AM

os.loadAPI("/rom/apis/sensors")
os.loadAPI("/rom/apis/sensorsUI")
while true do
term.clear()
term.setCursorPos(1,1)

local cmb = "chambers"
local cHeat = "heat"
local mHeat = "maxheat"
local cOut = "output"

if cmb == 1 then
  print "Chambers: [1] 2 3 4 5 6"

elseif cmb == 2 then
  print "Chambers: 1 [2] 3 4 5 6"

elseif cmb == 3 then
  print "Chambers: 1 2 [3] 4 5 6"

elseif cmb == 4 then
  print "Chambers: 1 2 3 [4] 5 6"

elseif cmb == 5 then
  print "Chambers: 1 2 3 4 [5] 6"

else
  print "Chambers: 1 2 3 4 5 [6]"
end

print ("Current Heat: "..cHeat)
print ("Maximum Heat: "..mHeat)
print ("Output (EU/t): "..cOut)
sleep(0.1)
end

So I am working on the first steps of my finals project which is the lua and I will admit that this is my second time touching it lol. I don't think a single thing is working here, but the idea is to get a numerical readout out on heat, maxheat, and output. Then using if conditionals have select the number of chambers. I can't be for sure on the if conditionals as it takes forever to get all the junk in the reactor.

Right now my literal display is as follows:
Chambers: 1 2 3 4 5 [6]
Current Heat:heat
Maximum Heat:maxheat
Output (EU/t):output

no numbers or anything shows up. On reactor shutdown there was alread 27 heat on the hull.
yoskaz01 #144
Posted 27 April 2012 - 02:35 PM
where are you actually calling the api to get the readings?

you need this:

-- put your sensor name here
local sensor="Sensor";
local side = sensors.getController();
local targets = sensors.getAvailableTargetsforProbe(side,sensor,"Reactor");

local e = sensorsData.getProbe("ic2","reactor");
local reactor = sensors.getSensorReadingAsDict(side,sensor,targets[1],"Reactor")

local cmb= reactor[e.size.val]
local cout=reactor[e.energy.val]
local cHeat=reactor[e.heat.val]
local mHeat=reactor[e.size.val]*1000+10000

check out /ccSensors/dash_reactor

Also, you don't have to use the sensorsData api - you can just use reactor.heat, reactor.output,reactor.size,reactor.maxheat
SimpleMajority #145
Posted 27 April 2012 - 08:03 PM
okay I will do that and thank you for the help
cant_delete_account #146
Posted 27 April 2012 - 08:19 PM
Once I get some money to host a server, I'm gonna install this on it (when it's SMP), and have a section on my website where you can make a page on it that shows your reactor status through the HTTP API :)/>/> So, if you're not on the server and your reactor is overheating you can jump on and stop it from blowing up, it'll also send a e-mail notification about 1-2 minutes before its gonna explode.
minecrafter1134 #147
Posted 28 April 2012 - 06:42 PM
I used your dash reactor program to create a program that monitors depleted isotope cells for breeder reactors. btw, 3*5 monitor is the perfect size for the dash reactor program.
yoskaz01 #148
Posted 30 April 2012 - 02:34 AM
I used your dash reactor program to create a program that monitors depleted isotope cells for breeder reactors. btw, 3*5 monitor is the perfect size for the dash reactor program.

great :)/>/>
let me know if while creating your program you needed a feature that is currently not there.

meaning, would you like to see any new feature/functionality that could make your program better/easier?
MrGraphic #149
Posted 30 April 2012 - 05:55 PM
Hello.
Question about ccSensors and APS. Are they compatibile ? When I try to put the APS card I get "Card is disabled" message but APS is installed and working properly.
Thanks.
yoskaz01 #150
Posted 01 May 2012 - 06:20 AM
Hello.
Question about ccSensors and APS. Are they compatibile ? When I try to put the APS card I get "Card is disabled" message but APS is installed and working properly.
Thanks.

ill test it with aps 1.2.5 today and fix
MrGraphic #151
Posted 01 May 2012 - 08:04 PM
Hello.
Question about ccSensors and APS. Are they compatibile ? When I try to put the APS card I get "Card is disabled" message but APS is installed and working properly.
Thanks.

ill test it with aps 1.2.5 today and fix
Thanks :)/>/>
minecrafter1134 #152
Posted 02 May 2012 - 12:06 AM
great :)/>/>
let me know if while creating your program you needed a feature that is currently not there.

meaning, would you like to see any new feature/functionality that could make your program better/easier?

there's an issue with dash_reactor that it can't measure fuel ratings under 10%, but other than that, it's fine. Equivalent exchange could use with a few more sensor details though.
yoskaz01 #153
Posted 02 May 2012 - 12:47 PM
Hello.
Question about ccSensors and APS. Are they compatibile ? When I try to put the APS card I get "Card is disabled" message but APS is installed and working properly.
Thanks.

ill test it with aps 1.2.5 today and fix

ok, fixed.

re-download.
MrGraphic #154
Posted 03 May 2012 - 10:54 PM
Thanks for up but still doesn't work, still "Card is disabled" for aps.
sk_2013 #155
Posted 04 May 2012 - 05:49 AM
I've been attempting to run this with tekkit, but I'm getting this error.
SpoilerMods loaded: 28
ModLoader 1.2.5
mod_CodeChickenCore 0.5.2
mod_ModLoaderMp 1.2.5v1
mod_MinecraftForge 3.1.2.90
mod_NotEnoughItems 1.2.2
mod_ReiMinimap v3.0_04 [1.2.5]
mod_BuildCraftCore 2.2.14
mod_BuildCraftBuilders 2.2.14
mod_BuildCraftEnergy 2.2.14
mod_BuildCraftFactory 2.2.14
mod_BuildCraftTransport 2.2.14
mod_EE 1.4.4.0
mod_EnderStorage 1.1.1
mod_IC2 v1.95
mod_InvTweaks 1.41b (1.2.4)
mod_Railcraft 5.0.3
mod_RedPowerControl 2.0pr5b1
mod_RedPowerCore 2.0pr5b1
mod_RedPowerLighting 2.0pr5b1
mod_RedPowerLogic 2.0pr5b1
mod_RedPowerMachine 2.0pr5b1
mod_ccSensors 0.3 (MC1.2.3)
mod_RedPowerWiring 2.0pr5b1
mod_RedPowerWorld 2.0pr5b1
Balkon's WeaponMod 1.2.5 v8.6.0
mod_WirelessRedstoneCore 1.2.0
mod_WirelessRedstoneRedPower 1.2.0
mod_WirelessRedstoneAddons 1.2.0
Minecraft has crashed!
———————-
Minecraft has stopped running because it encountered a problem.


— BEGIN ERROR REPORT 2872f7e5 ——–
Generated 5/3/12 11:47 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: AMD Radeon(TM) HD 6620G version 4.1.10600 Compatibility Profile Context, ATI Technologies Inc.
java.lang.NoClassDefFoundError: dan200/computer/api/IPeripheral
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at org.spoutcraft.launcher.MinecraftClassLoader.findClass(MinecraftClassLoader.java:64)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at mod_ccSensors.load(mod_ccSensors.java:305)
at ModLoader.init(ModLoader.java:891)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: dan200.computer.api.IPeripheral
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at org.spoutcraft.launcher.MinecraftClassLoader.findClass(MinecraftClassLoader.java:64)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
… 20 more
— END ERROR REPORT 36d5ed67 ———-

:/ Rather confused, as everyone else seems to be running it just fine.
Thanks.
Xfel #156
Posted 04 May 2012 - 06:25 AM
The most recent tekkit version doesn't contain computercraft - Don't ask me why.
theubie #157
Posted 04 May 2012 - 07:30 AM
No clue about the most recent tekkit version, but the most recent dev version of technic pack (7.0.1) doesn't have ComputerCraft because they pushed that release before the 1.2.5 compatible CC version was released. I'm moderately positive it'll be in the next technic push.
musznik #158
Posted 04 May 2012 - 07:54 PM
Where is my SMP version? :)/>/> My whole server is waiting only for ccs since 19 February 2012 bump :)/>/> )
sk_2013 #159
Posted 04 May 2012 - 10:28 PM
I know computercraft is in the new version of tekkit, but I can't find any of the associated files.


EDIT: sorry, that wasn't much use. I have been using the new version of tekkit, and computercraft is still installed and works fine, but its the older version (immediately preceding the monitors update).

EDIT2: I also realize that its mostly tekkits problem, not yours. Pretty much wondering what everyone else is doing on this.
yoskaz01 #160
Posted 05 May 2012 - 02:49 AM
since i'm not really using tekkit or any other mod packs - can't help you much there.

as for SMP,
Cloudy did a really good job at adding SMP support, we just need to iron out a few more issues and then i'll release it.
Bedja #161
Posted 05 May 2012 - 03:15 PM
Hey.

Need some help here been trying to get ccSensors to read the stats on my reactor.

But it keeps giving me errors on the screen saying the sensor is not connectet but the sensor module is telling me that the sensor is connectet.
plus everytime i press the advanced settings on the sensor module to get the readings it crash the game.
djblocksaway #162
Posted 05 May 2012 - 04:52 PM
lol i love how you update this so fast :)/>/>
nice… Keep up the good work
yoskaz01 #163
Posted 09 May 2012 - 12:59 PM
hey,
a bit of progress with SMP,
hope to release first SMP beta this weekend:)
if anyone that runs a server would like to request an SMP feature (like server config settings) - it's a good time to ask…
musznik #164
Posted 09 May 2012 - 10:40 PM
feature? yes - DOWNLOAD :)/>/>
Saboru #165
Posted 12 May 2012 - 03:41 AM
I think you should add the ability to turn off the recipes for sensors that you don't want/need from the config file.

So, say if you don't use buildcraft, you set the buildcraft sensors to false and they can't be built. That way people won't waste resources on things that can't be used.
theubie #166
Posted 12 May 2012 - 08:29 AM
I think you should add the ability to turn off the recipes for sensors that you don't want/need from the config file.

So, say if you don't use buildcraft, you set the buildcraft sensors to false and they can't be built. That way people won't waste resources on things that can't be used.

Or have it detect which mods are installed and disable them itself. That's a pain, though. At least it was when I wrote a mod or two.
yoskaz01 #167
Posted 12 May 2012 - 01:49 PM
actually it does detect which mods are installed.
currently i keep the sensor modules in the game - just disable them.
i don't won't to remove items that were build by the player just in case they temporarily removed a mod.

as for preventing load of sensor Modules, you can actually control it from the config file.
just change the module id to -1 to remove it.
cant_delete_account #168
Posted 13 May 2012 - 10:59 PM
You might want to add '[SMP]' to the title too. XD I never knew it was SMP 'till I looked at the thread.
yoskaz01 #169
Posted 13 May 2012 - 11:24 PM
You might want to add '[SMP]' to the title too. XD I never knew it was SMP 'till I looked at the thread.

yea, will do once i verify it's all working properly :P/>/>
Saboru #170
Posted 14 May 2012 - 09:50 PM
Does the smp beta still require modloader mp or just FML?
Cloudy #171
Posted 14 May 2012 - 09:53 PM
FML, of course! It wouldn't work with Forge, or ComputerCraft otherwise :P/>/>
MrGraphic #172
Posted 15 May 2012 - 07:07 PM
Thank you very much yoskaz01, look like finally ccSensors works with APS :P/>/>.
musznik #173
Posted 15 May 2012 - 11:23 PM
yoskaz01! my life is complete :P/>/> thanks
Saboru #174
Posted 17 May 2012 - 02:13 AM
I'm getting an issue when trying to use the client version and server version. When I try to connect to the server it says "The server requires you to have the following mods: mod_ccSensors 0.3 (MC1.2.3)"

What's the problem and how do I fix it?
yoskaz01 #175
Posted 17 May 2012 - 04:41 AM
I'm getting an issue when trying to use the client version and server version. When I try to connect to the server it says "The server requires you to have the following mods: mod_ccSensors 0.3 (MC1.2.3)"

What's the problem and how do I fix it?

try downloading the latest files.

i couldn't find a reference to the old version anywhere in the code.

also, make sure you remove the old SSP ccSensors.zip from your mods folder.
yoskaz01 #176
Posted 17 May 2012 - 01:06 PM
Thank you very much yoskaz01, look like finally ccSensors works with APS :P/>/>.

found an annoying but elusive bug - had somewhere the letter 'z' ….
must be mistype ctrl+z …
all good now.
yoskaz01 #177
Posted 17 May 2012 - 01:08 PM
yoskaz01! my life is complete :P/>/> thanks

Your'e welcome, but the big thanks is for Cloudy - he did most of the SMP code.

let me know if you encounter any issues/bugs..
i'm still working on ironing out some minor issues, but i'm sure i've missed some.
yoskaz01 #178
Posted 17 May 2012 - 01:10 PM
Hey.

Need some help here been trying to get ccSensors to read the stats on my reactor.

But it keeps giving me errors on the screen saying the sensor is not connectet but the sensor module is telling me that the sensor is connectet.
plus everytime i press the advanced settings on the sensor module to get the readings it crash the game.


which version are you using?
the "advanced" button on the sensor was removed in the latest version - so download the latest.
Arduin #179
Posted 17 May 2012 - 09:35 PM
Hmm I got an issue with your config file at the server part. When the config file on the server is generated it got no IDs for blocks and items. So still hardcoded
Cloudy #180
Posted 18 May 2012 - 12:02 AM
Hmm I got an issue with your config file at the server part. When the config file on the server is generated it got no IDs for blocks and items. So still hardcoded

check ccSensors.config in the config folder. It isn't mod_ccSensors.cfg anymore.
asie #181
Posted 18 May 2012 - 09:53 PM
May i have permission to port this to Bukkit SMP? The version with integrated Forge that is.
yoskaz01 #182
Posted 19 May 2012 - 10:05 AM
May i have permission to port this to Bukkit SMP? The version with integrated Forge that is.

Cloudy is already working on a bukkit port….
he's done a great work with the SMP code so i'm sure it's gonna be great :P/>/>
Stockium #183
Posted 19 May 2012 - 12:43 PM
Will this ever get implemented into the official computercraft mod?
kikotte #184
Posted 19 May 2012 - 06:15 PM
Hi all,

I have a problem with trying to make it work at 100%. I have it in my server when I open or put out this block sonsor controller then crash the game.

kikotte
MysticT #185
Posted 20 May 2012 - 03:09 AM
Will this ever get implemented into the official computercraft mod?
I don't think so, the idea of peripherals is to have separate mods that interact with computers, not to be included in the mod itself.
Stockium #186
Posted 20 May 2012 - 09:21 AM
Ok thanks. Does this work the same with the tekkit launcher
yoskaz01 #187
Posted 20 May 2012 - 01:34 PM
Ok thanks. Does this work the same with the tekkit launcher

no idea
i don't use tekkit…
but it should work the same as any mod.
coolmodi #188
Posted 20 May 2012 - 08:19 PM
I can't get any other module then the proximity one into the sensor,
not with right clicking or puting it in with the gui.

Modlist:
http://bilderupload....odlistNNJ4T.jpg
I also have GUI Api and CC ofc :P/>/>

Edit: FIXED IT!

I gave the modules the itemID 33933.
Apparently they won't work with such a high ID, and after changing it to 1459 they work :D/>/>
Saboru #189
Posted 21 May 2012 - 02:28 AM
Can't get IC2 SensorModule built. Is the recipe different from the pics?
gmt2001 #190
Posted 21 May 2012 - 11:00 PM
Can't get IC2 SensorModule built. Is the recipe different from the pics?

Iron Ingot  | Glass Block  | Iron Ingot
Glass Block | Blank Sensor | Glass Block
Iron Ingot  | Glass Block  | Iron Ingot
Arduin #191
Posted 22 May 2012 - 10:51 AM
Hmm I got an issue with your config file at the server part. When the config file on the server is generated it got no IDs for blocks and items. So still hardcoded

check ccSensors.config in the config folder. It isn't mod_ccSensors.cfg anymore.

Nope, I edited ccSensors.config and there are no Block IDs or Item IDs.

Here is the content of my config file:


# Configuration file
# Generated on 22.05.12 11:49
####################
# block
####################
block {
}
####################
# general
####################
general {
   advancedUI=true
   autoAssign=true
   maxPrivateChannels=2
   maxPublicChannels=2
   maxSensorRange=10
}
####################
# item
####################
item {
}


It's all about the server config file of the mod
Gotthard #192
Posted 24 May 2012 - 02:33 AM
So I noticed, unless I did something wrong, that in SMP the text overwrites each other on the sensors, but doesn't clear, so it makes everything unreadable.

Also, anytime I try to get a read from a sensor, the lua console crashes back to the prompt, without error message. IE. the 'console' program exits for some reason.
yoskaz01 #193
Posted 24 May 2012 - 02:37 AM
I think I already fixed those issues, I'll release the fixed version in a day.
about console exits , which sensor were you trying to read?


I know I happened with world and proximity in smp.
PixelToast #194
Posted 25 May 2012 - 03:05 AM
i made a reactor controller that blows up the reactor and actually predicts when it happens
ComputerCraftFan11 #195
Posted 25 May 2012 - 04:01 AM
i made a reactor controller that blows up the reactor and actually predicts when it happens

Pictures? I would really wan't to see that
PixelToast #196
Posted 25 May 2012 - 04:04 AM
i made a reactor controller that blows up the reactor and actually predicts when it happens

Pictures? I would really wan't to see that
you can just look around the ic2 wiki and find the blast radius of a fully filled nuclear reactor
ComputerCraftFan11 #197
Posted 25 May 2012 - 04:06 AM
i made a reactor controller that blows up the reactor and actually predicts when it happens

Pictures? I would really wan't to see that
you can just look around the ic2 wiki and find the blast radius of a fully filled nuclear reactor

Oh, ok. Thanks
PixelToast #198
Posted 25 May 2012 - 04:08 AM
i made a reactor controller that blows up the reactor and actually predicts when it happens

Pictures? I would really wan't to see that
you can just look around the ic2 wiki and find the blast radius of a fully filled nuclear reactor

Oh, ok. Thanks
i also made a virus that spreads through the reactor control computer, it gives fake readings
ComputerCraftFan11 #199
Posted 25 May 2012 - 04:09 AM
i made a reactor controller that blows up the reactor and actually predicts when it happens

Pictures? I would really wan't to see that
you can just look around the ic2 wiki and find the blast radius of a fully filled nuclear reactor

Oh, ok. Thanks
i also made a virus that spreads through the reactor control computer, it gives fake readings

There are so much CC viruses these days. I just remove every file. All the viruses in one :)/>/>
PixelToast #200
Posted 25 May 2012 - 04:11 AM
i made a reactor controller that blows up the reactor and actually predicts when it happens

Pictures? I would really wan't to see that
you can just look around the ic2 wiki and find the blast radius of a fully filled nuclear reactor

Oh, ok. Thanks
i also made a virus that spreads through the reactor control computer, it gives fake readings

There are so much CC viruses these days. I just remove every file. All the viruses in one :)/>/>
fake shell, cant beat it!
Solymr #201
Posted 27 May 2012 - 06:20 AM
Having issues getting this to run, running Forge version 3.1.3.105, ComputerCraft 1.33, IC2 1.95b, BC2.2.14, RP2PR5b1, Railcraft 5.0.3, Forestry 1.4.4.4, EnderStorage 1.1.1 and Mystcraft 0.8.3. Client works fine, however server refuses to load and spits the same error into console over and over.
Spoiler2012-05-27 15:09:56 [INFO] Starting minecraft server version 1.2.5
2012-05-27 15:09:56 [INFO] Forge Mod Loader version 1.0.0.74 for Minecraft 1.2.5 loading
2012-05-27 15:09:56 [FINE] Attempting to load mods contained in the minecraft jar file and associated classes
2012-05-27 15:09:56 [FINE] Minecraft is a file at E:\MC 12 server\minecraft_server.jar, loading
2012-05-27 15:09:56 [FINE] Found a mod class mod_MinecraftForge in file minecraft_server.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_MinecraftForge found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_MinecraftForge loaded
2012-05-27 15:09:56 [FINE] Mod class mod_MinecraftForge loaded successfully
2012-05-27 15:09:56 [FINE] Found a mod class mod_CodeChickenCore in file minecraft_server.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CodeChickenCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CodeChickenCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_CodeChickenCore loaded successfully
2012-05-27 15:09:56 [FINE] Minecraft jar mods loaded successfully
2012-05-27 15:09:56 [INFO] Loading mods from E:\MC 12 server\mods
2012-05-27 15:09:56 [FINE] Found a zip or jar file AdvancedMachinesServer v1.5.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_AdvancedMachines in file AdvancedMachinesServer v1.5.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdvancedMachines found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdvancedMachines loaded
2012-05-27 15:09:56 [FINE] Mod class mod_AdvancedMachines loaded successfully
2012-05-27 15:09:56 [FINE] File AdvancedMachinesServer v1.5.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-A-core-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftCore in file buildcraft-server-A-core-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftCore loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-A-core-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-builders-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftBuilders in file buildcraft-server-B-builders-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftBuilders found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftBuilders loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftBuilders loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-builders-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-energy-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftEnergy in file buildcraft-server-B-energy-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftEnergy found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftEnergy loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftEnergy loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-energy-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-factory-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftFactory in file buildcraft-server-B-factory-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftFactory found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftFactory loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftFactory loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-factory-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-transport-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftTransport in file buildcraft-server-B-transport-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftTransport found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftTransport loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftTransport loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-transport-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-DA-additionalpipes-2.1.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_AdditionalPipes in file buildcraft-server-DA-additionalpipes-2.1.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdditionalPipes found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdditionalPipes loaded
2012-05-27 15:09:56 [FINE] Mod class mod_AdditionalPipes loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-DA-additionalpipes-2.1.3.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a directory ccSensors, attempting to load it
2012-05-27 15:09:56 [FINEST] Recursing into package api
2012-05-27 15:09:56 [FINEST] Recursing into package shared
2012-05-27 15:09:56 [FINEST] Recursing into package shared.network
2012-05-27 15:09:56 [FINEST] Recursing into package shared.sensorModules
2012-05-27 15:09:56 [INFO] Directory ccSensors contained no mods
2012-05-27 15:09:56 [FINE] Found a zip or jar file ccSensors-server-MC125-B017pr1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_ccSensors in file ccSensors-server-MC125-B017pr1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ccSensors found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ccSensors loaded
2012-05-27 15:09:56 [FINE] Mod class mod_ccSensors loaded successfully
2012-05-27 15:09:56 [FINE] File ccSensors-server-MC125-B017pr1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINEST] Recursing into package dan200
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.api
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.core
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.shared
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.turtle
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.turtle.shared
2012-05-27 15:09:56 [FINEST] Recursing into package licenses
2012-05-27 15:09:56 [FINEST] Recursing into package lua
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.apis
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.apis.turtle
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.help
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.computer
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.http
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.secret
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.turtle
2012-05-27 15:09:56 [FINE] Found a mod class mod_CCTurtle in directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CCTurtle found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CCTurtle loaded
2012-05-27 15:09:56 [FINE] Successfully loaded mod class mod_CCTurtle.class
2012-05-27 15:09:56 [FINE] Found a mod class mod_ComputerCraft in directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ComputerCraft found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ComputerCraft loaded
2012-05-27 15:09:56 [FINE] Successfully loaded mod class mod_ComputerCraft.class
2012-05-27 15:09:56 [FINEST] Recursing into package org
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.ast
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.compiler
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lib
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lib.jse
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lua2java
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.luajc
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.parser
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.script
2012-05-27 15:09:56 [FINE] Directory ComputerCraft loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file EnderStorage-Server 1.1.1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_EnderStorage in file EnderStorage-Server 1.1.1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_EnderStorage found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_EnderStorage loaded
2012-05-27 15:09:56 [FINE] Mod class mod_EnderStorage loaded successfully
2012-05-27 15:09:56 [FINE] File EnderStorage-Server 1.1.1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file forestry-server-A-1.4.4.4_bc2.2.jar, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Forestry in file forestry-server-A-1.4.4.4_bc2.2.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Forestry found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Forestry loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Forestry loaded successfully
2012-05-27 15:09:56 [FINE] File forestry-server-A-1.4.4.4_bc2.2.jar loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file IC2NuclearControl_server_v1.1.6.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_IC2NuclearControl in file IC2NuclearControl_server_v1.1.6.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2NuclearControl found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2NuclearControl loaded
2012-05-27 15:09:56 [FINE] Mod class mod_IC2NuclearControl loaded successfully
2012-05-27 15:09:56 [FINE] File IC2NuclearControl_server_v1.1.6.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file industrialcraft-2-server_1.95b.jar, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_IC2 in file industrialcraft-2-server_1.95b.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2 found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2 loaded
2012-05-27 15:09:56 [FINE] Mod class mod_IC2 loaded successfully
2012-05-27 15:09:56 [FINE] File industrialcraft-2-server_1.95b.jar loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file mod_LoginMessage-MC125-FML.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_LoginMessage in file mod_LoginMessage-MC125-FML.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_LoginMessage found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_LoginMessage loaded
2012-05-27 15:09:56 [FINE] Mod class mod_LoginMessage loaded successfully
2012-05-27 15:09:56 [FINE] File mod_LoginMessage-MC125-FML.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file PowerConverters_Server_1.3.4.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_PowerConverters in file PowerConverters_Server_1.3.4.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_PowerConverters found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_PowerConverters loaded
2012-05-27 15:09:56 [FINE] Mod class mod_PowerConverters loaded successfully
2012-05-27 15:09:56 [FINE] File PowerConverters_Server_1.3.4.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file Railcraft_Server_5.0.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Railcraft in file Railcraft_Server_5.0.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Railcraft found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Railcraft loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Railcraft loaded successfully
2012-05-27 15:09:56 [FINE] File Railcraft_Server_5.0.3.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerControl-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerControl in file RedPowerControl-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerControl found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerControl loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerControl loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerControl-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerCore-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerCore in file RedPowerCore-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerCore loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerCore-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerLighting-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerLighting in file RedPowerLighting-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLighting found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLighting loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerLighting loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerLighting-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerLogic-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerLogic in file RedPowerLogic-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLogic found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLogic loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerLogic loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerLogic-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerMachine-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerMachine in file RedPowerMachine-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerMachine found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerMachine loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerMachine loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerMachine-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerWiring-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerWiring in file RedPowerWiring-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWiring found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWiring loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerWiring loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerWiring-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerWorld-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerWorld in file RedPowerWorld-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWorld found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWorld loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerWorld loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerWorld-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file TransformersServer v1.2.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Transformers in file TransformersServer v1.2.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Transformers found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Transformers loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Transformers loaded successfully
2012-05-27 15:09:56 [FINE] File TransformersServer v1.2.zip loaded successfully
2012-05-27 15:09:56 [INFO] Forge Mod Loader has loaded 27 mods
2012-05-27 15:09:56 [FINE] Beginning mod pre-initialization
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\minecraft_server.jar
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_MinecraftForge : mod_MinecraftForge.cfg
2012-05-27 15:09:56 [FINEST] Configuration for mod_MinecraftForge.SPAWNER_ALLOW_ON_INVERTED found values default: true, configured: true, interpreted: true
2012-05-27 15:09:56 [FINE] Configuration for mod_MinecraftForge written to mod_MinecraftForge.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\minecraft_server.jar
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_CodeChickenCore : mod_CodeChickenCore.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_CodeChickenCore written to mod_CodeChickenCore.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\AdvancedMachinesServer v1.5.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_AdvancedMachines : mod_AdvancedMachines.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_AdvancedMachines written to mod_AdvancedMachines.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-A-core-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftCore : mod_BuildCraftCore.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftCore written to mod_BuildCraftCore.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-builders-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftBuilders : mod_BuildCraftBuilders.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftBuilders written to mod_BuildCraftBuilders.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-energy-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftEnergy : mod_BuildCraftEnergy.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftEnergy written to mod_BuildCraftEnergy.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-factory-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftFactory : mod_BuildCraftFactory.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftFactory written to mod_BuildCraftFactory.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-transport-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftTransport : mod_BuildCraftTransport.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftTransport written to mod_BuildCraftTransport.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-DA-additionalpipes-2.1.3.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_AdditionalPipes : mod_AdditionalPipes.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_AdditionalPipes written to mod_AdditionalPipes.cfg
2012-05-27 15:09:56 [INFO] MinecraftForge v3.1.3.105 Initialized

2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\ccSensors-server-MC125-B017pr1.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_ccSensors : mod_ccSensors.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_ccSensors written to mod_ccSensors.cfg
2012-05-27 15:09:57 [SEVERE] Unexpected exception
java.lang.StackOverflowError
at java.lang.Integer.hashCode(Unknown Source)
at java.util.Hashtable.get(Unknown Source)
at forge.DimensionManager.getWorld(DimensionManager.java:53)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:737)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:686)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:739)

Repeats at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:686)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:739)
Xfel #202
Posted 27 May 2012 - 07:38 AM
Does the error appear/disappear when adding/removing this mod?
As far as I know, it should not interfer with the dimension initialization

The MCForge changelog says for version 3.2.3:
"BugFix: Fixed spawning in custom dimensions"

This might be your error, so try the latest forge version.
Cloudy #203
Posted 27 May 2012 - 07:43 AM
Having issues getting this to run, running Forge version 3.1.3.105, ComputerCraft 1.33, IC2 1.95b, BC2.2.14, RP2PR5b1, Railcraft 5.0.3, Forestry 1.4.4.4, EnderStorage 1.1.1 and Mystcraft 0.8.3. Client works fine, however server refuses to load and spits the same error into console over and over.
Spoiler2012-05-27 15:09:56 [INFO] Starting minecraft server version 1.2.5
2012-05-27 15:09:56 [INFO] Forge Mod Loader version 1.0.0.74 for Minecraft 1.2.5 loading
2012-05-27 15:09:56 [FINE] Attempting to load mods contained in the minecraft jar file and associated classes
2012-05-27 15:09:56 [FINE] Minecraft is a file at E:MC 12 serverminecraft_server.jar, loading
2012-05-27 15:09:56 [FINE] Found a mod class mod_MinecraftForge in file minecraft_server.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_MinecraftForge found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_MinecraftForge loaded
2012-05-27 15:09:56 [FINE] Mod class mod_MinecraftForge loaded successfully
2012-05-27 15:09:56 [FINE] Found a mod class mod_CodeChickenCore in file minecraft_server.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CodeChickenCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CodeChickenCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_CodeChickenCore loaded successfully
2012-05-27 15:09:56 [FINE] Minecraft jar mods loaded successfully
2012-05-27 15:09:56 [INFO] Loading mods from E:MC 12 servermods
2012-05-27 15:09:56 [FINE] Found a zip or jar file AdvancedMachinesServer v1.5.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_AdvancedMachines in file AdvancedMachinesServer v1.5.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdvancedMachines found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdvancedMachines loaded
2012-05-27 15:09:56 [FINE] Mod class mod_AdvancedMachines loaded successfully
2012-05-27 15:09:56 [FINE] File AdvancedMachinesServer v1.5.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-A-core-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftCore in file buildcraft-server-A-core-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftCore loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-A-core-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-builders-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftBuilders in file buildcraft-server-B-builders-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftBuilders found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftBuilders loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftBuilders loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-builders-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-energy-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftEnergy in file buildcraft-server-B-energy-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftEnergy found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftEnergy loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftEnergy loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-energy-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-factory-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftFactory in file buildcraft-server-B-factory-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftFactory found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftFactory loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftFactory loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-factory-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-transport-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftTransport in file buildcraft-server-B-transport-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftTransport found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftTransport loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftTransport loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-transport-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-DA-additionalpipes-2.1.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_AdditionalPipes in file buildcraft-server-DA-additionalpipes-2.1.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdditionalPipes found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdditionalPipes loaded
2012-05-27 15:09:56 [FINE] Mod class mod_AdditionalPipes loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-DA-additionalpipes-2.1.3.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a directory ccSensors, attempting to load it
2012-05-27 15:09:56 [FINEST] Recursing into package api
2012-05-27 15:09:56 [FINEST] Recursing into package shared
2012-05-27 15:09:56 [FINEST] Recursing into package shared.network
2012-05-27 15:09:56 [FINEST] Recursing into package shared.sensorModules
2012-05-27 15:09:56 [INFO] Directory ccSensors contained no mods
2012-05-27 15:09:56 [FINE] Found a zip or jar file ccSensors-server-MC125-B017pr1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_ccSensors in file ccSensors-server-MC125-B017pr1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ccSensors found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ccSensors loaded
2012-05-27 15:09:56 [FINE] Mod class mod_ccSensors loaded successfully
2012-05-27 15:09:56 [FINE] File ccSensors-server-MC125-B017pr1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINEST] Recursing into package dan200
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.api
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.core
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.shared
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.turtle
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.turtle.shared
2012-05-27 15:09:56 [FINEST] Recursing into package licenses
2012-05-27 15:09:56 [FINEST] Recursing into package lua
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.apis
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.apis.turtle
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.help
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.computer
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.http
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.secret
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.turtle
2012-05-27 15:09:56 [FINE] Found a mod class mod_CCTurtle in directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CCTurtle found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CCTurtle loaded
2012-05-27 15:09:56 [FINE] Successfully loaded mod class mod_CCTurtle.class
2012-05-27 15:09:56 [FINE] Found a mod class mod_ComputerCraft in directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ComputerCraft found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ComputerCraft loaded
2012-05-27 15:09:56 [FINE] Successfully loaded mod class mod_ComputerCraft.class
2012-05-27 15:09:56 [FINEST] Recursing into package org
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.ast
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.compiler
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lib
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lib.jse
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lua2java
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.luajc
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.parser
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.script
2012-05-27 15:09:56 [FINE] Directory ComputerCraft loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file EnderStorage-Server 1.1.1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_EnderStorage in file EnderStorage-Server 1.1.1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_EnderStorage found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_EnderStorage loaded
2012-05-27 15:09:56 [FINE] Mod class mod_EnderStorage loaded successfully
2012-05-27 15:09:56 [FINE] File EnderStorage-Server 1.1.1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file forestry-server-A-1.4.4.4_bc2.2.jar, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Forestry in file forestry-server-A-1.4.4.4_bc2.2.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Forestry found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Forestry loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Forestry loaded successfully
2012-05-27 15:09:56 [FINE] File forestry-server-A-1.4.4.4_bc2.2.jar loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file IC2NuclearControl_server_v1.1.6.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_IC2NuclearControl in file IC2NuclearControl_server_v1.1.6.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2NuclearControl found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2NuclearControl loaded
2012-05-27 15:09:56 [FINE] Mod class mod_IC2NuclearControl loaded successfully
2012-05-27 15:09:56 [FINE] File IC2NuclearControl_server_v1.1.6.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file industrialcraft-2-server_1.95b.jar, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_IC2 in file industrialcraft-2-server_1.95b.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2 found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2 loaded
2012-05-27 15:09:56 [FINE] Mod class mod_IC2 loaded successfully
2012-05-27 15:09:56 [FINE] File industrialcraft-2-server_1.95b.jar loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file mod_LoginMessage-MC125-FML.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_LoginMessage in file mod_LoginMessage-MC125-FML.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_LoginMessage found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_LoginMessage loaded
2012-05-27 15:09:56 [FINE] Mod class mod_LoginMessage loaded successfully
2012-05-27 15:09:56 [FINE] File mod_LoginMessage-MC125-FML.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file PowerConverters_Server_1.3.4.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_PowerConverters in file PowerConverters_Server_1.3.4.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_PowerConverters found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_PowerConverters loaded
2012-05-27 15:09:56 [FINE] Mod class mod_PowerConverters loaded successfully
2012-05-27 15:09:56 [FINE] File PowerConverters_Server_1.3.4.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file Railcraft_Server_5.0.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Railcraft in file Railcraft_Server_5.0.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Railcraft found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Railcraft loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Railcraft loaded successfully
2012-05-27 15:09:56 [FINE] File Railcraft_Server_5.0.3.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerControl-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerControl in file RedPowerControl-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerControl found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerControl loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerControl loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerControl-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerCore-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerCore in file RedPowerCore-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerCore loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerCore-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerLighting-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerLighting in file RedPowerLighting-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLighting found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLighting loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerLighting loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerLighting-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerLogic-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerLogic in file RedPowerLogic-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLogic found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLogic loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerLogic loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerLogic-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerMachine-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerMachine in file RedPowerMachine-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerMachine found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerMachine loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerMachine loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerMachine-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerWiring-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerWiring in file RedPowerWiring-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWiring found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWiring loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerWiring loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerWiring-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerWorld-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerWorld in file RedPowerWorld-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWorld found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWorld loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerWorld loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerWorld-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file TransformersServer v1.2.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Transformers in file TransformersServer v1.2.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Transformers found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Transformers loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Transformers loaded successfully
2012-05-27 15:09:56 [FINE] File TransformersServer v1.2.zip loaded successfully
2012-05-27 15:09:56 [INFO] Forge Mod Loader has loaded 27 mods
2012-05-27 15:09:56 [FINE] Beginning mod pre-initialization
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 serverminecraft_server.jar
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_MinecraftForge : mod_MinecraftForge.cfg
2012-05-27 15:09:56 [FINEST] Configuration for mod_MinecraftForge.SPAWNER_ALLOW_ON_INVERTED found values default: true, configured: true, interpreted: true
2012-05-27 15:09:56 [FINE] Configuration for mod_MinecraftForge written to mod_MinecraftForge.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 serverminecraft_server.jar
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_CodeChickenCore : mod_CodeChickenCore.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_CodeChickenCore written to mod_CodeChickenCore.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsAdvancedMachinesServer v1.5.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_AdvancedMachines : mod_AdvancedMachines.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_AdvancedMachines written to mod_AdvancedMachines.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsbuildcraft-server-A-core-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftCore : mod_BuildCraftCore.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftCore written to mod_BuildCraftCore.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsbuildcraft-server-B-builders-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftBuilders : mod_BuildCraftBuilders.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftBuilders written to mod_BuildCraftBuilders.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsbuildcraft-server-B-energy-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftEnergy : mod_BuildCraftEnergy.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftEnergy written to mod_BuildCraftEnergy.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsbuildcraft-server-B-factory-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftFactory : mod_BuildCraftFactory.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftFactory written to mod_BuildCraftFactory.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsbuildcraft-server-B-transport-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftTransport : mod_BuildCraftTransport.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftTransport written to mod_BuildCraftTransport.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsbuildcraft-server-DA-additionalpipes-2.1.3.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_AdditionalPipes : mod_AdditionalPipes.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_AdditionalPipes written to mod_AdditionalPipes.cfg
2012-05-27 15:09:56 [INFO] MinecraftForge v3.1.3.105 Initialized

2012-05-27 15:09:56 [FINER] Pre-initializing E:MC 12 servermodsccSensors-server-MC125-B017pr1.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_ccSensors : mod_ccSensors.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_ccSensors written to mod_ccSensors.cfg
2012-05-27 15:09:57 [SEVERE] Unexpected exception
java.lang.StackOverflowError
at java.lang.Integer.hashCode(Unknown Source)
at java.util.Hashtable.get(Unknown Source)
at forge.DimensionManager.getWorld(DimensionManager.java:53)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:737)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:686)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:739)

Repeats at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:686)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:739)

Have you tried removing ccSensors and trying again? That error doesn't even seem related to this mod. If I had to guess, I'd say it was mystcraft.
Solymr #204
Posted 27 May 2012 - 07:59 AM
Error does not occur when ccsensors is removed.
Cloudy #205
Posted 27 May 2012 - 08:03 AM
If its not too much trouble, could you try and find the mod which is conflicting with ccSensors? I'd start with mystcraft as that's the only one I know which does stuff with dimensions - but bear in mind that mod does base class edits so you may need to make a new jar with just FML to test it.
Solymr #206
Posted 27 May 2012 - 09:19 AM
It's Mystcraft, just tried a server jar with everything I was running but Mystcraft and all the mods I had too. Could be a conflict on how it handles dimensions and how ccsensors tries to get that info?
yoskaz01 #207
Posted 27 May 2012 - 02:01 PM
It's Mystcraft, just tried a server jar with everything I was running but Mystcraft and all the mods I had too. Could be a conflict on how it handles dimensions and how ccsensors tries to get that info?

i actually don't get any info for mystcraft or any dimensions, that why it's puzzling :)/>/>
i didn't find anything in the list of mods that might conflict (haven't tested with all of it though)
i'll see if i can add more debug messages on load,
Backplague #208
Posted 29 May 2012 - 11:38 AM
I cant seem to get this working with the latest version of Tekkit. Here is the error the server gives when launching.

2012-05-29 13:36:45 [FINE] Configuration for mod_ccSensors written to mod_ccSensors.cfg
2012-05-29 13:36:45 [SEVERE] java.lang.NoClassDefFoundError: ge
2012-05-29 13:36:45 [SEVERE]  at java.lang.Class.getDeclaredFields0(Native Method)
2012-05-29 13:36:45 [SEVERE]  at java.lang.Class.privateGetDeclaredFields(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  at java.lang.Class.getDeclaredFields(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  at cpw.mods.fml.server.ModLoaderModContainer.configureMod(ModLoaderModContainer.java:114)
2012-05-29 13:36:45 [SEVERE]  at cpw.mods.fml.server.ModLoaderModContainer.preInit(ModLoaderModContainer.java:73)
2012-05-29 13:36:45 [SEVERE]  at cpw.mods.fml.common.Loader.preModInit(Loader.java:201)
2012-05-29 13:36:45 [SEVERE]  at cpw.mods.fml.common.Loader.loadMods(Loader.java:528)
2012-05-29 13:36:45 [SEVERE]  at cpw.mods.fml.server.FMLBukkitHandler.onPreLoad(FMLBukkitHandler.java:113)
2012-05-29 13:36:45 [SEVERE]  at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:118)
2012-05-29 13:36:45 [SEVERE]  at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
2012-05-29 13:36:45 [SEVERE]  at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
2012-05-29 13:36:45 [SEVERE] Caused by: java.lang.ClassNotFoundException: ge
2012-05-29 13:36:45 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  at java.security.AccessController.doPrivileged(Native Method)
2012-05-29 13:36:45 [SEVERE]  at java.net.URLClassLoader.findClass(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-05-29 13:36:45 [SEVERE]  ... 11 more
2012-05-29 13:36:45 [SEVERE] Unexpected exception
java.lang.NoClassDefFoundError: ge
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredFields(Unknown Source)
at cpw.mods.fml.server.ModLoaderModContainer.configureMod(ModLoaderModContainer.java:114)
at cpw.mods.fml.server.ModLoaderModContainer.preInit(ModLoaderModContainer.java:73)
at cpw.mods.fml.common.Loader.preModInit(Loader.java:201)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:528)
at cpw.mods.fml.server.FMLBukkitHandler.onPreLoad(FMLBukkitHandler.java:113)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:118)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Caused by: java.lang.ClassNotFoundException: ge
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 11 more

Please help, i really want this mod to Tekkit.
Cloudy #209
Posted 29 May 2012 - 12:24 PM
There needs to be a bukkit port first - I'll do it in the next few days!
chuiby #210
Posted 30 May 2012 - 03:16 AM
The multiplayer part seems to be broken… When someone places a sensor block, he instantly crashes but leaves the block where the player placed it, and when we try to interact with it (Right click), it makes us crash again.
There seems to be a problem with the GUI opening, please fix this asap!1!1!11!11!!! :}
Cloudy #211
Posted 30 May 2012 - 07:18 AM
Crash log please?
chuiby #212
Posted 30 May 2012 - 07:37 AM
Crash log please?

Here we go,


MCPatcherUtils initialized. Directory G:Usersmy name .. :)/>/>AppDataRoaming.minecraft
27 achievements
182 recipes
Setting user: my minecraft name, -2403085335212607782
LWJGL Version: 2.4.2
OptiFine_1.2.5_HD_A2
Wed May 30 02:35:02 EDT 2012
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9600 GT/PCIe/SSE2/3DNOW! version 3.3.0, NVIDIA Corporation
OpenGL Version: 3.3
ModLoader 1.2.5 Initializing...
Mod Initialized: mod_BuildCraftBuilders 2.2.14
Mod Initialized: mod_BuildCraftCore 2.2.14
Mod Initialized: mod_BuildCraftEnergy 2.2.14
Mod Initialized: mod_BuildCraftFactory 2.2.14
Mod Initialized: mod_BuildCraftTransport 2.2.14
Mod Initialized: mod_MinecraftForge 3.1.2.90
Mod Initialized: mod_RedPowerControl 2.0pr5b2
Mod Initialized: mod_RedPowerCore 2.0pr5b2
Mod Initialized: mod_RedPowerLighting 2.0pr5b2
Mod Initialized: mod_RedPowerLogic 2.0pr5b2
Mod Initialized: mod_RedPowerMachine 2.0pr5b2
Mod Initialized: mod_RedPowerWiring 2.0pr5b2
Mod Initialized: mod_RedPowerWorld 2.0pr5b2
Mod Initialized: mod_TooManyItems 1.2.5 2012-04-13
Mod Initialized: mod_IC2AdvancedMachines v4.0
Mod Initialized: mod_ccSensors MC1.2.5 Build017pr1
ComputerCraft: turtleBlockID 209
CONFLICT @ -47
MinecraftForge v3.1.2.90 Initialized
2012-05-30 02:35:04 forge.ForgeHooks <clinit>
INFO: MinecraftForge v3.1.2.90 Initialized
Mod Initialized: mod_CCTurtle 1.33
Loading ComputerCraft: To change block IDs, modify config/mod_ComputerCraft.cfg
ComputerCraft: computerBlockID 207
ComputerCraft: diskDriveBlockID 208
ComputerCraft: diskItemID 4000
CONFLICT @ -49
CONFLICT @ -48
Mod Initialized: mod_ComputerCraft 1.33
Mod Initialized: mod_IC2 v1.95
Mod Loaded: mod_BuildCraftBuilders 2.2.14
Mod Loaded: mod_BuildCraftCore 2.2.14
Mod Loaded: mod_BuildCraftEnergy 2.2.14
Mod Loaded: mod_BuildCraftFactory 2.2.14
Mod Loaded: mod_BuildCraftTransport 2.2.14
Mod Loaded: mod_MinecraftForge 3.1.2.90
Mod Loaded: mod_RedPowerControl 2.0pr5b2
Mod Loaded: mod_RedPowerCore 2.0pr5b2
Mod Loaded: mod_RedPowerLighting 2.0pr5b2
Mod Loaded: mod_RedPowerLogic 2.0pr5b2
Mod Loaded: mod_RedPowerMachine 2.0pr5b2
Mod Loaded: mod_RedPowerWiring 2.0pr5b2
Mod Loaded: mod_RedPowerWorld 2.0pr5b2
Mod Loaded: mod_TooManyItems 1.2.5 2012-04-13
ComputerCraft: Searching for RedPowerLib...
ComputerCraft: RedPowerLib and methods located.
Mod Loaded: mod_ComputerCraft 1.33
Mod Loaded: mod_CCTurtle 1.33
[IC2] Config loaded from G:UserslulzAppDataRoaming.minecraftconfigIC2.c
fg
[IC2] Using 32 audio sources.
Mod Loaded: mod_IC2 v1.95
CONFLICT @ 1237
CONFLICT @ -74
[ccSensors] INFO: Loading SensorModule: Buildcraft
[ccSensors] INFO: Loading SensorModule: IndustrialCraft2
[ccSensors] INFO: Loading SensorModule: Forestry
[ccSensors] INFO: mod_Forestry not found - SensorModule is disabled.
[ccSensors] INFO: Loading SensorModule: RedPower2
[ccSensors] INFO: Loading SensorModule: EquivalentExchange
[ccSensors] INFO: mod_EE not found - SensorModule is disabled.
[ccSensors] INFO: Loading SensorModule: APS
[ccSensors] INFO: mod_BuildcraftAPS not found - SensorModule is disabled.
[ccSensors] INFO: Loading SensorModule: TC2
[ccSensors] INFO: mod_ThaumCraft not found - SensorModule is disabled.
Mod Loaded: mod_ccSensors MC1.2.5 Build017pr1
Mod Loaded: mod_IC2AdvancedMachines v4.0
Starting BuildCraft 2.2.14
Copyright (c) SpaceToad, 2011
http://www.mod-buildcraft.com
[IC2] Loading IC2 submodule: bcIntegration31x
[IC2] Submodule not loaded: java.lang.NoClassDefFoundError: buildcraft/api/ITrig
gerProvider
[IC2] Loading IC2 submodule: bcIntegration22x
[IC2] BuildCraft integration module loaded
[IC2] Loading IC2 submodule: cgIntegration14x
[IC2] Submodule not loaded: java.lang.reflect.InvocationTargetException: java.la
ng.NoClassDefFoundError: CraftGuide/API/IRecipeProvider
[IC2] Loading IC2 submodule: neiIntegration11x
[IC2] Submodule not loaded: java.lang.reflect.InvocationTargetException: java.la
ng.NoClassDefFoundError: codechicken/nei/ICraftingHandler
[IC2] Portal Gun compatibility not loaded: java.lang.ClassNotFoundException: mod
_PortalGun
Overriding /gui/items.png with /ic2/sprites/refinedIronDust.png @ 38. 84 left.
Done.
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL.  For more information, see http://www.lwjgl.or
g)
OpenAL initialized.
Connecting to 192.168.0.10, 35065
Commands: 145
Attempting to load: spc_paint
Attempting to load: spc_path
Attempting to load: spc_WorldEdit
***HERE I PLACED THE SENSOR BLOCK***
java.lang.NoSuchMethodError: forge.MinecraftForge.sendTileEntityPacket(Llg;ISIBI
II)V
	    at mod_ccSensors.sendTileEntityPacketToServer(mod_ccSensors.java:678)
	    at ccSensors.shared.TileEntitySensorController.setOwner(TileEntitySensor
Controller.java:722)
	    at ccSensors.shared.BlockSensor.a(BlockSensor.java:377)
	    at vd.a(ItemBlock.java:91)
	    at aan.a(SourceFile:88)
	    at rk.a(PlayerControllerMP.java:294)
	    at net.minecraft.client.Minecraft.c(Minecraft.java:1352)
	    at net.minecraft.client.Minecraft.k(Minecraft.java:1794)
	    at net.minecraft.client.Minecraft.x(Minecraft.java:819)
	    at net.minecraft.client.Minecraft.run(Minecraft.java:747)
	    at java.lang.Thread.run(Unknown Source)
Cloudy #213
Posted 30 May 2012 - 08:06 AM
Please update your version of Minecraft Forge to version 96 at least - IIRC - on the server and client (latest recommended should be fine).
yoskaz01 #214
Posted 30 May 2012 - 01:23 PM
i would even suggest get forge 105+ at least.
chuiby #215
Posted 31 May 2012 - 12:28 AM
Please update your version of Minecraft Forge to version 96 at least - IIRC - on the server and client (latest recommended should be fine).

Well, I've just downloaded the lastest version from the MCForge's forums and it seems to work now. No more crashes.
chuiby #216
Posted 31 May 2012 - 02:58 AM
Any info on how to use this?
Kane Hart #217
Posted 31 May 2012 - 05:35 AM
I can't wait for this baby to get ported to bukkit. Now that threading is fixed Godcraft is adding CC back ASAP!
yoskaz01 #218
Posted 31 May 2012 - 09:50 AM
I can't wait for this baby to get ported to bukkit. Now that threading is fixed Godcraft is adding CC back ASAP!

i'm sure Cloudy will release the bukkit port soon..:)/>/>
musznik #219
Posted 31 May 2012 - 09:54 AM
eh.. better port bukkit to FORGE!
Cloudy #220
Posted 31 May 2012 - 12:32 PM
Bukkit already has a Forge port.
Kane Hart #221
Posted 31 May 2012 - 10:35 PM
@yoskaz01 small bug. When you hit : or ; it brings up a window. Apprently this can be changed but the issue is it bypasses the open chat window while your typing. So if a GUI is open it should have no effect. Not sure if you know about this and if its a easy fix or not.
Backplague #222
Posted 01 June 2012 - 10:37 AM
How is the bukkit porting going? I can not wait to get this with Tekkit. Ahh, all the awesome things i could make :)/>/>
Kane Hart #223
Posted 01 June 2012 - 10:53 AM
just a quick update, working on a new lua API, new console program, and new machine specific dashboard programs…

a quick peek at "current" design for BC Engine dashboard:

the code for this program:
Spoiler

local sizeX, sizeY = term.getSize()

--[[
	Dashboard Parameters
]]--
-- sensor name
local sensor="Sensor";

-- target name
local target="TileEngine,1240,4,445";

-- probe index
local probe=1;

-- dashboard title
local title="Combustion Engine Console";

-- refresh timer
local refresh=2

-- main program
local side = sensors.getController()
local monside,mon = sensorsUI.getMonitor();
mon.setTextScale(1);

local done=false;
local e = sensorsData.getProbe("bc","engine");
local engine = sensors.getSensorReadingAsDict(side,sensor,target,probe)
local timer1=os.startTimer(refresh)
local count=1;
local  progress={"-","","|","/"};
term.clear()
term.setCursorPos(1,1)
term.write(title)	
term.setCursorPos(1,12)
term.write("Press Spacebar to exit");
while not done do
	sensorsUI.checkbox(sizeX - string.len(e.active.label)-3,1,e.active.label,engine[e.active.val])
	sensorsUI.hr(2)
	sensorsUI.hBar(1,4,15,e.energy.label,engine[e.energy.val] ,engine[e.energy.maxval]);
	sensorsUI.hBar(1,5,15,e.heat.label,engine[e.heat.val],engine[e.heat.maxval]);
	sensorsUI.hBar(1,6,15,e.fuel.label,engine[e.fuel.val],engine[e.fuel.maxval]);
	sensorsUI.hBar(1,7,15,e.coolant.label,engine[e.coolant.val],engine[e.coolant.maxval]);
	sensorsUI.hBar(1,8,15,e.burn.label,engine[e.burn.val],engine[e.burn.maxval]);
	sensorsUI.hRadio(1,10,e.stage.label,engine[e.stage.val],e.stage.info);
	evt,k = os.pullEvent()
	if evt=="timer" and k == timer1 then
		timer1=os.startTimer(refresh)
		engine = sensors.getSensorReadingAsDict(side,sensor,target,probe);
	elseif evt=="key" and (k == 28 or k ==57) then
		done=true
	end
	term.setCursorPos(24,12)
	term.write(progress[count])
	count = count+1;
	if count>3 then count=1 end

end
term.setCursorPos(1,15)

Do you any chance have a update version of this? I tried running this just as a file named test so just typed test and enter and got a nil error "test:24: attempt to cal nil"
Cloudy #224
Posted 01 June 2012 - 11:57 AM
How is the bukkit porting going? I can not wait to get this with Tekkit. Ahh, all the awesome things i could make :)/>/>

I have ported it - Kane_Hart is just testing it before I make a release of it :)/>/>
Backplague #225
Posted 01 June 2012 - 02:20 PM
How is the bukkit porting going? I can not wait to get this with Tekkit. Ahh, all the awesome things i could make :)/>/>

I have ported it - Kane_Hart is just testing it before I make a release of it :)/>/>
Yes! Thank you!
Kane Hart #226
Posted 01 June 2012 - 07:48 PM
So Cloudy, I think will be releasing this before he goes and I will ask him for you guys. We decided not to use it because a few bugs. Unfortunately hard to get Vv to actually post them here.

Some bugs we noticed:
- Sensors sometimes go crazy range even left at the default and apparently Vv was able to grab all of the world mfsu's loaded in the chunks and etc.
- Not sure if Vv did it right or not but he was unable to limit the range in his script in lua to reduce say that sensors/script range of say 2 it seem to still grab the 10 radius.
- There was a ton of NPE issues that I can't tell you them because Vv did them never really reported them.
- the gui for I forget the function but on the ; key needs to check if there is a current gui open and if it is not to work. Even changing the binding of it causes it to open instant its a bit funny.
- in the config options setting something to -1 does not seem to work instead gives config error. I tried to quote it as well no luck. Not sure if this broke or I'm doing the format wrong to disable a sensor module.
MrGraphic #227
Posted 02 June 2012 - 09:59 PM
Issue report - Thaumcraft

forge .114
ComputerCraft 1.33
Thaumcraft 2.1.6b
ccSensors 016+

Log

2012-06-02 22:42:04 [FINE] Mod pre-initialization complete
2012-06-02 22:42:04 [FINE] Verifying mod dependencies are satisfied
2012-06-02 22:42:04 [FINE] All dependencies are satisfied
2012-06-02 22:42:04 [FINE] Sorting mods into an ordered list
2012-06-02 22:42:04 [SEVERE] A dependency cycle was detected in the input mod set so they cannot be loaded in order
2012-06-02 22:42:04 [FINER] THROW
java.lang.IllegalArgumentException: There was a cycle detected in the input graph, sorting is not possible
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:179)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.topologicalSort(TopologicalSort.java:140)
at cpw.mods.fml.common.toposort.ModSorter.sort(ModSorter.java:116)
at cpw.mods.fml.common.Loader.sortModList(Loader.java:204)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:579)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
2012-06-02 22:42:14 [SEVERE] A critical error has occurred.
cpw.mods.fml.common.LoaderException: java.lang.IllegalArgumentException: There was a cycle detected in the input graph, sorting is not possible
at cpw.mods.fml.common.Loader.sortModList(Loader.java:215)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:579)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:735)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalArgumentException: There was a cycle detected in the input graph, sorting is not possible
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:179)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.explore(TopologicalSort.java:188)
at cpw.mods.fml.common.toposort.TopologicalSort.topologicalSort(TopologicalSort.java:140)
at cpw.mods.fml.common.toposort.ModSorter.sort(ModSorter.java:116)
at cpw.mods.fml.common.Loader.sortModList(Loader.java:204)
... 5 more

Thanks
chuiby #228
Posted 03 June 2012 - 05:14 AM
Somehow when I rename a sensor (named "Sensor" by default) to something else, It falls back to it's default name upon a server restart…

Fix this please !

Thanks

Mods that I run:

IndustrialCraft 2
BuildCraft 2
RedPower
ComputerCraft 1.33
Additional Pipes
Advanced Machines
ccSensors 017pr1
arbot #229
Posted 03 June 2012 - 03:21 PM
How is the bukkit porting going? I can not wait to get this with Tekkit. Ahh, all the awesome things i could make :)/>/>

I have ported it - Kane_Hart is just testing it before I make a release of it :D/>/>

Any more on this? Really looking forward to getting this on our Tekkit too :3
Cloudy #230
Posted 03 June 2012 - 05:51 PM
It's already in the first post :v
arbot #231
Posted 03 June 2012 - 07:22 PM
It's already in the first post :v

Oh, you edited it after I posted this, lol.

Thanks. :3
arbot #232
Posted 03 June 2012 - 07:37 PM
It's already in the first post :v

Scratch my last post..

On trying to spawn a sensor (using NEI), I get this:



Trying to craft the recipes doesn't yield any results (The result box is empty).

The new items show fine in NEI's GUI.

Using /i 182:1 just gives me a "Block by that ID not found".

Installation method for me (on the server) was this:

> Put both zips in the mods/ folder
> Extract the one I'm supposed to extract and remove the zip
> Start server, class not found error
> Extract and remove the other zip
> Start server, no errors
chuiby #233
Posted 03 June 2012 - 07:53 PM
I'm on build 017pr2 and it still shows "pr1" and also… names ain't getting saved (they still resets to "Sensor") and… when I restart my server, my sensor can't detect the reactor's container anymore, I have to destroy the sensor and place it again to get it working.
I am sorry to say that but… this is the most buggy mod i've seen yet. :/
Nazzemannj #234
Posted 04 June 2012 - 03:39 PM
Having some minor problems running the /ccSensors/Console program in the terminal. Have tried many different combinations, to no use. Also it is not listed in the programs list, neither ingame, or in one of the folders in .minecraft. Am I dooing something wrong, or do I just miss some files etc?

-Nazz

-Edit: Nevermind, got it to work. Just downloaded the files from http://www.minecraftforum.net/topic/1121555-125-cc133-ccsensors-adding-sensors-to-minecraft-now-with-smp/ and it worked =)

-Nazz
arbot #235
Posted 04 June 2012 - 06:38 PM
It's already in the first post :v

So, I noticed that the old bukkit port is in the thread here: http://www.minecraftforum.net/topic/1121555-125-cc133-ccsensors-adding-sensors-to-minecraft-now-with-smp/
So.. The new one's not in the topic here?
Cloudy #236
Posted 04 June 2012 - 08:13 PM
PR1 was the only bukkit port. There will be no new one until at least Thursday I'm afraid, as I'm away for a bit.
arbot #237
Posted 04 June 2012 - 09:19 PM
PR1 was the only bukkit port. There will be no new one until at least Thursday I'm afraid, as I'm away for a bit.

That's okay, I can wait a while. Was just wondering on the development status. :3
chuiby #238
Posted 04 June 2012 - 09:51 PM
Somehow when I rename a sensor (named "Sensor" by default) to something else, It falls back to it's default name upon a server restart…

Fix this please !

Thanks

Mods that I run:

IndustrialCraft 2
BuildCraft 2
RedPower
ComputerCraft 1.33
Additional Pipes
Advanced Machines
ccSensors 017pr1

Am I invisible or what?… I'm having issues heylo!
yoskaz01 #239
Posted 05 June 2012 - 09:26 AM
Somehow when I rename a sensor (named "Sensor" by default) to something else, It falls back to it's default name upon a server restart…

Fix this please !

Thanks

Mods that I run:

IndustrialCraft 2
BuildCraft 2
RedPower
ComputerCraft 1.33
Additional Pipes
Advanced Machines
ccSensors 017pr1

Am I invisible or what?… I'm having issues heylo!

not invisible :)/>/>
i'm looking into this issue - not sure yet why the sensor name is not saved on the server.
Cloudy #240
Posted 05 June 2012 - 09:53 AM
I'm thinking you're just setting it on the tile entity client side - it won't actually get networked over.

When I'm back Thursday I'll look into extending the network system I used before I discovered forges tile entity packets, to allow easy transfer of strings.
yoskaz01 #241
Posted 05 June 2012 - 03:41 PM
I'm thinking you're just setting it on the tile entity client side - it won't actually get networked over.

When I'm back Thursday I'll look into extending the network system I used before I discovered forges tile entity packets, to allow easy transfer of strings.

sounds like the reason, not sure how to use the forge's te packets….
see you on thursday..
chuiby #242
Posted 06 June 2012 - 05:05 AM
Somehow when I rename a sensor (named "Sensor" by default) to something else, It falls back to it's default name upon a server restart…

Fix this please !

Thanks

Mods that I run:

IndustrialCraft 2
BuildCraft 2
RedPower
ComputerCraft 1.33
Additional Pipes
Advanced Machines
ccSensors 017pr1

Am I invisible or what?… I'm having issues heylo!

not invisible :)/>/>
i'm looking into this issue - not sure yet why the sensor name is not saved on the server.

Okay, also, you haven't updated the version number to pr2 in your pr2 release (it says pr1 when someones logs in and when the server loads).
yoskaz01 #243
Posted 06 June 2012 - 05:55 AM
Redownload - the latest have PR2 as the version

I believe that after the sensor name not saved in smp is fixed (which of course cause additional smp issues) all major issues will be gone.

Please let me know of any other issues

i want to start working on some new content/features once the current version is peachy :)/>/>

what would you like to see next?
1. actions/alerts
for example: get a chat message when a condition is met - like heat level above certain value

2. new type of single task sensor
example: Temperature Probe
usage is simple:
- right click with the probe on the sensor controller to link it.
- right click with the probe on the target machine you want to probe.
- place the probe within range of the target machine
- start probing.
it does mean you have less control from lua (like changing targets,etc…) - but on the other side - much simpler usage.
gigagames #244
Posted 06 June 2012 - 01:59 PM
can you pls make , that its work whit bukkit ?
yoskaz01 #245
Posted 07 June 2012 - 01:08 AM
Once the smp issues are fixed I guessed cloudy will update the.bukkit.port
Tekky #246
Posted 12 June 2012 - 09:18 PM
Having issues getting this to run, running Forge version 3.1.3.105, ComputerCraft 1.33, IC2 1.95b, BC2.2.14, RP2PR5b1, Railcraft 5.0.3, Forestry 1.4.4.4, EnderStorage 1.1.1 and Mystcraft 0.8.3. Client works fine, however server refuses to load and spits the same error into console over and over.
Spoiler2012-05-27 15:09:56 [INFO] Starting minecraft server version 1.2.5
2012-05-27 15:09:56 [INFO] Forge Mod Loader version 1.0.0.74 for Minecraft 1.2.5 loading
2012-05-27 15:09:56 [FINE] Attempting to load mods contained in the minecraft jar file and associated classes
2012-05-27 15:09:56 [FINE] Minecraft is a file at E:\MC 12 server\minecraft_server.jar, loading
2012-05-27 15:09:56 [FINE] Found a mod class mod_MinecraftForge in file minecraft_server.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_MinecraftForge found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_MinecraftForge loaded
2012-05-27 15:09:56 [FINE] Mod class mod_MinecraftForge loaded successfully
2012-05-27 15:09:56 [FINE] Found a mod class mod_CodeChickenCore in file minecraft_server.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CodeChickenCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CodeChickenCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_CodeChickenCore loaded successfully
2012-05-27 15:09:56 [FINE] Minecraft jar mods loaded successfully
2012-05-27 15:09:56 [INFO] Loading mods from E:\MC 12 server\mods
2012-05-27 15:09:56 [FINE] Found a zip or jar file AdvancedMachinesServer v1.5.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_AdvancedMachines in file AdvancedMachinesServer v1.5.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdvancedMachines found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdvancedMachines loaded
2012-05-27 15:09:56 [FINE] Mod class mod_AdvancedMachines loaded successfully
2012-05-27 15:09:56 [FINE] File AdvancedMachinesServer v1.5.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-A-core-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftCore in file buildcraft-server-A-core-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftCore loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-A-core-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-builders-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftBuilders in file buildcraft-server-B-builders-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftBuilders found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftBuilders loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftBuilders loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-builders-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-energy-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftEnergy in file buildcraft-server-B-energy-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftEnergy found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftEnergy loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftEnergy loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-energy-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-factory-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftFactory in file buildcraft-server-B-factory-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftFactory found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftFactory loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftFactory loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-factory-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-B-transport-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_BuildCraftTransport in file buildcraft-server-B-transport-2.2.14.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftTransport found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_BuildCraftTransport loaded
2012-05-27 15:09:56 [FINE] Mod class mod_BuildCraftTransport loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-B-transport-2.2.14.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file buildcraft-server-DA-additionalpipes-2.1.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_AdditionalPipes in file buildcraft-server-DA-additionalpipes-2.1.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdditionalPipes found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_AdditionalPipes loaded
2012-05-27 15:09:56 [FINE] Mod class mod_AdditionalPipes loaded successfully
2012-05-27 15:09:56 [FINE] File buildcraft-server-DA-additionalpipes-2.1.3.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a directory ccSensors, attempting to load it
2012-05-27 15:09:56 [FINEST] Recursing into package api
2012-05-27 15:09:56 [FINEST] Recursing into package shared
2012-05-27 15:09:56 [FINEST] Recursing into package shared.network
2012-05-27 15:09:56 [FINEST] Recursing into package shared.sensorModules
2012-05-27 15:09:56 [INFO] Directory ccSensors contained no mods
2012-05-27 15:09:56 [FINE] Found a zip or jar file ccSensors-server-MC125-B017pr1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_ccSensors in file ccSensors-server-MC125-B017pr1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ccSensors found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ccSensors loaded
2012-05-27 15:09:56 [FINE] Mod class mod_ccSensors loaded successfully
2012-05-27 15:09:56 [FINE] File ccSensors-server-MC125-B017pr1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINEST] Recursing into package dan200
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.api
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.core
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.computer.shared
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.turtle
2012-05-27 15:09:56 [FINEST] Recursing into package dan200.turtle.shared
2012-05-27 15:09:56 [FINEST] Recursing into package licenses
2012-05-27 15:09:56 [FINEST] Recursing into package lua
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.apis
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.apis.turtle
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.help
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.computer
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.http
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.secret
2012-05-27 15:09:56 [FINEST] Recursing into package lua.rom.programs.turtle
2012-05-27 15:09:56 [FINE] Found a mod class mod_CCTurtle in directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CCTurtle found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_CCTurtle loaded
2012-05-27 15:09:56 [FINE] Successfully loaded mod class mod_CCTurtle.class
2012-05-27 15:09:56 [FINE] Found a mod class mod_ComputerCraft in directory ComputerCraft, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ComputerCraft found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_ComputerCraft loaded
2012-05-27 15:09:56 [FINE] Successfully loaded mod class mod_ComputerCraft.class
2012-05-27 15:09:56 [FINEST] Recursing into package org
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.ast
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.compiler
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lib
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lib.jse
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.lua2java
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.luajc
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.parser
2012-05-27 15:09:56 [FINEST] Recursing into package org.luaj.vm2.script
2012-05-27 15:09:56 [FINE] Directory ComputerCraft loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file EnderStorage-Server 1.1.1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_EnderStorage in file EnderStorage-Server 1.1.1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_EnderStorage found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_EnderStorage loaded
2012-05-27 15:09:56 [FINE] Mod class mod_EnderStorage loaded successfully
2012-05-27 15:09:56 [FINE] File EnderStorage-Server 1.1.1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file forestry-server-A-1.4.4.4_bc2.2.jar, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Forestry in file forestry-server-A-1.4.4.4_bc2.2.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Forestry found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Forestry loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Forestry loaded successfully
2012-05-27 15:09:56 [FINE] File forestry-server-A-1.4.4.4_bc2.2.jar loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file IC2NuclearControl_server_v1.1.6.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_IC2NuclearControl in file IC2NuclearControl_server_v1.1.6.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2NuclearControl found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2NuclearControl loaded
2012-05-27 15:09:56 [FINE] Mod class mod_IC2NuclearControl loaded successfully
2012-05-27 15:09:56 [FINE] File IC2NuclearControl_server_v1.1.6.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file industrialcraft-2-server_1.95b.jar, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_IC2 in file industrialcraft-2-server_1.95b.jar, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2 found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_IC2 loaded
2012-05-27 15:09:56 [FINE] Mod class mod_IC2 loaded successfully
2012-05-27 15:09:56 [FINE] File industrialcraft-2-server_1.95b.jar loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file mod_LoginMessage-MC125-FML.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_LoginMessage in file mod_LoginMessage-MC125-FML.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_LoginMessage found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_LoginMessage loaded
2012-05-27 15:09:56 [FINE] Mod class mod_LoginMessage loaded successfully
2012-05-27 15:09:56 [FINE] File mod_LoginMessage-MC125-FML.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file PowerConverters_Server_1.3.4.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_PowerConverters in file PowerConverters_Server_1.3.4.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_PowerConverters found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_PowerConverters loaded
2012-05-27 15:09:56 [FINE] Mod class mod_PowerConverters loaded successfully
2012-05-27 15:09:56 [FINE] File PowerConverters_Server_1.3.4.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file Railcraft_Server_5.0.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Railcraft in file Railcraft_Server_5.0.3.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Railcraft found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Railcraft loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Railcraft loaded successfully
2012-05-27 15:09:56 [FINE] File Railcraft_Server_5.0.3.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerControl-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerControl in file RedPowerControl-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerControl found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerControl loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerControl loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerControl-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerCore-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerCore in file RedPowerCore-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerCore found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerCore loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerCore loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerCore-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerLighting-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerLighting in file RedPowerLighting-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLighting found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLighting loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerLighting loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerLighting-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerLogic-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerLogic in file RedPowerLogic-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLogic found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerLogic loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerLogic loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerLogic-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerMachine-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerMachine in file RedPowerMachine-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerMachine found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerMachine loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerMachine loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerMachine-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerWiring-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerWiring in file RedPowerWiring-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWiring found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWiring loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerWiring loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerWiring-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file RedPowerWorld-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_RedPowerWorld in file RedPowerWorld-Server-2.0pr5b1.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWorld found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_RedPowerWorld loaded
2012-05-27 15:09:56 [FINE] Mod class mod_RedPowerWorld loaded successfully
2012-05-27 15:09:56 [FINE] File RedPowerWorld-Server-2.0pr5b1.zip loaded successfully
2012-05-27 15:09:56 [FINE] Found a zip or jar file TransformersServer v1.2.zip, attempting to load it
2012-05-27 15:09:56 [FINE] Found a mod class mod_Transformers in file TransformersServer v1.2.zip, attempting to load it
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Transformers found, loading
2012-05-27 15:09:56 [FINE] ModLoader BaseMod class mod_Transformers loaded
2012-05-27 15:09:56 [FINE] Mod class mod_Transformers loaded successfully
2012-05-27 15:09:56 [FINE] File TransformersServer v1.2.zip loaded successfully
2012-05-27 15:09:56 [INFO] Forge Mod Loader has loaded 27 mods
2012-05-27 15:09:56 [FINE] Beginning mod pre-initialization
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\minecraft_server.jar
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_MinecraftForge : mod_MinecraftForge.cfg
2012-05-27 15:09:56 [FINEST] Configuration for mod_MinecraftForge.SPAWNER_ALLOW_ON_INVERTED found values default: true, configured: true, interpreted: true
2012-05-27 15:09:56 [FINE] Configuration for mod_MinecraftForge written to mod_MinecraftForge.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\minecraft_server.jar
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_CodeChickenCore : mod_CodeChickenCore.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_CodeChickenCore written to mod_CodeChickenCore.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\AdvancedMachinesServer v1.5.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_AdvancedMachines : mod_AdvancedMachines.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_AdvancedMachines written to mod_AdvancedMachines.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-A-core-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftCore : mod_BuildCraftCore.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftCore written to mod_BuildCraftCore.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-builders-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftBuilders : mod_BuildCraftBuilders.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftBuilders written to mod_BuildCraftBuilders.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-energy-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftEnergy : mod_BuildCraftEnergy.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftEnergy written to mod_BuildCraftEnergy.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-factory-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftFactory : mod_BuildCraftFactory.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftFactory written to mod_BuildCraftFactory.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-B-transport-2.2.14.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_BuildCraftTransport : mod_BuildCraftTransport.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_BuildCraftTransport written to mod_BuildCraftTransport.cfg
2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\buildcraft-server-DA-additionalpipes-2.1.3.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_AdditionalPipes : mod_AdditionalPipes.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_AdditionalPipes written to mod_AdditionalPipes.cfg
2012-05-27 15:09:56 [INFO] MinecraftForge v3.1.3.105 Initialized

2012-05-27 15:09:56 [FINER] Pre-initializing E:\MC 12 server\mods\ccSensors-server-MC125-B017pr1.zip
2012-05-27 15:09:56 [FINE] Reading existing configuration file for mod_ccSensors : mod_ccSensors.cfg
2012-05-27 15:09:56 [FINE] Configuration for mod_ccSensors written to mod_ccSensors.cfg
2012-05-27 15:09:57 [SEVERE] Unexpected exception
java.lang.StackOverflowError
at java.lang.Integer.hashCode(Unknown Source)
at java.util.Hashtable.get(Unknown Source)
at forge.DimensionManager.getWorld(DimensionManager.java:53)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:737)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:686)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:739)

Repeats at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:686)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:739)
Also having this exact issue even with 017pr2, which from the changelog I thought might work now.
Have tried this on a brand new server setup, with nothing but forge and mystcraft 0.84 in my server jar and ccSensors 017pr2 and CC 1.33 in mods folder. Still get the errors as described in above log. Tried both forge 3.1.3.105 and 3.2.3.108.

Anything I can do to help debug this I will, just let me know what tests you need, because it happens every time with me.
Cloudy #247
Posted 12 June 2012 - 09:58 PM
When I get chance to sort SMP out I'll look into this.
Saboru #248
Posted 12 June 2012 - 11:48 PM
The IC2 Sensor Card can't be built it seems…
FunshineX #249
Posted 13 June 2012 - 08:17 PM
Just published a tutorial/spotlight video on ccSensors. Please check it out. I had a few issues with the proximity sensor and 2 of the API calls.

[youtube]http://youtu.be/34R4KfLmMSY[/youtube]
Jaap81 #250
Posted 14 June 2012 - 10:46 AM
Just wanted to say thanks for this great mod! Exactly what computercraft needed! The most difficult part was finding the crafting recipe for IC2, had to watch the youtube video to find it :(/>/>
Saboru #251
Posted 15 June 2012 - 01:51 AM
Just wanted to say thanks for this great mod! Exactly what computercraft needed! The most difficult part was finding the crafting recipe for IC2, had to watch the youtube video to find it :(/>/>

mine telling what video it was? I'd like to check it out
Giuseppe #252
Posted 16 June 2012 - 05:22 PM
can you please make this mod Compatible for this

http://mcportcentral.co.za/wiki/index.php?title=Ports_for_1.2.5
yoskaz01 #253
Posted 16 June 2012 - 11:16 PM
was away for a while,
now that i'm back, i'll sort out the issues.
allquan #254
Posted 17 June 2012 - 08:21 PM
in SMP i have a problem:

I can only see/use one Sensor on one frequenzy.
Jaap81 #255
Posted 19 June 2012 - 01:31 PM
Just wanted to say thanks for this great mod! Exactly what computercraft needed! The most difficult part was finding the crafting recipe for IC2, had to watch the youtube video to find it :(/>/>

mine telling what video it was? I'd like to check it out

This one: http://www.youtube.com/watch?v=34R4KfLmMSY
Fostenel #256
Posted 19 June 2012 - 11:43 PM
Running into some issues in SMP.

MC 1.2.5
Forge 3.3.7.135, also had isses with Forge 3.2.5.120
CC 1.33
ccSensors MC125-C017pr2

Major Issues
- Sensors still loosing custom name after server restart.
- Sensors are deactivated after server restart. Have to go and open up the UI, then they 'turn on'
- API only sees one Sensor and names it 'Sensor' even when you have multiple that have all been renamed. (The Sensor Controller UI actually sees all Sensors and thier proper names)

Less serious IMO
- Biome types are wrong for the World Sensor.
- When looking at the GUI for a remote sensor with an Inventory Module, I noticed that it doesn't see the inventory at all (in a vanilla chest, not sure about others). The API seems to get all the correct data though.

Really looking forward to playing with this if you can get those major issues cleared up. Then I can start messing around with it with the other mods I play with.


Edit: Sensors are actually turning off and reseting their name when I just disconnect and come back.
Cloudy #257
Posted 20 June 2012 - 10:00 AM
What actually happens is that sensors aren't saving their name server side at all. I've been a little pre occupied and haven't had chance to speak to yoskaz yet (come on IRC please mate!) to see if he has anything else we need to look into. Thanks for the report!
Turtle #258
Posted 20 June 2012 - 05:18 PM
Awesome pheripheral.
One thing, The console program overrides instead of refreshing the screen, (Easy fix> Add a couple new-line prints when updating the screen :3)
Fostenel #259
Posted 20 June 2012 - 08:49 PM
What actually happens is that sensors aren't saving their name server side at all. I've been a little pre occupied and haven't had chance to speak to yoskaz yet (come on IRC please mate!) to see if he has anything else we need to look into. Thanks for the report!

Do you have any idea what's going on with the API only seeing one sensor? Let me know if I can do anything to help! Can certainly host a test envirnmoent and help with testing if it's needed at all.

Ahh, think I just realized why the API isn't seeing them….. guessing it's also related to not being saved server side..
Jaap81 #260
Posted 21 June 2012 - 11:02 PM
Hi There,

I'm playing with this mod for a couple of days now and i think it works nicely. I can now see the chargestatus of my 20 mfsu units on one screen :P/>/>

I do have some problems with the proximity sensor however. I can't seem to get a reading at all. When i look in the sensor it gives all the targets as it should but when i use the consoleprograms i get the following:

getSensors
1: Sensor

getProbes
Sensor:Sensor
TargetInfo
Player

getReading Sensor Players
This gives no result at all.

When i use the consoleprogram, i can select the sensor, target and probe but when i go to Get Reading the program breaks to the prompt without an error..

I did read the release notes and it says there are problems with the proximity sensor in SMP (it can only detect players) but then this should work i believe.

Maybe someone can provide me with a basic piece of code that works with the proximity sensor? Or is it just a little buggy at the moment?

Regards, Jaap
yoskaz01 #261
Posted 24 June 2012 - 07:03 PM
sorry, was pre-occupied as well lately…:P/>/>
was looking at this issue - .. i'm probably missing something

Cloudy, i'll be on IRC tomorrow.
LucasUK #262
Posted 25 June 2012 - 01:39 PM
Hi Guys, this mod is awesome. Just registered to say how great it is although I can only use 1 sensor / frequency currently (SMP) due to the issues described by Fostenal.

However I can see the potential, it makes CC like 1000X more useful, please fix this as its killer :P/>/>

One more thing, I Spent ages thinking it wasnt setup as I couldnt find the ccSensors folder on my CC computer, maybe add a comment for people (who think they know best) where you say to run: /ccSensors/console
That this folder is only present when controller is next to PC. I was checking it was setup right and wanted to see it and watch it error if i ran the app.

Cheers!!
blipman17 #263
Posted 25 June 2012 - 09:24 PM
hello, i'm having difficulties to find the api and get it working.
i think i found it but i'm not shure.
can you help me, and can you post the filediretory in windows, mac or whatever on the first post of this forum.
i think iit would save mutch people a lot of stress.
and if i actually found it, am i allowed to write my own api and publish it?
i think that the file i just found is a bit complicated.
mrgreaper #264
Posted 25 June 2012 - 11:10 PM
This does seem like exactly what im after but i wanted to find something out, i cant test it for myself at mo as im at work.


ok my planed set up that i want to read

in the bottom of my base 4 mfsu power storage devices, 1 large tank of oil (30 blocks high) 1 large tank of fuel (30 blocks high)

ok so in the top of my base will be a computer room, along with a big monitor, on the monitor i want it to display like so

Power: Oil xx%
1) xx eus fuel xx%
2) xx eus
3) xx eus
4) xx eus

where the power is the eus in each mfsu oil and fuel is the percentage of capacity of the big tanks

i havent been near computer craft in months so im rusty at lua but im sure i can figure out (or find) how to print to a monitor so ignore the flaws in the next section for now (unless your feeling very kind)



function stats()
REM get the details from the sensors ?? guessing at mo
mfsua == sensor.1
mfsub == sensor.2
mfsuc == sensor.3
mfsud == sensor.4
oilcap == sensor.5
oilact == sensor.6
fuelcap == sensor.7
fuelact == sensor.8
REM im guesing you need to set one sensor to detact the capacity of a tank stack and one to detect contents ?
oil == (oilact/oilcap)*100
fuel == (fuelact/fuelcap)*100
term.redirect(top)
term.clear
print("Power:					 Oil "),oil,("% ")
print("1) "),mfsua,(" eus				  fuel "),fuel,("%")
print("2) "),mfsub,(" eus ")
print("3) "),mfsuc,(" eus ")
print("4) "),mfsud,(" eus")
wait(5)
rem wait 5 secs to not overload it
stats()
rem the only way out is to shut down the computer..im ok with that

ok im willing to bet theres syntex errors with the other stuff etc but dont worry about that unless your feeling very kind as im sure searching this forum will help with them, what i really need to know is have i got recieving the data from the sensors right?

i know i have to put id cards in each and have a sensor controller hooked into the computer, but so long as i name them sensor.1 etc will i be able to get the data from the sensor or do i need to specify in the program what data im grabbing

MODS: my laptop hicuped while typing this and it apears its posted multiple times please delete the ones below this, sorry about that, it wasnt intentional.
mrgreaper #265
Posted 25 June 2012 - 11:10 PM
delete me
blipman17 #266
Posted 26 June 2012 - 06:55 AM
delete me
can't jou just delete your own post?
mrgreaper #267
Posted 26 June 2012 - 06:52 PM
delete me
can't jou just delete your own post?

nope :P/>/> the best i could do was edit it down

any help with reading sensors? i didnt get a chance to try it after work and im back at work now :)/>/>
blipman17 #268
Posted 26 June 2012 - 08:29 PM
delete me
can't jou just delete your own post?

nope :P/>/> the best i could do was edit it down

any help with reading sensors? i didnt get a chance to try it after work and im back at work now :)/>/>
nope, i'm also struggeling with it.
i'm trying to make an api for it, but i need to know the original ccsensors api file first.
probably i alredy found it and tossed it in a can or searged further or something like that.
but does anyone know where to find the functions?
LucasUK #269
Posted 29 June 2012 - 07:00 PM
Is the API not one of the files in here: http://goo.gl/SD92A

From the OP.

Keep up good work and fix SMP sensors controller please :P/>/> :)/>/> B)/>/>

Diamonds all round
Yurameki #270
Posted 30 June 2012 - 06:30 AM
is there still no bukkit option? :P/>/> I really want this on my server
musznik #271
Posted 30 June 2012 - 08:14 PM
Strange server incompatibility with Mystcraft @ FORGE 3.3.7/3.3.8 (another 20mods working fine: RP,IC,BC,RC,Forestry itp, but only ccS crashes the server)


[FINER] Pre-initializing .&#46;&#46;/ccSensors-server-MC125-B017pr2
[FINE] Reading existing configuration file for mod_ccSensors : mod_ccSensors.cfg
[FINE] Configuration for mod_ccSensors written to mod_ccSensors.cfg
[SEVERE] Unexpected exception
java.lang.StackOverflowError
at java.lang.Integer.valueOf(Unknown Source)
at forge.DimensionManager.getWorld(DimensionManager.java:53)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:741)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:743)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:743)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:689)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:743)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:689)
...
...
Fokka #272
Posted 01 July 2012 - 06:32 PM
Hi all,

I want to create an new Script that shows some Informations at a single page without the need to switch between targets, they should all predefined.

Current Reactor Heat
Current Reactor Output
EU Storage
Bluealloypower Chargepower
Bluealloypower Storage
Buildcraft Engine States
Buildcraft Liquid Tank Status
Buildcraft Pumps


I started to make a simple script that shows only Reactor current heat and output.



os.loadAPI("/rom/apis/sensors")
os.loadAPI("/rom/apis/sensorsUI")
local sensor="Reactortest"
local side = sensors.getController()
local sSide = "left"
local targets = sensors.getAvailableTargetsforProbe(side,sensor,"Reactor")
local e = sensorsData.getProbe("ic2","reactor")
local reactor = sensors.getSensorReadingAsDict(side,sensor,targets[1],"Reactor")
local Out=reactor.output
local Heat=reactor.heat
print ("Current Heat: " ..Heat)
print ("Output: " ..Out)
sleep (0.1)

and



os.loadAPI("/rom/apis/sensors")
os.loadAPI("/rom/apis/sensorsUI")
local sensor="Reactortest"
local side = sensors.getController()
local sSide = "left"
local targets = sensors.getAvailableTargetsforProbe(side,sensor,"Reactor")
local e = sensorsData.getProbe("ic2","reactor")
local reactor = sensors.getSensorReadingAsDict(side,sensor,targets[1],"Reactor")
local Out=reactor[e.energy.val]
local Heat=reactor[e.heat.val]
print ("Current Heat: " ..Heat)
print ("Output: " ..Out)
sleep (0.1)

But i only get Errors…

test2:15: attempt to concatenate string and nil

Means it has no Values to Print because there are none ?

And has someone a "list" with all functions to display the other things i want ?
KevinW1998 #273
Posted 02 July 2012 - 03:01 PM
Use this:
local Out=reactor['output']
local Heat=reactor['heat']
You don't need to get a Probe if you know what you're looking for!
LG Kevin

PS: I can't wait to use the ccSensors in SMP so I hope it will be fixed soon ^^
Cerulan #274
Posted 03 July 2012 - 02:26 PM
Still no bukkit support yet? This would really be amazing on my tekkit server. I would try to port it myself, but I can't stand MCP.
Deathknight0897 #275
Posted 05 July 2012 - 01:29 PM
1 quick question does this work on tekkit yet and are you planning on make it compatible
JadarMC #276
Posted 05 July 2012 - 02:12 PM
Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!
Fokka #277
Posted 05 July 2012 - 03:27 PM
1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work
Deathknight0897 #278
Posted 05 July 2012 - 05:40 PM
awesome
1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work
JadarMC #279
Posted 05 July 2012 - 11:45 PM
awesome
1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work


Ditto on tekkit..


1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work

Do you know how to get data from sensors? I can't figure out, or find any API calls or anything.. I hope it is as easy as something like


local data = sensors.getData()

Or something along those lines.. xD
Cerulan #280
Posted 06 July 2012 - 07:10 PM
awesome
1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work


Ditto on tekkit..


1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work
Tekkit Server? I can run it SSP
JadarMC #281
Posted 07 July 2012 - 03:01 PM
awesome
1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work


Ditto on tekkit..


1 quick question does this work on tekkit yet and are you planning on make it compatible

I run it on Tekkit, is working so far


Hey guys, I'm confused on how to use this, (still freaking awesome), because I can't find an API reference, and the console program doesn't have comments explaining it.. Could someone please explain the basics of ccSensors to me? (Pretty much already know LUA…)

Thanks!

Im looking for the same too, i can run some things but the most doesn't work
Tekkit Server? I can run it SSP

Nope, been looking to run it on Bukkit (Tekkit) but no ports yet…. :/
Cerulan #282
Posted 07 July 2012 - 03:10 PM
I keep wondering, would it be out of line to ask Maeyanie or cpw to port
JadarMC #283
Posted 07 July 2012 - 10:23 PM
I keep wondering, would it be out of line to ask Maeyanie or cpw to port

So far, Cloudy has been doing the ports.. He hasen't done one for the latest version though.. I keep getting this error on the old Bukkit port though.. It's being a real pain in the butt..



[SEVERE] Unexpected exception
java.lang.IllegalArgumentException: Slot 182 is already occupied by ccSensors.shared.BlockSensor@1d1d4b8 when adding ccSensors.shared.BlockSensor@e49bbd
at net.minecraft.server.Block.<init>(Block.java:177)
at net.minecraft.server.BlockContainer.<init>(BlockContainer.java:6)
at ccSensors.shared.BlockSensor.<init>(BlockSensor.java:32)
at net.minecraft.server.mod_ccSensors.load(mod_ccSensors.java:220)
at cpw.mods.fml.server.ModLoaderModContainer.init(ModLoaderModContainer.java:271)
at cpw.mods.fml.common.Loader.modInit(Loader.java:220)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:539)
at cpw.mods.fml.server.FMLBukkitHandler.onLoadComplete(FMLBukkitHandler.java:121)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Cloudy #284
Posted 07 July 2012 - 10:29 PM
You've somehow gotten it installed twice.

And I will port this - but I need to speak to Yoskaz - I don't have the latest code. I need to fix vanilla SMP before I port it though.
JadarMC #285
Posted 07 July 2012 - 11:43 PM
You've somehow gotten it installed twice.

And I will port this - but I need to speak to Yoskaz - I don't have the latest code. I need to fix vanilla SMP before I port it though.

Hmm, I figured that out, and removed it, but it still gives me the same error.. Could it be the fact that the Sensor and Sensor are on the same block ID? (182, 182:1)

EDIT: Does the zip file need to be compressed or decompressed?
Edited on 07 July 2012 - 09:50 PM
Cerulan #286
Posted 08 July 2012 - 03:19 AM
I keep wondering, would it be out of line to ask Maeyanie or cpw to port

So far, Cloudy has been doing the ports.. He hasen't done one for the latest version though.. I keep getting this error on the old Bukkit port though.. It's being a real pain in the butt..



[SEVERE] Unexpected exception
java.lang.IllegalArgumentException: Slot 182 is already occupied by ccSensors.shared.BlockSensor@1d1d4b8 when adding ccSensors.shared.BlockSensor@e49bbd
at net.minecraft.server.Block.<init>(Block.java:177)
at net.minecraft.server.BlockContainer.<init>(BlockContainer.java:6)
at ccSensors.shared.BlockSensor.<init>(BlockSensor.java:32)
at net.minecraft.server.mod_ccSensors.load(mod_ccSensors.java:220)
at cpw.mods.fml.server.ModLoaderModContainer.init(ModLoaderModContainer.java:271)
at cpw.mods.fml.common.Loader.modInit(Loader.java:220)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:539)
at cpw.mods.fml.server.FMLBukkitHandler.onLoadComplete(FMLBukkitHandler.java:121)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Apparently theres a bukkit port. WHERE?
JadarMC #287
Posted 08 July 2012 - 03:23 AM
I keep wondering, would it be out of line to ask Maeyanie or cpw to port

So far, Cloudy has been doing the ports.. He hasen't done one for the latest version though.. I keep getting this error on the old Bukkit port though.. It's being a real pain in the butt..



[SEVERE] Unexpected exception
java.lang.IllegalArgumentException: Slot 182 is already occupied by ccSensors.shared.BlockSensor@1d1d4b8 when adding ccSensors.shared.BlockSensor@e49bbd
at net.minecraft.server.Block.<init>(Block.java:177)
at net.minecraft.server.BlockContainer.<init>(BlockContainer.java:6)
at ccSensors.shared.BlockSensor.<init>(BlockSensor.java:32)
at net.minecraft.server.mod_ccSensors.load(mod_ccSensors.java:220)
at cpw.mods.fml.server.ModLoaderModContainer.init(ModLoaderModContainer.java:271)
at cpw.mods.fml.common.Loader.modInit(Loader.java:220)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:539)
at cpw.mods.fml.server.FMLBukkitHandler.onLoadComplete(FMLBukkitHandler.java:121)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Apparently theres a bukkit port. WHERE?

I got it working!! And unzip it to the mods folder, get it here (under previous releases): http://www.minecraftforum.net/topic/1121555-125-cc133-ccsensors-adding-sensors-to-minecraft-now-with-smp/
LucasUK #288
Posted 08 July 2012 - 09:50 AM
Thanks cloudy please fix standard SMP mode B)/>/> B)/>/> :)/>/>
JadarMC #289
Posted 08 July 2012 - 02:13 PM
Thanks cloudy please fix standard SMP mode B)/>/> B)/>/> :)/>/>

Ahaha yeah.. A but buggy.. Sensors don't keep their names, transmitter cards don't go into the computer Sensor Controller the right way, put em' in and they pop out. And sometimes, and I don't know if this is ccSensors, but sometimes my Nuclear Reactor doesn't visually show all the Reactor Chambers on it, and when I right click to go into it, it crashed Minecraft..
Edited on 08 July 2012 - 01:00 PM
LucasUK #290
Posted 09 July 2012 - 03:24 AM
for me if i remember correctly I can only use 1 sensor / controller due to the name thing. Seemed good apart from that not tested all sensors tho
JadarMC #291
Posted 09 July 2012 - 08:14 PM
for me if i remember correctly I can only use 1 sensor / controller due to the name thing. Seemed good apart from that not tested all sensors tho

Right, actually I think it combines them or something.. I think at one time I could look at my EU from one sensor, and Reactor in the other under what appeared to be the same sensor on the computer.. If that makes any sense..
LucasUK #292
Posted 10 July 2012 - 01:38 AM
Sorry if this is already posted but the guy that made his wants it SMP Bukkit too :DIm sure he,ll repay you with awesomeness hehe

http://forums.technicpack.net/threads/the-plague-corporation-mod-edit-dis-shits-wikked-awesome-yo.12182/
Backplague #293
Posted 11 July 2012 - 12:02 AM
Sorry if this is already posted but the guy that made his wants it SMP Bukkit too :DIm sure he,ll repay you with awesomeness hehe

http://forums.techni...esome-yo.12182/
You will not believe how much i want it.
Yurameki #294
Posted 11 July 2012 - 04:03 AM
Bukkit port does not work :)/>/> this is the error I get, anyone know how to fix it? I would really really like to get this on my bukkit server!! Worst part is I know the file exists…I checked the archive…


2012-07-10 19:55:59 [SEVERE] java.lang.NoClassDefFoundError: ccSensors/net/minecraft/server/mod_ccSensors (wrong name: net/minecraft/server/mod_ccSensors)
2012-07-10 19:55:59 [SEVERE]  at java.lang.ClassLoader.defineClass1(Native Method)
2012-07-10 19:55:59 [SEVERE]  at java.lang.ClassLoader.defineClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.security.SecureClassLoader.defineClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.net.URLClassLoader.defineClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.net.URLClassLoader.access$100(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.security.AccessController.doPrivileged(Native Method)
2012-07-10 19:55:59 [SEVERE]  at java.net.URLClassLoader.findClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at java.lang.Class.forName0(Native Method)
2012-07-10 19:55:59 [SEVERE]  at java.lang.Class.forName(Unknown Source)
2012-07-10 19:55:59 [SEVERE]  at cpw.mods.fml.common.Loader.loadModClass(Loader.java:440)
2012-07-10 19:55:59 [SEVERE]  at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:497)
2012-07-10 19:55:59 [SEVERE]  at cpw.mods.fml.common.Loader.load(Loader.java:375)
2012-07-10 19:55:59 [SEVERE]  at cpw.mods.fml.common.Loader.loadMods(Loader.java:527)
2012-07-10 19:55:59 [SEVERE]  at cpw.mods.fml.server.FMLBukkitHandler.onPreLoad(FMLBukkitHandler.java:113)
2012-07-10 19:55:59 [SEVERE]  at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:118)
2012-07-10 19:55:59 [SEVERE]  at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
2012-07-10 19:55:59 [SEVERE]  at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
2012-07-10 19:55:59 [SEVERE] Unexpected exception
java.lang.NoClassDefFoundError: ccSensors/net/minecraft/server/mod_ccSensors (wrong name: net/minecraft/server/mod_ccSensors)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:440)
at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:497)
at cpw.mods.fml.common.Loader.load(Loader.java:375)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:527)
at cpw.mods.fml.server.FMLBukkitHandler.onPreLoad(FMLBukkitHandler.java:113)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:118)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
SkullDrago #295
Posted 11 July 2012 - 10:31 AM
have copied the zip in mods folder? if you do so you, you have to extract the zip file so you have an ccsensors directory. Then you have to extract the lua script zip in that directory and delete the zps out of your mods directory and your error will be gone
Backplague #296
Posted 11 July 2012 - 11:23 AM
I keep wondering, would it be out of line to ask Maeyanie or cpw to port

So far, Cloudy has been doing the ports.. He hasen't done one for the latest version though.. I keep getting this error on the old Bukkit port though.. It's being a real pain in the butt..



[SEVERE] Unexpected exception
java.lang.IllegalArgumentException: Slot 182 is already occupied by ccSensors.shared.BlockSensor@1d1d4b8 when adding ccSensors.shared.BlockSensor@e49bbd
at net.minecraft.server.Block.<init>(Block.java:177)
at net.minecraft.server.BlockContainer.<init>(BlockContainer.java:6)
at ccSensors.shared.BlockSensor.<init>(BlockSensor.java:32)
at net.minecraft.server.mod_ccSensors.load(mod_ccSensors.java:220)
at cpw.mods.fml.server.ModLoaderModContainer.init(ModLoaderModContainer.java:271)
at cpw.mods.fml.common.Loader.modInit(Loader.java:220)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:539)
at cpw.mods.fml.server.FMLBukkitHandler.onLoadComplete(FMLBukkitHandler.java:121)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:426)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Apparently theres a bukkit port. WHERE?

I got it working!! And unzip it to the mods folder, get it here (under previous releases): http://www.minecraft...t-now-with-smp/
Guess who just got ccSensors working in Tekkit.
Yurameki #297
Posted 11 July 2012 - 04:37 PM
it's unusual to have to extract the mods zip file itself, I've extracted the lua item, I'll try extracting the whole mod and cross my fingers….
Yurameki #298
Posted 11 July 2012 - 05:10 PM
Ok, unzipping it on bukkit works, thank so much guys!
SkullDrago #299
Posted 11 July 2012 - 06:22 PM
no problem computercraft is a mod which must be extracted too
SkullDrago #300
Posted 14 July 2012 - 12:35 PM
@cloudy can you give us an report of the work for the new port?
Cloudy #301
Posted 14 July 2012 - 02:56 PM
I still need to speak to Yoskaz - I need the latest source.
SkullDrago #302
Posted 14 July 2012 - 04:00 PM
okay thank you.
Cerulan #303
Posted 14 July 2012 - 10:45 PM
For some reason, getSensorReadingAsDict is just not working for me (Bukkit, SSP, Everything) On the in-game computer in runs, then stops, terminating the program there. On the server console, I get fairly standard messages.

EDIT - Fixed. IDK what happened


But now, I have people using loops, and it is spamming my server console. Help! Thanks in advance.
Tiin57 #304
Posted 15 July 2012 - 10:28 PM
So confused… I run a Tekkit server, but there are mixed reports. Some people say they got it working on Tekkit with the bukkit 17pr1 release, but I tried that and it crashed my test server (Just my Tekkit server without people on it.). This is quite annoying, but on the other hand, Cloudy says he'll be releasing a Bukkit port of 17pr2 soon. Main question: Will CCSensors 17pr1 Bukkit release work with Tekkit? If so, how?

Edit: I feel like a fool. I got it working by placing the Bukkit 17pr1 version into the <server>/mods folder, extracting the CCSensors folder out into the same directory, and deleting the zip. Detailing for any more fumbling fools like me.
Arpimato #305
Posted 17 July 2012 - 12:13 AM
Hope you guys fix the Sensor name issues soon, pretty much the only thing holding this thing back on SMP :P/>/>
jormundgandr #306
Posted 17 July 2012 - 12:53 AM
Im getting an error report on startup. Any help available?



— BEGIN ERROR REPORT 4464685f ——–
Generated 7/16/12 5:28 PM

Minecraft: Minecraft 1.1
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Intel(R) HD Graphics version 2.1.0 - Build 8.15.10.2622, Intel

java.lang.IllegalArgumentException: Slot 236 is already occupied by [email="ic2.common.BlockDynamite@b49a9f"]ic2.common.BlockDynamite@b49a9f[/email] when adding [email="ccSensors.BlockComputerSensor@1134b72"]ccSensors.BlockComputerSensor@1134b72[/email]
at oe.<init>(Block.java:176)
at aew.<init>(BlockContainer.java:7)
at ccSensors.BlockComputerSensor.<init>(BlockComputerSensor.java:45)
at mod_ccSensors.load(mod_ccSensors.java:292)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:316)
at net.minecraft.client.Minecraft.run(Minecraft.java:624)
at java.lang.Thread.run(Unknown Source)
— END ERROR REPORT 42374204 ———-
MysticT #307
Posted 17 July 2012 - 01:11 AM
Im getting an error report on startup. Any help available?



— BEGIN ERROR REPORT 4464685f ——–
Generated 7/16/12 5:28 PM

Minecraft: Minecraft 1.1
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics version 2.1.0 - Build 8.15.10.2622, Intel

java.lang.IllegalArgumentException: Slot 236 is already occupied by [email="ic2.common.BlockDynamite@b49a9f"]ic2.common.BlockDynamite@b49a9f[/email] when adding [email="ccSensors.BlockComputerSensor@1134b72"]ccSensors.BlockComputerSensor@1134b72[/email]
at oe.<init>(Block.java:176)
at aew.<init>(BlockContainer.java:7)
at ccSensors.BlockComputerSensor.<init>(BlockComputerSensor.java:45)
at mod_ccSensors.load(mod_ccSensors.java:292)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:316)
at net.minecraft.client.Minecraft.run(Minecraft.java:624)
at java.lang.Thread.run(Unknown Source)
— END ERROR REPORT 42374204 ———-
It's an id conflict with IC2, you have to change the blocks ids in the config (either IC2 or ccSensors).
jormundgandr #308
Posted 17 July 2012 - 02:02 AM
Im getting an error report on startup. Any help available?



— BEGIN ERROR REPORT 4464685f ——–
Generated 7/16/12 5:28 PM

Minecraft: Minecraft 1.1
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics version 2.1.0 - Build 8.15.10.2622, Intel

java.lang.IllegalArgumentException: Slot 236 is already occupied by [email="ic2.common.BlockDynamite@b49a9f"]ic2.common.BlockDynamite@b49a9f[/email] when adding [email="ccSensors.BlockComputerSensor@1134b72"]ccSensors.BlockComputerSensor@1134b72[/email]
at oe.<init>(Block.java:176)
at aew.<init>(BlockContainer.java:7)
at ccSensors.BlockComputerSensor.<init>(BlockComputerSensor.java:45)
at mod_ccSensors.load(mod_ccSensors.java:292)
at ModLoader.init(ModLoader.java:824)
at ModLoader.AddAllRenderers(ModLoader.java:189)
at afq.<init>(afq.java:80)
at afq.<clinit>(afq.java:9)
at net.minecraft.client.Minecraft.a(Minecraft.java:316)
at net.minecraft.client.Minecraft.run(Minecraft.java:624)
at java.lang.Thread.run(Unknown Source)
— END ERROR REPORT 42374204 ———-
It's an id conflict with IC2, you have to change the blocks ids in the config (either IC2 or ccSensors).

I've tried a myriad of combinations for block id's but its always in conflict with another mod. I'm running it on technic and i can't seem to find an unused id number. any ideas?

Mod List:
————————
ModLoader 1.1
mod_CARuins v2.3.0
mod_ModLoaderMp 1.0.0
mod_NotEnoughItems 1.1.1
mod_Somnia v19 [1.1.0]
mod_HangableMaps 1.1
mod_MinecraftForge 1.3.3.14
mod_ReiMinimap v3.0_01 [1.1]
mod_IC2 v1.70
mod_RedPowerArray 2.0pr4d
mod_RedPowerCore 2.0pr4d
mod_RedPowerLighting 2.0pr4d
mod_RedPowerLogic 2.0pr4d
mod_RedPowerMachine 2.0pr4d
mod_RedPowerWiring 2.0pr4d
mod_RedPowerWorld 2.0pr4d
mod_Clevercraft 1.6.2
mod_ItemDescriptions 1.3
mod_EnderChest 1.0.1
mod_AdditionalBuildcraftObjects 0.9-63 (MC 1.1, BC 3.1.2)
mod_betterDungeons 0.921
mod_BuildCraftCore 3.1.3
mod_BuildCraftBuilders 3.1.3
mod_BuildCraftEnergy 3.1.3
mod_BuildCraftFactory 3.1.3
mod_BuildCraftTransport 3.1.3
mod_LogisticsPipes 0.2.0 (built with Minecraft 1.1.0, Buildcraft 3.1.3, Forge 1.3.1)
mod_BuildCraftSilicon 3.1.3
mod_zAdditionalPipes Rev34.0
mod_ccSensors 1.1.0_Build.010
mod_EE EE2 v1.0.0
mod_Forestry 1.3.4.3
mod_BuildCraftZFP (Forestry Package)
mod_IC2AdvancedMachines v3.2
mod_InvTweaks 1.38 (1.1)
mod_MAtmos_forModLoader r10 for 1.1.x
mod_Millenaire 2.3.1
mod_mocreatures v3.2.2 (MC 1.1)
mod_IC2_ChargingBench 1.64-1
mod_tome 1.0.0
mod_xpbook 1.0.0
mod_Zeppelin 1.1.0.0.25
mod_NetherOres 1.1.0R1.1.2
mod_RailcraftAutomation 3.3.1
mod_RailcraftBuildcraft 3.3.1
mod_RailcraftCore 3.3.1
mod_RailcraftExtras 3.3.1
mod_RailcraftFactory 3.3.1
mod_RailcraftIC2 3.3.1
mod_RailcraftInfrastructure 3.3.1
mod_RailcraftRails 3.3.1
mod_ThaumCraft 1.2.5
mod_treecapitator 1.1
Balkon's WeaponMod 1.1.0 v8.4.0 SMP Edition
mod_WirelessRedstone 1.5
mod_WirelessRedstoneClient 1.5
jormundgandr #309
Posted 17 July 2012 - 02:06 AM
I've also tried to remove the ccSensors completely from my files in an attempt to continue play without and I get the beginning of an error message then it crashes out. Any one know what I'm doing wrong?
SkullDrago #310
Posted 17 July 2012 - 04:10 PM
have you any place is an sensor installed? delete it and try again to delete the mod
jormundgandr #311
Posted 17 July 2012 - 10:17 PM
I havent even had a chance to use the mod for ccsensors,I downloaded and started up and it bugged out on me.
Cloudy #312
Posted 17 July 2012 - 10:21 PM
Post logs please. We can help then.

Block ID conflicts are not ccSensors fault, just part of MC modding.
jormundgandr #313
Posted 18 July 2012 - 01:46 AM
Im probably just a super noob but how would i go about postings the logs? logs of what exactly? Im not blaming the ccsensors Im just seeking help.
Croco #314
Posted 19 July 2012 - 11:55 AM
Hello,

Can a server version is planned for bukkit ?

Thanks
Iscariah #315
Posted 19 July 2012 - 05:12 PM
Hello,

Can a server version is planned for bukkit ?

Thanks

Yes, ur server version can haz a bukkit planned in the future…. XD

In plain English, it seems Cloudy is doing the Bukkit version and is waiting for the latest source. You can read that at the top of this page. Not only that, there is a Bukkit port from him already. It's slightly older, but works. (Also on Tekkit, that's where I use it. :P/>/> )
Croco #316
Posted 19 July 2012 - 11:05 PM
Yes, ur server version can haz a bukkit planned in the future…. XD

In plain English, it seems Cloudy is doing the Bukkit version and is waiting for the latest source. You can read that at the top of this page. Not only that, there is a Bukkit port from him already. It's slightly older, but works. (Also on Tekkit, that's where I use it. :P/>/> )
Thank you for the reply, yes I've seen the previous release of Cloudy bukkit. I will wait for its release with interest.
Cerulan #317
Posted 20 July 2012 - 11:55 AM
Jormungandr, since you have NEI installed, you can fix the block id conflict issue by Pressing Options when you're in your Inventory screen, pressing Block/ID Settings, then press on "Hide Unused Block IDs".

This will show unused Ids in the item list by displaying a number (the id) with a background of vines.
You can use any of those IDs.

Note If you do not have forge 135+ or Block ID 4096 fix, you must make blocks' ids less than 256.
blystad #318
Posted 29 July 2012 - 02:30 PM
I got the bukkit version to function with Tekkit, and I must say: THANK YOU! This mod is a work of genious.With that in mind I would put my voice forth and say that I hope you can turn this mod open source, there is so much tinkering and things I would like to add, being a professional Java developer. For instance, I was thinking of creating a power management system, and most of my power is comming from geothermal generators. I would like to view the status of my 5 tanks of liquid on my dashboard. At the moment, each tank of liquid is seperated as its own entity, (so I have 35 tanks at the moment). I could compare the X and Y and create a combined tank in that way, but it would require cooperation between 3-7 sensors and some advanced logical functions, and, well, I prefer doing such stuff in Java which I know a lot of, then in LUA.

Also, if its open source, it can be continued to be developped even if you decide you're too bored to bother with it. :ph34r:/>/> I know I would've contributed to this project, I love it.
yoskaz01 #319
Posted 01 August 2012 - 04:09 AM
hey

I was away for a while had computer issues ( HD crash) and no time :ph34r:/>/>

but imback now

clody

ill try to catch u on irc
Cloudy #320
Posted 01 August 2012 - 08:38 AM
Welcome back mate :ph34r:/>/>
Tiin57 #321
Posted 01 August 2012 - 11:36 AM
Congrats on Tekkit 3.1.2!
SkullDrago #322
Posted 01 August 2012 - 03:43 PM
will the 1.33 version be compatible to the new computercraft 1.4.1?
Cloudy #323
Posted 01 August 2012 - 06:37 PM
Yes, it already is.
SkullDrago #324
Posted 01 August 2012 - 06:39 PM
nice
Vendan #325
Posted 01 August 2012 - 08:55 PM
There seems to be a bug in the data returned by the forestry probe, specifically the engine.maxHeat doesn't get a value. This throws off the table, as that section looks like

engine.heat
4032
engine.maxHeat
engine.progress
0
engine.fuelItemId
5273
engine.burnTime

so the dictionary ends up with stuff like
engine[5273] = "engine.burnTime"

which is very bad for programs

As a temporary fix, you can edit the sensorsAPI.lua and replace the tabtodict function with the following

function tabtodict(t)
local r = {}
for k=1,#t,1 do
  if tonumber(t[k+1])~=nil then
   r[t[k]]=t[k+1]
  end
end
return r
end

That will get programs running right, but the mod makers might want to explore why this is happening

edit: That breaks getProbes, here's a fix for getProbes

function getProbes(side,sensor)
local data = sensors.getSensorInfoAsTable(side,sensor,"probes");
local r={};
local i=1;
if data[2] ~= nil then
  for p in string.gmatch(data[2],"%a+") do
   r[i] = p;
   i =i+1;
  end
end
return r;
end
Still be better if they fixed the original issue
MichiyoRavencroft #326
Posted 02 August 2012 - 05:15 AM
Great mod using PR1 for bukkit, can't wait til PR2 is out to fix the SensorNet key bug!
FuzzyPurp #327
Posted 05 August 2012 - 08:48 AM
Hope Yoskaz is still around - this addon is essential for me :P/>/>
BigSHinyToys #328
Posted 06 August 2012 - 07:42 PM
I Just tried placing the sensor Peripheral next to a computer "top" and it crashed. MC 1.2.5 CC 1.41
here is crash report
Spoiler

12 mods loaded
Minecraft Forge 3.3.8.152
FML v2.2.78.153
Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5
mod_MinecraftForge : Available (minecraft.jar)
mod_ComputerCraft : Available (ComputerCraft)
mod_IC2 : Available (industrialcraft-2-client_1.97.jar)
mod_RedPowerMachine : Available (RedPowerMachine-2.0pr5b2.zip)
mod_ccSensors : Available (ccSensors-client-MC125-B017pr2.zip)
mod_CCTurtle : Available (ComputerCraft)
mod_RedPowerControl : Available (RedPowerControl-2.0pr5b2.zip)
mod_RedPowerCore : Available (RedPowerCore-2.0pr5b2.zip)
mod_RedPowerLighting : Available (RedPowerLighting-2.0pr5b2.zip)
mod_RedPowerLogic : Available (RedPowerLogic-2.0pr5b2.zip)
mod_RedPowerWiring : Available (RedPowerWiring-2.0pr5b2.zip)
mod_RedPowerWorld : Available (RedPowerWorld-2.0pr5b2.zip)

	  Minecraft has crashed!	 
	  ----------------------	 
Minecraft has stopped running because it encountered a problem.


--- BEGIN ERROR REPORT 2216d51c --------
Generated 7/08/12 2:37 AM
Minecraft: Minecraft 1.2.5
OS: Windows XP (x86) version 5.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel Pineview Platform version 1.4.0 - Build 7.15.10.5134, Intel
java.lang.ClassCastException: ccSensors.shared.TileEntitySensorController cannot be cast to ccSensors.shared.TileEntityComputerSensor
at ccSensors.shared.BlockSensor.c(BlockSensor.java:393)
at vd.a(SourceFile:50)
at aan.a(SourceFile:88)
at aff.a(PlayerControllerCreative.java:92)
at net.minecraft.client.Minecraft.c(Minecraft.java:1357)
at net.minecraft.client.Minecraft.k(Minecraft.java:1800)
at net.minecraft.client.Minecraft.x(Minecraft.java:822)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4e6008d9 ----------


Any Idea on cause / solution ?
Note: first time user of ccSenors
LucasUK #329
Posted 06 August 2012 - 11:29 PM
did u unzip the zip and delete the zip after.
SkullDrago #330
Posted 07 August 2012 - 01:28 AM
it shows that he have not unzip. i think he tried to use the zip.
BigSHinyToys #331
Posted 07 August 2012 - 08:07 AM
I did Unzip it. It is working now looks like you cant place them above a computer thought? Evrey time a iplac above it crashes But bellow is fine how odd?
[EDIT]
another problem I can craft all types of sensor card bar the one i wanted that is the IC2 card. Has its recipe changes ?
[/EDIT]
zeroburn #332
Posted 07 August 2012 - 02:32 PM
A quick newbie question for someone running tekkit 3.1.2, I can see the sensor on the controller with the name I applied at the sensor but when using the console program it shows as "sensor" rather than the assigned name - am I doing something wrong or is it a known issue?
squornshellus #333
Posted 07 August 2012 - 03:17 PM
I'm having an absolute ton of problems on Tekkit 3.1.2. All the documentation seems to be out of date/incomplete :/

Most of the buttons in the interfaces for the controllers/sensors (e.g. 'decode', 'new' etc) don't do anything or are greyed out, and the sensor gui seems to report incorrect values for devices in range (IC2).

Oh yeah, and I'm running a server on my PC and ccSensors spams the console 24/7 with info messages:



Another thing…I set up one controller and two sensors all on the same frequency, but I can only ever read from one on the computer.


ctrl = sensors.getController()
senses=sensors.getSensors(ctrl)

^ this only gives me one of the sensors (#senses is always 1).
CoderHulk #334
Posted 08 August 2012 - 12:15 AM
A quick newbie question for someone running tekkit 3.1.2, I can see the sensor on the controller with the name I applied at the sensor but when using the console program it shows as "sensor" rather than the assigned name - am I doing something wrong or is it a known issue?

Also experiencing the same problem in SMP.

There are also a few other differences in SMP such as SensorsController not being able to set an owner and doesn't turn on indicated by the 4 green lights instead of the 4 red lights. I have tested and confirmed all of this is working in SSP.

Here is some error logs from the console:


07.08 23:10:11 [Server] INFO DEBUG] saved to repository:size = 0
07.08 23:10:11 [Server] INFO DEBUG] getCustomValue getreactorsize
07.08 23:10:11 [Server] INFO DEBUG] getCustomValue f::size, obj:ic2.common.TileEntityNuclearReactor
07.08 23:10:11 [Server] INFO Can't find Field:maxheat in class:TileEntityNuclearReactor
07.08 23:10:11 [Server] INFO [mod_ccSensors] callMethod:2 args[1]:
07.08 23:10:11 [Server] INFO [mod_ccSensors] callMethod:9 args[2]:
07.08 23:10:11 [Server] INFO [SETTARGET] TileEntityNuclearReactor
07.08 23:10:11 [Server] INFO [mod_ccSensors] callMethod:6 args[2]:
07.08 23:10:08 [Server] INFO targetmod:0
07.08 23:10:08 [Server] INFO [mod_ccSensors] callMethod:5 args[2]:
07.08 23:10:06 [Server] INFO [mod_ccSensors] callMethod:4 args[2]:
07.08 23:10:02 [Server] INFO targetmod:0
07.08 23:10:02 [Server] INFO [mod_ccSensors] callMethod:5 args[2]:
07.08 23:10:00 [Server] INFO [mod_ccSensors] callMethod:4 args[2]:
07.08 23:09:58 [Server] INFO [mod_ccSensors] callMethod:3 args[0]:
07.08 23:09:38 [Server] INFO [mod_ccSensors] callMethod:4 args[7]:
07.08 23:09:38 [Server] INFO [mod_ccSensors] callMethod:3 args[0]:
07.08 23:08:21 [Server] INFO list
07.08 23:06:47 [Server] INFO [mod_ccSensors] callMethod:3 args[0]

There was also some additional messages which I couldn't recreate about metadata not being available.

Hope this helps, if you need any more information let me know and I will see if I can help out.
pokemonmegaman #335
Posted 08 August 2012 - 06:56 AM
In SMP, the issue with a sensor not wanting to change it's target persists.

Initially, I have it locked onto a reactor. When I call

sensors.setActiveReading("back", "Sensor", "EUStorage")[1]

it returns true. However, when I call

sensors.getAvailableTargets("back", "Sensor")

it always returns a blank array, rather then one with my MFSU in it. Can you help me out here?

P.S.: sensors.getVersion() returns 0.2.


Edit: I think there is a bug with getSensorReadingAsTable. I tried using that to fix my program, but it crashes on that line with no computercraft runtime error message.
Conflagrated #336
Posted 08 August 2012 - 08:13 PM
Love the mod. Don't love the console spam.
Is there any way to turn these messages off?
Cloudy #337
Posted 08 August 2012 - 08:21 PM
The bukkit port is outdated. But I need to speak to yoskaz to get the latest code so I can fix both vanilla SMP and port to bukkit.
kaybie22 #338
Posted 09 August 2012 - 12:13 AM
Loving this addition to copmputercraft

I was wondering if you are addressing the issue with the proximity sensor in SMP where if you select a Players probe then select a target listed then nothing is returned in getReading. This is using the console and the API but does work on the sensor itself.

Also any news on the sensor name retention issue.

Many thanks for all the hard work you guys have put in
KevinW1998 #339
Posted 10 August 2012 - 06:50 AM
WoHo! I hope the SMP custom name bug will be fixed soon :-) !
Olafski #340
Posted 10 August 2012 - 06:50 PM
Hey! Thanks for making this addon, I love it ;)/>/> Except it doesn't work 100% correctly in Tekkit, I'm hoping you can help me with that.


I wanted to make something that automatically opens the doors to my factory when I'm near, but alas - the Proximity sensor's Players probe doesn't seem to work for me.


Here's the stack trace I get (on the server) when I run the "console" program, select a proximity sensor, the Players probe and then the only target available (I presume that's me):
http://pastebin.com/vZ8YRd36

I'm running Tekkit 3.1.2 on Java 7u5.

Thanks in advance and thanks again for making this addon! If you need any more info from me, or need me to try something, I'd be more than willing to help.
Conflagrated #341
Posted 11 August 2012 - 02:23 AM
"added: loglevel can be set in the config file default to error only. (loglevel=error,info,debug)"

This doesn't seem to work, as I'm still bombarded by update messages. I really ​don't want to install this mod, but the errors are making administration impossible; It's actually starting to negatively impact preformance as my server.log has reached three gigabytes in the span of 2 days with it installed.
This is what my config looks like.
Silverdark #342
Posted 11 August 2012 - 09:17 PM
Is there no option to use the loglevel in the pr1 :/
It spams the log too much… so I can´t use it…

But anyway it is a great mod!
FuzzyPurp #343
Posted 12 August 2012 - 05:23 AM
Is there no option to use the loglevel in the pr1 :/
It spams the log too much… so I can´t use it…

But anyway it is a great mod!

Then get pr2?
Silverdark #344
Posted 12 August 2012 - 10:57 AM
The problem is, that Tekkit use the pr1… ^^

//edit: Because of that, I need the pr1 with the loglevel option of pr2…
FuzzyPurp #345
Posted 13 August 2012 - 07:01 AM
The problem is, that Tekkit use the pr1… ^^

//edit: Because of that, I need the pr1 with the loglevel option of pr2…

Hey you can always update your mods, why sit around and wait for Tekkit? Can't expect someone to backport a bugfix because of a modpack using an outdated verion!
Silverdark #346
Posted 13 August 2012 - 10:04 AM
Hey you can always update your mods, why sit around and wait for Tekkit? Can't expect someone to backport a bugfix because of a modpack using an outdated verion!

Yes, I can always update my mods… but on my Server are people who don't want to update them manuelly… because of that I want only that the log spam stops…
FuzzyPurp #347
Posted 13 August 2012 - 07:48 PM
Sounds like poor cooperation of the server :P/>/>
Daedalus #348
Posted 13 August 2012 - 11:37 PM
I don't know if this is my copy of the sub-mod, or if it's just gone unnoticed for a long time now, but there appears to be a bug in the sensor readings for buildcraft's combustion engines:



Something happens in regards to the penaltyCooling value, which completely messed up the rest of the table, making the other values unretrievable. I unfortunately don't know how to decombile, or for that matter, which class to decombile to find the offending line.

Here is an error I managed to find in my logs: http://pastebin.com/nc0MGMDN
Silverdark #349
Posted 14 August 2012 - 07:57 AM
Sounds like poor cooperation of the server :P/>/>

Yes, that is it… but I want to use the mod :D/>/> :D/>/> :D/>/> I only want that it not spam the log ._.
S1ay #350
Posted 15 August 2012 - 04:20 PM
I'm having an issue with the getReadingsAsDict call for a Buildcraft sensor probing a CombustionEngine. The call seems to work correctly in game but my server console shows the following errors.

Is this some configuration problem on my end?
Spoiler

2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:3 args[0]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:7 args[2]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:4 args[1]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:4 args[2]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:5 args[2]:
2012-08-14 19:35:17 [INFO] targetmod:0
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:6 args[2]:
2012-08-14 19:35:17 [INFO] [SETTARGET] TileEngine
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:6 args[2]:
2012-08-14 19:35:17 [INFO] [SETTARGET] TileEngine
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:9 args[2]:
2012-08-14 19:35:17 [INFO] error setting active reading to:heat
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:2 args[1]:
2012-08-14 19:35:17 [INFO] Can't find Field:isRedstonePowered in class:TileEngine
2012-08-14 19:35:17 [INFO] Can't find Field:penatlyCooling in class:EngineIron
2012-08-14 19:35:17 [INFO] DEBUG] saved to repository:engine.liquidId = 4064
2012-08-14 19:35:17 [INFO] DEBUG] getCustomValue f::totalBurnTime, obj:buildcraft.energy.TileEngine
2012-08-14 19:35:17 [SEVERE] java.lang.ClassNotFoundException: buildcraft.api.BuildCraftAPI
2012-08-14 19:35:17 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.security.AccessController.doPrivileged(Native Method)
2012-08-14 19:35:17 [SEVERE]  at java.net.URLClassLoader.findClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.Class.forName0(Native Method)
2012-08-14 19:35:17 [SEVERE]  at java.lang.Class.forName(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.BaseSensor.getTargetField(BaseSensor.java:835)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.SensorModule_BC.getCustomValue(SensorModule_BC.java:39)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.BaseSensor.getValuesEx(BaseSensor.java:979)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.BaseSensor.getReading(BaseSensor.java:135)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.TileEntityComputerSensor.getReading(TileEntityComputerSensor.java:214)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.TileEntitySensorController.getSensorReading(TileEntitySensorController.java:421)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.TileEntitySensorController.callMethod(TileEntitySensorController.java:646)
2012-08-14 19:35:17 [SEVERE]  at dan200.computer.core.Computer$PeripheralWrapper.call(Computer.java:128)
2012-08-14 19:35:17 [SEVERE]  at dan200.computer.core.Computer$46.invoke(Computer.java:1435)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.TailcallVarargs.eval(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.call(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaThread$State.run(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.Thread.run(Unknown Source)
cy-one #351
Posted 24 August 2012 - 12:49 AM
Hey :D/>/>

I already read that someone has problems with the Sensor Controller not working properly (red lights, owner not setable, not all readings from proximitysensor), i didn't read the whole thread, though.
I also already searched a bit in the 'net about that problem, but didn't find a solution.

The tekkit-server i'm playing on does have the current version of ccSensors (1.2.5 Build017pr1) and i wanted to ask if anybody knows a fix for that problem.
Oddstr13 #352
Posted 25 August 2012 - 03:10 PM
@yoskaz01
Could you please consider opensourcing this mod, since you don't seem to have time to develop it at the time.
This would make it possible for the community to fix bugs that annoys them, and ccSensors would become a much better mod.
This mod have so much potential, but is currently so buggy that it is of litle use.

If you don't want to opensource it, please give a proper reason for why not. (we can handle messy code, if that is your concern).

I know for a fact that there are many others out here that feels the same.

Best Regards
Oddstr13
shivalwolf #353
Posted 26 August 2012 - 12:39 PM
I'm having an issue with the getReadingsAsDict call for a Buildcraft sensor probing a CombustionEngine. The call seems to work correctly in game but my server console shows the following errors.

Is this some configuration problem on my end?
Spoiler

2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:3 args[0]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:7 args[2]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:4 args[1]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:4 args[2]:
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:5 args[2]:
2012-08-14 19:35:17 [INFO] targetmod:0
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:6 args[2]:
2012-08-14 19:35:17 [INFO] [SETTARGET] TileEngine
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:6 args[2]:
2012-08-14 19:35:17 [INFO] [SETTARGET] TileEngine
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:9 args[2]:
2012-08-14 19:35:17 [INFO] error setting active reading to:heat
2012-08-14 19:35:17 [INFO] [mod_ccSensors] callMethod:2 args[1]:
2012-08-14 19:35:17 [INFO] Can't find Field:isRedstonePowered in class:TileEngine
2012-08-14 19:35:17 [INFO] Can't find Field:penatlyCooling in class:EngineIron
2012-08-14 19:35:17 [INFO] DEBUG] saved to repository:engine.liquidId = 4064
2012-08-14 19:35:17 [INFO] DEBUG] getCustomValue f::totalBurnTime, obj:buildcraft.energy.TileEngine
2012-08-14 19:35:17 [SEVERE] java.lang.ClassNotFoundException: buildcraft.api.BuildCraftAPI
2012-08-14 19:35:17 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.net.URLClassLoader$1.run(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.security.AccessController.doPrivileged(Native Method)
2012-08-14 19:35:17 [SEVERE]  at java.net.URLClassLoader.findClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.ClassLoader.loadClass(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.Class.forName0(Native Method)
2012-08-14 19:35:17 [SEVERE]  at java.lang.Class.forName(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.BaseSensor.getTargetField(BaseSensor.java:835)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.SensorModule_BC.getCustomValue(SensorModule_BC.java:39)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.BaseSensor.getValuesEx(BaseSensor.java:979)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.sensorModules.BaseSensor.getReading(BaseSensor.java:135)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.TileEntityComputerSensor.getReading(TileEntityComputerSensor.java:214)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.TileEntitySensorController.getSensorReading(TileEntitySensorController.java:421)
2012-08-14 19:35:17 [SEVERE]  at ccSensors.shared.TileEntitySensorController.callMethod(TileEntitySensorController.java:646)
2012-08-14 19:35:17 [SEVERE]  at dan200.computer.core.Computer$PeripheralWrapper.call(Computer.java:128)
2012-08-14 19:35:17 [SEVERE]  at dan200.computer.core.Computer$46.invoke(Computer.java:1435)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.TailcallVarargs.eval(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.call(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.execute(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at org.luaj.vm2.LuaThread$State.run(Unknown Source)
2012-08-14 19:35:17 [SEVERE]  at java.lang.Thread.run(Unknown Source)

I am getting this bug as well. I think this is also related to the scrambled dict view you get when trying to read the value.
This just a print of all the output.


lastPower
false
engine.energy
0
engine.maxEnergy
100000
engine.maxEnergyExtracted
500
engine.heat
0
engine.MAX_HEAT
100000
engine.energyStage
Blue
engine.penatlyCooling
engine.liquidQty
4595
engine.MAX_LIQUID
10000
engine.liquidId
4064
engine.coolantQty
10000
engine.COOLANT_THRESHOLD
49000
engine.coolantId
9
engine.burnTime
1

engine.penatlyCooling does not return a value so the next line is another key. The command that converts to a dict loops line by line so when there is no value it screws up and starts assigning values as keys and the next key as a value.

engine.penatly Cooling. This bug is possibly caused by "penatly" being typoed and should be "penalty"

Also this is all the values returned for some reason the isRedstonePowered flag is not showing up, I have no idea why can't see any other typo bugs
shivalwolf #354
Posted 26 August 2012 - 12:56 PM
Just looking at the TileEngine part of Buildcraft and I cant find isRedstonePowered. However i could find

boolean isPowered = this.k.x(this.l, this.m, this.n);

So possibly the flag changed name which is why it cant find the old flag?
immibis #355
Posted 27 August 2012 - 05:27 AM
Just looking at the TileEngine part of Buildcraft and I cant find isRedstonePowered. However i could find

boolean isPowered = this.k.x(this.l, this.m, this.n);

So possibly the flag changed name which is why it cant find the old flag?
Look at the deobfuscated code.
shivalwolf #356
Posted 27 August 2012 - 06:03 AM
Just looking at the TileEngine part of Buildcraft and I cant find isRedstonePowered. However i could find

boolean isPowered = this.k.x(this.l, this.m, this.n);

So possibly the flag changed name which is why it cant find the old flag?
Look at the deobfuscated code.

What deobfuscated code are you referring to, I just ran the classes though a Class Decompiler and i couldnt find anything to do with isRedstonePowered.
Xfel #357
Posted 27 August 2012 - 06:52 AM
Buildcraft is open source. You can browse the unobfuscated code somewhere on their website.
montana_1 #358
Posted 30 August 2012 - 01:06 AM
can someone write me a code for just simply displaying the maxheatof a reactor? i can get everything else to work but i can not figure out ow to get max heat.

hear's the code i thought would do it but doesn't


os.unloadAPI("sensorsUI")
os.loadAPI("/rom/apis/sensorsUI")
os.unloadAPI("sensors")
os.loadAPI("/rom/apis/sensors")
os.unloadAPI("sensorsData")
os.loadAPI("/rom/apis/sensorsData")
local side = sensors.getController()
local sensor = "reactor"
local probe = "reactor"
local target = sensors.getAvailableTargetsforProbe(side,sensor,probe)
while true do
n = 25
while n > 1 do
  sensors.setActiveReading(side,sensor,probe)
  result = sensors.getReading(side,sensor)
  print (result.maxheat)
  n = n - 1
end
end
dorky106 #359
Posted 30 August 2012 - 02:03 AM
How it this installed?
Cause by the installation guide you extract the downloaded .zip to .minecraft directory and it puts ccSensors into the mods folder
but when I look in the .zip its just a ccSensors folder also no .zip in it either so wondering if there was a error in the zipping or if I'm just not understanding this.
squornshellus #360
Posted 31 August 2012 - 09:16 PM
I guess proximity sensors don't work at all? I'm trying to get one for an auto-opening house entrance :)/>/>
MadCrayolaz #361
Posted 01 September 2012 - 04:34 AM
Does anyone think they can write a program that basically, the computer receives a players position, and if it is in a certain range, emit a redstone signal? I am unsure how to do this however.
webmilio #362
Posted 02 September 2012 - 03:29 AM
On SMP, all sensors have the same name and they are ALL called Sensor… If you do not see this, simply change the name, disconnect and reconnect, look at the name of the sensor. When using the console program, all of them are called sensor and I've only been able to see one in the list. Am I the only one with this bug?
Falesh #363
Posted 02 September 2012 - 11:18 AM
Bug Report

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!
matejdro #364
Posted 02 September 2012 - 09:28 PM
How can you create private sensors?
FuzzyPurp #365
Posted 02 September 2012 - 11:04 PM
[media]http://youtu.be/34R4KfLmMSY[/media]
montana_1 #366
Posted 03 September 2012 - 06:08 AM
can someone help me debug this, those numbers should not come back negative. those four values are the only problem, they are supposed to be the average reactor ticks left from the corresponding item.

Spoiler

-- required apis --
os.unloadAPI("sensorsUI")
os.loadAPI("/rom/apis/sensorsUI")
os.unloadAPI("sensors")
os.loadAPI("/rom/apis/sensors")
os.unloadAPI("sensorsData")
os.loadAPI("/rom/apis/sensorsData")
--Starting Variables--
local side = sensors.getController()
local sensor = "reactor"
local probe = "reactor"
local target = sensors.getAvailableTargetsforProbe(side,sensor,probe)
local monside = sensorsUI.getMonitor()
local uranium = 0
local ice = 0
local coolant = 0
local plating = 0
local int = 0
local empty = 0
local diso = 0
local renc = 0
local watb = 0
local lavab = 0
local turanstat = 0
local auranstat = 0
local tcoolstat = 0
local acoolstat = 0
local tintstat = 0
local aintstat = 0
local tplatstat = 0
local aplatstat = 0
local var1 = 0
local var2 = 0
local var3 = 0
local var4 = 0
local var5 = 0
local var6 = 0
local var7 = 0
local x1 = 0
local x2 = 0
local h = 0
local mh = 0
urantime = 0
cooltime = 0
inttine = 0
plattime = 0
--Intro--
term.clear()
term.setCursorPos(13,10)
print ("Reactor Monitoring v1.5")
os.sleep(1.5)
term.clear()
--Main loop--
while true do
local data1 = sensors.getSensorReadingAsTable(side,sensor,target[1],probe)
	x1 = data1[2]
	n = 25
os.sleep(0.01)
	while n > 1 do

  --refresh values--

  local var1 = 0
  local var2 = 0
  local var3 = 0
  local var4 = 0
  local var5 = 0
  local var6 = 0
  local var7 = 0
  local uranium = 0
  local ice = 0
  local coolant = 0
  local plating = 0
  local int = 0
  local empty = 0
  local diso = 0
  local renc = 0
  local watb = 0
  local lavab = 0
  local turanstat = 0
  local auranstat = 0
  local tcoolstat = 0
  local acoolstat = 0
  local tintstat = 0
  local aintstat = 0
  local tplatstat = 0
  local aplatstat = 0

  urantime = 0
  cooltime = 0
  inttime = 0
  plattime = 0

  --info receive--

  local content = sensors.getSensorReadingAsTable(side,sensor,target[1],"ReactorContent")
  local data = sensors.getSensorReadingAsTable(side,sensor,target[1],probe)

  h = data[2]

  --content info--

  for i=1,#content-1,2 do

   --ice num--
  
   ice_str = content[i+1]
   if(string.find(ice_str,"ice")~=nil) then
	if(string.sub(ice_str,3,3)=="*") then
	 var1=tonumber(string.sub(ice_str,1,2))
	else
	 var1=tonumber(string.sub(ice_str,1,1))
	end
	ice=ice+var1
   end
  
   --urancell(s) num--
  
   if(string.find(content[i+1],"1*Uran")~=nil) then
	uranium=uranium+1;
   end
   --coolantcell(s) num--
  
   if(string.find(content[i+1],"1*Coolant")~=nil) then
	coolant=coolant+1;
   end
  
   --Reactor Plating num--
  
   if(string.find(content[i+1],"1*ReactorPlating")~=nil) then
	plating=plating+1;
   end
  
   --Heat Disp num--
  
   if(string.find(content[i+1],"1*ReactorCooler")~=nil) then
	int=int+1;
   end
  
   --emptycell num--
  
   empt_str = content[i+1]
   if(string.find(empt_str,"Empty")~=nil) then
	if(string.sub(empt_str,3,3)=="*") then
	 var2=tonumber(string.sub(empt_str,1,2))
	else
	 var2=tonumber(string.sub(empt_str,1,1))
	end
	empty=empty+var2
   end
  
   --Depleted Iso cell--
  
   if(string.find(content[i+1],"1*Depleted")~=nil) then
	diso=diso+1;
   end
  
   --re-enrich cells--
  
   reen_str = content[i+1]
   if(string.find(reen_str,"Enriched")~=nil) then
	if(string.sub(reen_str,3,3)=="*") then
	 var3=tonumber(string.sub(reen_str,1,2))
	else
	 var3=tonumber(string.sub(reen_str,1,1))
	end
	renc=renc+var3
   end
  
   --Water buckets--
  
   if(string.find(content[i+1],"1*Water")~=nil) then
	watb=watb+1;
   end
  
   --usage levels (useful for calculations)--
  
   --total urancell level--
  
   uran_str = content[i+1]
   if(string.find(uran_str,"1*Uran")~=nil) then
	var4=tonumber(string.sub(uran_str,21,24))
   end
   if turanstat ~= nil then
	if var4 ~= nil then
	 turanstat=turanstat+var4
	end
   end
  
   --total coolcell level--
  
   cool_str = content[i+1]
   if(string.find(cool_str,"1*Coolant")~=nil) then
	var5=tonumber(string.sub(cool_str,24,27))
   end
   if tcoolstat ~= nil then
	if var5 ~= nil then
	 tcoolstat = tcoolstat + var5
	end
   end
  
   --total heat disp level--
  
   disp_str = content[i+1]
   if(string.find(disp_str,"l*ReactorCooler")~=nil) then
	var6=tonumber(string.sub(disp_str,26,29))
   end
   if tintstat ~= nil then
	if var6 ~= nil then
	 tintstat=tintstat+var6
	end
   end
  
   --total plating level
  
   plat_str = content[i+1]
   if(string.find(plat_str,"l*ReactorPlating")~=nil) then
	var7=tonumber(string.sub(plat_str,27,30))
   end
   if tplatstat ~= nil then
	if var7 ~= nil then
	 tplatstat=tplatstat+var7
	end
   end
  
  
  
  end

  --external heat bar--

  mh = data[10]*1000 + plating*100 + 10000

  s = mh*0.3
  s1 = mh*0.4
  s2 = mh*0.5
  s3 = mh*0.6
  s4 = mh*0.7
  s5 = mh*0.85

  if h < s then
   rs.setBundledOutput("bottom",0)
  elseif h >= s then
   rs.setBundledOutput("bottom",1)
  elseif h >= s1 then
   rs.setBundledOutput("bottom",3)
  elseif h >= s2 then
   rs.setBundledOutput("bottom",7)
  elseif h >= s3 then
   rs.setBundledOutput("bottom",15)
  elseif h >= s4 then
   rs.setBundledOutput("bottom",31)
  elseif h >= s5 then
   rs.setBundledOutput("bottom",63)
  end

  --Average times--

  auranstat = turanstat / uranium
  acoolstat = tcoolstat / coolant
  aintstat = tintstat / int
  aplatstat = tplatstat / plating

  urantime = 10000 - auranstat
  cooltime = 10000 - acoolstat
  inttime = 10000 - aintstat
  plattime = 10000 - aplatstat

  --print computer area--

  --Reactor general info--

  term.setCursorPos(1,1)
  print ("Reactor Monitoring v4")
  term.setCursorPos(26,1)
  print ("Adnet: ",data[8])
  term.setCursorPos(40,1)
  print ("Chambers: ",data[10]," ")

  --heat--

  term.setCursorPos(2,2)
  term.clearLine() print ("Temperature			 : ",data[2])
  term.setCursorPos(2,3)
  term.clearLine() print ("Max Heat				: ", mh)
  term.setCursorPos(2,4)
  term.clearLine() print ("Heat Level			  : ",hl)

  --output--

  term.setCursorPos(2,5)
  term.clearLine() print ("Output				  : ",data[4])
  term.setCursorPos(2,6)
  term.clearLine() print ("Last Output			 : ",data[6])
  --term.setCursorPos(2,7)
  --term.clearLine() print ("Added To Energy Net	 : ",data[8])

  --content--

  term.setCursorPos(1,7)
  term.clearLine() print ("Contents						Average ticks left")
  term.setCursorPos (2,8)
  term.clearLine() print ("Number of contents	  : ", #content / 2)
  term.setCursorPos (2,9)
  term.clearLine() print ("Coolant / Uranium Ratio : ",coolant / uranium)
  term.setCursorPos (2,10)
	   print ("Uranium Cells		   : ",uranium)
  term.setCursorPos (33,10)
	   print (urantime,"	")
  term.setCursorPos (2,11)
				   print ("Coolant Cells		   : ",coolant)
  term.setCursorPos (33,11)
	   print (cooltime,"	")
  term.setCursorPos (2,12)
				   print ("Reactor Plating		 : ",plating)
  term.setCursorPos(33,12)
	   print (plattime,"	")
  term.setCursorPos (2,13)
	   print ("Heat Disperser		  : ",int)
  term.setCursorPos (33,13)
	   print (inttime,"	")
  term.setCursorPos (2,14)
  term.clearLine() print ("Ice Blocks			  : ",ice)
  term.setCursorPos (2,15)
  term.clearLine() print ("Water Buckets		   : ",watb)
  term.setCursorPos (2,16)
  term.clearLine() print ("Depleted Uranium Cells  : ",empty)
  term.setCursorPos (2,17)
  term.clearLine() print ("Depleted Isotope Cells  : ",diso)
  term.setCursorPos (2,18)
  term.clearLine() print ("Enriched Uranium Cells  : ",renc)

  os.sleep(0.01)
  n = n - 1

end

--heat level--

local data2 = sensors.getSensorReadingAsTable(side,sensor,target[1],probe)
x2 = data2[2]

if x1 > x2 then
  hl = "Decreasing"
elseif x1 < x2 then
  hl = "Increasing"
elseif x1 == x2 then
  hl = "Sustained"
end

end
[img]file:///C:/Users/Loris/AppData/Roaming/.techniclauncher/technicssp/screenshots/2012-09-03_00.04.15.png[/img]

FuzzyPurp: I've edited your post. Next time put a long post like that in a spoiler.
mrgreaper #367
Posted 04 September 2012 - 09:49 PM
how would i get the data from a sensor next to a reactor in a program

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 ?
FuzzyPurp #368
Posted 05 September 2012 - 04:00 AM
mr
how would i get the data from a sensor next to a reactor in a program

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
d.hatch75 #369
Posted 06 September 2012 - 03:33 AM
I've been following the tutorial here:[media]http://www.youtube.com/watch?v=34R4KfLmMSY[/media]
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...")
Sakata #370
Posted 06 September 2012 - 07:17 AM
Is this compatible with 1.41 and SMP?
This would complete the turtles. Don't see why the melee turtle was made if it is blind :D/>/>
Turtles really should have some form of sensory system like this by default.
FuzzyPurp #371
Posted 06 September 2012 - 07:56 AM
I've been following the tutorial here - snip - 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

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 :D/>/>
shivalwolf #372
Posted 08 September 2012 - 02:25 PM
Does anyone think they can write a program that basically, the computer receives a players position, and if it is in a certain range, emit a redstone signal? I am unsure how to do this however.
]


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.
matejdro #373
Posted 08 September 2012 - 09:48 PM
I have a problem with Forestry sensor, I'm trying to read data from Carpenter.

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:

moen #374
Posted 10 September 2012 - 05:59 PM
On SMP, all sensors have the same name and they are ALL called Sensor… If you do not see this, simply change the name, disconnect and reconnect, look at the name of the sensor. When using the console program, all of them are called sensor and I've only been able to see one in the list. Am I the only one with this bug?

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?
TheBard #375
Posted 12 September 2012 - 05:46 PM
Does anyone have the source code for this mod? Is it still being maintained?
The author has not logged on since Aug 2nd.
n1ghtk1ng #376
Posted 14 September 2012 - 09:59 PM
I installed CCSensors and now everytime I try to get on my save I get this error
Spoilerjava.lang.NullPointerException
at buildcraft.transport.BlockGenericPipe.createPipe(BlockGenericPipe.java:496)
at buildcraft.transport.TileGenericPipe.a(TileGenericPipe.java:81)
at kw.c(TileEntity.java:110)
at aiv.a(AnvilChunkLoader.java:364)
at aiv.a(AnvilChunkLoader.java:82)
at aiv.a(AnvilChunkLoader.java:65)
at ko.e(ChunkProvider.java:144)
at ko.c(ChunkProvider.java:92)
at ko.b(ChunkProvider.java:128)
at xd.d(World.java:644)
at xd.a(World.java:559)
at xd.a(World.java:1435)
at xd.a(World.java:1243)
at acq.a(EntityLiving.java:1750)
at vq.a(EntityPlayerSP.java:851)
at lr.a(EntityRenderer.java:256)
at lr.a(EntityRenderer.java:1259)
at lr.b(EntityRenderer.java:1052)
at net.minecraft.client.Minecraft.x(Minecraft.java:873)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Class not present: LightCache
setupTexture: "/gui/icons.png", id: 240
java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:411)
at ModLoader.throwException(ModLoader.java:787)
at codechicken.core.CommonUtils.findClasses(CommonUtils.java:138)
at codechicken.nei.NEIConfig.loadConfig(NEIConfig.java:632)
at codechicken.nei.NEIConfig.loadWorld(NEIConfig.java:291)
at mod_NotEnoughItems.reset(mod_NotEnoughItems.java:46)
at mod_NotEnoughItems.onTickInGame(mod_NotEnoughItems.java:55)
at BaseMod.doTickInGame(BaseMod.java:48)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:95)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:79)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:55)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:127)
at cpw.mods.fml.client.FMLClientHandler.onRenderTickEnd(FMLClientHandler.java:281)
at net.minecraft.client.Minecraft.x(Minecraft.java:875)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:411)
at ModLoader.throwException(ModLoader.java:787)
at codechicken.core.CommonUtils.addClass(CommonUtils.java:175)
at codechicken.core.CommonUtils.readFromDirectory(CommonUtils.java:225)
at codechicken.core.CommonUtils.readFromDirectory(CommonUtils.java:221)
at codechicken.core.CommonUtils.readFromModFolder(CommonUtils.java:244)
at codechicken.core.CommonUtils.findClasses(CommonUtils.java:134)
… 13 more
Caused by: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at codechicken.core.CommonUtils.addClass(CommonUtils.java:163)
… 17 more
2012-09-14 16:04:38 [SEVERE] A critical error has occurred.
java.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:411)
at ModLoader.throwException(ModLoader.java:787)
at codechicken.core.CommonUtils.findClasses(CommonUtils.java:138)
at codechicken.nei.NEIConfig.loadConfig(NEIConfig.java:632)
at codechicken.nei.NEIConfig.loadWorld(NEIConfig.java:291)
at mod_NotEnoughItems.reset(mod_NotEnoughItems.java:46)
at mod_NotEnoughItems.onTickInGame(mod_NotEnoughItems.java:55)
at BaseMod.doTickInGame(BaseMod.java:48)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:95)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:79)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:55)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:127)
at cpw.mods.fml.client.FMLClientHandler.onRenderTickEnd(FMLClientHandler.java:281)
at net.minecraft.client.Minecraft.x(Minecraft.java:875)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:411)
at ModLoader.throwException(ModLoader.java:787)
at codechicken.core.CommonUtils.addClass(CommonUtils.java:175)
at codechicken.core.CommonUtils.readFromDirectory(CommonUtils.java:225)
at codechicken.core.CommonUtils.readFromDirectory(CommonUtils.java:221)
at codechicken.core.CommonUtils.readFromModFolder(CommonUtils.java:244)
at codechicken.core.CommonUtils.findClasses(CommonUtils.java:134)
… 13 more
Caused by: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at codechicken.core.CommonUtils.addClass(CommonUtils.java:163)
… 17 more
2012-09-14 16:04:38 [SEVERE] 41 mods loaded
Optifine OptiFine_1.2.5_HD_S_C3
Minecraft Forge 3.3.8.152
FML v2.2.78.153
Forge Mod Loader version 2.2.78.153 for Minecraft 1.2.5
mod_CodeChickenCore : Available (minecraft.jar)
mod_MinecraftForge : Available (minecraft.jar)
mod_Mystcraft : Available (minecraft.jar)
mod_NotEnoughItems : Available (minecraft.jar)
mod_ReiMinimap : Available (minecraft.jar)
mod_IC2 : Available (industrialcraft-2-client_1.95b.jar)
mod_AdvancedMachines : Available (AdvancedMachinesClient v1.5 (1).zip)
mod_AdditionalBuildcraftObjects : Available (buildcraft-C-additionalbuildcraftobjects-f301@75bc315-100.zip)
mod_BuildCraftCore : Available (buildcraft-client-A-core-3.1.5.zip)
mod_BuildCraftBuilders : Available (buildcraft-client-B-builders-3.1.5.zip)
mod_BuildCraftEnergy : Available (buildcraft-client-B-energy-3.1.5.zip)
mod_BuildCraftFactory : Available (buildcraft-client-B-factory-3.1.5.zip)
mod_BuildCraftTransport : Available (buildcraft-client-B-transport-3.1.5.zip)
mod_BuildCraftSilicon : Available (buildcraft-client-C-silicon-3.1.5.zip)
mod_ComputerCraft : Available (ComputerCraft)
mod_CCTurtle : Available (ComputerCraft)
mod_CraftingTableIII : Available (CraftingTableIIIB1.8.zip)
mod_EE : Available (EE2ClientV1.4.6.6.jar)
mod_EnderStorage : Available (EnderStorage-Client 1.1.3.zip)
mod_RedPowerWorld : Available (RedPowerWorld-2.0pr5b2.zip)
mod_Forestry : Available (forestry-client-A-1.4.8.7.jar)
mod_IC2NuclearControl : Available (IC2NuclearControl_client_v1.1.9b.zip)
mod_InvTweaks : Available (InvTweaks-1.41b-1.2.4.zip)
mod_PigbearLaser : Available (Laser Mod 1.5.zip)
mod_LogisticsPipes : Available (LogisticsPipes-BC3-0.2.5B.zip)
mod_CompactSolars : Available (mod_compactsolars-client-2.3.2.10 (1).zip)
mod_IronChest : Available (mod_ironchests-client-3.6.1.34.zip)
mod_PortalGun : Available (portalgun)
mod_Railcraft : Available (Railcraft_Client_5.3.3.zip)
mod_RedPowerControl : Available (RedPowerControl-2.0pr5b2.zip)
mod_RedPowerCore : Available (RedPowerCore-2.0pr5b2.zip)
mod_RedPowerLighting : Available (RedPowerLighting-2.0pr5b2.zip)
mod_RedPowerLogic : Available (RedPowerLogic-2.0pr5b2.zip)
mod_RedPowerMachine : Available (RedPowerMachine-2.0pr5b2.zip)
mod_RedPowerWiring : Available (RedPowerWiring-2.0pr5b2.zip)
mod_SneakyPipes : Available (SneakyPipes-0.1.1.zip)
mod_WirelessRedstoneCore : Available (WR-CBE Core-Client 1.2.2.3.zip)
mod_WirelessRedstoneAddons : Available (WR-CBE Addons-Client 1.2.2.3.zip)
mod_WirelessRedstoneRedPower : Available (WR-CBE RedPower-Client 1.2.2.1.zip)
mod_EMC : Available (EE2ClientV1.4.6.6.jar)
mod_ThaumCraft : Available (ThaumCraft2.1.6d.zip)
Maome #377
Posted 17 September 2012 - 03:23 AM
Just a bump hoping for the smp multiple sensor fix. I installed muCkk's b017pr2 port onto my tekkit server and patched the client but I'm still getting exactly the same issue of server restarts reverting sensor names and all sensors showing up as "Sensor" on any attached computers.
Cloudy #378
Posted 17 September 2012 - 08:10 AM
Just a bump hoping for the smp multiple sensor fix. I installed muCkk's b017pr2 port onto my tekkit server and patched the client but I'm still getting exactly the same issue of server restarts reverting sensor names and all sensors showing up as "Sensor" on any attached computers.

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.
Maome #379
Posted 17 September 2012 - 08:15 AM
Just a bump hoping for the smp multiple sensor fix. I installed muCkk's b017pr2 port onto my tekkit server and patched the client but I'm still getting exactly the same issue of server restarts reverting sensor names and all sensors showing up as "Sensor" on any attached computers.

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!
matejdro #380
Posted 17 September 2012 - 09:40 AM
Great to see this mod being picked up. Thanks.
KaoS #381
Posted 18 September 2012 - 10:30 AM
I would like to thank you sir for this most incredible addon. it allows for the best secret passageways / defence systems ever. you have changed my base forever
Marval #382
Posted 18 September 2012 - 10:35 AM
Hi, in SensorData are information about this what i can read from each sensor but there nothing about Inventory sensor. I already know that I can write

local targets = sensors.getAvailableTargetsforProbe("right","Chest","InventoryInfo")
local data = sensors.getSensorReadingAsDict("right","Chest",targets[1],"InventoryInfo");
monitorapi.printM("left",data.TotalItems)

and this give mi Total amount of items but what i must type when I want for example get Number of slot and amount of items in this slot? Something like this:
Slot 1 - 40 items
Slot 2 - 30 items

I know that when I type:

local data = sensors.getSensorReadingAsDict("right","Chest",targets[1],"InventoryContent");
monitorapi.printM("left",data[0])

it give me information about items in first slot but all information, what i must add to get only amount of items?
Ceredorac #383
Posted 18 September 2012 - 12:03 PM
Whenever I try to run version 017pr2 of this addon on my server with MystCraft v0.8.6b I get this error:


[SEVERE] Unexpected exception
java.lang.StackOverflowError
at java.util.Hashtable.get(Unknown Source)
at forge.DimensionManager.getWorld(DimensionManager.java:53)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:741)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:689)

it then keeps repeating the


at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:741)
at net.minecraft.server.MinecraftServer.initDimension(MinecraftServer.java:689)
Edited on 18 September 2012 - 10:25 AM
Cloudy #384
Posted 18 September 2012 - 12:18 PM
That is obviously not the full error. Please post more.
Marval #385
Posted 18 September 2012 - 02:38 PM
I got this error when tried to open sensor's GUI


java.lang.NullPointerException
at ccSensors.client.GuiSensorsBase.d(GuiSensorsBase.java:128)
at gb.a(GuiContainer.java:131)
at ccSensors.client.GuiSensorsBase.a(GuiSensorsBase.java:98)
at lr.b(EntityRenderer.java:1125)
at net.minecraft.client.Minecraft.x(Minecraft.java:876)
at net.minecraft.client.Minecraft.run(Minecraft.java:753)
at java.lang.Thread.run(Unknown Source)
— END ERROR REPORT 553cee4d ———-

When i tried to destroy sensor, place in different place - it work fine, now when i back to place near arboretum and logger (Forestry mod) i got this:

java.lang.ClassCastException: vd cannot be cast to ccSensors.shared.ItemComputerSensorCard
at ccSensors.shared.TileEntityComputerSensor.updateActiveSensor(TileEntityComputerSensor.java:254)
at ccSensors.shared.TileEntityComputerSensor.a(TileEntityComputerSensor.java:329)
at forestry.cultivation.planters.Planter.dumpToInventory(Planter.java:709)
at forestry.cultivation.planters.Planter.dumpStash(Planter.java:661)
at forestry.cultivation.planters.Planter.doWork(Planter.java:368)
at forestry.core.gadgets.TileMachine.doWork(TileMachine.java:291)
at buildcraft.api.PowerProvider.update(PowerProvider.java:54)
at forestry.core.gadgets.TileForestry.n_(TileForestry.java:60)
at forestry.core.gadgets.TileMachine.n_(TileMachine.java:167)
at xd.n(World.java:2081)
at net.minecraft.client.Minecraft.k(Minecraft.java:1871)
at net.minecraft.client.Minecraft.x(Minecraft.java:825)
at net.minecraft.client.Minecraft.run(Minecraft.java:753)
at java.lang.Thread.run(Unknown Source)
— END ERROR REPORT c60468ec ———-

Ok found a problem. Arboretum automatically send sand to attach pipe or inventory, when you place sensor next to arboretum, it send sand to sensor module card slot and crash.
Catnic #386
Posted 18 September 2012 - 11:10 PM
Hello everyone,

I've recently started playing Minecraft (I thought it was just playing with blocks ;D) I discovered Tekkit and with it Computercraft which I love. I upgraded CC to the latest version on my own Tekkit server and was going to try ccSensors.
First attempt failed because the block ID's where wrong and when that was sorted I can across another issue which I hope you can help me with.

When I place a sensor block and sensor it shows the owner (I think that was it) as: NULL. The option to change that is grayed out.

I use Tekkit v3.1.2 with the "normal" versions of the mods except for CC which I upgraded to the latest version.

Could you please point me in the right direction to get the sensors working?
Doc_O_Love #387
Posted 19 September 2012 - 08:35 PM
Hello,
I am having a problem using the inventory sensor; several of the items in my chests are showing up with Null as the name on the server I play on. Now vanilla blocks, and some mod items have their name or something I can use to reference. But the ones that come up like this “64xNULL@2” or “49xNull@0” I cannot sort or track, because several items have null as their name with the same damage values.
Is there a way to return the item number instead of the name, and let me do the cross referencing?

Thank you,
The Doc.
AKman1984 #388
Posted 20 September 2012 - 03:46 AM
Hey any one can help me

Sorry if this was asked in the past I did a search and did not find anything.

I don't know if it's a bug or anything but I am running Technic and im having issues with the proximity Sensor Module. When I look at the module on an active Sensor it runs fine not problems. I can see all the information on the Sensor but when I look at if on a computer running ccSensors console it shows me no information. The only info I can see is the targetInfo but the livingEntities, players, and animals don't give me any info. When hit getReading it just does not display anything and on some targets it seems that it quits the program. Any one know how to fix this? I have try this in tekkit also same issue.
FuzzyPurp #389
Posted 20 September 2012 - 09:08 PM
I don't know if it's a bug or anything but I am running Technic
Ivegon #390
Posted 22 September 2012 - 01:05 AM
I`ve been trying to integrate CCSensors into my nuclear power plant`s monitor program. But, I`m finding it hard to use. I`m not fluent in lua so I only know some amount of rudimentary coding. I understand that there`s a good number of tutorials online. Including the video made by FunshineX(AKA rondouglas). But, I`m having trouble comprenhending how to code using CCSensor. I`ve studied the different included APIs (SensorsAPI, SensorsUI) as well as different codes I`ve found online and that`s included (dash_reactor (Which for some reason doesn't want to work in the latest Technic version) and a code called Iron Noval Control System (link). And, with no avail. Thus, I would like to ask for help. I can provide my preliminary code for my monitor program. It`s nothing special.
Spoiler


os.unloadAPI("sensors")
os.loadAPI("/rom/apis/sensors")

term.clear()
montop = peripheral.wrap("top")
monright = peripheral.wrap("right")
monleft = peripheral.wrap("left")
monbottom = peripheral.wrap("bottom")

refresh = 1 --Monitor Refresh Time
-- Placeholder Values
reactor1_status = "ERROR"
reactor1_temp = "ERROR"
reactor1_energy = "ERROR"
reactor1_ice = "ERROR"
reactor1_uranium = "ERROR"
reactor1_battery = "ERROR"
reactor2_status = "ERROR"
reactor2_temp = "ERROR"
reactor2_energy = "ERROR"
reactor2_ice = "ERROR"
reactor2_uranium = "ERROR"
reactor2_battery = "ERROR"

function MonHorzLoadBar(sx, fx, sym, side) -- This is a Horizontal Load Bar by WraithBone

x,y = term.getCursorPos()
if y >= 18 then
side.clear()
side.setCursorPos(sx,1)
x,y = sx,1
end
side.setCursorPos(sx,y)

side.write("[")
side.setCursorPos(sx,y)

side.setCursorPos(fx-1,y)
side.write("]")

mdp = math.floor((sx + fx)/2) - 1

for i = (sx+1),(fx-2) do
side.setCursorPos(i,y)
side.write(sym)
sleep(0.01) --CHANGE THIS TO EDIT TIME
side.setCursorPos(mdp,y+1)
		side.write(string.format("%d",i/(fx-2) * 100))
side.write("%")
end
side.setCursorPos(1,y+2)

end
function skeleton(SkSide) -- This function prints out the general skelleton/format of the screen. By the way, I am using monitors for this one
SkSide.clear()
SkSide.setCursorPos(1,1)
SkSide.write("|===================================|")  
SkSide.setCursorPos(1,2)
SkSide.write("|Reactor 1 Information			  |")
SkSide.setCursorPos(1,3)
SkSide.write("|===================================|")  
SkSide.setCursorPos(1,4)
SkSide.write("|								   |")
SkSide.setCursorPos(1,5)
SkSide.write("|								   |")
SkSide.setCursorPos(1,6)
SkSide.write("|								   |")
SkSide.setCursorPos(1,7)
SkSide.write("|								   |")
SkSide.setCursorPos(1,8)
SkSide.write("|								   |")
SkSide.setCursorPos(1,9)
SkSide.write("|								   |")
SkSide.setCursorPos(1,10)
SkSide.write("|								   |")
SkSide.setCursorPos(1,11)
SkSide.write("|								   |")
SkSide.setCursorPos(1,12)
SkSide.write("|								   |")
SkSide.setCursorPos(1,13)
SkSide.write("|===================================|")								
SkSide.setCursorPos(1,14)
SkSide.write("|Reactor 2 Information			  |")
SkSide.setCursorPos(1,15)
SkSide.write("|===================================|")  
SkSide.setCursorPos(1,16)
SkSide.write("|								   |")
SkSide.setCursorPos(1,17)
SkSide.write("|								   |")
SkSide.setCursorPos(1,18)
SkSide.write("|								   |")
SkSide.setCursorPos(1,19)
SkSide.write("|								   |")
SkSide.setCursorPos(1,20)
SkSide.write("|								   |")
SkSide.setCursorPos(1,21)
SkSide.write("|								   |")
SkSide.setCursorPos(1,22)
SkSide.write("|								   |")
SkSide.setCursorPos(1,23)
SkSide.write("|								   |")
SkSide.setCursorPos(1,24)
SkSide.write("|								   |")
SkSide.setCursorPos(1,25)
SkSide.write("|===================================|")  
end
function reactor1monitor(r1MonSide) -- This function is supossed to monitor reactor 1. For now, I've put in place holder code. Essentially, it's supossed to give you an error if no connection can be done.
r1MonSide.setCursorPos(2,4)
r1MonSide.write("Overall Status:")
r1MonSide.setCursorPos(20,4)
r1MonSide.write(reactor1_status)
r1MonSide.setCursorPos(2,5)
r1MonSide.write("Temperature:")
r1MonSide.setCursorPos(20,5)
r1MonSide.setCursorPos(2,6)
r1MonSide.write("EU Output:")
r1MonSide.setCursorPos(20,6)
r1MonSide.write(reactor1_energy)
r1MonSide.setCursorPos(2,7)
r1MonSide.write("Ice Inventory:")
r1MonSide.setCursorPos(20,7)
r1MonSide.write(reactor1_ice)
r1MonSide.setCursorPos(2,8)
r1MonSide.write("Uranium Inventory:")
r1MonSide.setCursorPos(20,8)
r1MonSide.write(reactor1_uranium)
r1MonSide.setCursorPos(2,9)
r1MonSide.write("EU Storage:")
r1MonSide.setCursorPos(20,9)
r1MonSide.write(reactor1_battery)
end
function reactor2monitor(r2MonSide) -- Same as above, though, for reactor2
r2MonSide.setCursorPos(2,16)
r2MonSide.write("Overall Status:")
r2MonSide.setCursorPos(20,16)
r2MonSide.write(reactor2_status)
r2MonSide.setCursorPos(2,17)
r2MonSide.write("Temperature:")
r2MonSide.setCursorPos(20,17)
r2MonSide.write(reactor2_temp)
r2MonSide.setCursorPos(2,18)
r2MonSide.write("EU Output:")
r2MonSide.setCursorPos(20,18)
r2MonSide.write(reactor2_energy)
r2MonSide.setCursorPos(2,19)
r2MonSide.write("Ice Inventory:")
r2MonSide.setCursorPos(20,19)
r2MonSide.write(reactor2_ice)
r2MonSide.setCursorPos(2,20)
r2MonSide.write("Uranium Inventory:")
r2MonSide.setCursorPos(20,20)
r2MonSide.write(reactor2_uranium)
r2MonSide.setCursorPos(2,21)
r2MonSide.write("EU Storage:")
r2MonSide.setCursorPos(20,21)
r2MonSide.write(reactor1_battery)
end
print("")
print("")
print("")
print("")
print("")
print("")
montop.setCursorPos(16,13)
montop.write("Loading...")
MonHorzLoadBar(5, 34,"|", montop)
shell.run("clear")
sleep(1)
while true do -- This is the main part of the program. Each second (Or refresh time assigned), it essentially refreshes to see if any new reactors have been activated. Usually, if both deactivated, it only gives you a : Reactor 1/2 Deactivated on the screen.
if colors.test(rs.getBundledInput("bottom"), colors.white+colors.orange) == true then
montop.clear()
skeleton(montop)
reactor1monitor(montop)
reactor2monitor(montop)
sleep(refresh)
elseif colors.test(rs.getBundledInput("bottom"), colors.white) == true then
montop.clear()
skeleton(montop)
reactor1monitor(montop)
montop.setCursorPos(4,20)
montop.write("Reactor 2 Currently Deactivated")
sleep(refresh)
elseif colors.test(rs.getBundledInput("bottom"), colors.orange) == true then
montop.clear()
skeleton(montop)
reactor2monitor(montop)
montop.setCursorPos(4,8)
montop.write("Reactor 1 Currently Deactivated")
sleep(refresh)
else
montop.clear()
skeleton(montop)
montop.setCursorPos(4,8)
montop.write("Reactor 1 Currently Deactivated")
montop.setCursorPos(4,20)
montop.write("Reactor 2 Currently Deactivated")
sleep(refresh)
end
end

I'm planning for the program to work using if statements. And, each second it refreshes by going through the program again.

Though, again, please be warned that I'm not a very experienced coder. Thus, please excuse me if any method is archaic or inefficient.

Also, for a bit more perspective on what I'm trying to do, I've posted what my nuclear power plant is on another forum, essentially. It's a pretty big project that I've been working on from time to time for a few weeks now.(link)

Also, here's a picture of the control room: link

*EDIT* I put in the latest version of the code. Decided to optimize it a bit to make it easier to code with.
treve01 #391
Posted 24 September 2012 - 11:15 PM
is this mod still getting support? its very buggy here, and i really need it.
it sort of crashed when i try to get readings from probe.
i can select sensors (had to dump tekkit for this mod to get more sensors working)
audiogarden21 #392
Posted 25 September 2012 - 11:46 AM
I think I've isolated the reason why /ccSensors/dash_bcengine command doesn't function properly.

To get it functioning, I had to comment out all but the heat, energy, and stage readings, as seen here:

http://www.mediafire...490vtdcjznj86o8

This is what it looked like normally when I first started messing around with that command:

http://www.mediafire...rxs0rj0utk4vdix

There seems to be an error in the SensorModule for BC that displays the values for the commented sections ahead of the labels, causing the code to report the 282 error which corresponds to the calculation of the current and max values, as seen here:

http://www.mediafire...ewul1a5sfyvgv1f

For a comparison, I have the readings for a Steam Engine here:

http://www.mediafire...606zziht6ce2zo2

This is what it looks like when you comment out the readings that have their values ahead of their labels:

http://www.mediafire...w0los3br25xi0u4

As you can see, there are no errors, and it updates in real time as it was coded to, which is great. I've had a hell of a time trying to find where the error in the reporting is stemming from, so that's why I'm here now, in hopes that we can figure this out together. I'm no expert mind you, but I have written some basic programs in C++ for an Everquest Emulator server, so I know a little bit, but I could really use some help here.

Oh, and another thing. If you change the name of a sensor it will also break the code. The only name that will work is "Sensor".

Dashboards can be extremely useful to the community in setting up control rooms for power stations and it would be a shame to not have this lovely piece of functionality.
CoolisTheName007 #393
Posted 29 September 2012 - 04:42 PM
Removed by the author.
n1ghtk1ng #394
Posted 29 September 2012 - 08:54 PM
I installed ccSensors and now every time I launch my world it gives me this error:
Spoilerjava.lang.RuntimeException: java.lang.RuntimeException: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:411)
at ModLoader.throwException(ModLoader.java:787)
at codechicken.core.CommonUtils.findClasses(CommonUtils.java:138)
at codechicken.nei.NEIConfig.loadConfig(NEIConfig.java:632)
at codechicken.nei.NEIConfig.loadWorld(NEIConfig.java:291)
at mod_NotEnoughItems.reset(mod_NotEnoughItems.java:46)
at mod_NotEnoughItems.onTickInGame(mod_NotEnoughItems.java:55)
at BaseMod.doTickInGame(BaseMod.java:48)
at cpw.mods.fml.common.modloader.BaseModTicker.sendTick(BaseModTicker.java:95)
at cpw.mods.fml.common.modloader.BaseModTicker.tickBaseMod(BaseModTicker.java:79)
at cpw.mods.fml.common.modloader.BaseModTicker.tickEnd(BaseModTicker.java:55)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:127)
at cpw.mods.fml.client.FMLClientHandler.onRenderTickEnd(FMLClientHandler.java:281)
at net.minecraft.client.Minecraft.x(Minecraft.java:875)
at net.minecraft.client.Minecraft.run(Minecraft.java:750)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:411)
at ModLoader.throwException(ModLoader.java:787)
at codechicken.core.CommonUtils.addClass(CommonUtils.java:175)
at codechicken.core.CommonUtils.readFromDirectory(CommonUtils.java:225)
at codechicken.core.CommonUtils.readFromDirectory(CommonUtils.java:221)
at codechicken.core.CommonUtils.readFromModFolder(CommonUtils.java:244)
at codechicken.core.CommonUtils.findClasses(CommonUtils.java:134)
… 13 more
Caused by: java.lang.NoClassDefFoundError: client/NEIISensorsConfig (wrong name: ccSensors/client/NEIISensorsConfig)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at codechicken.core.CommonUtils.addClass(CommonUtils.java:163)
… 17 more
liko2k #395
Posted 04 October 2012 - 05:14 PM
Wee need another update…it is MC 1.3.2 era now…While CC is already there, sensors aren't and we miss great add-on this way…
wackozacko #396
Posted 05 October 2012 - 02:27 AM
I'm pretty sure I found a bug with this mod. At least with version mc125 build 017pr1 which is in the current build of Technic SMP. I've been browsing google for the last couple of hours trying to find a solution, but I haven't come across anything helpful.

The error is with function call getSensorReadingAsDict on LargeChests.

The code I have is as follows
os.unloadAPI("sensors")
os.loadAPI("/rom/apis/sensors")
side = sensors.getController()
sens = sensors.getSensors(side)
INV1 = sens[1]
targets = sensors.getAvailableTargetsforProbe("top",INV1,"InventoryContent")
data = sensors.getSensorReadingAsDict("top",INV2,targets[1],"InventoryContent")

Which gives me this server output
02:18:23 [INFO] [mod_ccSensors] callMethod:3 args[0]:
02:18:23 [INFO] [mod_ccSensors] callMethod:5 args[2]:
02:18:23 [INFO] [mod_ccSensors] callMethod:6 args[2]:
02:18:23 [INFO] null
02:18:23 [SEVERE] java.lang.NullPointerException
02:18:23 [SEVERE]	   at ccSensors.shared.SensorTarget.getTargetType(SensorTar
get.java:206)
02:18:23 [SEVERE]	   at ccSensors.shared.sensorModules.BaseSensor.setTarget(B
aseSensor.java:399)
02:18:23 [SEVERE]	   at ccSensors.shared.TileEntityComputerSensor.setTarget(T
ileEntityComputerSensor.java:82)
02:18:23 [SEVERE]	   at ccSensors.shared.TileEntitySensorController.setTarget
(TileEntitySensorController.java:465)
02:18:23 [SEVERE]	   at ccSensors.shared.TileEntitySensorController.callMetho
d(TileEntitySensorController.java:673)
02:18:23 [SEVERE]	   at dan200.computer.core.Computer$PeripheralWrapper.call(
Computer.java:128)
02:18:23 [SEVERE]	   at dan200.computer.core.Computer$46.invoke(Computer.java
:1435)
02:18:23 [SEVERE]	   at org.luaj.vm2.lib.VarArgFunction.onInvoke(Unknown Sour
ce)
02:18:23 [SEVERE]	   at org.luaj.vm2.TailcallVarargs.eval(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.call(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Sour
ce)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Sour
ce)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.call(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.execute(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaClosure.invoke(Unknown Source)
02:18:23 [SEVERE]	   at org.luaj.vm2.LuaThread$State.run(Unknown Source)
02:18:23 [SEVERE]	   at java.lang.Thread.run(Unknown Source)
02:18:23 [INFO] [mod_ccSensors] callMethod:9 args[2]:
02:18:23 [INFO] [mod_ccSensors] callMethod:2 args[1]:
and the program simple quits in the CC terminal.

If I use targets[2] instead, which is a SortingMachine rather than a LargeChest I get the following
02:13:27 [INFO] [mod_ccSensors] callMethod:3 args[0]:
02:13:27 [INFO] [mod_ccSensors] callMethod:5 args[2]:
02:13:27 [INFO] [mod_ccSensors] callMethod:6 args[2]:
02:13:27 [INFO] [SETTARGET] TileSorter
02:13:27 [INFO] [mod_ccSensors] callMethod:9 args[2]:
02:13:27 [INFO] [mod_ccSensors] callMethod:2 args[1]:
And useful output in the CC terminal telling me what is actually in the chest.

If anyone knows a way to deal with this it'd be really helpful (I don't want to have to upgrade every chest in my sorting system) or if this is a known bug, when do you think it will be fixed?
Ange1ofD4rkness #397
Posted 10 October 2012 - 04:38 AM
Dang it I was just about to finish my nuclear reactor … then this? Ahhh! It's never going to be complete at this rate LOL
ironsmith123 #398
Posted 15 October 2012 - 04:54 AM
Okay, I am having an issue. When I go to put my AdvancedPowerSystemsSensor Module into the sensor, I can't seem to put it in. I drag it to the slot and I click to make it go in, but it refuses to go in.I can get the transmitter card to go in fine, but the module card just wont go in. Any reason for this, am I doing something wrong?
matejdro #399
Posted 21 October 2012 - 09:10 AM
Is anybody working on that or is officially dead?
skrypt #400
Posted 24 October 2012 - 07:28 AM
Um. How do you make the transmitter card? The recipes on the 1st post arent matching what is in the game.
yoskaz01 #401
Posted 24 October 2012 - 08:33 AM
Is anybody working on that or is officially dead?

it's a good question…. and 100% my fault…. ^_^/>/>
i thought i can spare more time on this, but as time goes by i see that i can't find the time to fully progress it.

cloudy was a big help with this mod and i'm hoping he can continue … (i can still be around to help whenever i can find the time…… )
Cloudy #402
Posted 24 October 2012 - 09:54 AM
Woah you're alive! ^_^/>/>

I thought about rebooting it as an open source project from scratch - thoughts? I think a community effort is the best way forward, since my time is obviously taken with CC itself.
yoskaz01 #403
Posted 24 October 2012 - 11:16 AM
sounds good, we can set up a project at github or something like that…
Cloudy #404
Posted 24 October 2012 - 12:03 PM
sounds good, we can set up a project at github or something like that…

My thoughts exactly! If you have time, pop onto IRC at some point and we'll have a chat.
Tiin57 #405
Posted 25 October 2012 - 12:13 PM
Cloudy is working on making this open-source.
Edit: Derp. Heavily ninja'd.
Regelneef #406
Posted 29 October 2012 - 07:36 AM
Could someone please point me to the correct github location. I'm really missing ccSensors and I'd like to try (I'm not a experienced modder) and bring it back to 1.4.2.
Harcole #407
Posted 31 October 2012 - 09:58 AM
Anyone know how this is going? I'd love to have ccSensors or something equivalent to move on to a later version of Minecraft with IC2 and my reactors!

Or is there another plugin/mod available that will let me read reactor contents/status along with MFE's etc? - How much Java knowledge would one need to help get this done?
yoskaz01 #408
Posted 31 October 2012 - 10:48 AM
we'll release the source soon enough, (would rather set it free then see it dead.. :P/>/> )
hopefully someone with enough MC knowledge can update to the latest MC version.

i would have loved to do this, but not enough time to research and investigate what is required for the latest version :P/>/>
I'm not disappearing though, so i'll try to offer whatever assistance i can.

Yoskaz01

Future location of ccSensors:
https://github.com/yoskaz01/ccSensors
Harcole #409
Posted 31 October 2012 - 02:03 PM
Thank you, and to whoever manages to update it… I'll take a look but it might just be that!

I wonder if its worth dissecting Industrial Panels to see how they work in the new versions, it could be a good starting ground and would only leave the contents section to work out?
snaipperi #410
Posted 04 November 2012 - 09:23 AM
Thanks for the great work. This addon is really the heart of anykind of automation project.
itsme #411
Posted 05 November 2012 - 05:43 AM
Hello!

I installed the build 017pr2 (client and server) version of ccSensors, but the changed sensor names isn't saved. But the changelog says: "fixed: occasional custom sensor names not kept."

Is there a solution to this faulty behavior?

Thanks
Cloudy #412
Posted 05 November 2012 - 10:25 AM
Nope, and there won't be. This project is being replaced.

Sensor names work fine in single player but not in multiplayer.
itsme #413
Posted 05 November 2012 - 10:44 AM
Thank you for the answer!

May I ask what is the name of the new / replacement project?
Cloudy #414
Posted 05 November 2012 - 10:57 AM
Thank you for the answer!

May I ask what is the name of the new / replacement project?

OpenCCSensors right now (I lack imagination :D/>/>). When I've got a basic sensor framework set up and a sensor with it, I'll release it!
itsme #415
Posted 05 November 2012 - 11:17 PM
In my opinion it is a good name. Fine names do not make fine mods.
Cozzimoto #416
Posted 09 November 2012 - 05:23 AM
i hope this addon to computercraft goes far. its great and could be something maybe dan200 will add to computercraft just like monitors. but anyways i have this amazing idea for an automated HV solar factory but cant fully build it with the biggest bugs out there atm. so i hope to see something come along in the near future to bring ccSensors or OpenCCSensors to glory cause it really is a great piece of work.
Tiin57 #417
Posted 10 November 2012 - 01:38 AM
This is now open source at https://github.com/c.&#46;&#46;/openccsensors .
Xantrim22 #418
Posted 10 November 2012 - 03:12 PM
Uh, if only I'd have found this earlier. Because I missed the ccSensors functionality, too, I started making my own here. It is not as fancy as ccSensors as I don't support sensor cards, but rather a tool that lets you set the target over and over again. But at least it works for Minecraft 1.3.2. It should work on SMP, too, but I don't really know how to test it.

It currently supports BC3 liquid levels, IC2 energy storages and some reactor stuff, as well as basic inventory contents. If someone wants to give it a try - let me know how it worked out for you. But please do so at the linked thread, as I won't check in here as frequently.

Maybe we could even merge the projects?
Perkins #419
Posted 11 November 2012 - 09:33 AM
So it looks neat, and open source is great, but I can't figure out how to compile it. All the other forge mods I've compiled have had a build script, this one doesn't. I have MCP, but all the tutorials on using it seem to be out of date… Any pointers on how to compile this?
Perkins #420
Posted 11 November 2012 - 11:03 AM
Okay, i got it mostly working, and learned a fair bit abotu how MCP works. Only catch is there doesn't seem to be any sensor cards and the lua scripts are also not included for interacting with sensors…
Tiin57 #421
Posted 11 November 2012 - 11:36 AM
Okay, i got it mostly working, and learned a fair bit abotu how MCP works. Only catch is there doesn't seem to be any sensor cards and the lua scripts are also not included for interacting with sensors…
Cloudy has only made frameworks for adding sensors. There are no actual sensors right now.
Cloudy #422
Posted 11 November 2012 - 11:50 AM
Okay, i got it mostly working, and learned a fair bit abotu how MCP works. Only catch is there doesn't seem to be any sensor cards and the lua scripts are also not included for interacting with sensors…

It is work in progress. I'm not at the stage of any release yet, hence why there isn't even a thread or a build script. There's also no sensor framework yet - I hope to get a sensor this week.
Tiin57 #423
Posted 11 November 2012 - 12:02 PM
Okay, i got it mostly working, and learned a fair bit abotu how MCP works. Only catch is there doesn't seem to be any sensor cards and the lua scripts are also not included for interacting with sensors…

It is work in progress. I'm not at the stage of any release yet, hence why there isn't even a thread or a build script. There's also no sensor framework yet - I hope to get a sensor this week.
I stand corrected.
LEOcab #424
Posted 14 November 2012 - 06:59 PM
Bro, how the hell does the Lua API work? I'm using your mod with Tekkit. I was very excited to find out that it is able to detect player names, but I can't figure out how to code for it.


function pt(t) -- print table
  for k,v in pairs(t) do print(tostring(k).." = "..tostring(v)) end
end

sensors.setSensorRange("right", "Sensor", "16") -- short range so only I am detected

tTable = sensors.getAvailableTargetsforProbe("right", "Sensor", "LivingEntities")
pt(tTable) -- prints a living entity (me) and my coordinates

ent = tostring(tTable[1]) -- my name &amp; coords are displayed, as expected

tTable = sensors.getSensorReadingAsDict("right", "Sensor", ent, "LivingEntities")
pt(tTable) -- EMPTY! NOTHING DISPLAYED!

It didn't work so I grabbed the ccSensors/console program, copied it to my computer, found the call to getSensorReadingAsDict() and made it display exactly what parameters were being passed to the function and then crash the program. Turns out the official ccSensors program is passing THE EXACT SAME PARAMETERS as my program passes to the same function, yet mine doesn't work. This is bizarre. I dun get. Has someone successfully coded for the ccSensors API? There's barely any information for it out there.

(I want to hook up a player name detector to my secret base so it can execute item evac via ender chests and then self destruct, in case someone ever finds it. LOL.)
Cloudy #425
Posted 14 November 2012 - 10:44 PM
I'm close to a release of OpenCCSensors - first sensor will be an inventory sensor.
Perkins #426
Posted 16 November 2012 - 03:06 PM
So if I were to assemble a couple sensors for it, would you have any interest in including them? I'll have a little free time this weekend and it seems like an okay way to learn a little java, and I really want to get a computer controlled reactor up and running :P/>/>
snaipperi #427
Posted 16 November 2012 - 09:54 PM
Hello!

I installed the build 017pr2 (client and server) version of ccSensors, but the changed sensor names isn't saved. But the changelog says: "fixed: occasional custom sensor names not kept."

Is there a solution to this faulty behavior?

Thanks
Actually yes it is possible, some French dude made a bukkit plugin that gives a text command + right click which allows you to set the sensor name, I can't find the original web site anymore, but I do have the zip with the source code and the plugin. There's no readme included;

Source code: http://www.eiden.fi/ccSensorsFix.zip
Bukkit plugin: http://www.eiden.fi/ccSensorsFix.jar

To install: place ccSensorsFix.jar into your server's PLUGINS folder. Not mods. Plugins.
To use: stand in front of the sensor you want to rename and type /sensorname <newname> , replace <newname> with desired name. You will be prompted to right click the sensor you wish to rename. Do that, and you're done.

Note: You can completely ignore the original sensor renaming box. Whatever it reads doesn't matter.

As usual, backup your world before using. So far has worked fine on my server.
Cloudy #428
Posted 16 November 2012 - 11:31 PM
So if I were to assemble a couple sensors for it, would you have any interest in including them? I'll have a little free time this weekend and it seems like an okay way to learn a little java, and I really want to get a computer controlled reactor up and running :)/>/>

http://www.computercraft.info/forums2/index.php?/topic/5996-144-cc-147-openccsensors/

That's where I will be continuing this project.
TheVarmari #429
Posted 17 November 2012 - 02:28 AM
Bro, how the hell does the Lua API work? I'm using your mod with Tekkit. I was very excited to find out that it is able to detect player names, but I can't figure out how to code for it.


function pt(t) -- print table
  for k,v in pairs(t) do print(tostring(k).." = "..tostring(v)) end
end

sensors.setSensorRange("right", "Sensor", "16") -- short range so only I am detected

tTable = sensors.getAvailableTargetsforProbe("right", "Sensor", "LivingEntities")
pt(tTable) -- prints a living entity (me) and my coordinates

ent = tostring(tTable[1]) -- my name &amp; coords are displayed, as expected

tTable = sensors.getSensorReadingAsDict("right", "Sensor", ent, "LivingEntities")
pt(tTable) -- EMPTY! NOTHING DISPLAYED!

It didn't work so I grabbed the ccSensors/console program, copied it to my computer, found the call to getSensorReadingAsDict() and made it display exactly what parameters were being passed to the function and then crash the program. Turns out the official ccSensors program is passing THE EXACT SAME PARAMETERS as my program passes to the same function, yet mine doesn't work. This is bizarre. I dun get. Has someone successfully coded for the ccSensors API? There's barely any information for it out there.

(I want to hook up a player name detector to my secret base so it can execute item evac via ender chests and then self destruct, in case someone ever finds it. LOL.)
tTable seems to be a table. You did it right the first time, "tTable[1]", but now it seems like you're trying to print out the table, which you can't do.
EDIT: I'm an idiot.
itsme #430
Posted 20 November 2012 - 06:09 AM
Actually yes it is possible, some French dude made a bukkit plugin that gives a text command + right click which allows you to set the sensor name, I can't find the original web site anymore, but I do have the zip with the source code and the plugin. There's no readme included;

Source code: http://www.eiden.fi/ccSensorsFix.zip
Bukkit plugin: http://www.eiden.fi/ccSensorsFix.jar

To install: place ccSensorsFix.jar into your server's PLUGINS folder. Not mods. Plugins.
To use: stand in front of the sensor you want to rename and type /sensorname <newname> , replace <newname> with desired name. You will be prompted to right click the sensor you wish to rename. Do that, and you're done.

Note: You can completely ignore the original sensor renaming box. Whatever it reads doesn't matter.

As usual, backup your world before using. So far has worked fine on my server.

Thank you very much!

I'm going to try it!
IceNine #431
Posted 28 November 2012 - 04:04 AM
Is it possible to upgrade the server to PR2 while clients are still using PR1 for Tekkit SMP? I would really like to have the bug fixes for proximity sensors and log spam but Tekkit only provides PR1.
fatsacktony #432
Posted 29 November 2012 - 04:59 PM
I found a solution to a problem I was having and want to share it. I loaded 2 other mods for technic and had the id resolver autoassign id's for every mod by deleting the config file and having it reconstruct the id maps. By doing this I think that ccsensors couldn't recognize its own sensor modules for its sensor. It wouldnt let me manually load them in the gui or by right clicking with the sensor module in hand.

SOLUTION
use a chest, wooden pipe, redstone engine to load the module into the top of the sensor forcibly. connect the wooden pipe to the chest and to the top of the sensor. place the redstone engine next to the wooden pipe and give it a redstone signal. place the module that you want to go into the sensor in the chest and watch it insert it. than you can remove everything but the sensor. but you'll have to repeat this process whenever you move the sensor.
fatsacktony #433
Posted 01 December 2012 - 06:50 AM
Bug Report

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!


I was having the same bug where it would get stuck on a previous sensor reading and wouldnt update the sensors at all. How I fixed it was to rename the sensor than went and changed the call name for that sensor in my code
Tiin57 #434
Posted 01 December 2012 - 08:28 AM
This peripheral is not being developed anymore. :P/>
gigagames #435
Posted 23 December 2012 - 02:58 AM
Where can i found this addon for the new CC version ?
CoolisTheName007 #436
Posted 23 December 2012 - 03:00 AM
snip
Here: http://www.computercraft.info/forums2/index.php?/topic/5996-144-cc-147-openccsensors/page__fromsearch__1
Aloke #437
Posted 24 December 2012 - 12:13 AM
Hi all! I'm pretty new to lua. Right now I am using ccsensors to check my mfsu's storage level. So i connected all up and to get stats I'm using this: "monitor right /ccSensors getReading Sensor EUStorage", but the problem is, that it does not constantly update itself, I have to exit and rewrite the command if I want to see if im starting to lose power or have more of it. What would I need to change to get getReading to update the energy value on its own.
Impervium #438
Posted 02 January 2013 - 04:03 AM
Hi
It said on the first page that the ccSensors client MC125 B017pr1 had it's issue with proximity sensors fixed in relating to detecting players.

fixed: proximity sensor partially fixed for SMP - can only correctly detect players for now.. (working on animals/mobs for next version)

I've gotten my sensor to detect a player and the player coordinates. that's fine.
Except when I use the sensors.getSensorReadingAsDict on the player target, I end up halting the program on the "Player" probe and getting nothing / gibberish on the "LivingEntities" probe.
And by gibberish I mean if I do:
data = sensors.getSensorReadingAsDict(side,mainSensor,PlayerTarget,PlayerProbe)
term.write(data.name)

I get nothing
if I only write

term.write(data)

to figure out if it's actually getting anything at all, I get "table:" and some gibberish numbers and letters.

Am I being very stupid here or is this still not fixed?
immibis #439
Posted 02 January 2013 - 01:53 PM
Hi
It said on the first page that the ccSensors client MC125 B017pr1 had it's issue with proximity sensors fixed in relating to detecting players.

fixed: proximity sensor partially fixed for SMP - can only correctly detect players for now.. (working on animals/mobs for next version)

I've gotten my sensor to detect a player and the player coordinates. that's fine.
Except when I use the sensors.getSensorReadingAsDict on the player target, I end up halting the program on the "Player" probe and getting nothing / gibberish on the "LivingEntities" probe.
And by gibberish I mean if I do:
data = sensors.getSensorReadingAsDict(side,mainSensor,PlayerTarget,PlayerProbe)
term.write(data.name)

I get nothing
if I only write

term.write(data)

to figure out if it's actually getting anything at all, I get "table:" and some gibberish numbers and letters.

Am I being very stupid here or is this still not fixed?
This addon is pretty much dead.
Leo Verto #440
Posted 02 January 2013 - 02:28 PM
This addon is pretty much dead.
He's probably still using tekkit, didn't the technic team just put in ccSensors without asking Cloudy?
immibis #441
Posted 02 January 2013 - 06:12 PM
This addon is pretty much dead.
He's probably still using tekkit, didn't the technic team just put in ccSensors without asking Cloudy?
Why would they need to ask Cloudy?
Leo Verto #442
Posted 03 January 2013 - 03:13 AM
This addon is pretty much dead.
He's probably still using tekkit, didn't the technic team just put in ccSensors without asking Cloudy?
Why would they need to ask Cloudy?
Sorry, I derped there, I thought Cloudy made ccSensors.
Cloudy #443
Posted 03 January 2013 - 06:30 AM
No, but I was the one who both ported it to SMP and ported it to bukkit - so they'd have had to have asked either Yoskas or myself. They did neither.
Impervium #444
Posted 05 January 2013 - 08:13 AM
So I take it this is not going to be fixed, and the tekkit team kinda screwed Cloud and Yoskas over by not asking and giving proper credit?
PixelToast #445
Posted 05 January 2013 - 08:21 AM
yea, they kinda rushed through it >_<
Cozzimoto #446
Posted 05 January 2013 - 08:27 AM
use FTB instead
immibis #447
Posted 06 January 2013 - 02:08 PM
So I take it this is not going to be fixed, and the tekkit team kinda screwed Cloud and Yoskas over by not asking and giving proper credit?
It was dead anyway. Use OpenCCSensors.
PixelToast #448
Posted 06 January 2013 - 08:07 PM
use FTB instead
or just make a multiMC instance with every single popular mod, allowing you to join any server
immibis #449
Posted 07 January 2013 - 01:19 PM
use FTB instead
or just make a multiMC instance with every single popular mod, allowing you to join any server
You'd still need that server's configs.
Impervium #450
Posted 09 January 2013 - 09:33 AM
So I take it this is not going to be fixed, and the tekkit team kinda screwed Cloud and Yoskas over by not asking and giving proper credit?
It was dead anyway. Use OpenCCSensors.
And this would require the server to have the same plugin, right?
right.

So due to tekkit using the ccsensors instead of openccsensors, then it's impossible to get a proper setup on a tekkit server with these sensors?
Leo Verto #451
Posted 09 January 2013 - 09:49 AM
So I take it this is not going to be fixed, and the tekkit team kinda screwed Cloud and Yoskas over by not asking and giving proper credit?
It was dead anyway. Use OpenCCSensors.
And this would require the server to have the same plugin, right?
right.
So due to tekkit using the ccsensors instead of openccsensors, then it's impossible to get a proper setup on a tekkit server with these sensors?
Well, it's not our fault if tekkit uses a completely outdated mod but it's not worth updating it for a Minecraft version that's been outdated for half a year.
immibis #452
Posted 09 January 2013 - 12:55 PM
So I take it this is not going to be fixed, and the tekkit team kinda screwed Cloud and Yoskas over by not asking and giving proper credit?
It was dead anyway. Use OpenCCSensors.
And this would require the server to have the same plugin, right?
right.
So due to tekkit using the ccsensors instead of openccsensors, then it's impossible to get a proper setup on a tekkit server with these sensors?
Well, it's not our fault if tekkit uses a completely outdated mod but it's not worth updating it for a Minecraft version that's been outdated for half a year.
Not their fault either. Mostly, it's Eloraam's fault, and the whole Bukkit thing.
Cloudy #453
Posted 09 January 2013 - 01:06 PM
Why would it be eloraams "fault".
immibis #454
Posted 09 January 2013 - 01:18 PM
Why would it be eloraams "fault".
Because Tekkit can't update until RedPower isn't full of crash bugs.
Cloudy #455
Posted 09 January 2013 - 01:22 PM
You're talking out of your arse. Especially since they've already put a tekkit version out…

Anyway, this topic is no longer current. For a project implementing many features of ccSensors, see OpenCCSensors.