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[mc 1.6.x] Openperipheral

Started by Mikeemoo, 25 May 2013 - 03:17 PM
Mikeemoo #1
Posted 25 May 2013 - 05:17 PM
I decided to lock this thread, as it's turned into a collection of repeated requests for something that will never happen, and bug reports.


Bug reports:

All bug reports should go onto our bug tracker. Putting them all in a single place makes it a lot easier for us to manage and filter.


Downloads:

All downloads can be found on the OpenMods website.


Documentation & help:

Documentation is IN-GAME. You can see the documentation for any openperipheral you're attached to by typing "openp/docs <side>". To get information about a particular method, type "openp/docs <side> <methodname>"

If you don't have the documentation script in your version of OpenPeripheral, you can find it here.

If you're looking to get documentation out of the game, we offer a command that will dump documentation for the current set of mods into your minecraft folder. Use the command /op_dump (or /op_dump myfile.xml) and it'll save documentation as an XML file.

We do not offer online documentation because documentation is specific to the exact version of OpenPeripheral that you're using, the select of mods that you currently have installed, and the versions of each of those mods you have installed. It's far too much data to effectively manage and keep up to date. OpenPeripheral does not add support for individual blocks, we add support for interfaces. Documenting interfaces would make no sense to users.

If you need general lua help while programming using OpenPeripheral, I recommend asking in esper.net #ComputerCraft or asking in 'Ask a Pro'. We are not lua teachers (and I'm not good at lua, either!).

If you need support regarding any of the actual OpenPeripheral methods and the in-game documentation doesn't give you the information you need, you can reach us in esper.net #OpenMods.


Spotlights &amp; Media:

[media]http://www.youtube.com/watch?v=OWtzoJMmFL4[/media]

[media]http://www.youtube.com/watch?v=ukSKEnr5txA[/media]

[media]http://www.youtube.com/watch?v=ElFNEgElPdo[/media]
Edited on 26 March 2014 - 04:11 PM
electrodude512 #2
Posted 25 May 2013 - 07:31 PM
This is cool because it's server-side-only, but how is this functionally any better than OCS?
Mikeemoo #3
Posted 25 May 2013 - 08:28 PM
It's not better. It's different.

OCS lets you sense things in a wide area - it's much better for managing systems within a base, for example. This is more for more specialized tasks, or just a place to throw things I don't feel belong in OCS.

This mod wont necessarily be limited to just sensing things - there'll be some level of interaction (such as the noteblock!)
Mikeemoo #4
Posted 25 May 2013 - 08:30 PM
Also, at the moment I'm very aware that this is overpowered considering it costs nothing! I'll probably add a way for it to sink some resources. It'll probably be something like.. you drop redstone onto the computer and it'll give you a few thousand credits you can use for api calls.
Mikeemoo #5
Posted 26 May 2013 - 07:57 AM
Added a whole bunch of new methods last night
Mikeemoo #6
Posted 26 May 2013 - 10:14 AM
Update: added IC2 reactor methods
Mikeemoo #7
Posted 26 May 2013 - 10:31 AM
Added IC2 mass fab methods
maxxori #8
Posted 26 May 2013 - 10:32 AM
Very interesting concept, I'll be watching this one for sure.
Mikeemoo #9
Posted 26 May 2013 - 10:36 AM
Added ic2 induction furnace
Mikeemoo #10
Posted 26 May 2013 - 12:06 PM
0.0.4 released!

I said that I wouldn't be releasing much, but I had to upgrade the engine behind it :)/>
Those who upgrade will be able to use certain methods that people on 0.0.3 can't use. (they simply wont appear for 0.0.3 users).

Also, added thaumcraft brain in a jar support. Enjoy!
Mikeemoo #11
Posted 26 May 2013 - 01:23 PM
Added support for MineFactory Reloaded. More to come soon!

Some of the jukebox commands will work fine, but throw an error in earlier versions.

0.0.5 (new release) fixes this.
Molinko #12
Posted 26 May 2013 - 01:31 PM
I love you for this Mikee…
Mikeemoo #13
Posted 26 May 2013 - 01:33 PM
I love you for this Mikee…

Ha! Well I was getting worried about the lack of responses. But more like this are good!
Mikeemoo #14
Posted 26 May 2013 - 01:49 PM
Added MFR auto enchanter
ds84182 #15
Posted 26 May 2013 - 02:16 PM
Ok.
/nick George`Takei
Eau My.
Mikeemoo #16
Posted 26 May 2013 - 02:21 PM
http://www.reddit.com/r/feedthebeast/comments/1f2vws/openperipheral_mod_release_turn_any_block_into_a/ca6bb8q

I'll just leave this here..
Molinko #17
Posted 26 May 2013 - 02:44 PM
I love you for this Mikee…

Ha! Well I was getting worried about the lack of responses. But more like this are good!

I really like the the low maintenance client side.. Also I love ocs, but this fills a nice gap in the types or data we can find in our mc worlds.. Nice mod, nice work!
hardc0de #18
Posted 26 May 2013 - 03:21 PM
Mike, I can't seem to find the sources on github. I'm curious about it, and I'd like to add some peripherals support myself.
Mikeemoo #19
Posted 26 May 2013 - 03:28 PM
It's here:

https://github.com/Mikeemoo/OpenPeripheral

Ugly as hell at the moment. Hopefully I'll get to tidying it up over the next week.

all method definitions are in methods.json
TecmagDiams #20
Posted 26 May 2013 - 03:33 PM
If only it was for the current Feed The Beast version. This looks drop dead beautiful, and I would use it in a heartbeat if I could. :P/>
I love you for this Mikee…
^This. All my this. I love you so much I want to kidnap you and never let you go. *cough* I mean, give you a friendly handshake. Yep, that's what I meant.
Mikeemoo #21
Posted 26 May 2013 - 03:43 PM
If only it was for the current Feed The Beast version. This looks drop dead beautiful, and I would use it in a heartbeat if I could. :P/>/>
I love you for this Mikee…
^This. All my this. I love you so much I want to kidnap you and never let you go. *cough* I mean, give you a friendly handshake. Yep, that's what I meant.

It should play fine with the latest FTB - if you just drop it on the server, you shouldn't need to distribute it to the clients.
TecmagDiams #22
Posted 26 May 2013 - 03:58 PM
The FTB Ultimate v1.0.1 [For MC 1.4.7]? Hm, I get a crash when attempting to start my server. Don't know if it's important, or what but I s'pose I should attach the crash report, just incase. :3 I really do like the looks of this though, it's amazing.

Spoiler—- Minecraft Crash Report —-
// Don't be sad. I'll do better next time, I promise!
Time: 5/26/13 12:54 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraftforge.common.Property.getString()Ljava/lang/String;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:130)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:506)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
at ho.c(DedicatedServer.java:64)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
at fy.run(SourceFile:849)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.common.Property.getString()Ljava/lang/String;
at openperipheral.OpenPeripheral.preInit(OpenPeripheral.java:78)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:505)
… 5 more

A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————
– System Details –
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_03, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 551382656 bytes (525 MB) / 669057024 bytes (638 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512M -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.534 87 mods loaded, 87 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized
MiscPeripheralsASM [MiscPeripherals ASM] (coremods) Unloaded->Constructed->Pre-initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized
PowerCrystalsCore [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized
ComputerCraft [ComputerCraft] (computercraft.zip) Unloaded->Constructed->Pre-initialized
CCTurtle [ComputerCraft Turtles] (computercraft.zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Core [BuildCraft] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders [BC Builders] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy [BC Energy] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Factory [BC Factory] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport [BC Transport] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon [BC Silicon] (buildcraft.jar) Unloaded->Constructed->Pre-initialized
factorization [Factorization] (factorization.jar) Unloaded->Constructed->Pre-initialized
ExtrabiomesXL [ExtrabiomesXL] (extrabiomes.jar) Unloaded->Constructed->Pre-initialized
Forestry [Forestry for Minecraft] (forestry.jar) Unloaded->Constructed->Pre-initialized
CoFHCore [CoFH Core] (CoFHCore.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion [Thermal Expansion] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
OmniTools [OmniTools] (omnitools.zip) Unloaded->Constructed->Pre-initialized
IC2 [IndustrialCraft 2] (IC2.jar) Unloaded->Constructed->Pre-initialized
Railcraft [Railcraft] (railcraft.jar) Unloaded->Constructed->Pre-initialized
RedPowerCore [RedPower] (redpowercore.zip) Unloaded->Constructed->Pre-initialized
RedPowerBase [RP Base] (redpowercore.zip) Unloaded->Constructed->Pre-initialized
RedPowerMachine [RP Machine] (redpowermechanical.zip) Unloaded->Constructed->Pre-initialized
RedPowerCompat [RP Compat] (redpowercompat.zip) Unloaded->Constructed->Pre-initialized
RedPowerWiring [RP Wiring] (redpowerdigital.zip) Unloaded->Constructed->Pre-initialized
RedPowerLogic [RP Logic] (redpowerdigital.zip) Unloaded->Constructed->Pre-initialized
RedPowerLighting [RP Lighting] (redpowerdigital.zip) Unloaded->Constructed->Pre-initialized
RedPowerWorld [RP World] (redpowermechanical.zip) Unloaded->Constructed->Pre-initialized
RedPowerControl [RP Control] (redpowermechanical.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion|Factory [Factory] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion|Energy [Energy] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
ThermalExpansion|Transport [Transport] (thermalexpansion.zip) Unloaded->Constructed->Pre-initialized
ImmibisCore [Immibis Core] (immibiscore.jar) Unloaded->Constructed->Pre-initialized
Tubestuff [Tubestuff] (tubestuff.jar) Unloaded->Constructed->Pre-initialized
TwilightForest [The Twilight Forest] (TwilightForest.zip) Unloaded->Constructed->Pre-initialized
XyCraft [§3XyCraft] (xycraft.zip) Unloaded->Constructed->Pre-initialized
GregTech_Addon [GregTech-Addon] (GregTech.zip) Unloaded->Constructed->Pre-initialized
MiscPeripherals [MiscPeripherals] (MiscPeripherals.jar) Unloaded->Constructed->Pre-initialized
AdvancedMachines [IC2 Advanced Machines Addon] (advancedmachines.zip) Unloaded->Constructed->Pre-initialized
AdvancedSolarPanel [Advanced Solar Panels] (advancedsolarpanel.zip) Unloaded->Constructed->Pre-initialized
AppliedEnergistics [Applied Energistics] (AppliedEnergistics.zip) Unloaded->Constructed->Pre-initialized
BiblioCraft [BiblioCraft] (BiblioCraft.zip) Unloaded->Constructed->Pre-initialized
ChargePads [Charge Pads] (ChargePads.zip) Unloaded->Constructed->Pre-initialized
ChickenChunks [ChickenChunks] (ChickenChunks.jar) Unloaded->Constructed->Pre-initialized
EE3 [Equivalent Exchange 3] (ee3.jar) Unloaded->Constructed->Pre-initialized
EnderStorage [EnderStorage] (EnderStorage.jar) Unloaded->Constructed->Pre-initialized
BinnieCore [Binnie Core] (extrabees.zip) Unloaded->Constructed->Pre-initialized
ExtraBees [Extra Bees] (extrabees.zip) Unloaded->Constructed->Pre-initialized
FlatBedrock [FlatBedrock] (FlatBedrock.zip) Unloaded->Constructed->Pre-initialized
GraviGun [GraviGun] (GraviGun.zip) Unloaded->Constructed->Pre-initialized
GraviSuite [Gravitation Suite] (gravisuite.zip) Unloaded->Constructed->Pre-initialized
IC2NuclearControl [Nuclear Control] (IC2NuclearControl.zip) Unloaded->Constructed->Pre-initialized
IronChest [Iron Chest] (IronChest.zip) Unloaded->Constructed->Pre-initialized
MFReloaded [Minefactory Reloaded] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatExtraBiomes [MFR Compat: ExtraBiomes] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatForestry [MFR Compat: Forestry] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatIC2 [MFR Compat: IC2] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatPams [MFR Compat: Pam's Mods] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatRP2 [MFR Compat: RP2] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
SoulShards [SoulShards] (soulshards.zip) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatSoulShards [MFR Compat: Soul Shards] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatSufficientBiomes [MFR Compat: Sufficient Biomes] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
Thaumcraft [Thaumcraft] (Thaumcraft.zip) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatThaumcraft [MFR Compat: Thaumcraft] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatTwilightForest [MFR Compat: TwilightForest] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
XyCraftWorld [§2XyCraft World] (xycraft.zip) Unloaded->Constructed->Pre-initialized
MFReloaded|CompatXycraft [MFR Compat: Xycraft] (MineFactoryReloaded.jar) Unloaded->Constructed->Pre-initialized
ModularForceFieldSystem [Modular ForceField System V2] (modularforcefieldsystem.zip) Unloaded->Constructed->Pre-initialized
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits.jar) Unloaded->Constructed->Pre-initialized
Mystcraft [Mystcraft] (mystcraft.zip) Unloaded->Constructed->Pre-initialized
NetherOres [Nether Ores] (NetherOres.jar) Unloaded->Constructed->Pre-initialized
ObsidiPlates [Obsidian Pressure Plates] (obsidiplates.zip) Unloaded->Constructed->Pre-initialized
OpenPeripheral [OpenPeripheral] (OpenPeripheral-0.0.5.jar) Unloaded->Constructed->Errored
drceph.petrogen [Petroleum Generator] (petrogen.zip) Unloaded->Constructed->Pre-initialized
PortalGun [Portal Gun] (PortalGun.zip) Unloaded->Constructed->Pre-initialized
PowerConverters [Power Converters] (PowerConverters.jar) Unloaded->Constructed->Pre-initialized
SecretRoomsMod [The SecretRoomsMod] (secretroomsmod.zip) Unloaded->Constructed->Pre-initialized
StevesCarts [Steve's Carts] (StevesCarts.zip) Unloaded->Constructed->Pre-initialized
ThaumicBees [ThaumicBees] (ThaumicBees.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Core [WR-CBE Core] (wirelessredstonecore.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|Addons [WR-CBE Addons] (wirelessredstoneaddons.jar) Unloaded->Constructed->Pre-initialized
WR-CBE|RedPower [WR-CBE RedPower] (wirelessredstoneredpower.jar) Unloaded->Constructed->Pre-initialized
XReliquary [Xeno's Reliquary] (XReliquary.jar) Unloaded->Constructed->Pre-initialized
XyCraftMachines [§9XyCraft Machines] (xycraft.zip) Unloaded->Constructed->Pre-initialized
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'forge,fml'
Type: Dedicated Server (map_server.txt)
Mikeemoo #23
Posted 26 May 2013 - 04:12 PM
This mod is for Minecraft 1.5.2. It won't work with Minecraft 1.4.7 - sorry!
TecmagDiams #24
Posted 26 May 2013 - 04:29 PM
That's what I thought to begin with. :P/> FTB isn't up to 1.5.2 just yet. :3 Can't wait to get to use this, it was going to be the perfect solution to my lack of Applied Energistics ComputerCraft readings.
Mikeemoo #25
Posted 26 May 2013 - 04:30 PM
That's what I thought to begin with. :P/>/> FTB isn't up to 1.5.2 just yet. :3 Can't wait to get to use this, it was going to be the perfect solution to my lack of Applied Energistics ComputerCraft readings.

ah, not officially, no - but there's a 1.5.2 beta :)/>

(which includes OpenCCSensors!)
hardc0de #26
Posted 26 May 2013 - 06:50 PM
Thanks for being awesome :)/>
Mikeemoo #27
Posted 26 May 2013 - 06:55 PM
Just discovered a bug regarding using peripheral/networking cables with this system. It's likely to crash your server!

Need to speak to Cloudy and dan200 to work out where the issue is, so for now please avoid using them with network cables :)/>
Mikeemoo #28
Posted 26 May 2013 - 08:00 PM
Ok, 0.0.7 released.

I've added a workaround to stop peripheral-cabled peripherals crash.

It's quite an ugly temporary fix - hopefully I'll find a nicer way at a later date.
Mikeemoo #29
Posted 26 May 2013 - 08:28 PM
http://www.youtube.com/watch?v=ddLcSPdN3d4&feature=youtu.be

Just for fun, showing it off with peripheral cables :)/>
Molinko #30
Posted 26 May 2013 - 09:25 PM
uuuugghhghh i wish my server would update sooon so i can haz it!!! nice vid btw. i love the machine gun updates throughout the day :)/>
Mikeemoo #31
Posted 26 May 2013 - 10:03 PM
added support for railcraft anchors
hardc0de #32
Posted 27 May 2013 - 01:52 AM
About nerfing, what about consuming turtle fuel instead of redstone? You could add "cost" in the json to make it possible to have different costs for different peripherals (some are more useful than others).
Lordmau5 #33
Posted 27 May 2013 - 05:06 AM
I don't know if it's possible, but is there any possibility for the noteblocks to add, that the pitch get's changed to a direct value?

e.g. "NoteBlock.setPitch(20)"

//EDIT: If you could do something with this method, that would be awesome :)/>

public void setPitch(int note)
{
    this.note = (byte)(note % 25);
    this.onInventoryChanged();
}
Mikeemoo #34
Posted 27 May 2013 - 06:41 AM
Great news! http://www.technicpack.net/article/view/big-dig-132-is-now-recommended.22
electrodude512 #35
Posted 27 May 2013 - 01:18 PM
It's not better. It's different.

OCS lets you sense things in a wide area - it's much better for managing systems within a base, for example. This is more for more specialized tasks, or just a place to throw things I don't feel belong in OCS.

This mod wont necessarily be limited to just sensing things - there'll be some level of interaction (such as the noteblock!)

Ah, so you can interact with things! In that case, this mod's going on my private whitelist server.
Mikeemoo #36
Posted 27 May 2013 - 02:02 PM
This mod seems to be taking off a bit!

Over 7000 installs in the past few hours thanks to it being in a pretty major mod pack.

I've decided to rewrite the core from scratch in a much more flexible way, which'll hopefully allow me to support even more mods and methods.

The next release will be a rewritten release :)/>
random_lulz #37
Posted 28 May 2013 - 09:38 AM
I would like to suggest GregTech support - there are some things in GT that would really be handy if they could be easily monitored such as machine processing times and upgrades.
Jappards #38
Posted 29 May 2013 - 02:53 PM
Nice! I would like to suggest making the beacon a peripheral, there should also be a beacon API.
some of the commands would be:

beacon.setBuff(buff,strenght)--would set the buff the beacon would send to players.
beacon.setRange(range)--would send the range in blocks, but the range can`t get further than the maximum of the piramid size.
beacon.toggle(boolean)--would toggle the beacon or set to true(beacon set to on)or false(beacon set to off)
beacon.toggleBeam(boolean)--would toggle the beam of the beacon, wouldn`t be able to be used in the nether.
beacon.toggleBuff(boolean)--would toggle the buff of the beacon
beacon.selectEffect(buff)--would select the buff of the beacon
and i also would like to suggest support to Ars Magica
Mikeemoo #39
Posted 29 May 2013 - 04:07 PM
0.1.0 released.

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.0.jar


LOTS LOTS LOTS of new support. I'll write up full documentation either tonight or tomorrow.
Mikeemoo #40
Posted 29 May 2013 - 04:08 PM
Nice! I would like to suggest making the beacon a peripheral, there should also be a beacon API.
some of the commands would be:

beacon.setBuff(buff,strenght)--would set the buff the beacon would send to players.
beacon.setRange(range)--would send the range in blocks, but the range can`t get further than the maximum of the piramid size.
beacon.toggle(boolean)--would toggle the beacon or set to true(beacon set to on)or false(beacon set to off)
beacon.toggleBeam(boolean)--would toggle the beam of the beacon, wouldn`t be able to be used in the nether.
beacon.toggleBuff(boolean)--would toggle the buff of the beacon
beacon.selectEffect(buff)--would select the buff of the beacon
and i also would like to suggest support to Ars Magica

I'll try patch some of this in as a remote update. Anything I can't do remotely will be added in the next code release.
Mikeemoo #41
Posted 29 May 2013 - 04:25 PM
Started listing all the methods on the first post in this thread.

Only started, still a lot of mods to do!

Also need to clean up the block names to make it clearer what they are (and remove irrelevant ones)
Mikeemoo #42
Posted 29 May 2013 - 08:39 PM
Another massive update to the mod support list. More to come!
Mikeemoo #43
Posted 30 May 2013 - 05:27 PM
I've been doing some engine upgrades the past couple of days. Starting to become REALLY powerful..

I'll commit updates soon and release the new engine. The old engine is fully compatible, you'll just be missing one or two methods.

I've had some mod authors interested in adding stuff especially for OpenPeripheral now, which is really great! The less hacky stuff I have to do to access various things the better.

Quite excited ;)/>
gknova61 #44
Posted 02 June 2013 - 02:51 AM
Can you add support for the ChickenChunks loader? The problem with it is that it can't be toggled by a redstone signal so I have an Online Player Detector going to a turtle which breaks the Chunk Loader when I leave and replaces it when I join. The problem with this is that when the turtle places the loader, it can't set the radius or the shape of the loader so you need to go with default settings since my player can't modify it since the turtle placed it. The methods for the loader would be something like:

setRadius(int)
setShape(int) - 1 or 2 with 1 being square and 2 being circle
Mikeemoo #45
Posted 02 June 2013 - 05:37 AM
Can you add support for the ChickenChunks loader? The problem with it is that it can't be toggled by a redstone signal so I have an Online Player Detector going to a turtle which breaks the Chunk Loader when I leave and replaces it when I join. The problem with this is that when the turtle places the loader, it can't set the radius or the shape of the loader so you need to go with default settings since my player can't modify it since the turtle placed it. The methods for the loader would be something like:

setRadius(int)
setShape(int) - 1 or 2 with 1 being square and 2 being circle




I'll try get this added in today or tomorrow :)/> It'll require the new engine though, which I'm releasing in the next couple of days
Mikeemoo #46
Posted 02 June 2013 - 06:18 AM
http://www.youtube.com/watch?v=CyrWb2UGFGg&amp;feature=youtu.be

Still just a concept. Needs a lot of work. Probably wont make it into the upcoming release.
Jappards #47
Posted 02 June 2013 - 09:20 AM
if you are going to add blocks and items then:
here is something i want in a very long time: a computercraft module for steve`s carts (allows you to disable modules) with the steve`s carts API and a rednet upgrade that allows you to interact with other computers that aren`t in the network.
Cain #48
Posted 02 June 2013 - 05:36 PM
I really like this, I will add it soon.
gknova61 #49
Posted 02 June 2013 - 08:34 PM
Still just a concept. Needs a lot of work. Probably wont make it into the upcoming release.
That looks amazing :o/>
Mikeemoo #50
Posted 02 June 2013 - 09:56 PM
http://www.youtube.com/watch?v=KL7S1hILpoQ&amp;feature=youtu.be
Lordmau5 #51
Posted 03 June 2013 - 09:35 AM
You don't know how f*cking much I want this now… ^^

Awesome work, Mikee :)/>
Tiin57 #52
Posted 03 June 2013 - 09:54 AM
By the way, Mikee has committed the glasses to https://github.com/mikeemoo/OpenPeripheral
Not sure how operational they are, but they're there.
kaj #53
Posted 03 June 2013 - 10:49 AM
looks amazing. very much looking forward to having a play :)/>
Mikeemoo #54
Posted 03 June 2013 - 11:32 AM
Edit: moved to the front page
Mikeemoo #55
Posted 03 June 2013 - 12:58 PM
Updated the preview link with a version that now allows chat commands.

If you're wearing the glasses ,and they're linked to a machine, you can do:

$$whatever command you want here

in the computer attached to your glasses peripheral bridge, it'll fire a "chat_command" event
Lyqyd #56
Posted 03 June 2013 - 02:16 PM
I may or may not have to write an nsh interface for these. Chat commands could well be glorious.
Mikeemoo #57
Posted 03 June 2013 - 03:01 PM
If anyones not able to call the methods, try deleting /config/OpenPeripheral_methods.json and relaunch the client.
Mikeemoo #58
Posted 03 June 2013 - 04:27 PM
Updated the preview link.

Changed the way changes and deletions are processed. It should work a bit better now.
AmandaC #59
Posted 03 June 2013 - 06:21 PM
Any hints on how the getTanks() function works? =^.^;=

I've found so far that it simply returns a table, what that table is supposed to contain, I have no clue. :P/>
Fenthis #60
Posted 03 June 2013 - 08:16 PM
Don't suppose there is any plan to make a 1.4.7 (which FTB is still on) version? Also add my vote for a server-side only version as an option. FTB makes custom client-side mods kinda an annoyance to the users. :/
Jappards #61
Posted 04 June 2013 - 11:20 AM
how stable is your version with the terminal glasses? and it would also be cool if you can customize the texture and can you add set methods to your mod support methods? that would make it a LOT more usefull, because you are now only able to get a variable, but you can`t really do much with it.
Lordmau5 #62
Posted 04 June 2013 - 12:17 PM
Any hints on how the getTanks() function works? =^.^;=

I've found so far that it simply returns a table, what that table is supposed to contain, I have no clue. :P/>
Mikemoo already told me in the IRC, that you can just use "peripheral.getTanks("unknown")" for it.
It's allowing you to "get the tank in most cases" ;)/>
Mikeemoo #63
Posted 04 June 2013 - 12:27 PM
Yep, getTanks() is a built in forge thing which I'm hooking into. The parameter is the side you're pulling from (in forge, blocks can have multiple tanks within them).

In most cases you can just say getTanks("unknown"), which'll usually return the main tank. If that doesn't work, you can try "east", "west", "north", "south", "up", down" (i think).

Be aware that getTanks returns a table of tanks, so you'll need to do something like this:


local tanks = machine.getTanks("unknown")
maintank = tanks[1]
print(maintank.capacity)
Mikeemoo #64
Posted 04 June 2013 - 12:30 PM
how stable is your version with the terminal glasses? and it would also be cool if you can customize the texture and can you add set methods to your mod support methods? that would make it a LOT more usefull, because you are now only able to get a variable, but you can`t really do much with it.

"You can't really do much with it" - surely that depends on how creative you are? There's a huge amount of access to things no other peripheral can usually give you access to - I've seen some absolutely awesome examples of what people are able to do with it.

Anyway, regarding set methods - there's already quite a few set methods if you read the docs properly. Obviously I have to limit what can be added to ensure I'm not allowing hugely unfair advantages.
What exactly did you want a set method for? If there's any specific examples let me know and I can see how easy it'll be to add it.

Regarding texture customisation, surely you can just do that as you would with any other mod? I'm not too sure what you're wanting, here.
Mikeemoo #65
Posted 04 June 2013 - 12:31 PM
Don't suppose there is any plan to make a 1.4.7 (which FTB is still on) version? Also add my vote for a server-side only version as an option. FTB makes custom client-side mods kinda an annoyance to the users. :/

Unfortunately no. Still, I'm sure FTB will upgrade soon enough ;)/>
Mikeemoo #66
Posted 04 June 2013 - 01:22 PM
https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.1.jar

Here yer go. 0.1.1.

This version is required on both the server and client.

A server-only version will come soon, but it'll be lacking the new Terminal Glasses functionality.

Docs, recipes and hopefully a spotlight coming soon.

Let me know asap if there's any issues!

(Oh, there's also a nice little book you can craft to help you)

Please make sure you delete /config/OpenPeripheral_methods.json before starting the client/server.
Bubba #67
Posted 04 June 2013 - 03:33 PM
This is fantastic Mikee! You don't know how excited I am about the glasses. I'm practically drooling on the computer.

Keep up the amazing work :)/>

Edit: I do have one request - is it possible that you could give a method to get the screen size? It's a bit of a pain to find it manually. Thanks!
Engineer #68
Posted 04 June 2013 - 05:24 PM
Holy ******* ****! Mikee, you are far more than awesome! I… I cant even describe how awesome++; (see what I did there? :P/> ) this is. And that you have made it open source is even more awesome, since I want to learn how to make a mc mod.

Got to learn a lot to get a big chunk of java memory. Im learning bit by bit, eventually I know it.

Thank you for creating this peripheral, I really like it! Keep up the great content :)/>
natnif36 #69
Posted 04 June 2013 - 07:53 PM
Ok, I have been examining this mod and I must say, it seems pretty extraordinary.

Couple of qs about the goggles.
What similarities/differences does it have to the smart hat of misc Periferals?

And is there any way you could submit this with MSP compatibility?
Just think - this helmet, and therefore customisable GUI is cool, but without being able to use the MSP helmet functions such as flight control, it becomes significantly unwieldy to use.
I could be wrong, but AFAIK MachineMuses policy on such is "If you code it, and I/Andrew(MPSA guy) like it, it will be added."
So yeah, I think the compatibility is on your end.
Please?
sjonky #70
Posted 04 June 2013 - 08:23 PM
Anyone else get an error when trying to use the functions on the objects created?

Example:


hud = peripheral.wrap("right")
box = hud.addBox(0,0,200,200,0x000000,0.5)

box.setWidth(300)

I get this error:
lua:52: net/minecraft/client/gui/ScaledResolution

am i doing something wrong?
Bubba #71
Posted 04 June 2013 - 09:25 PM
Anyone else get an error when trying to use the functions on the objects created?

Example:


hud = peripheral.wrap("right")
box = hud.addBox(0,0,200,200,0x000000,0.5)

box.setWidth(300)

I get this error:
lua:52: net/minecraft/client/gui/ScaledResolution

am i doing something wrong?

Try reinstalling - that works fine for me.
ElvishJerricco #72
Posted 05 June 2013 - 12:32 AM
Jesus this has been evolving insanely quickly. Well done!
CoderPuppy #73
Posted 05 June 2013 - 01:59 AM
Some multiplayer terminal glasses bugs:
  • setting properties errors with net/minecraft/client/gui/ScaledResolution
  • clear doesn't always work
But awesome mod.
Mikeemoo #74
Posted 05 June 2013 - 03:00 AM
Thanks for the bug reports!

I'll try get those fixed asap.
Mikeemoo #75
Posted 05 June 2013 - 05:29 AM
Hi guys,

Sorry about the multiplayer bugs. I fixed these this morning before work!

0.1.2 download:

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.2.jar

Changes:

1) Fixed the 'ScaledResolution' multiplayer bug
2) Fixed a multiplayer bug where packet sizes were too big. they're now broken up into smaller chunks
3) Fixed an issue where the config file wasn't being saved

Thanks all for your patience!
Mikeemoo #76
Posted 05 June 2013 - 05:32 AM
Ok, I have been examining this mod and I must say, it seems pretty extraordinary.

Couple of qs about the goggles.
What similarities/differences does it have to the smart hat of misc Periferals?

No idea - I've not used the smart hat. From what I've heard this is quite different, but maybe someone else could elaborate for me.

And is there any way you could submit this with MSP compatibility?
Just think - this helmet, and therefore customisable GUI is cool, but without being able to use the MSP helmet functions such as flight control, it becomes significantly unwieldy to use.
I could be wrong, but AFAIK MachineMuses policy on such is "If you code it, and I/Andrew(MPSA guy) like it, it will be added."
So yeah, I think the compatibility is on your end.
Please?

It's probably quite unlikely that it can be done. I'll probably take a look into it at some point and have a chat with MachineMuse, but it's not high priority for me.
CoderPuppy #77
Posted 05 June 2013 - 10:09 AM
The smart helmet just displays text you send it in a box at the top of the screen.
No input, formatting or fancy graphics.
JustPingo #78
Posted 05 June 2013 - 11:04 AM
Amazing peripheral !

A suggestion for the glasses : a way to detect if the player touch the glasses (like goggles), in example a button on the keyboard settable in Controls which send an event to the computer, or simply an event who say if anything is pressed.
CoderPuppy #79
Posted 05 June 2013 - 11:08 AM
Another bug report:
  1. Get 2 glasses
  2. Link one of them to a bridge and draw something on it
  3. Switch to the unlinked glasses
  4. It will still so what you drew on the linked glasses.
JustPingo #80
Posted 05 June 2013 - 12:35 PM
Another suggestion : a config file which allow to select what mods you want to use with OpenPeripheral, and use glasses.
Wired2coffee #81
Posted 05 June 2013 - 06:34 PM
Crashed my server.
http://pastebin.com/M8GAw7Km


EDIT: CONTEXT: Imgoodisher made a map program that pulls numbers off OCS's proximity sensor then displays them on the glasses. This was the program: http://pastebin.com/gU70rSeE. It didn't crash the server until there were several pointers on the map.
Mikeemoo #82
Posted 06 June 2013 - 05:10 AM
https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.3.jar

Version 0.1.3!

- I've completely rewritten the networking code - reduced the network traffic to about 30% of what it was before
- Improved the stability
- added text.setScale(1.5) (or whatever you want!)
- boxes now have 2 more functions. setColor2, setAlpha2. This is for gradients. Right now gradients are only vertical, horizontal will come later
- if you delete your cached /config/OpenPeripheral_methods.json, you should now get an extra function on the peripheral which is just a shortcut to adding gradients to boxes:

 mybox = p.addGradientBox(0, 0, 100, 100, 0xFF0000, 0.8, 0x00FF00, 0.8, gradientDirection)

addGradientBox and addBox both return the same kind of object, the only difference is that addGradientBox is a shortcut!


I think a bit of a bug still remains regarding switching to new glasses. I'm still looking into it, but I think it's now better.
BigSHinyToys #83
Posted 06 June 2013 - 06:14 AM
ok so this looks cool but I think I will need change a few thing in my code.
Spoiler

great mod +1
Mikeemoo #84
Posted 06 June 2013 - 06:40 AM
Noticed a bug in setColor, it adds a gradient. will do a ninja stealth fix
Mikeemoo #85
Posted 06 June 2013 - 06:52 AM
Ok, done a stealth release. Same link/version as before (0.1.3)

box now has getGradient() or setGradient()

the gradient can be one of the following:

0 = no gradient
1 = vertical gradient
2 = horizontal gradient

Changed the gradient box method to:
p.addGradientBox(x, y, width, height, color1, alpha, color2, alpha2, gradient)
Cloudy #86
Posted 06 June 2013 - 07:40 AM
ok so this looks cool but I think I will need change a few thing in my code.
Spoiler

great mod +1

That is awesome looking - reminds me of the Amiga copperbars :P/>
BigSHinyToys #87
Posted 06 June 2013 - 07:51 AM
The optimizations you made have made a huge difference in a good way to FPS.

and will there be a setAlpha for text ??

@Cloudy

thanks it was actually caused by a bug but could be done easily deliberately.
Jappards #88
Posted 06 June 2013 - 08:55 AM
i would like to suggest some methods:

applied energistics
Spoilercrafting monitor:
p.getCraftingJobs()–returns a table of crafting jobs, the number would be an ID of the result of the crafting
p.cancelCraftingJob(id)–cancels the crafting job of the ID of the result
Mikeemoo #89
Posted 06 June 2013 - 09:00 AM
The optimizations you made have made a huge difference in a good way to FPS.

and will there be a setAlpha for text ??

Maybe next version! I'll need to look into it.
Mikeemoo #90
Posted 06 June 2013 - 11:06 AM
Added a bit of information to the front page which talks about OpenPeripherals ability to intercept chat commands
Mikeemoo #91
Posted 06 June 2013 - 11:53 AM
added setColor method to TE glowstone illuminators

(delete config/OpenPeripheral_methods.json to get a fresh copy)
BigSHinyToys #92
Posted 06 June 2013 - 12:20 PM
It is too bad this project "ccinput2-remote-control" is not uptodate as it would work perfectly with terminal glasses.
Mikeemoo #93
Posted 06 June 2013 - 12:44 PM
Had to do a mini release. Sorry guys

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.4.jar

Crashes were happening when using cables
Mikeemoo #94
Posted 06 June 2013 - 05:18 PM
Tiny bug fix - added 0.1.5.

Sorry about so many releases. It's all seeming nice and stable now, so I'm just making sure any remaining mini-tweaks aren't just left weeks at a time to make it into a new release. I want to get them out asap.

This one fixes a tiny issue with gradients.

I've updated the first post with links back to previous versions in case people require them for their servers.
Devon The Novice #95
Posted 06 June 2013 - 05:22 PM
Also, at the moment I'm very aware that this is overpowered considering it costs nothing! I'll probably add a way for it to sink some resources. It'll probably be something like.. you drop redstone onto the computer and it'll give you a few thousand credits you can use for api calls.
perhaps you could make a card or something that you then have to use on the item before you can use it a a peripheral. (however that might not make sense if you want to make it all server side.

But, I defiantly am going to try this out. just a question, is the mod able to get heat from a reactor chamber, or does the computer have to be touching the reactor block in order to get the heat level. i ask because it cause issues with limiting reactor size.
Lyqyd #96
Posted 06 June 2013 - 05:40 PM
Also, at the moment I'm very aware that this is overpowered considering it costs nothing! I'll probably add a way for it to sink some resources. It'll probably be something like.. you drop redstone onto the computer and it'll give you a few thousand credits you can use for api calls.
perhaps you could make a card or something that you then have to use on the item before you can use it a a peripheral. (however that might not make sense if you want to make it all server side.

But, I defiantly am going to try this out. just a question, is the mod able to get heat from a reactor chamber, or does the computer have to be touching the reactor block in order to get the heat level. i ask because it cause issues with limiting reactor size.

You should look into OpenCCSensors! You can get information on your reactor from several blocks away.
Bubba #97
Posted 06 June 2013 - 06:51 PM
Also, at the moment I'm very aware that this is overpowered considering it costs nothing! I'll probably add a way for it to sink some resources. It'll probably be something like.. you drop redstone onto the computer and it'll give you a few thousand credits you can use for api calls.

If you were to make a cost, I personally would probably prefer it to be a one time thing rather than a continuously renewable one. I've never liked mods that force you to continually collect energy - If I want a dose of real life then I'll walk out my front door ;)/>

That's just my two cents.

Also, I'm not sure if you saw my suggestion earlier (my apologies if you did). I was wondering if you would be able to add a method to get the screen size for Terminal Glasses, as it's a pain to find it manually. Thanks for this awesome mod!
basdxz #98
Posted 06 June 2013 - 07:19 PM
Could we have an addon for StarGates? http://www.minecraftforge.net/forum/index.php?topic=5594.0 Dialing from a computer would be pretty fun!
Creeper367 #99
Posted 06 June 2013 - 07:46 PM
Could we have an addon for StarGates? http://www.minecraft...hp?topic=5594.0 Dialing from a computer would be pretty fun!

I just checked out the mod review for it and i thought that was a great idea!
allquan #100
Posted 07 June 2013 - 02:03 PM
Hey Mikeemoo what a nice peripheral! I already spend hours of coding some nice programs with it :)/>
Would it be possible to get the average energy input for buildcraft, raildcraft and te machines? Like for the IC2 and GT ones.

keep the good work :)/>
Xiretza #101
Posted 07 June 2013 - 02:15 PM
I know this was mentioned before, but there was no real answer: Does anybody know what actually a "tank" object contains (Like if you do a "peripheral.wrap()" on a buildcraft tank)? I know there is "capacity", and "pressure". But what else? Is there something like a index? I could brute-force it, but that would take some time.

EDIT: Ok, got it. Get any tank, then

for index,value in pairs(tank) do
  print(index)
end
and watch :D/> And I thought I weren't a Lua noob.
Mikeemoo #102
Posted 07 June 2013 - 05:01 PM
I know this was mentioned before, but there was no real answer: Does anybody know what actually a "tank" object contains (Like if you do a "peripheral.wrap()" on a buildcraft tank)? I know there is "capacity", and "pressure". But what else? Is there something like a index? I could brute-force it, but that would take some time.

EDIT: Ok, got it. Get any tank, then

for index,value in pairs(tank) do
  print(index)
end
and watch :D/> And I thought I weren't a Lua noob.


print(textutils.serialize(mydata))

This is the most important code you ever need to know ;)/>
Lyqyd #103
Posted 07 June 2013 - 05:12 PM
It looks like I should work on a "peripheralview".
Xiretza #104
Posted 07 June 2013 - 05:13 PM

print(textutils.serialize(mydata))

This is the most important code you ever need to know ;)/>
:)/>
Creeper367 #105
Posted 07 June 2013 - 05:43 PM
Can we have support for SG Craft:http://www.minecraftforge.net/forum/index.php?topic=5594.0
Due to the fact that stargates have advanced addresses and a dialing interaction with a computer would be incredibly easier. Also it would be functional to be able to get a stargate's address. Just a suggestion
~Creeper367
Mikeemoo #106
Posted 07 June 2013 - 06:44 PM
Can we have support for SG Craft:http://www.minecraft...hp?topic=5594.0
Due to the fact that stargates have advanced addresses and a dialing interaction with a computer would be incredibly easier. Also it would be functional to be able to get a stargate's address. Just a suggestion
~Creeper367

I'll take a look into it after the weekend
Mikeemoo #107
Posted 07 June 2013 - 06:46 PM


This has been requested a lot. Work in progress! Will probably finish it after the weekend as I'm away most of the weekend.
basdxz #108
Posted 07 June 2013 - 07:25 PM
I am exited about the addon to power armor and the StarGate. Please do add support for them.
Cruor #109
Posted 07 June 2013 - 08:02 PM
http://www.youtube.com/watch?v=ElFNEgElPdo

My twitter overlay thingy thingy :P/>
OpenPeripherals FTW
Creeper367 #110
Posted 07 June 2013 - 09:54 PM
Can we have support for SG Craft:http://www.minecraft...hp?topic=5594.0
Due to the fact that stargates have advanced addresses and a dialing interaction with a computer would be incredibly easier. Also it would be functional to be able to get a stargate's address. Just a suggestion
~Creeper367

I'll take a look into it after the weekend

Thanks!
random_lulz #111
Posted 08 June 2013 - 02:39 AM
Would it be possible to add a version of the Glasses that would be able to read player information also?
Spoilerender: boolean argument to specify if the item is in the Ender Chest bound to the player
slot: integer argument for the slot number the item is in (0 - 35, 100 - 103)
  • getStackInSlot(int slot, bool ender)
  • getHealth()
  • getFoodLevel()
  • getFoodSaturation()
  • getXpLevels()
  • getXpProgress()
  • getXpTotal()
  • getXpToLevelUp()
  • getExhaustionLevel()
  • getSlotNbt(int slot, bool ender)
  • getPotionEffects()
  • - Returns a table of a list of tables with each potion ID, its amplifier, duration and if it is a beacon effect
  • getPlayerName()
  • getPlayerPos()
  • getPlayerDim()
  • getBiome()
  • getAir()
  • isBurning()
  • isSleeping()
  • getSelectedSlot()
  • getGamemode()
  • isSprinting()
  • getSpawnPos()
  • getBedPos()
  • getItemName(int slot, int mode)
  • - If mode is unspecified, or is 0, returns the original name of the item - If mode is 1, returns the name of the item in code (e.g. Netherrack > hellrock) - If mode is 2, returns the display name (anvil) of the item.
  • getEnchants(int slot, bool ender)
  • - Returns the string "nil" if none - Otherwise returns a table consisting of a list of tables with the enchantment ID and the enchantment level
  • getManaLevel() – Ars Magica
  • getItemElectricInfo(int slot, bool ender) – IC2
  • - Returns the voltage tier (i.e. 0 –> 0 - 6 EU/t, 1 –> 7 - 32 EU/t, 2 –> 33 - 128 EU/t, 3 –> 129 - 512 EU/t, 4 –> 513 - 2048 EU/t, 5 –> 2049 - 8192 EU/t, 6 –> 8193 - 1 million EU/t, 7 –> > 1 million EU/t) - Also returns the current charge - Also returns the maximum charge
  • getTinkerInfo(int slot, bool ender) – Tinker's Construct
  • - Returns the string "nil" if it is not a TConstruct tool - Otherwise returns a table consisting of: —- Name —- Tool type —- Total durability —- Current durability – A list (table) of each component used to build the tool (e.g. Manyullum, Green Slime, Ardite) – A list (table) of each modifier and its level —- Number of extra modifiers
    —- Original number of modifiers
    —- Tool ability
  • getModules(int slot, bool ender) – Modular Powersuits
  • - Returns the current charge - Also returns the maximum charge - Finally returns a list (table) of each installed module and their tinkered levels.
Lyqyd #112
Posted 08 June 2013 - 02:48 AM
You put an awful lot of work into listing out those specific calls. I'd bet if Mikee did add the ability to get player information, it'd be with a method like getPlayerInfo(), and it would return a table very much like the detailed information table you'd get from a proximity sensor. That is, if a bridge is limited to a single pair of glasses being bound to it. If multiple players could wear glasses tied to a single bridge, it won't work at all.
Nietsnie #113
Posted 08 June 2013 - 05:23 AM
I messed around with this addon last night. It's wicked cool! :)/>

http://youtu.be/ReVR-F52C_E
JustPingo #114
Posted 08 June 2013 - 05:24 AM
If multiple players could wear glasses tied to a single bridge, it won't work at all.


returned = { ["Lyqyd"] = { ["health"] = 6, ["hunger"] = 7 }, ["pingoleon60"] = { ["health"] = 8, ["hunger"] = 5 } }
print(returned["Lyqyd"]["health"])
print(returned["pingoleon60"]["hunger"])

Or something like this.
Mikeemoo #115
Posted 08 June 2013 - 05:45 AM
I will not be giving out player data. Use openccsensors for that
JustPingo #116
Posted 08 June 2013 - 05:49 AM
Ok, but if we want to go where there's not sensors, it will be great to do something like couple glasses and sensor ?

Anyway, it's your choice.
Jappards #117
Posted 08 June 2013 - 11:24 AM
Spoiler


This has been requested a lot. Work in progress! Will probably finish it after the weekend as I'm away most of the weekend.

nice! i was about to request that module, you currently have support to about 40 mods, making it an peripheral nice to have when you have CC installed, i didn`t want to use the terminal glasses because of this, but i can with this, but i don`t really know what to do with it.
rawritsdan #118
Posted 08 June 2013 - 03:00 PM
This… This… It adds things that I have only dreamed about! I too wish it was for FTB, Imagine the uses for them glasses.
I wonder if I could use this to have a gps map of turtles, We will have to see.
Again this is AWESOME.
GopherAtl #119
Posted 08 June 2013 - 03:21 PM
Been using the terminal glasses, quite slick! Couple of requests:

Any way there could be some sort of ids that allow you to distinguish between multiple pairs of glasses attached to one bridge, which is an argument in $$ chat_command events?

Failing that, or in addition actually, including the side of the computer the bridge peripheral is attached on in the chat_command events would be nice.
McAroon #120
Posted 08 June 2013 - 07:42 PM
Hi,your mod is awesome, just found a little issue with TE tesseract peripheral:
After using setFrequency method on any type of tesseract it doesn't receive stuff (items/liquids/energy) while being in default Send/Receive mode, however sends everything just fine.
Mikeemoo #121
Posted 08 June 2013 - 08:57 PM
I'll take a look into that TE issue. Thanks for reporting!
Meni #122
Posted 09 June 2013 - 12:18 AM
Any help with colors here .
1lann #123
Posted 09 June 2013 - 07:07 PM
Any help with colors here .
Oh, I find http://www.colorhexa.com the best place to pick colors from :P/>

AWESOME MOD! I absolutely ADORE IT and will be making tonnes of stuff in Terminal Glasses :P/>
MCGamer20000 #124
Posted 09 June 2013 - 07:23 PM
Can you add a param for the chat_command handler for the player who sent the command? Example:
local _, message, user = os.pullEvent("chat_command")
print(user.." said: "..message)
1lann #125
Posted 10 June 2013 - 03:06 AM
Can you add a param for the chat_command handler for the player who sent the command? Example:
local _, message, user = os.pullEvent("chat_command")
print(user.." said: "..message)
Although I do agree to this, I think it would just better if you used separate terminal glass bridges for each player.
Mikeemoo #126
Posted 10 June 2013 - 03:19 AM
Can you add a param for the chat_command handler for the player who sent the command? Example:
local _, message, user = os.pullEvent("chat_command")
print(user.." said: "..message)

this is coming in the next version. adding 2 extra response values: username and key/id
Mikeemoo #127
Posted 10 June 2013 - 03:27 AM
Updated the main post with a great spotlight made by edoreld!

http://www.youtube.com/watch?feature=player_embedded&amp;v=OWtzoJMmFL4
matert #128
Posted 10 June 2013 - 11:16 AM
Great mod!

But in witch order does the boxes overlap when you create two boxes overlapping?
Xiretza #129
Posted 10 June 2013 - 11:37 AM
Great mod!

But in witch order does the boxes overlap when you create two boxes overlapping?

I really don't know, never tested it, but I'd think the later-created overlaps the older one… But that's probably wrong.
Tiin57 #130
Posted 10 June 2013 - 12:17 PM
The later overlaps.
BigSHinyToys #131
Posted 10 June 2013 - 01:02 PM
Great mod!

But in witch order does the boxes overlap when you create two boxes overlapping?
You can manually set the order boxes and text are drawn over one another. If you done you can get some pretty random results.
the function is setZIndex() for both boxes and text . You give that a number and it will the item with the highest value will be drawn over all others. if you have many items that are all on the same layer give them the same number for example a back ground boxes would be 1 and foreground text would be layer 2
matert #132
Posted 10 June 2013 - 01:07 PM
Great mod!

But in witch order does the boxes overlap when you create two boxes overlapping?
You can manually set the order boxes and text are drawn over one another. If you done you can get some pretty random results.
the function is setZIndex() for both boxes and text . You give that a number and it will the item with the highest value will be drawn over all others. if you have many items that are all on the same layer give them the same number for example a back ground boxes would be 1 and foreground text would be layer 2

It works now, thanks
Estaf #133
Posted 10 June 2013 - 03:34 PM
Can you add a param for the chat_command handler for the player who sent the command? Example:
local _, message, user = os.pullEvent("chat_command")
print(user.." said: "..message)

this is coming in the next version. adding 2 extra response values: username and key/id

Awesome! These glasses just keep getting better and better :)/>

Is there in the future any possibility for detection of equip/un-equip?

– state = true/false depends if user put them on, or took them off
local key, playername, state os.pullEvent("glass_equip")

Also any chance of different glasses on the same bridge having different identificators?? Using multiple bridges for multiple people is fine (as making different glasses on the same bridge to draw totaly different texts and boxes is I suppose no-go), but that doesn't prevent random people making their own glasses and hooking up on someone elses bridge to see what they see. If I got event like the one above on equip/unequip, I could easily check, if that player should see what current bridge displays and use something like myBridge.enableDrawOnGlass(key). And disable (myBridge.disableDrawOnGlass(key) ) them again after unequip… Function like myBridge.setPublic(true/false) would then could set default "enable" value for newly paired glasses.

note: myBridge.isPublic() value shouldn't block commands from these glasses! blocking commands will be easy on bridge side with those new parameters comming and can result in cool use-cases :ph34r:/> like need for autentification for glasses to work "$$login password"

Anyway, this mod (and others of yours, like OCCS) is absolutely brilliant, keep up the great work! :D/>
Creeper367 #134
Posted 10 June 2013 - 07:13 PM
Have you looked into adding support for SG Craft Yet?
Mikeemoo #135
Posted 11 June 2013 - 01:47 PM
Righty, I'm preparing to release 0.1.6 in the next day or two.

I've added a feature that'll automatically sync up lua files straight from the source code, so I can add new lua programs remotely and they'll get distributed to existing instances of the mod.

Sooooooo…..

If anyone creates some interesting, reusable, helpful and stable lua programs or apis using OpenPeripheral, I'll add them to the repository and they'll hopefully get used by the 140,000 people (and growing) who have open peripheral installed. :)/>

Disclaimer: Don't assume your program will definitely be added. I have to feel like it'd be of use to people and I have to feel like it would be very simple for users to use without any computer knowledge.

So far I've got an awesome twitter program from Cruor, which'll display tweets from multiple users as they feed in. It saves configuration, has good error checking..etc..etc.
Lyqyd #136
Posted 11 June 2013 - 02:42 PM
I'll see if I can come up with something useful. :)/>
Engineer #137
Posted 11 June 2013 - 03:10 PM
I have made an API.. But after making it I figured it was a bit pointless..

Anyway, here it is: http://pastebin.com/gwdvEMWi
I know it is very, very pointless.. Oh well.. I was bored anyway ;)/>

Edit: I have already spotted some silly mistakes, if this really needs to be fixed because someone is going to use it, I will. But for now I wont
lesauvage #138
Posted 11 June 2013 - 04:53 PM
Have you looked into adding support for SG Craft Yet?

Yea, SGCraft would be awesome.
Mikeemoo #139
Posted 11 June 2013 - 05:07 PM
I'm guessing the majority of these SGCraft requests have been from a group of people from a single server.

From what I've seen of the mod, it's only recently been ported to 1.5.2 - I can see missing textures and the like.

I'll probably add support for it once it's a bit less.. beta and their API/structure has settled down.
lesauvage #140
Posted 11 June 2013 - 05:16 PM
I'm guessing the majority of these SGCraft requests have been from a group of people from a single server.

No, we're not from a single server. There's many topic about request of dialing SGCraft using CC. A little google search and you'll find we'ren't a single server.
Mikeemoo #141
Posted 12 June 2013 - 10:07 AM
http://www.youtube.com/watch?v=6woK-Sjheto
superaxander #142
Posted 12 June 2013 - 10:18 AM
–media snip—
nice!
grinderblade #143
Posted 12 June 2013 - 10:34 AM
plz update for last forge 7.8.0.734
Mikeemoo #144
Posted 12 June 2013 - 10:47 AM
plz update for last forge 7.8.0.734

Please explain what you mean by that.
Does it not work in the latest forge? It should do.
If it doesn't please provide an error log.
grinderblade #145
Posted 12 June 2013 - 10:56 AM
when i start server with latest forge (mcpc+) it crashed with that log http://pastebin.com/wXVhYn8n.and that forge log http://pastebin.com/gnzEebmq.
ps that only on server side.
Xiretza #146
Posted 12 June 2013 - 11:03 AM
when i start server with latest forge (mcpc+) it crashed with that log http://pastebin.com/wXVhYn8n.and that forge log http://pastebin.com/gnzEebmq.
ps that only on server side.

You probably didn't install forge right.

EDIT: Ok, if it's MCPC+, you didn't really install forge. I don't know what you did wrong there…
Edited on 12 June 2013 - 09:08 AM
grinderblade #147
Posted 12 June 2013 - 11:14 AM
ill try post this problem on mcpc bugtracke. same crash i see with treecapitator(exactly with core how i understand). link to thread
Mikeemoo #148
Posted 12 June 2013 - 11:18 AM
It may be that ModLoader is no longer used server-side in forge for some reason. I don't really keep up to date with the latest forge developments.

Either way, i'll bypass it in the next release.

If it's not a forge issue, then it's likely a MCPC+ issue, and i'll probably not be supporting that.
Tiin57 #149
Posted 12 June 2013 - 11:22 AM
It's more than likely an MCPC+ issue. Have you reproduced it without MCPC+?
grinderblade #150
Posted 12 June 2013 - 11:26 AM
i think that it problem of mcpc+. more people have trouble with other mod for example https://github.com/MinecraftPortCentral/MCPC-Plus/issues/1236 . so ill be wait for fix from mcpc. thx for attantion. alarm=false)
Xiretza #151
Posted 12 June 2013 - 11:29 AM
Is there some way to emit a redstone signal with a wired modem? Because it would be easier for me to just let my modem emit a signal to turn on my nuclear reactor than using a computer… If there is no way yet, could you maybe add it with OpenPeripheral? I don't know if it's possible, because it's not really a peripheral, but maybe you can try it.
Mikeemoo #152
Posted 12 June 2013 - 11:38 AM
Is there some way to emit a redstone signal with a wired modem? Because it would be easier for me to just let my modem emit a signal to turn on my nuclear reactor than using a computer… If there is no way yet, could you maybe add it with OpenPeripheral? I don't know if it's possible, because it's not really a peripheral, but maybe you can try it.

Unfortunately I don't think that'd be possible. I'll look into it, but it's unlikely
Xiretza #153
Posted 12 June 2013 - 11:42 AM
Unfortunately I don't think that'd be possible. I'll look into it, but it's unlikely

:(/> But thanks anyway.
Xiretza #154
Posted 12 June 2013 - 11:43 AM
I may have to ask Cloudy or Dan for it (Let's try IRC :)/>)
lesauvage #155
Posted 12 June 2013 - 12:02 PM
[media]media[/media]

thanks!
Mikeemoo #156
Posted 12 June 2013 - 12:44 PM
0.1.6 released!

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.6.jar

This version has MPS integration so you can wear glasses with your powersuits helmet.

It also has support for a few more mods, including SGCraft.

Please make sure you delete /config/OpenPeripheral_methods.json to refresh the methods you have access to.

also added a program called 'twitter', run it by using "openp/twitter left"

Here's the help page for twitter:
http://pastebin.com/2wKZWR0u


Unfortunately twitter removed their public API today, so Cruor had to make a last minute workaround. Hopefully it works fine, but if there's any bug reports please let us know and we'll be able to update them without you needing to do a fresh mod update.

Also please report any bugs with the mod itself ASAP!
Meeschter #157
Posted 12 June 2013 - 08:20 PM
it's great to see MPS integration, unfortunately if you install the glasses, the helmets energy storage and weight drop to 0 and the auto-feeder module doesn't work anymore. flightcontrol keeps working though.

if you salvage the glasses, everything works again

i tested it in my modpack, as well as with only cc, openperipherals and MPS installed
Mikeemoo #158
Posted 13 June 2013 - 02:43 AM
Damn. I knew the silence was worrying! Had to be something wrong. I'll put out another release as soon as I get time. Real sorry about that!
Mikeemoo #159
Posted 13 June 2013 - 04:31 AM
Can someone please try this:

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.7.jar

It should hopefully fix the MPS issue. However, I'm on a train and unable to really check myself!

Please don't bother installing this on a server or including it in a mod pack until someone replies saying it's all fine ;)/>

Thanks!
Thief^ #160
Posted 13 June 2013 - 05:40 AM
The integration with SG Craft looks awesome, got to check that one out.

I'm working on an AR (augmented reality) program using the terminal glasses and OpenCCSensors. I'm working on a calibration program at the moment, as the coordinates needed on the hud vary with the window size and UI scale.
I do have a request or few though:
Ability to draw lines
Ability to draw line boxes (i.e. outline only with no fill, or with a different colour/opacity for outline)
Ability to get the window size in UI coordinates (not possible?)
Ability to get the FOV setting of the glasses's wearer (not possible?)
EDIT: Ability to measure text, so I can center it

I can work around them all, but they'd help!
Mikeemoo #161
Posted 13 June 2013 - 07:43 AM
Ability to draw lines

I'll add that into the next version. For now you'll have to use 1px boxes

Ability to draw line boxes (i.e. outline only with no fill, or with a different colour/opacity for outline)

i'll look into that

Ability to get the window size in UI coordinates (not possible?)
Ability to get the FOV setting of the glasses's wearer (not possible?)

Unfortunately not easy, as multiple people can wear glasses linked to the same bridge. I'll have a think about it, though.

EDIT: Ability to measure text, so I can center it

This already exists as of 0.1.6
Thief^ #162
Posted 13 June 2013 - 09:29 AM
Yeah, I didn't think those two would be possible.

Thanks for the others though!
iconmaster #163
Posted 13 June 2013 - 10:48 AM
Tested 0.1.7, works perfectly on both client and server.
Mikeemoo #164
Posted 13 June 2013 - 11:09 AM
Tested 0.1.7, works perfectly on both client and server.

Thank you very much!

Everyone upgrade to 0.1.7 now please! ;)/>
Meeschter #165
Posted 13 June 2013 - 11:23 AM
the patch seems to be fine, thanks for the fast fix

one other thing, would it be possible to include getHeat() and getMaxHeat() in ReactorChamberElectric, some reactor setups don't allow any access to the Reactor itself
Mikeemoo #166
Posted 13 June 2013 - 11:32 AM
the patch seems to be fine, thanks for the fast fix

one other thing, would it be possible to include getHeat() and getMaxHeat() in ReactorChamberElectric, some reactor setups don't allow any access to the Reactor itself

I'll add that in remotely over the next day or two. You wont need to do an update. :)/>
GopherAtl #167
Posted 13 June 2013 - 11:32 AM
updated to 1.7, not done much testing yet but will report back any issues.

Usernames for chat_command events is excellent, but… any possibility of adding a side/name arg as well? Would make it easier when working with an array of bridges from a single computer. I know this was pretty trivial to do before the lan upgrade, with just sides, and I assume the new lan peripheral name system uses the same basic approach, exposing a method on the interface to the connected computer provided to the peripheral java-side to get the name from that computer's perspective.
Mikeemoo #168
Posted 13 June 2013 - 11:46 AM
updated to 1.7, not done much testing yet but will report back any issues.

Usernames for chat_command events is excellent, but… any possibility of adding a side/name arg as well? Would make it easier when working with an array of bridges from a single computer. I know this was pretty trivial to do before the lan upgrade, with just sides, and I assume the new lan peripheral name system uses the same basic approach, exposing a method on the interface to the connected computer provided to the peripheral java-side to get the name from that computer's perspective.

Hrmmmmmm.

Well, hrmm.

Hmm!

Guid should be getting sent down already.


computer.queueEvent("chat_command", new Object[] { command, username, getGuid() });

Using that you should be able to work out the side, by calling getGuid() on each peripheral attached.

However, I'll see if there's something I can do regarding which side it's on.. If I can get my brain to work at least.
Mikeemoo #169
Posted 13 June 2013 - 11:55 AM
Next release will have a new block that im adding called the Proxy Block.

At the moment you can't attach wired modems to 'non-solid' blocks, which is a pain!

You'll be able to stick the proxy block next to one of these non-solid blocks and attach the modem to that instead.

A classic example of this is the buildcraft tank. To interface with it at the moment you have to have a computer directly next to a tank. Instead you'll be able to stick a proxy block next to it, then wire it up :)/>/>

Great for 'mass monitoring' programs that collect data from an entire network.

This'll be in 0.1.8 which'll be released within a week or two.

(Yeah, I release often! Sorry. I guess I prefer just to get features out as quickly as possible. People can choose to upgrade if they wish, so I supply links to all old versions too)
GopherAtl #170
Posted 13 June 2013 - 11:57 AM
yeah, I can remember or search to identify by guid; indeed, in most cases I imagine, I can do the same with the username, since my main planned purpose for an array of bridges is to have one per player sharing a system. It just seems more direct to have the side, since I don't have to search or identify, it is explicitly how the computer knows the device.

Tbh, it's just kindof a thing of mine in general, I feel all peripherals should, in all cases, include the side as an argument for any events they queue to the computer.

At some point I'll be poking immibis over in his thread about the same thing. Particularly with the new lan cables, it makes sense for one computer to handle multiple swipers around a base over lan, which is currently impossible.
Mikeemoo #171
Posted 13 June 2013 - 12:00 PM

computer.queueEvent("chat_command", new Object[] { command, username, getGuid(), computer.getAttachmentName() });

0.1.8
GopherAtl #172
Posted 13 June 2013 - 12:04 PM
was pretty sure it was trivial. Thanks ^_^/>
Mikeemoo #173
Posted 13 June 2013 - 12:07 PM
was pretty sure it was trivial. Thanks ^_^/>/>

What! That's some complicated code right there!
Mikeemoo #174
Posted 13 June 2013 - 12:18 PM
Forgot to add getUsers() and resetGuid() in the definition file.

If you delete /config/OpenPeripheral_methods.json you should now be able to use those two methods on the glasses bridge.
Meeschter #175
Posted 13 June 2013 - 07:04 PM
when I use a stargate as a peripheral, i can't connect() or disconnect(), it gives me

lua:52: sun.org.mozilla.javascript.EcmaError:ReferenceError: "ReflectionWrapper" is not defined.

when I try to remove the modem from the Stargate, I get a crash

Crashlog: http://pastebin.com/gZ5ae7Z1

the crash happens in general if I try to remove a modem from a block it usually wouldn't connect to

in a testworld with only CC, openperipherals ans SGcraft there is no problem, everything works
it also works when I add immibis microblocks

when I add Galacticraft-1.5.2-a0.1.35.294, the Error reappears
Mikeemoo #176
Posted 13 June 2013 - 07:30 PM
when I use a stargate as a peripheral, i can't connect() or disconnect(), it gives me

lua:52: sun.org.mozilla.javascript.EcmaError:ReferenceError: "ReflectionWrapper" is not defined.

when I try to remove the modem from the Stargate, I get a crash

Crashlog: http://pastebin.com/gZ5ae7Z1

the crash happens in general if I try to remove a modem from a block it usually wouldn't connect to

in a testworld with only CC, openperipherals ans SGcraft there is no problem, everything works
it also works when I add immibis microblocks

when I add Galacticraft-1.5.2-a0.1.35.294, the Error reappears

Are you upgraded to 0.1.7?
The crash log you posted has nothing to do with OpenPeripheral at all, that looks purely like an immibis microblocks issue. However, a "ReflectionWrapper" exception makes me think you're not on the latest OpenPeripheral
Meeschter #177
Posted 13 June 2013 - 08:38 PM
i'm on 0.1.7, and the exception only occurs when Galacticraft is installed, I just wanted to let you know that there might be an issue. After I removed Galacticraft, connect() works just fine
Meni #178
Posted 13 June 2013 - 09:12 PM
Hey @Mikemoo
I`m felling miss of a setAlpha() and getAlpha() for the text object
:)/> What you think about?
CoderPuppy #179
Posted 13 June 2013 - 09:38 PM
There seems to be a bug with MPS.

The errors started when I opened the customizer on the Power Fist and stopped when I removed the glasses from my helmet..

Crash Report:
http://pastebin.com/8wfW31sX

EDIT: This started occurring without the glasses.
Mackan90096 #180
Posted 14 June 2013 - 01:42 AM
In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.
Mikeemoo #181
Posted 14 June 2013 - 04:10 AM
There seems to be a bug with MPS.

The errors started when I opened the customizer on the Power Fist and stopped when I removed the glasses from my helmet..

Crash Report:
http://pastebin.com/8wfW31sX

EDIT: This started occurring without the glasses.

Thanks for the crash log. We experienced similar a while ago but I was unable to recreate it. I'll have a chat with MachineMuse and see if we can hunt down the issue.

i'm on 0.1.7, and the exception only occurs when Galacticraft is installed, I just wanted to let you know that there might be an issue. After I removed Galacticraft, connect() works just fine

Oh ok that's interesting. I'll test it out with galacticraft. Thanks!

In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,
Xiretza #182
Posted 14 June 2013 - 07:20 PM
Could you maybe add a function like "[wrapped peripheral].applyRedstoneSignal([true|false])" (Or something else, I don't know) to the proxy blocks? Would be pretty useful for many things if you don't want to make an extra redstone wire or computer for it. Also you have all the code for the proxy block, so you can easily change it (Impossible with wired modems).
Bubba #183
Posted 14 June 2013 - 07:54 PM
Could you maybe add a function like "[wrapped peripheral].applyRedstoneSignal([true|false])" (Or something else, I don't know) to the proxy blocks? Would be pretty useful for many things if you don't want to make an extra redstone wire or computer for it. Also you have all the code for the proxy block, so you can easily change it (Impossible with wired modems).


How is this suggestion any different from rs.setOutput([side], [value])? Unless you mean to peripherals that are wrapped through cables.
Xiretza #184
Posted 15 June 2013 - 08:22 AM
How is this suggestion any different from rs.setOutput([side], [value])? Unless you mean to peripherals that are wrapped through cables.

Of course I mean peripherals connected with cables. Sorry.
Jappards #185
Posted 15 June 2013 - 10:20 AM
i just created a program that triggers redstone when a command has been typed:
http://www.computercraft.info/forums2/index.php?/topic/13494-openperipheralcommandredstone-use-a-command-to-turn-on-redstone/
Mikeemoo #186
Posted 15 June 2013 - 11:11 AM
Righty, I've set up a little server with a few mods installed.

http://www.technicpa...ripheral.138059

Anyone is free to join. The server details are already set up and ready to go, just install the mod pack.

Big thanks to SinZ for doing that for me.

It's a creative server, so please be respectful. Experiment, make interesting things, try to make the village a technologically advanced place! :)/>

Free free to adopt a home if it doesn't look like anyone has claimed it, or make your own home in a similar style to the rest of the village.

thanks

(beta releases of OpenCCSensors and OpenPeripheral will go onto this server first)
Bubba #187
Posted 15 June 2013 - 12:34 PM
I've created an API which allows you to use OpenCCSensors in order to have a basic mouse.

A video showcasing it can be found here (note you may need to turn up the quality to 720p in order to see the mouse. Sorry!):
Spoiler[media]http://www.youtube.com/watch?v=eqtLcN3v1Rs[/media]

Here's the API itself: http://pastebin.com/rHrNR9m4
An example program can be found here: http://pastebin.com/dQv519MY

To click, you simply sneak.

API functions:

-> startMouse(size, color, opacity, scaleFactor)
This function creates the mouse in the center of the screen. You can not use waitForClick until you have started the mouse! The scaleFactor is the speed of the mouse and is set at default to 3.0

-> resetMouse()
Recenters the mouse on the screen

-> setScreenSize(width, height)
This is necessary for knowing where the center of you screen is. Find the size of your screen using getScreenSize

-> getScreenSize(username): Returns width/height of box
Will draw a box on the screen that allows the user to get the screen size by moving the mouse until the box covers the entire screen. Not that this function does not automatically set the screen size and will only return the width/height of the box.

-> waitForClick(username): Returns x,y coordinates of click
This function does pretty much what it's named after. It requires the username in order to get the player's pitch/yaw.

-> setScaleFactor(scaleFactor)
Sets the mouse speed

Awesome mod Mikeemoo!
Mackan90096 #188
Posted 15 June 2013 - 02:16 PM
In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,

Aww.. Too bad for me :(/>

I use the 1.4.7 right now..

But I'll try it out with 1.5.2

Edit: Also, what's up with the color things?
Mikeemoo #189
Posted 15 June 2013 - 03:26 PM
In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,

Aww.. Too bad for me :(/>

I use the 1.4.7 right now..

But I'll try it out with 1.5.2

Edit: Also, what's up with the color things?

Color things?
Mikeemoo #190
Posted 15 June 2013 - 04:10 PM
I've created an API which allows you to use OpenCCSensors in order to have a basic mouse.

A video showcasing it can be found here (note you may need to turn up the quality to 720p in order to see the mouse. Sorry!):
Spoiler[media]http://www.youtube.com/watch?v=eqtLcN3v1Rs[/media]

Here's the API itself: http://pastebin.com/BGBGSguS
An example program can be found here: http://pastebin.com/dQv519MY

To click, you simply sneak.

API functions:

-> startMouse(size, color, opacity, scaleFactor)
This function creates the mouse in the center of the screen. You can not use waitForClick until you have started the mouse! The scaleFactor is the speed of the mouse and is set at default to 3.0

-> resetMouse()
Recenters the mouse on the screen

-> setScreenSize(width, height)
This is necessary for knowing where the center of you screen is. Find the size of your screen using getScreenSize

-> getScreenSize(username): Returns width/height of box
Will draw a box on the screen that allows the user to get the screen size by moving the mouse until the box covers the entire screen. Not that this function does not automatically set the screen size and will only return the width/height of the box.

-> waitForClick(username): Returns x,y coordinates of click
This function does pretty much what it's named after. It requires the username in order to get the player's pitch/yaw.

-> setScaleFactor(scaleFactor)
Sets the mouse speed

Awesome mod Mikeemoo!

Ha I like this a lot! great concept
iconmaster #191
Posted 15 June 2013 - 04:25 PM
Just one note; Thaumic Bees has been renamed to Magic Bees; the OP may need to be updated to reflect this.
Mikeemoo #192
Posted 15 June 2013 - 04:37 PM
Just one note; Thaumic Bees has been renamed to Magic Bees; the OP may need to be updated to reflect this.

thanks for letting me know
allquan #193
Posted 15 June 2013 - 04:49 PM
I am getting a bug when i try to use gregtech blocks with the newest openperipheral version:


http://speedy.sh/4H9jf/2013-06-15-22.46.40.png
Mikeemoo #194
Posted 15 June 2013 - 05:11 PM
I am getting a bug when i try to use gregtech blocks with the newest openperipheral version:


http://speedy.sh/4H9...15-22.46.40.png

Urghmm.. what block is that you've got connected?

Edit: Ok, I see what's going on. Some bizarre GregTech code conflicting. I'll stick a workaround in ready for next release.
Lordmau5 #195
Posted 15 June 2013 - 05:42 PM
Wireless MFE Storage Glasses… I don't know another name to call them :D/>

[media]http://www.youtube.com/watch?v=09QTMwuMOjA[/media]

//EDIT: If you want the 2 programs, tell me.
Meni #196
Posted 15 June 2013 - 10:17 PM
Im felling miss of opacity for texts.
Just saying!!!!!
Meni #197
Posted 16 June 2013 - 01:25 AM
Making a GUI API for terminal glasses!
Here an example of what you can write in 4 lines:
Spoiler
Working…
allquan #198
Posted 16 June 2013 - 05:19 AM
I am getting a bug when i try to use gregtech blocks with the newest openperipheral version:


http://speedy.sh/4H9...15-22.46.40.png

Urghmm.. what block is that you've got connected?

Edit: Ok, I see what's going on. Some bizarre GregTech code conflicting. I'll stick a workaround in ready for next release.

It is a DieselGenerator

The rest of the Methodes are working still fine.
superaxander #199
Posted 16 June 2013 - 06:53 AM
I get a error with the mod pack.
http://pastebin.com/Cz8ZrKdE
Mikeemoo #200
Posted 16 June 2013 - 07:07 AM
I get a error with the mod pack.
http://pastebin.com/Cz8ZrKdE

It's a weird conflict between the loading order of IC2 and MPS, I think. Only seems to happen on linux.
We had the same issue on the server so I knocked up a tiny tiny mod that fixes it:
https://dl.dropboxusercontent.com/u/4295615/ForceLoader-0.0.1.jar
superaxander #201
Posted 16 June 2013 - 07:16 AM
Thanks I'll try it!
Yup joined
superaxander #202
Posted 16 June 2013 - 07:26 AM
Does anybody know how to make the title screen music play while on the server.

EDIT: I just downloaded all the songs and play them on vlc
Mackan90096 #203
Posted 16 June 2013 - 08:04 AM
In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,

Aww.. Too bad for me :(/>/>

I use the 1.4.7 right now..

But I'll try it out with 1.5.2

Edit: Also, what's up with the color things?

Color things?

Yeah.. In the examples they're like 0x000000 ..

Is it like HEX value or wait..?
Mikeemoo #204
Posted 16 June 2013 - 08:06 AM
In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,

Aww.. Too bad for me :(/>/>

I use the 1.4.7 right now..

But I'll try it out with 1.5.2

Edit: Also, what's up with the color things?

Color things?

Yeah.. In the examples they're like 0x000000 ..

Is it like HEX value or wait..?

Yes, it's a hexadecimal representation of a colour.

0xRRGGBB, where R = red, G = green, B = blue.

LOTS of examples can be found on the internet as a similar format is used for HTML colours.

https://www.google.co.uk/search?q=hex+colours&amp;safe=off&amp;source=lnms&amp;tbm=isch&amp;sa=X&amp;ei=OKq9UZWXGITJ0AXQ64DoAg&amp;ved=0CAkQ_AUoAQ&amp;biw=1366&amp;bih=643
Mackan90096 #205
Posted 16 June 2013 - 08:12 AM
In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,

Aww.. Too bad for me :(/>/>/>

I use the 1.4.7 right now..

But I'll try it out with 1.5.2

Edit: Also, what's up with the color things?

Color things?

Yeah.. In the examples they're like 0x000000 ..

Is it like HEX value or wait..?

Yes, it's a hexadecimal representation of a colour.

0xRRGGBB, where R = red, G = green, B = blue.

LOTS of examples can be found on the internet as a similar format is used for HTML colours.

https://www.google.co.uk/search?q=hex+colours&amp;amp;safe=off&amp;amp;source=lnms&amp;amp;tbm=isch&amp;amp;sa=X&amp;amp;ei=OKq9UZWXGITJ0AXQ64DoAg&amp;amp;ved=0CAkQ_AUoAQ&amp;amp;biw=1366&amp;amp;bih=643

Ah, ok.

But what's up with the 0x thing in front of the HEX value ?
Mikeemoo #206
Posted 16 June 2013 - 08:21 AM
In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,

Aww.. Too bad for me :(/>/>/>

I use the 1.4.7 right now..

But I'll try it out with 1.5.2

Edit: Also, what's up with the color things?

Color things?

Yeah.. In the examples they're like 0x000000 ..

Is it like HEX value or wait..?

Yes, it's a hexadecimal representation of a colour.

0xRRGGBB, where R = red, G = green, B = blue.

LOTS of examples can be found on the internet as a similar format is used for HTML colours.

https://www.google.c...366&amp;#38;bih=643

Ah, ok.

But what's up with the 0x thing in front of the HEX value ?

0x tells the computer you're writing the integer in hexadecimal instead of decimal.
Mackan90096 #207
Posted 16 June 2013 - 08:54 AM
Ah. ^
Jappards #208
Posted 16 June 2013 - 09:37 AM
Would you be able to use the PDAs for the terminal glasses when they are released?
Spoiler

In the "Older versions" spoiler, you should add what version of CC/Minecraft they are.

Ok I will do. For now they're ALL MC 1.5.2/CC1.53,

Aww.. Too bad for me :(/>/>/>

I use the 1.4.7 right now..

But I'll try it out with 1.5.2

Edit: Also, what's up with the color things?

Color things?

Yeah.. In the examples they're like 0x000000 ..

Is it like HEX value or wait..?

Yes, it's a hexadecimal representation of a colour.

0xRRGGBB, where R = red, G = green, B = blue.

LOTS of examples can be found on the internet as a similar format is used for HTML colours.

https://www.google.c...366&amp;#38;bih=643

Ah, ok.

But what's up with the 0x thing in front of the HEX value ?

0x tells the computer you're writing the integer in hexadecimal instead of decimal.
Quoteception
Mikeemoo #209
Posted 16 June 2013 - 10:25 AM
Not too sure why you think id know the answer to that! :-)
Mikeemoo #210
Posted 16 June 2013 - 02:45 PM
Preview of the Peripheral Proxy:

http://youtu.be/iOnDVSX9xvQ

Spot the bug?
Geforce Fan #211
Posted 16 June 2013 - 03:16 PM
Is it even possible to print text to the center of a box with terminal glasses?
Mikeemoo #212
Posted 16 June 2013 - 03:18 PM
Is it even possible to print text to the center of a box with terminal glasses?

Yes it is even possible. text has a method called getWidth(), so you can use that to calculate.
Meni #213
Posted 16 June 2013 - 03:31 PM
Is it even possible to print text to the center of a box with terminal glasses?

Yes it is even possible. text has a method called getWidth(), so you can use that to calculate.

I`ve discovered that any letter on the 1 scale occupies 5 pixels of width
Mikeemoo #214
Posted 16 June 2013 - 03:37 PM
Is it even possible to print text to the center of a box with terminal glasses?

Yes it is even possible. text has a method called getWidth(), so you can use that to calculate.

I`ve discovered that any letter on the 1 scale occupies 5 pixels of width

No, that's not true I don't think. It's not a fixed width font, so the "l" will be a lot slimmer.

Just using getWidth() or p.getStringWidth("hello") will give accurate results.
Meni #215
Posted 16 June 2013 - 03:39 PM
Is it even possible to print text to the center of a box with terminal glasses?

Yes it is even possible. text has a method called getWidth(), so you can use that to calculate.

I`ve discovered that any letter on the 1 scale occupies 5 pixels of width

No, that's not true I don't think. It's not a fixed width font, so the "l" will be a lot slimmer.

Just using getWidth() or p.getStringWidth("hello") will give accurate results.
ye, it depends on the font
rich_27 #216
Posted 16 June 2013 - 05:11 PM
Great mod Mikeemoo, I'm really enjoying it.

Bug report/issue I'm having:

I'm getting the following error when trying to run a program on a mining turtle that sets the frequency of an energy tesseract. From what I can tell, the other methods on the energy tesseract all work fine.


Error:
test:3: sun.org.mozilla.javascript.internal.EvaluationException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,thermalexpansion.block.tesseract.TileTesseractEnergy,object). (<Unkown source>#2) in <Unknown source> at line number 2

Code:
t=peripheral.wrap("front")
t.setFrequency(1)

I am running the feedthebeast 152ngt pack with the latest version of OpenPeripheral added (also added inv tweaks and Rei's minimap, though I doubt that matters).

Just to clarify, I have a freshly placed unconfigured energy tesseract with a mining turtle in front of it (facing it).

Also, I was wondering if you wouldn't mind adding a way to set the public/private and the send&amp;receive/send/receive features of the tesseracts? I couldn't see a relevant method. Thanks!
Mikeemoo #217
Posted 16 June 2013 - 05:18 PM
Thanks for the bug report, rich_27. I'll take a look and see if I can work out what's going wrong. :)/>
Geforce Fan #218
Posted 16 June 2013 - 05:24 PM
Is it even possible to print text to the center of a box with terminal glasses?

Yes it is even possible. text has a method called getWidth(), so you can use that to calculate.
Thanks, I didn't know because I didn't see it in the tutorial.
Now I can stop OCDing about my project's text hanging off the box! :D/>
edit: now my text is spawning behind the box object or something because it's looking weird. How do I fix this?
Lyqyd #219
Posted 16 June 2013 - 05:34 PM
Look for things related to "Z Index".
Geforce Fan #220
Posted 16 June 2013 - 05:35 PM
Look for things related to "Z Index".
What's that?
Lyqyd #221
Posted 16 June 2013 - 05:41 PM
Did you even try looking at the first post, in the How To Use Terminal Glasses spoiler?
Geforce Fan #222
Posted 16 June 2013 - 05:45 PM
Did you even try looking at the first post, in the How To Use Terminal Glasses spoiler?
Yes, I did, and I knew that there where ZIndex commands, but I have no clue what a ZIndex is.
Or how to use it.
Lyqyd #223
Posted 16 June 2013 - 05:54 PM
Huh, that's funny. A google search for "z index" turns up a bunch of stuff about controlling which layer things are on, and therefore what draws above or below other objects. A tiny bit of effort on your part would have answered your question. We're not here to spoon-feed you the answers, you should do at least a little work trying to understand things on your own.
Geforce Fan #224
Posted 16 June 2013 - 06:05 PM
Sorry, I guess I should have thought to search it. Using object.setZIndex(1) seems to make it always appear to be on top of the box.
1lann #225
Posted 16 June 2013 - 06:27 PM
Huh, is getWidth for text only in 0.1.7? (I haven't tried 0.1.7 yet) but I can't seem to get it working in 0.1.6: http://screencloud.net/v/6dCH
DeweySalt #226
Posted 16 June 2013 - 07:57 PM
I'm in love with the Terminal Glasses but it's quite hard to position stuff, how big/small is the X Y scale? Does it go by pixels or some kind of centralized size? Thanks in advanced.
kaj #227
Posted 17 June 2013 - 03:49 AM
just started messing around with this. it's absolutely amazing. thanks.
Mikeemoo #228
Posted 17 June 2013 - 04:15 AM
Great mod Mikeemoo, I'm really enjoying it. Bug report/issue I'm having: I'm getting the following error when trying to run a program on a mining turtle that sets the frequency of an energy tesseract. From what I can tell, the other methods on the energy tesseract all work fine.
 Error: test:3: sun.org.mozilla.javascript.internal.EvaluationException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,thermalexpansion.block.tesseract.TileTesseractEnergy,object). (#2) in  at line number 2 Code: t=peripheral.wrap("front") t.setFrequency(1) 
I am running the feedthebeast 152ngt pack with the latest version of OpenPeripheral added (also added inv tweaks and Rei's minimap, though I doubt that matters). Just to clarify, I have a freshly placed unconfigured energy tesseract with a mining turtle in front of it (facing it). Also, I was wondering if you wouldn't mind adding a way to set the public/private and the send&amp;receive/send/receive features of the tesseracts? I couldn't see a relevant method. Thanks!

Struggling to replicate this one. MiscPeripherals seems to take over as the main peripheral method supplier, hrm!
ingie #229
Posted 17 June 2013 - 05:30 AM
i'm enjoying this mod so much already… and only found it by accident :)/>

i had been playing on my own FTB server and had been watching some direwolf20 vids [as you do] on various mods after seeing some nice ones on their forgecraft1/2 servers…

so, i decided to build my own "forgecraftesque" server and try and get as many 1.5.2 mods onto it as i could… i'm calling it Valley Forge for the moment [not after the battle, or the aircraft carrier, after the film Silent Running of course; why else would my first three turtles in any world be labelled "huey", "duey" and "louie" [ tho louie does normally get destroyed in a pit of lava early game ;)/> ]

aaanyway…

i got to install AE after seeing direwolf's spotlight… and on the ae download page saw a link to this [and AE Peripheral ] … and saw Edoreld's spotlight on it… and thought: "wow!"

to cut a long story short: this is awesome, thanks. i keep having new ideas about what to use it for… if any of them make sense i'll try and stick code somewhere useful :)/>

i want to write a natural language processor to my AE/Factorisation system i think, something like

$$what do i need for crafting MFE

<response on HUD>

You currently have all but 2 materials for MFE
> 4 Gold Bar [ to craft 2xIns Insulated Cable to craft MFE ]
> 2 Rubber [ to craft 2xIns Insulated Cable to craft MFE ]

but i think to do that there'll need to be more methods to apply to the ME Crafting Monitor… e.g. b:craftItem(ID,Count) t:getMissingItems() b:cancelCrafting()

or similar, so that the missing bits in the AE system can be figured out [ so long as your patterns are correct - i.e. it shouldn't use recipies the AE Patterns aren't programmed for ]


right… ramble over… :)/>
iconmaster #230
Posted 17 June 2013 - 12:10 PM
Spoiler
Just wanted to show you guys the AE resource counter/remote interface I'm working on. It combines OpenCCSensors with OpenPeripheral to learn objects' IDs and names. It's not even close to being done…
rich_27 #231
Posted 17 June 2013 - 12:36 PM
Great mod Mikeemoo, I'm really enjoying it. Bug report/issue I'm having: I'm getting the following error when trying to run a program on a mining turtle that sets the frequency of an energy tesseract. From what I can tell, the other methods on the energy tesseract all work fine.
 Error: test:3: sun.org.mozilla.javascript.internal.EvaluationException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,thermalexpansion.block.tesseract.TileTesseractEnergy,object). (#2) in  at line number 2 Code: t=peripheral.wrap("front") t.setFrequency(1) 
I am running the feedthebeast 152ngt pack with the latest version of OpenPeripheral added (also added inv tweaks and Rei's minimap, though I doubt that matters). Just to clarify, I have a freshly placed unconfigured energy tesseract with a mining turtle in front of it (facing it). Also, I was wondering if you wouldn't mind adding a way to set the public/private and the send&amp;receive/send/receive features of the tesseracts? I couldn't see a relevant method. Thanks!

Struggling to replicate this one. MiscPeripherals seems to take over as the main peripheral method supplier, hrm!

Ok, so I did a completely fresh reinstall of the entire feed the beast launcher and 152ngt files, transferring only my save game folder, and once again adding the latest versions of inv tweaks, open peripheral, and rei's minimap. The previous error seems to have vanished, but now I am getting this:

test:7: thermalexpansion.api.tileentity.ITesseract.isPublic()Z

Very strange!
Mikeemoo #232
Posted 17 June 2013 - 12:59 PM
Spoiler
Just wanted to show you guys the AE resource counter/remote interface I'm working on. It combines OpenCCSensors with OpenPeripheral to learn objects' IDs and names. It's not even close to being done…

nice work!

Next release of OpenPeripheral has item names and item ids combined
Mikeemoo #233
Posted 17 June 2013 - 01:01 PM
Great mod Mikeemoo, I'm really enjoying it. Bug report/issue I'm having: I'm getting the following error when trying to run a program on a mining turtle that sets the frequency of an energy tesseract. From what I can tell, the other methods on the energy tesseract all work fine.
 Error: test:3: sun.org.mozilla.javascript.internal.EvaluationException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,thermalexpansion.block.tesseract.TileTesseractEnergy,object). (#2) in  at line number 2 Code: t=peripheral.wrap("front") t.setFrequency(1) 
I am running the feedthebeast 152ngt pack with the latest version of OpenPeripheral added (also added inv tweaks and Rei's minimap, though I doubt that matters). Just to clarify, I have a freshly placed unconfigured energy tesseract with a mining turtle in front of it (facing it). Also, I was wondering if you wouldn't mind adding a way to set the public/private and the send&amp;receive/send/receive features of the tesseracts? I couldn't see a relevant method. Thanks!

Struggling to replicate this one. MiscPeripherals seems to take over as the main peripheral method supplier, hrm!

Ok, so I did a completely fresh reinstall of the entire feed the beast launcher and 152ngt files, transferring only my save game folder, and once again adding the latest versions of inv tweaks, open peripheral, and rei's minimap. The previous error seems to have vanished, but now I am getting this:

test:7: thermalexpansion.api.tileentity.ITesseract.isPublic()Z

Very strange!

Hrmmmm…….

Very strange!

OpenPeripheral never calls ITesseract.isPublic(), so I'm pretty sure that's a MiscPeripherals error.

I'll keep looking into it. Sorry, I've been real busy getting 0.1.8 ready to look into it fully.
Mikeemoo #234
Posted 17 June 2013 - 01:03 PM
0.1.8 teasers:

http://www.youtube.com/watch?v=iOnDVSX9xvQ

http://www.youtube.com/watch?v=FY6z40sTkK4&amp;feature=youtu.be

Disclaimer: a peripheral mod called Inventory Manager does similar to what the "PIM" does, however it's still on 1.4.7 and BombStrike hasn't been around for quite a few months. If BombStrike comes back and updates his mod for 1.5.2+ I'll see what he wants to do. The idea is his, though! :)/>
Mikeemoo #235
Posted 17 June 2013 - 01:16 PM
Great mod Mikeemoo, I'm really enjoying it. Bug report/issue I'm having: I'm getting the following error when trying to run a program on a mining turtle that sets the frequency of an energy tesseract. From what I can tell, the other methods on the energy tesseract all work fine.
 Error: test:3: sun.org.mozilla.javascript.internal.EvaluationException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,thermalexpansion.block.tesseract.TileTesseractEnergy,object). (#2) in  at line number 2 Code: t=peripheral.wrap("front") t.setFrequency(1) 
I am running the feedthebeast 152ngt pack with the latest version of OpenPeripheral added (also added inv tweaks and Rei's minimap, though I doubt that matters). Just to clarify, I have a freshly placed unconfigured energy tesseract with a mining turtle in front of it (facing it). Also, I was wondering if you wouldn't mind adding a way to set the public/private and the send&amp;receive/send/receive features of the tesseracts? I couldn't see a relevant method. Thanks!

Struggling to replicate this one. MiscPeripherals seems to take over as the main peripheral method supplier, hrm!

Ok, so I did a completely fresh reinstall of the entire feed the beast launcher and 152ngt files, transferring only my save game folder, and once again adding the latest versions of inv tweaks, open peripheral, and rei's minimap. The previous error seems to have vanished, but now I am getting this:

test:7: thermalexpansion.api.tileentity.ITesseract.isPublic()Z

Very strange!

Ok, managed to test it properly.

That's a MiscPeripherals bug. MiscPeripherals is taking over as the Peripheral supplier, and it's broken and shit.

I'll probably add some code that deletes misc peripherals if it finds it on a server :P/>
iconmaster #236
Posted 17 June 2013 - 02:40 PM
I just saw the new sneak peek. That's super! Will the proxy be rotatable with a wrench?

The PIM's super cool, too. It reminds me of this idea I had a while back about a block that 'syncs' with a player's inventory and wirelessly interacted with it… Although wired, the PIM sounds like the coolest thing!

EDIT: Looks like I might have a bug. In multiplayer (and only multiplayer), when you try to call getStringWidth(), the program shells out to the home screen with no error message. It still happens after I regenerated the server's config file.
Meni #237
Posted 17 June 2013 - 09:04 PM
Look for things related to "Z Index".
What's that?

Its the layer of the object, if a have a box on ZIndex = 1 and a text on a Zindex = 2 the text will be in the front of the box
ryandevries920 #238
Posted 18 June 2013 - 02:51 AM
For sg craft is there any way we can get false instead of error when trying to connect to an already connected stargate? right now I get "lua:52: Invalid state Connected in <Unknown source> at line number 21
Mikeemoo #239
Posted 18 June 2013 - 04:15 AM
For sg craft is there any way we can get false instead of error when trying to connect to an already connected stargate? right now I get "lua:52: Invalid state Connected in <Unknown source> at line number 21

I'll look into it!

For now, try using pcall - like this:


gate = peripheral.wrap("back")
local success, errorMsg = pcall(gate.connect, "FTSADFF")

if success then
  print("it worked!")
else
  print("It didn't work! ".. errorMsg)
end
Mikeemoo #240
Posted 18 June 2013 - 04:16 AM
I just saw the new sneak peek. That's super! Will the proxy be rotatable with a wrench?

The PIM's super cool, too. It reminds me of this idea I had a while back about a block that 'syncs' with a player's inventory and wirelessly interacted with it… Although wired, the PIM sounds like the coolest thing!

EDIT: Looks like I might have a bug. In multiplayer (and only multiplayer), when you try to call getStringWidth(), the program shells out to the home screen with no error message. It still happens after I regenerated the server's config file.

Oh! Weird… Thanks for reporting that, I'll make sure it's fixed for next release.
thestarlion #241
Posted 01 January 1970 - 01:00 AM
I'm having a bit of a problem with peripherals on a networking cable, and specifically an SGCraft Stargate.
I think I've connected the modem to the right block - the Stargate Base block and not the DHD block - and I think I've wrapped it correctly. The code I'm using in the script goes like this:
local modem = peripheral.wrap("top")
local stargate = peripheral.wrap("stargate_base_2")
Which if I've understood lua, CC and such thus far, should give me access to the functions for the Stargate.
From there, attempting to run the command stargate.getHomeAddress() in a subsequent script returns absolutely nothing, where if I understand OpenPeripheral correctly it's supposed to return the connected Stargate's address, and when I try to make the Stargate dial another gate, I get this:
dial-out:3:
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionWrapper.call(boolean,string). (<Unknown source>#13 in <Unknown source> at line number 13

I thought MiscPeripherals might be the issue after seeing something similar a few posts up, but removing it hasn't made any difference.
What exactly am I doing wrong here?
Thief^ #242
Posted 01 January 1970 - 01:00 AM
"local" means it's only accessible in *that* script and no others.

You also don't need to wrap the modem, it just needs to exist and be active.

EDIT: This is my dial program that works:

local sg = peripheral.wrap("stargate_base_3")
sg.dial("BDVPMBA")
Edited by
Mikeemoo #243
Posted 01 January 1970 - 01:00 AM
I'm having a bit of a problem with peripherals on a networking cable, and specifically an SGCraft Stargate.
I think I've connected the modem to the right block - the Stargate Base block and not the DHD block - and I think I've wrapped it correctly. The code I'm using in the script goes like this:
local modem = peripheral.wrap("top")
local stargate = peripheral.wrap("stargate_base_2")
Which if I've understood lua, CC and such thus far, should give me access to the functions for the Stargate.
From there, attempting to run the command stargate.getHomeAddress() in a subsequent script returns absolutely nothing, where if I understand OpenPeripheral correctly it's supposed to return the connected Stargate's address, and when I try to make the Stargate dial another gate, I get this:
dial-out:3:
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionWrapper.call(boolean,string). (<Unknown source>#13 in <Unknown source> at line number 13

I thought MiscPeripherals might be the issue after seeing something similar a few posts up, but removing it hasn't made any difference.
What exactly am I doing wrong here?

Hi thestarlion,

This one IS an OpenPeripheral bug :-)

Which version are you using? it looks like 0.1.5, which could have problems.
MudkipTheEpic #244
Posted 01 January 1970 - 01:00 AM
I'm in love with the Terminal Glasses but it's quite hard to position stuff, how big/small is the X Y scale? Does it go by pixels or some kind of centralized size? Thanks in advanced.

I have this question too.
Thief^ #245
Posted 01 January 1970 - 01:00 AM
It's in "minecraft UI" pixels, which vary depending on your "GUI scale" setting.
ingie #246
Posted 01 January 1970 - 01:00 AM
I'm in love with the Terminal Glasses but it's quite hard to position stuff, how big/small is the X Y scale? Does it go by pixels or some kind of centralized size? Thanks in advanced.

I have this question too.
It's in "minecraft UI" pixels, which vary depending on your "GUI scale" setting.

'twould be nice if there was a getUIScale method maybe? then one could create a box which was always a set size - but perhaps this overrides the expected "minecraft experience" :)/>
thestarlion #247
Posted 01 January 1970 - 01:00 AM
I'm having a bit of a problem with peripherals on a networking cable, and specifically an SGCraft Stargate.
I think I've connected the modem to the right block - the Stargate Base block and not the DHD block - and I think I've wrapped it correctly. The code I'm using in the script goes like this:
local modem = peripheral.wrap("top")
local stargate = peripheral.wrap("stargate_base_2")
Which if I've understood lua, CC and such thus far, should give me access to the functions for the Stargate.
From there, attempting to run the command stargate.getHomeAddress() in a subsequent script returns absolutely nothing, where if I understand OpenPeripheral correctly it's supposed to return the connected Stargate's address, and when I try to make the Stargate dial another gate, I get this:
dial-out:3:
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionWrapper.call(boolean,string). (<Unknown source>#13 in <Unknown source> at line number 13

I thought MiscPeripherals might be the issue after seeing something similar a few posts up, but removing it hasn't made any difference.
What exactly am I doing wrong here?

Hi thestarlion,

This one IS an OpenPeripheral bug :-)

Which version are you using? it looks like 0.1.5, which could have problems.

Actually it is 0.1.7 - I even re-downloaded, removing the config files (Except for block/item ID's to avoid issues) to ensure it wasn't me.
I've also tried running the same code on a computer right behind the Stargate block instead of using wires and a wired modem, wrapping the peripheral directly and it happens there identically. Nice to know I was networking the peripheral right, at least.
Mikeemoo #248
Posted 01 January 1970 - 01:00 AM
I'm having a bit of a problem with peripherals on a networking cable, and specifically an SGCraft Stargate.
I think I've connected the modem to the right block - the Stargate Base block and not the DHD block - and I think I've wrapped it correctly. The code I'm using in the script goes like this:
local modem = peripheral.wrap("top")
local stargate = peripheral.wrap("stargate_base_2")
Which if I've understood lua, CC and such thus far, should give me access to the functions for the Stargate.
From there, attempting to run the command stargate.getHomeAddress() in a subsequent script returns absolutely nothing, where if I understand OpenPeripheral correctly it's supposed to return the connected Stargate's address, and when I try to make the Stargate dial another gate, I get this:
dial-out:3:
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionWrapper.call(boolean,string). (<Unknown source>#13 in <Unknown source> at line number 13

I thought MiscPeripherals might be the issue after seeing something similar a few posts up, but removing it hasn't made any difference.
What exactly am I doing wrong here?

Hi thestarlion,

This one IS an OpenPeripheral bug :-)

Which version are you using? it looks like 0.1.5, which could have problems.

Actually it is 0.1.7 - I even re-downloaded, removing the config files (Except for block/item ID's to avoid issues) to ensure it wasn't me.
I've also tried running the same code on a computer right behind the Stargate block instead of using wires and a wired modem, wrapping the peripheral directly and it happens there identically. Nice to know I was networking the peripheral right, at least.

Ah.. weird then!!

I'll make sure it's fixed for 0.1.8. Really sorry about that!

Edit: In fact, try delete your config/OpenPeripheral_methods.json file now and hopefully it'll work again
thestarlion #249
Posted 01 January 1970 - 01:00 AM
I've just tried that, and it's still returning the exact same lines. The script I wrote is really simple, so I don't *think* it's the cause, but eh, inexperience always makes us underestimate our capabilities.
local stargate = peripheral.wrap("back")
stargate.connect("VYGXMBA")
Interestingly, getHomeAddress works fine, it just appears to be connect giving trouble.

When working remotely (via modem and networking cables) getHomeAddress works if called directly at a lua prompt, but if called in a script does not return anything. That's a minor thing though, so I'm not so concerned about that.
Mikeemoo #250
Posted 01 January 1970 - 01:00 AM
I've just tried that, and it's still returning the exact same lines. The script I wrote is really simple, so I don't *think* it's the cause, but eh, inexperience always makes us underestimate our capabilities.
local stargate = peripheral.wrap("back")
stargate.connect("VYGXMBA")
Interestingly, getHomeAddress works fine, it just appears to be connect giving trouble.

When working remotely (via modem and networking cables) getHomeAddress works if called directly at a lua prompt, but if called in a script does not return anything. That's a minor thing though, so I'm not so concerned about that.

If called in a script it does work, you just need to print it out ;)/>
print(stargate.getHomeAddress())

Anyway - regarding the issue you're having with 'connect', I'm definitely fixed it now. Sorry - I thought i'd fixed it before but must be tired!!

Just delete your config/OpenPeripheral_methods.json again and relaunch the game and it'll work. :)/>

Sorry about that!!
thestarlion #251
Posted 01 January 1970 - 01:00 AM
I hate to be frustrating, but… nope. It did change the error though - it's identical, except where it says '13' before, it now says '12'
Mikeemoo #252
Posted 01 January 1970 - 01:00 AM
If you deleted that /config/OpenPeripheral_methods.json file and relaunched the game, I can't see how it could possibly be throwing that error any more, because all of the code it's talking about in that error has been removed…

If you're playing multiplayer, make sure this is done on the server, not the client..

I can't really offer any more help than this. Sorry!
JackPS9 #253
Posted 01 January 1970 - 01:00 AM
whats the code to get the power level inside a Energy Cell?
Mikeemoo #254
Posted 01 January 1970 - 01:00 AM
whats the code to get the power level inside a Energy Cell?


cell = peripheral.wrap("left")
provider = p.getPowerProvider()

for k, v in pairs(provider) do
  print(k..": "..v)
end

or just...

print(provider.energyStored)
thestarlion #255
Posted 01 January 1970 - 01:00 AM
OK, redownloaded everything to be sure I wasn't missing anything and made sure the only mods installed were CC, OpenPeripheral and OpenCCSensors. The only thing the same now is the ID's used.
Now at last it's turning up an SG-specific error different to before. Maybe this one will be more useful?
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,gcewing.sg.SGBaseTE,object).(<Unknown source>#12 in <Unknown source> at line number 12
I've tried all the other commands and they seem unaffected, at least.
ryandevries920 #256
Posted 01 January 1970 - 01:00 AM
I just want to say I love the addon. It works great and you give fast responce to problomes. I have no background in programming but created a fun little program for the sg Craft stargate wardialer figured I would share and if you can think of anything I could do better please help I am trying to learn. http://pastebin.com/AsL6psdJ
squ1b3r #257
Posted 01 January 1970 - 01:00 AM
Any chance to get support on the new GT Teleporter? Would be nice to have ability to set coords using cc.

Thanks for your great work, btw :)/>
Engineer #258
Posted 01 January 1970 - 01:00 AM
It's in "minecraft UI" pixels, which vary depending on your "GUI scale" setting.
Since this didnt get much attention, I really want to emphasize thi because it can become really handy.
Also, it would make life easier, because you can make boxes at a reasonable size for a user, depending on his screen.

Please let me know if this is even possible, because I would like to.
Thank you for the awesome mode Mikeemoo!
Thief^ #259
Posted 01 January 1970 - 01:00 AM
I just want to say I love the addon. It works great and you give fast responce to problomes. I have no background in programming but created a fun little program for the sg Craft stargate wardialer figured I would share and if you can think of anything I could do better please help I am trying to learn. http://pastebin.com/AsL6psdJ
I have a few comments:
It looks like when you end a page in the printer you don't print that line at all… You probably need "printer.write("StarGate found at ".. address)" before the printer.endPage()
The stargate mod address is split 5 characters for coordinate and 2 for dimension, when you wardial you might not want to randomize the dimension as well because they mostly won't exist. BA is the Overworld, AA is the Nether, and CA is the End. Only the overworld has stargates generated in it.
The code itself is really good though!
Mikeemoo #260
Posted 01 January 1970 - 01:00 AM
I just want to say I love the addon. It works great and you give fast responce to problomes. I have no background in programming but created a fun little program for the sg Craft stargate wardialer figured I would share and if you can think of anything I could do better please help I am trying to learn. http://pastebin.com/AsL6psdJ

Awesome work! Welcome to the fun that is programming :)/>
Mikeemoo #261
Posted 01 January 1970 - 01:00 AM
Any chance to get support on the new GT Teleporter? Would be nice to have ability to set coords using cc.

Thanks for your great work, btw :)/>

I'll look into it. Unfortuantely due to the way GregTech is coded it'll require a bit of a restructure of my code, but hopefully I can have something ready for the next release.

In other news, 3 blocks added to the new 0.1.8 release now:

Ticket Machine - for railcraft tickets
Peripheral Proxy
PIM
ryandevries920 #262
Posted 01 January 1970 - 01:00 AM
I just want to say I love the addon. It works great and you give fast responce to problomes. I have no background in programming but created a fun little program for the sg Craft stargate wardialer figured I would share and if you can think of anything I could do better please help I am trying to learn. http://pastebin.com/AsL6psdJ
I have a few comments:
It looks like when you end a page in the printer you don't print that line at all… You probably need "printer.write("StarGate found at ".. address)" before the printer.endPage()
The stargate mod address is split 5 characters for coordinate and 2 for dimension, when you wardial you might not want to randomize the dimension as well because they mostly won't exist. BA is the Overworld, AA is the Nether, and CA is the End. Only the overworld has stargates generated in it.
The code itself is really good though!
Thank you for the hints and feed back. try http://pastebin.com/ALsXf2hQ see if that is better added in a second random gen for the dementional code. as well as fixed the print before new page.
ingie #263
Posted 01 January 1970 - 01:00 AM
I just want to say I love the addon. It works great and you give fast responce to problomes. I have no background in programming but created a fun little program for the sg Craft stargate wardialer figured I would share and if you can think of anything I could do better please help I am trying to learn. http://pastebin.com/AsL6psdJ

you have no background in programming, yet you have a comment that reads "– concatenate all indicies of the "pass" array, then print out concatenation." :)/>
how did you know that a table was a lua equivalent of an array without a programming background hey? ;)/> that password gen has been around for a few years on pastebin :)/>

but honestly only joking, and i'm not undermining your overall program - i copy a lot of routines from other people too… it's how many of us generally learn to code - by example and trial and error. like any science+art :)/>

and it's an ace piece of programming usage too - one of the most important bits you should know about coding is that it's not about who writes the lines of code [we all stand on the shoulders of giants here] it's all about having the vision to imagine something that can be done and pull it all together into an application… i worked for a company once who's employment contract stated that "anything i invented whether at work or at home, belonged to them" … i never signed it… closed source for "intellectual property" reasons is an anathema to me… knowledge is knowledge.

to that end, and to expand on Theif^'s reply above: where you have


function addressGen()
pass = {}
for z = 1,7 do

				case = 1
				a = math.random(1,#char) -- randomly choose a character from the "char" array
				if case == 1 then
						x=string.upper(char[a]) -- uppercase if case = 1
				elseif case == 2 then
						x=string.lower(char[a]) -- lowercase if case = 2
				end
		table.insert(pass, x) -- add new index into array.
		end
		return(table.concat(pass)) -- concatenate all indicies of the "pass" array, then print out concatenation.
end

firstly, to take Thief^'s idea, you need to change the function to only do the for z loop over 1,5

then lower down where you do: add = addressGen()
probably change - in the simplest way, to add = "BA" + addressGen()



nice wardriving… i wish i were running a server using stargates so i could use it :D/>

edit: ahh - i see you've just done that mostly ;)/> nice action - serves me right for being too verbal :)/>
Thief^ #264
Posted 01 January 1970 - 01:00 AM
Thank you for the hints and feed back. try http://pastebin.com/ALsXf2hQ see if that is better added in a second random gen for the dementional code. as well as fixed the print before new page.
Looks really good!
I've just found out that printers have a getPageSize() method, which you should use instead of hardcoding 20 lines per page.
allquan #265
Posted 01 January 1970 - 01:00 AM
OK, redownloaded everything to be sure I wasn't missing anything and made sure the only mods installed were CC, OpenPeripheral and OpenCCSensors. The only thing the same now is the ID's used.
Now at last it's turning up an SG-specific error different to before. Maybe this one will be more useful?
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,gcewing.sg.SGBaseTE,object).(<Unknown source>#12 in <Unknown source> at line number 12
I've tried all the other commands and they seem unaffected, at least.

I am getting the same error when i try to connect a stargate. But i only get it since i installed the latest forge version (release 16.06)
Mikeemoo #266
Posted 01 January 1970 - 01:00 AM
OK, redownloaded everything to be sure I wasn't missing anything and made sure the only mods installed were CC, OpenPeripheral and OpenCCSensors. The only thing the same now is the ID's used.
Now at last it's turning up an SG-specific error different to before. Maybe this one will be more useful?
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,gcewing.sg.SGBaseTE,object).(<Unknown source>#12 in <Unknown source> at line number 12
I've tried all the other commands and they seem unaffected, at least.

I am getting the same error when i try to connect a stargate. But i only get it since i installed the latest forge version (release 16.06)

Ah, interesting! maybe this could be the problem.

I'll take a look tonight.

Either way, I'm integrating SGCraft support into the core of the mod, so it should be a lot more stable in 0.1.8
alfw #267
Posted 01 January 1970 - 01:00 AM
OK, redownloaded everything to be sure I wasn't missing anything and made sure the only mods installed were CC, OpenPeripheral and OpenCCSensors. The only thing the same now is the ID's used.
Now at last it's turning up an SG-specific error different to before. Maybe this one will be more useful?
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionHelper.callMethod(string,gcewing.sg.SGBaseTE,object).(<Unknown source>#12 in <Unknown source> at line number 12
I've tried all the other commands and they seem unaffected, at least.

I am getting the same error when i try to connect a stargate. But i only get it since i installed the latest forge version (release 16.06)

I just tested forge build 7.8.1.738, is that the build your talking about?
allquan #268
Posted 01 January 1970 - 01:00 AM
Yeah the 7.8.1 from the forum http://www.minecraftforge.net/forum/index.php/topic,9242.0.html
Mikeemoo #269
Posted 01 January 1970 - 01:00 AM
Regarding GUI scaling:

There's not really much I can do about this. I might look into it one day, but it wont be for a long time yet. Lots of other things to tackle first.

While I'm at it, NO, I can't give you the resolution of the people that are playing - multiple glasses can be hooked up to a single bridge, so it wouldn't make any sense to have the resolution.
allquan #270
Posted 01 January 1970 - 01:00 AM
First a video from a tank view programm i am working on atm:

[media]http://www.youtube.com/watch?v=M4MHo1tgAI8&;[/media]

I made 2 more screens from the gregtech bug:

the bug is also in opensensors, so is it a gregtech bug?

http://www.speedysha...19-23.18.12.png

http://www.speedysha...19-23.18.36.png

Also the p.getAverageElectricOutput() returns a wrong eu/t value from an gregtech generator (Diesel, thermal ect.)
It returns for example 22 (eu/t I guess?) and when i measure with an eu-reader i get 12 eu/t from the generator.
Is it a bug or returns the method something else than eu/t?

And screen from the Stargate Mod bug:

http://www.speedysha...19-23.19.14.png

I used the newest OpenPeripheral, Gregtech, Forge, Stargate und Opensensor version. Also i deleted the methods.json.

And a suggestion:

would it be possible to get the energy used from an AE Network with a methode from the ME Controller? Or is it already possible?
Mikeemoo #271
Posted 01 January 1970 - 01:00 AM
First a video from a tank view programm i am working on atm:

[media]http://www.youtube.com/watch?v=M4MHo1tgAI8&;[/media]

I made 2 more screens from the gregtech bug:

the bug is also in opensensors, so is it a gregtech bug?

http://www.speedysha...19-23.18.12.png

http://www.speedysha...19-23.18.36.png

Also the p.getAverageElectricOutput() returns a wrong eu/t value from an gregtech generator (Diesel, thermal ect.)
It returns for example 22 (eu/t I guess?) and when i measure with an eu-reader i get 12 eu/t from the generator.
Is it a bug or returns the method something else than eu/t?

And screen from the Stargate Mod bug:

http://www.speedysha...19-23.19.14.png

I used the newest OpenPeripheral, Gregtech, Forge, Stargate und Opensensor version. Also i deleted the methods.json.

And a suggestion:

would it be possible to get the energy used from an AE Network with a methode from the ME Controller? Or is it already possible?

Awesome video!

to address the other issues:

1) GregTech issue is fixed in 0.1.8
2) getAverageElectricOutput - Looking at Gregs code, it appears to be EU. However, if it's not returning accurate results there's unfortunately not much I can do about that
3) StarGate mod bug - It's looking like this is some kind of platform/OS issue. Fixed properly in 0.1.8
4) I can't see any easy way to find that info, but if I do, I'll get it into 0.1.8
Mikeemoo #272
Posted 01 January 1970 - 01:00 AM
My bad - getting power usage of an AE grid looks simple. It'll be in 0.1.8
Geforce Fan #273
Posted 01 January 1970 - 01:00 AM
My program doesn't seem to work in SMP, but works fine in SSP.
Here's the code.


--If you're wanting to make an application for
--CCGlass, please read the guide on the forums.
--Every time a developer doesn't read the guide,
--an innocent computer dies



--DEVMODE CONFIGURATION
--If you're just looking at the code, don't touch this
--Application makers, this is pointless for you too
devmode = true
newuserdev = false


--first we set ye color values
glcolors = {}
			glcolors.red = 0xff3333
			glcolors.blue = 0x7dd2e4
			glcolors.yellow = 0xffff4d
			glcolors.green = 0x4dff4d
			glcolors.gray = 0xe0e0e0
			glcolors.textGray = 0x676767
			glcolors.text = 0x5a5a5
			glcolors.otherBlue = 0x2e679f
			glcolors.black = 0x000000

--second, we ensure the user isn't wasting an advanced cpu
if term.isColor() == true and devmode == false then
  print("Error: You are on an advanced computer. This program will not allow other programs to be ran. Do you wish to continue anyway?(y/n, caps count)")
  answer = read()
  if answer == "n" then
	error("User opted out")
  end
end
function getSide()
  print("Which side is the Terminal Glasses Bridge on?(top bottom left right back, caps count) ")
  side = read()
  sw = fs.open("glassside", "w")
  sw.writeLine(side)
  sw.close()
  print("What is your desired username?")
  username = read()
  sw = fs.open("username", "w")
  sw.writeLine(username)
  sw.close()
  print("Now, if you havn't already, take the terminal glasses you're going to use and right-click the terminal bridge.")
end
function load()
  dir = "CCGlass/"
  --note that this still runs on first time
  on = true
  gs = fs.open("glassside", "r")
  side = gs.readLine()
  gs.close()
  glass = peripheral.wrap(side)
  gs = fs.open("username", "r")
  username = gs.readLine()
  gs.close()
end


--Ye first thing where we draw stuff
function firstDraw()
oneText= glass.addText(10, 27.9, " ", glcolors.green)
twoText= glass.addText(10, 27.9, " ", glcolors.green)
threeText= glass.addText(10, 27.9, " ", glcolors.green)
fourText= glass.addText(10, 27.9, " ", glcolors.green)
fiveText= glass.addText(10, 27.9, " ", glcolors.green)

midText= glass.addText(29, 27.9, " ", glcolors.green)
highText= glass.addText(29, 27.9, " ", glcolors.red)
lowText= glass.addText(29, 27.9, " ", glcolors.otherBlue)
  leftBox = glass.addBox(5, 0, 5, 60, glcolors.blue, 0.75)
  bigBox = glass.addBox(10, 5, 48, 50, glcolors.gray, 0.75)
  for bigWidth = 1, 20 do
	bigBox.setWidth(bigWidth * 7.5)
	sleep(0.01)
  end
  leftBox = glass.addBox(160, 0, 5, 60, glcolors.blue, 0.75)
  --Putting default text

end
--The way the OS prints stuffs to the screen
function midPrint(text)
  midText.setText(text)
  midText.setScale(2)
  midText.setZIndex(1)
  w = bigBox.getWidth()
  tw = midText.getWidth()
  tw = tw*2
  posx = math.floor(w-tw)/2, 2
  posx = posx +10
  midText.setX(posx)
  posy = 20
  midText.setY(posy)

end

function highPrint(text)
  highText.setZIndex(1)
	local w = bigBox.getWidth() --=150
	highText.setText(text)
	tw = highText.getWidth()
  hposx = math.floor(w-tw)/2, 2
  hposx = hposx+10
  highText.setX(hposx)
  posy = 10
  highText.setY(posy)

end

function lowPrint(text)
	local w = bigBox.getWidth()
  lowText.setText(text)
  lowText.setZIndex(1)
  tw = lowText.getWidth()
  posx = math.floor(w-tw)/2, 2
  posx = posx +10
  lowText.setX(posx)
  lowText.setY(40)
end
--now we define print functions for books and such
function tinyPrint(text, line, color)
  local w = bigBox.getWidth()
  if line == 1 then
	oneText.setY(5)
	oneText.setColor(color)
	oneText.setZIndex(1)
	oneText.setText(text)
	elseif line == 2 then
	twoText.setY(15)
	twoText.setColor(color)
	twoText.setZIndex(1)
	twoText.setText(text)
	elseif line == 3 then
	threeText.setY(25)
	threeText.setColor(color)
	threeText.setZIndex(1)
	threeText.setText(text)
	elseif line == 4 then
	fourText.setY(35)
	fourText.setColor(color)
	fourText.setZIndex(1)
	fourText.setText(text)
	elseif line == 5 then
	fiveText.setY(45)
	fiveText.setColor(color)
	fiveText.setZIndex(1)
	fiveText.setText(text)
  end
end
function tinyClear()
tinyPrint(" ", 1, glcolors.red)
tinyPrint(" ", 2, glcolors.red)
tinyPrint(" ", 3, glcolors.red)
tinyPrint(" ", 4, glcolors.red)
tinyPrint(" ", 5, glcolors.red)
end
function bigClear()
  highPrint(" ")
  midPrint(" ")
  lowPrint(" ")
end
--now we launch apps based on what the user inputs
function homeScreenLaunch()
  tinyClear()
  evt, cmd = os.pullEvent("chat_command")
  if cmd == "apps" then
	launchApps()
  elseif cmd == "shutdown" then
	on = false
  elseif cmd == "help" then
	shell.run('CCGlass/ccghelp')
  elseif cmd == "easteregg" then
	username = "You have found the easter egg that breaks glass. Congratulations on your find!"
	else
	reprintHome()
  end
  reprintHome()
end
--now we launch 3rd party and default apps
function launchApps()
  tinyClear()
  highPrint("Launcher v0.001")
  midPrint(" ")
  lowPrint("Usage: $$appname")
  evt, cmd = os.pullEvent("chat_command")
  ok, error = pcall(shell.run("CCGlass/"..cmd.." "))
	reprintHome()
end
--now we can reprint the homescreen
function reprintHome()
  tinyClear()
  highPrint("Welcome, "..username.."!")
  midPrint("V0.0001")
  lowPrint("Do $$help for help.")
end
--firsttime?
if fs.exists("glassside") == false or newuserdev == true then
  getSide()
end

--here comes the advanced print function
function bookprint()




end


--[[begin execution]]
load()
firstDraw()
reprintHome()
while on == true do
  homeScreenLaunch()
end
shell.run('clear')
Mikeemoo #274
Posted 01 January 1970 - 01:00 AM
Firstly, please fix your spoiler tag.

Secondly, what exactly "doesn't work"? You've not provided an error. What are you expecting me to do with this information?

Is your server running an up-to-date version of OpenPeripheral?
Mikeemoo #275
Posted 01 January 1970 - 01:00 AM
A bit of an exploration around one of my test worlds..

http://www.youtube.com/watch?v=51HqJxVRNFo&amp;feature=youtu.be
MudkipTheEpic #276
Posted 01 January 1970 - 01:00 AM
Whenever i call getWidth on an object returned from addText, it ends the program. This is in SMP.

To reproduce, go in SMP, go to the lua program, and type

x=peripheral.call(side,"addText" ,1,1,"test",0xCCCCCC) x.getWidth() print("This doesnt print. ")
Mikeemoo #277
Posted 01 January 1970 - 01:00 AM
Whenever i call getWidth on an object returned from addText, it ends the program. This is in SMP.

To reproduce, go in SMP, go to the lua program, and type

x=peripheral.call(side,"addText" ,1,1,"test",0xCCCCCC) x.getWidth() print("This doesnt print. ")

Ok I'll look into that. Thanks for reporting
FuuuAInfiniteLoop(F.A.I.L) #278
Posted 01 January 1970 - 01:00 AM
Suggestions:

Some way to get x, y and z of the player head
Get the name/id of the block were the cursor is(or the item in hand)
MudkipTheEpic #279
Posted 01 January 1970 - 01:00 AM
Whenever i call getWidth on an object returned from addText, it ends the program. This is in SMP.

To reproduce, go in SMP, go to the lua program, and type

x=peripheral.call(side,"addText" ,1,1,"test",0xCCCCCC) x.getWidth() print("This doesnt print. ")

Ok I'll look into that. Thanks for reporting

Np.
squ1b3r #280
Posted 01 January 1970 - 01:00 AM
A bit of an exploration around one of my test worlds..

[media]http://www.youtube.com/watch?v=51HqJxVRNFo&feature=youtu.be[/media]

Wow. that was quick! Thank you so much for GT Teleporter support. Can't wait for the release.
Mikeemoo #281
Posted 01 January 1970 - 01:00 AM
Whenever i call getWidth on an object returned from addText, it ends the program. This is in SMP.

To reproduce, go in SMP, go to the lua program, and type

x=peripheral.call(side,"addText" ,1,1,"test",0xCCCCCC) x.getWidth() print("This doesnt print. ")

Ok I'll look into that. Thanks for reporting

Np.

Fixed in 0.1.8
Mikeemoo #282
Posted 01 January 1970 - 01:00 AM
The OpenPeripheral test server has been updated with a beta release of 0.1.8 in case anyones interested in trying it out.
Mikeemoo #283
Posted 01 January 1970 - 01:00 AM
http://www.youtube.com/watch?v=mStYgl9CAYE&amp;feature=youtu.be

Slight tweak to the ticket machine.. added a sound and changed the texture slightly.
sinful_spartan #284
Posted 01 January 1970 - 01:00 AM
Didn't know if this is intentional or not, but the glasses seem to not work cross dimensional. ie. A computer in the overworld can't communicate with glasses in the end.
Mikeemoo #285
Posted 01 January 1970 - 01:00 AM
Didn't know if this is intentional or not, but the glasses seem to not work cross dimensional. ie. A computer in the overworld can't communicate with glasses in the end.

Which version are you using? Last time i checked this was fixed, however I havent re-checked in a while.
sinful_spartan #286
Posted 01 January 1970 - 01:00 AM
Didn't know if this is intentional or not, but the glasses seem to not work cross dimensional. ie. A computer in the overworld can't communicate with glasses in the end.

Which version are you using? Last time i checked this was fixed, however I havent re-checked in a while.

Ya we're are on .1.7 currently.
Mikeemoo #287
Posted 01 January 1970 - 01:00 AM
Ah ok, I'll take another look :)/> thanks for letting me know.
fingerboxes #288
Posted 01 January 1970 - 01:00 AM
First of all, this mod got me to actually be assed to learn enough lua to get by, heh. Excellent idea, really bridges the gap with openccsensors.

My favorite part so far is the integration with SGCraft - it works beautifully. However, it is lacking in some regards; if I was going to request anything, it would be a method to poll when the gate is active, and/or (preferably) an event which notifies if the gate opens (including which address did the dialing), when the gate closed (possibly which side terminated the connection, though idk if that data exists), and if dialing fails (it can fail non-immediately (ie, out of fuel, target already has an open connection)).

With this additional data, fully-functional dialing computers would be possible.
Mikeemoo #289
Posted 01 January 1970 - 01:00 AM
First of all, this mod got me to actually be assed to learn enough lua to get by, heh. Excellent idea, really bridges the gap with openccsensors.

My favorite part so far is the integration with SGCraft - it works beautifully. However, it is lacking in some regards; if I was going to request anything, it would be a method to poll when the gate is active, and/or (preferably) an event which notifies if the gate opens (including which address did the dialing), when the gate closed (possibly which side terminated the connection, though idk if that data exists), and if dialing fails (it can fail non-immediately (ie, out of fuel, target already has an open connection)).

With this additional data, fully-functional dialing computers would be possible.


Added isConnected() and getDialledAddress() into the upcoming 0.1.8 release.

Events would be great, but my system doesn't support that yet so I'll look into adding support for events in version 0.1.9 or 0.2.0

:)/>
allquan #290
Posted 01 January 1970 - 01:00 AM
Awesome video!

to address the other issues:

1) GregTech issue is fixed in 0.1.8
2) getAverageElectricOutput - Looking at Gregs code, it appears to be EU. However, if it's not returning accurate results there's unfortunately not much I can do about that
3) StarGate mod bug - It's looking like this is some kind of platform/OS issue. Fixed properly in 0.1.8
4) I can't see any easy way to find that info, but if I do, I'll get it into 0.1.8

thanks for the answers :)/> i am looking forward to 0.1.8
where can i find the 0.1.8 testing server?
Mikeemoo #291
Posted 01 January 1970 - 01:00 AM
http://www.technicpa...ripheral.138059

If you use that mod pack there's a menu option ingame that'll take you directly to the server

Although it doesn't have GregTech or SGCraft if I remember rightly!

I'll see about adding those two mods for the next release of the mod pack
fingerboxes #292
Posted 01 January 1970 - 01:00 AM
First of all, this mod got me to actually be assed to learn enough lua to get by, heh. Excellent idea, really bridges the gap with openccsensors.

My favorite part so far is the integration with SGCraft - it works beautifully. However, it is lacking in some regards; if I was going to request anything, it would be a method to poll when the gate is active, and/or (preferably) an event which notifies if the gate opens (including which address did the dialing), when the gate closed (possibly which side terminated the connection, though idk if that data exists), and if dialing fails (it can fail non-immediately (ie, out of fuel, target already has an open connection)).

With this additional data, fully-functional dialing computers would be possible.


Added isConnected() and getDialledAddress() into the upcoming 0.1.8 release.

Events would be great, but my system doesn't support that yet so I'll look into adding support for events in version 0.1.9 or 0.2.0

:)/>

Beautiful!

If I might ask, getDialedAddress() returns the address you dialed, or the address of the remote side of the connection, regardless of who opened it?
Mikeemoo #293
Posted 01 January 1970 - 01:00 AM
First of all, this mod got me to actually be assed to learn enough lua to get by, heh. Excellent idea, really bridges the gap with openccsensors.

My favorite part so far is the integration with SGCraft - it works beautifully. However, it is lacking in some regards; if I was going to request anything, it would be a method to poll when the gate is active, and/or (preferably) an event which notifies if the gate opens (including which address did the dialing), when the gate closed (possibly which side terminated the connection, though idk if that data exists), and if dialing fails (it can fail non-immediately (ie, out of fuel, target already has an open connection)).

With this additional data, fully-functional dialing computers would be possible.


Added isConnected() and getDialledAddress() into the upcoming 0.1.8 release.

Events would be great, but my system doesn't support that yet so I'll look into adding support for events in version 0.1.9 or 0.2.0

:)/>

Beautiful!

If I might ask, getDialedAddress() returns the address you dialed, or the address of the remote side of the connection, regardless of who opened it?

Just the address of the other side regardless of who dialled it.

I'll add another one - isInitiator()

….done!
fingerboxes #294
Posted 01 January 1970 - 01:00 AM
First of all, this mod got me to actually be assed to learn enough lua to get by, heh. Excellent idea, really bridges the gap with openccsensors.

My favorite part so far is the integration with SGCraft - it works beautifully. However, it is lacking in some regards; if I was going to request anything, it would be a method to poll when the gate is active, and/or (preferably) an event which notifies if the gate opens (including which address did the dialing), when the gate closed (possibly which side terminated the connection, though idk if that data exists), and if dialing fails (it can fail non-immediately (ie, out of fuel, target already has an open connection)).

With this additional data, fully-functional dialing computers would be possible.


Added isConnected() and getDialledAddress() into the upcoming 0.1.8 release.

Events would be great, but my system doesn't support that yet so I'll look into adding support for events in version 0.1.9 or 0.2.0

:)/>

Beautiful!

If I might ask, getDialedAddress() returns the address you dialed, or the address of the remote side of the connection, regardless of who opened it?

Just the address of the other side regardless of who dialled it.

I'll add another one - isInitiator()

….done!

Beautiful!

Polling the gate periodically is almost as good as an event, and will certainly tide me over :)/>
Creeper367 #295
Posted 01 January 1970 - 01:00 AM
Thank you for all this SGCraft support. We are using a server with SGCraft and your openperipheral support has made it work wonderfully.
The IsConnected is going to be excellent. This will allow me to create a Terminal Glasses display with connection Notification.
And paired with the miscperipherals speaker we can have it make an announcement when someone dials.
Mikeemoo #296
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.8-dev3.jar

If people could test this out before the release that'd be real handy :)/>

thanks
Mikeemoo #297
Posted 01 January 1970 - 01:00 AM
For those on the OpenPeripheral server, you may get duplicate methods showing for the next day or two. I'll update the server (well, get SinZ to!) when this is properly released (It's using dev2, not dev3)
Geforce Fan #298
Posted 01 January 1970 - 01:00 AM
Whenever i call getWidth on an object returned from addText, it ends the program. This is in SMP.

To reproduce, go in SMP, go to the lua program, and type

x=peripheral.call(side,"addText" ,1,1,"test",0xCCCCCC) x.getWidth() print("This doesnt print. ")
That would explain Glass's errors. Glass won't run without text.getWidth
allquan #299
Posted 01 January 1970 - 01:00 AM
http://www.technicpa...ripheral.138059

If you use that mod pack there's a menu option ingame that'll take you directly to the server

Although it doesn't have GregTech or SGCraft if I remember rightly!

I'll see about adding those two mods for the next release of the mod pack
Arr the 2 mods i wanted to test ;)/>

i just downloaded the 0.1.8 dev. Stargate Mod works now again and the new methods work.
For gregtech, the wired bug with the name of the peripheral is still there.

Every think else is working fine and i have a few programs with openperipheral running, no error so far :)/>
CoderPuppy #300
Posted 01 January 1970 - 01:00 AM
Crash using the pack: http://pastebin.com/CnfV6nyX
I had just broken a Lexicon table
Mikeemoo #301
Posted 01 January 1970 - 01:00 AM
Crash using the pack: http://pastebin.com/CnfV6nyX
I had just broken a Lexicon table

Fortunately not an openp bug. I think its one of the voxel things. Ill look into it
Mikeemoo #302
Posted 01 January 1970 - 01:00 AM
http://www.technicpa...ripheral.138059

If you use that mod pack there's a menu option ingame that'll take you directly to the server

Although it doesn't have GregTech or SGCraft if I remember rightly!

I'll see about adding those two mods for the next release of the mod pack
Arr the 2 mods i wanted to test ;)/>/>

i just downloaded the 0.1.8 dev. Stargate Mod works now again and the new methods work.
For gregtech, the wired bug with the name of the peripheral is still there.

Every think else is working fine and i have a few programs with openperipheral running, no error so far :)/>/>

Doh. Ill make sure that gregtech fix gets included
allquan #303
Posted 01 January 1970 - 01:00 AM
It seems Gregtech is going to be a pain in the ass ;)/>

I just checked my old world with

OpenPeripheral-0.1.0
GregTechMod_3.06b

With this 2 versions the p.getAverageElectricOutput() and Input() works fine. In the newer versions of openperipherals the 2 methods return some wrong values.

Edit:

i updated to the latest gregtech version (and stayed withopenperipheral 0.1.0). The returned values are still correct. So something has changed in openperipherals in the last versions.
Sorry to bother you with this, but i would loved to see my energy controll system working again correct :)/>
civilwargeeky #304
Posted 01 January 1970 - 01:00 AM
Hi. First off, this looks amazing ( will download soon), however I was looking through all the methods, and curious what a "T Dian Ci Qi" was under ICBM.
Tiin57 #305
Posted 01 January 1970 - 01:00 AM
Mikee, have you even used ICBM?
I think he means the launching systems instead of that Chinese name.
Creeper367 #306
Posted 01 January 1970 - 01:00 AM
Hi :D/>
Im a fan of OpenPeripheral and i think its a great mod that allows for computercraft to be fun. I think that computercraft is a great mod but without redstone its not really intergrated into your world much at all. Sure you can print stuff but that doesnt really help your world much. And what would you print?
OpenPeripheral and OpenCCSensors fills a gap in the Capability with computercraft that allows you to get and retrieve data that will give you things to print and things to do with other mods like Miscperipherals and Immibis mods. The possibilities are endless with your mods mikeemoo and i want to say that im a fan of OpenPeripheral and OpenCCSensors so
IM A FAN OF OPENPERIPHERAL AND OPENCCSENSORS
There :D/>
Mikeemoo #307
Posted 01 January 1970 - 01:00 AM
Hi. First off, this looks amazing ( will download soon), however I was looking through all the methods, and curious what a "T Dian Ci Qi" was under ICBM.

It's just my documentation plugin that I wrote derping when it comes to obfuscated names. My mistake

It seems Gregtech is going to be a pain in the ass ;)/>

I just checked my old world with

OpenPeripheral-0.1.0
GregTechMod_3.06b

With this 2 versions the p.getAverageElectricOutput() and Input() works fine. In the newer versions of openperipherals the 2 methods return some wrong values.

Edit:

i updated to the latest gregtech version (and stayed withopenperipheral 0.1.0). The returned values are still correct. So something has changed in openperipherals in the last versions.
Sorry to bother you with this, but i would loved to see my energy controll system working again correct :)/>

Ok today seems like a gregtech day!
Mikeemoo #308
Posted 01 January 1970 - 01:00 AM
In exactly the same setup (diesel gen hooked up to a macerator, no other machines around) using an old openperipheral (0.1.0) and a new openperipheral (0.1.8), both results are identical.

There's nothing I can change or fix here. I'm just directly calling a GregTech method. No code changes have been made to that between versions.
Mikeemoo #309
Posted 01 January 1970 - 01:00 AM
Ok here goes.

0.1.8 released

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.8.jar

Change log:

Added a Ticket Machine for the new railcraft
- methods are "lock()", "unlock()", and "createTicket(destination)". You need to put paper in one slot, then any ink/dye in the other slot.
Added a Peripheral Proxy
- this lets you connect wired modems to non-solid blocks. Arrows must point towards the block you want to use as a peripehral. Connect a wired modem to the back or sides and interact with it as you would any other remote peripheral
Added a "PIM" inventory manager
- If you stand on this, your player inventory gets synced with the pressure plate, so you can then start pumping items out of yourself (or into yourself) using any standard method (turtles, pipes, whatever)
Bug fixes
- Fixed getWidth() and getStringWidth() methods on the terminal glasses
Improved support for SGCraft
- added isConnected(), isInitiator() and getDialledAddress()
Improved support for forestry bees
- getQueen() and getDrone() now return a full table of information about the bee.
- I've also added getBeeInSlot() for bee chests.
Improved support for GregTech
- Mostly bug fixes
- Added setX/Y/Z, getX/Y/Z methods to the teleporter
Improved support for Applied Energistics
- You can now perform crafting requests! call "requestCrafting" and pass in a small table like this: p.requestCrafting({id=54,qty=2})
- I've fleshed out the methods a lot: getTotalBytes, getFreeBytes, getUsedBytes, getUnusedItemCount, canHoldNewItem, isPreformatted, isFuzzyPreformatted, getName, getStoredItemTypes, getRemainingItemCount, getRemainingItemTypes, getTotalItemTypes
Improved Buildcraft support
- getCurrentOutput()
- fleshed out some more methods: getActivationEnergy, getLatency, getMinEnergyReceived, getMaxEnergyReceived, getMaxEnergyStored, getEnergyStored
Improved Thermal Expansion support
- setFrequency is more stable
- added getMode()
- added setMode() - pass in "SEND", "RECEIVE" or "BOTH"
Mikeemoo #310
Posted 01 January 1970 - 01:00 AM
Also, I'm aware that the documentation has disappeared from the first post. It was getting out of date, so I'm preparing a master list which'll be more complete
Thief^ #311
Posted 01 January 1970 - 01:00 AM
I made an api that wraps multiple openccsensors sensors (via openperipheral peripheral proxies and network cables) into a single sensor net.

http://pastebin.com/KdNucLAc

Use "pastebin get KdNucLAc sensornet" to download it to your computer, and then os.loadAPI("sensornet") to load it. The sensornet object then has getTargets() and getTargetDetails(name) methods that work exactly the same as similarly to using a single sensor!
By default it uses a sensor on top of the pc as coords 0,1,0, and other sensors can either have their position set with sensornet.setSensorPosition(name, x, y, z) or be calibrated automatically from mobs/objects/etc detected by overlapping sensors.

Comments please?
Xiretza #312
Posted 01 January 1970 - 01:00 AM
I made an api that wraps multiple openccsensors sensors (via openperipheral peripheral proxies and network cables) into a single sensor net.

http://pastebin.com/KdNucLAc

Use "pastebin get KdNucLAc sensornet" to download it to your computer, and then os.loadAPI("sensornet") to load it. The sensornet object then has getTargets() and getTargetDetails(name) methods that work exactly the same as similarly to using a single sensor!
By default it uses a sensor on top of the pc as coords 0,1,0, and other sensors can either have their position set with sensornet.setSensorPosition(name, x, y, z) or be calibrated automatically from mobs/objects/etc detected by overlapping sensors.

Comments please?

Auto calibrating? Sounds REALLY nice.
MudkipTheEpic #313
Posted 01 January 1970 - 01:00 AM
Where'd the supported mods list go. .-.
thestarlion #314
Posted 01 January 1970 - 01:00 AM
Read a few posts above maybe?
Thanks for the fixes and extra SGCraft support - it all works a dream now.
Now I just need more places to go with the Stargates…
Mikeemoo #315
Posted 01 January 1970 - 01:00 AM
Docs:

http://www.openccsensors.info/openpdocs/

There's still a lot missing, and some inaccurate data. I'm working on it! :)/>/>
Mikeemoo #316
Posted 01 January 1970 - 01:00 AM
Posted on reddit:

http://www.reddit.com/r/feedthebeast/comments/1gtcri/openperipheral_018_released/
Mikeemoo #317
Posted 01 January 1970 - 01:00 AM
I've made a stealth update to the 0.1.8 download because you weren't able to configure the ID of the proxy block. It's fixed now! sorry everyone.
gknova61 #318
Posted 01 January 1970 - 01:00 AM
Can you add support for the ChickenChunks loader? The problem with it is that it can't be toggled by a redstone signal so I have an Online Player Detector going to a turtle which breaks the Chunk Loader when I leave and replaces it when I join. The problem with this is that when the turtle places the loader, it can't set the radius or the shape of the loader so you need to go with default settings since my player can't modify it since the turtle placed it. The methods for the loader would be something like:

setRadius(int)
setShape(int) - 1 or 2 with 1 being square and 2 being circle




I'll try get this added in today or tomorrow :)/>/> It'll require the new engine though, which I'm releasing in the next couple of days
Just keep swimmin', just keep swimmin' :D/>
Mikeemoo #319
Posted 01 January 1970 - 01:00 AM
My apologies. I knew I'd forgotten something! Next release :)/> or maybe I can add it remotely now
allquan #320
Posted 01 January 1970 - 01:00 AM
Here a video from my testing with my HUD:

http://www.youtube.com/watch?v=ea8MX-qScwo&feature=youtu.be
cyb #321
Posted 01 January 1970 - 01:00 AM
I'm wondering whether it can manipulate inventories. I mean extracting specific items from a chest or applied-energistics network to an adjacent machine or pipe. The miscperipherals' one seems to be too buggy and it often freezes my minecraft when I call "interactiveSorter.list" or "meBridge.retrieve".
Mikeemoo #322
Posted 01 January 1970 - 01:00 AM
I'm wondering whether it can manipulate inventories. I mean extracting specific items from a chest or applied-energistics network to an adjacent machine or pipe. The miscperipherals' one seems to be too buggy and it often freezes my minecraft when I call "interactiveSorter.list" or "meBridge.retrieve".

Ill add manipulation into next release
cyb #323
Posted 01 January 1970 - 01:00 AM
I'm wondering whether it can manipulate inventories. I mean extracting specific items from a chest or applied-energistics network to an adjacent machine or pipe. The miscperipherals' one seems to be too buggy and it often freezes my minecraft when I call "interactiveSorter.list" or "meBridge.retrieve".

Ill add manipulation into next release
Thanks a lot! :)/>
SeniorFight #324
Posted 01 January 1970 - 01:00 AM
Which version is the lastest for CC 1.5 aka Minecraft 1.4.7 ? I'm making a modpack and you didn't wrote the versions for minecraft in the *previous versions* spoiler… which is an error :)/>
Mikeemoo #325
Posted 01 January 1970 - 01:00 AM
Its not an error. The thread title is accurate, all versions are for mc 1.52 as mentioned already
UXELDUXEL #326
Posted 01 January 1970 - 01:00 AM
Question how to make a new line in the sunglass
i have a text object but
text.setY()
does not work and text.setX() doesnt seem to work either i am just getting all my text in the first row and the lua new line char doesnt works either ("\n")
can you please tell me how to make a new line?
Creeper367 #327
Posted 01 January 1970 - 01:00 AM
Its not an error. The thread title is accurate, all versions are for mc 1.52 as mentioned already
He means in your "Older Versions" spoiler there is 0.17 and 0.16 and all that but it doesnt mention if its for Minecraft 1.4.7 or minecraft 1.5 or minecraft 1.5.1 etc.
Mikeemoo #328
Posted 01 January 1970 - 01:00 AM
Question how to make a new line in the sunglass
i have a text object but
text.setY()
does not work and text.setX() doesnt seem to work either i am just getting all my text in the first row and the lua new line char doesnt works either ("\n")
can you please tell me how to make a new line?

To draw on a new line, you need to add a new text object.


line1 = p.addText(0, 0, "hello", 0xFF0000)
line2 = p.addText(0, 15, "goodbye", 0x00FF00)
Mikeemoo #329
Posted 01 January 1970 - 01:00 AM
Its not an error. The thread title is accurate, all versions are for mc 1.52 as mentioned already
He means in your "Older Versions" spoiler there is 0.17 and 0.16 and all that but it doesnt mention if its for Minecraft 1.4.7 or minecraft 1.5 or minecraft 1.5.1 etc.

I know what he means, however, they're all 1.5.2. This is a very new mod. Once 1.6 comes out I'll mark the 1.5.2 ones as 1.5.2!

It's about time people moved on from 1.4.7…
Xiretza #330
Posted 01 January 1970 - 01:00 AM
It's about time people moved on from 1.4.7…

I would totally do, if only redpower would get updated :unsure:/> So now I have four clients, two for 1.4.7 and two for 1.5.2 (And yes, one of the 1.5.2 clients is openPeripheral :)/>)
Mikeemoo #331
Posted 01 January 1970 - 01:00 AM
It's about time people moved on from 1.4.7…

I would totally do, if only redpower would get updated :unsure:/>/> So now I have four clients, two for 1.4.7 and two for 1.5.2 (And yes, one of the 1.5.2 clients is openPeripheral :)/>/>)

I'd think it's probably better to assume RP won't be getting updated. ;-)
Xiretza #332
Posted 01 January 1970 - 01:00 AM
I'd think it's probably better to assume RP won't be getting updated. ;-)

Probably. But Eloraam tweeted she is working on it… Let's wait.
Mikeemoo #333
Posted 01 January 1970 - 01:00 AM
I guess I should list my upcoming plans:

Firstly I'm getting the 0.1.9 release ready, probably for next week or the week after. The main new addition will be the ability to pull and push from adjacent inventories, and also sort stacks in the current inventory.
This'll really start to add some powerful and exciting options for inventory management.

Next, I'll be looking to add some updates into OpenCCSensors and do a new release of that.

Then I'll be working on 0.2.0 of OpenPeripheral which will be a milestone release. My main idea for this release is robots!
I haven't fully decided on exactly how they'll be implemented or what methods they'll have, but a few things I DO know:

1) They'll be actual entities, with fluid movement
2) They'll have built-in path finding
3) They'll be upgradable
4) They'll be expensive
5) They'll be very useful
Xiretza #334
Posted 01 January 1970 - 01:00 AM
4) They'll be expensive

That's the important part, right? :D/>
Bubba #335
Posted 01 January 1970 - 01:00 AM
I guess I should list my upcoming plans:

Firstly I'm getting the 0.1.9 release ready, probably for next week or the week after. The main new addition will be the ability to pull and push from adjacent inventories, and also sort stacks in the current inventory.
This'll really start to add some powerful and exciting options for inventory management.

Next, I'll be looking to add some updates into OpenCCSensors and do a new release of that.

Then I'll be working on 0.2.0 of OpenPeripheral which will be a milestone release. My main idea for this release is robots!
I haven't fully decided on exactly how they'll be implemented or what methods they'll have, but a few things I DO know:

1) They'll be actual entities, with fluid movement
2) They'll have built-in path finding
3) They'll be upgradable
4) They'll be expensive
5) They'll be very useful

… :o/>

And here I was thinking the mod could hardly get any better.

To say I'm excited would be an understatement.
Yopu #336
Posted 01 January 1970 - 01:00 AM
The PIM's crafting recipe isn't showing up in NEI for me. And I didn't see it in the documentation. Could someone clue me in on what it is?
Mikeemoo #337
Posted 01 January 1970 - 01:00 AM
The PIM's crafting recipe isn't showing up in NEI for me. And I didn't see it in the documentation. Could someone clue me in on what it is?

Ooohh…… shit. I forgot to add it in >.<

Urgh, I knew I'd forget something. I'm really sorry!

The recipe will be added to the 0.1.9 release. I'm stupid! :(/>
Yopu #338
Posted 01 January 1970 - 01:00 AM
Ooohh…… shit. I forgot to add it in >.<

Urgh, I knew I'd forget something. I'm really sorry!

The recipe will be added to the 0.1.9 release. I'm stupid! :(/>

For making such an awesome mod, all is forgiven. :P/>
fingerboxes #339
Posted 01 January 1970 - 01:00 AM
It's about time people moved on from 1.4.7…

I would totally do, if only redpower would get updated :unsure:/> So now I have four clients, two for 1.4.7 and two for 1.5.2 (And yes, one of the 1.5.2 clients is openPeripheral :)/>)

I felt this way. Then I moved on, used Immibis's Microblocks to replace RP2, and MFR to replace bundled cable… and don't regret it at all.

Ok here goes.

0.1.8 released

https://dl.dropboxus...heral-0.1.8.jar

Change log:

Added a Ticket Machine for the new railcraft
- methods are "lock()", "unlock()", and "createTicket(destination)". You need to put paper in one slot, then any ink/dye in the other slot.
Added a Peripheral Proxy
- this lets you connect wired modems to non-solid blocks. Arrows must point towards the block you want to use as a peripehral. Connect a wired modem to the back or sides and interact with it as you would any other remote peripheral
Added a "PIM" inventory manager
- If you stand on this, your player inventory gets synced with the pressure plate, so you can then start pumping items out of yourself (or into yourself) using any standard method (turtles, pipes, whatever)
Bug fixes
- Fixed getWidth() and getStringWidth() methods on the terminal glasses
Improved support for SGCraft
- added isConnected(), isInitiator() and getDialledAddress()
Improved support for forestry bees
- getQueen() and getDrone() now return a full table of information about the bee.
- I've also added getBeeInSlot() for bee chests.
Improved support for GregTech
- Mostly bug fixes
- Added setX/Y/Z, getX/Y/Z methods to the teleporter
Improved support for Applied Energistics
- You can now perform crafting requests! call "requestCrafting" and pass in a small table like this: p.requestCrafting({id=54,qty=2})
- I've fleshed out the methods a lot: getTotalBytes, getFreeBytes, getUsedBytes, getUnusedItemCount, canHoldNewItem, isPreformatted, isFuzzyPreformatted, getName, getStoredItemTypes, getRemainingItemCount, getRemainingItemTypes, getTotalItemTypes
Improved Buildcraft support
- getCurrentOutput()
- fleshed out some more methods: getActivationEnergy, getLatency, getMinEnergyReceived, getMaxEnergyReceived, getMaxEnergyStored, getEnergyStored
Improved Thermal Expansion support
- setFrequency is more stable
- added getMode()
- added setMode() - pass in "SEND", "RECEIVE" or "BOTH"

Awesome update :)/> Thanks for the requested methods.
Xaroth #340
Posted 01 January 1970 - 01:00 AM
Is there any chance you could add support for Advanced Power Management? I know we can already interact with MFSU's like the storage monitor does; but the Adjustable Transformers are quite epic (to say the least), and would be useful if we could read/manipulate them from CC. (like reducing power input to EU-sinks like the Matter Fabricator)

The code for it is on github; https://github.com/Tallinu/AdvancedPowerManagement/ .
civilwargeeky #341
Posted 01 January 1970 - 01:00 AM
Hello. Just playing around for a bit and found a minor bug. Connecting to an me controller on any face, getEnergyStored method returned 0.0
Using Applied Energistics rv11.b
Just letting you know. Awesome mod!
Edit: Also, on the same subject, the canConnect() method errors saying "lua 52: Invalid number of parameters, expected 1"
Mikeemoo #342
Posted 01 January 1970 - 01:00 AM
Hello. Just playing around for a bit and found a minor bug. Connecting to an me controller on any face, getEnergyStored method returned 0.0
Using Applied Energistics rv11.b
Just letting you know. Awesome mod!
Edit: Also, on the same subject, the canConnect() method errors saying "lua 52: Invalid number of parameters, expected 1"

Ill look into the getEnergyStored issue. Regarding canConnect, I think its expecting you to pass a "side" argument. Ill update the docs soon.
Mikeemoo #343
Posted 01 January 1970 - 01:00 AM
http://www.youtube.com/watch?v=ZO91JczVakM&feature=youtu.be
Xiretza #344
Posted 01 January 1970 - 01:00 AM
My main idea for this release is robots!
I haven't fully decided on exactly how they'll be implemented or what methods they'll have, but a few things I DO know:

1) They'll be actual entities, with fluid movement
2) They'll have built-in path finding
3) They'll be upgradable
4) They'll be expensive
5) They'll be very useful

You just HAVE to give them a text-to-speech module. That's the last thing I'm missing in openPeripheral :)/>
Mikeemoo #345
Posted 01 January 1970 - 01:00 AM
My main idea for this release is robots!
I haven't fully decided on exactly how they'll be implemented or what methods they'll have, but a few things I DO know:

1) They'll be actual entities, with fluid movement
2) They'll have built-in path finding
3) They'll be upgradable
4) They'll be expensive
5) They'll be very useful

You just HAVE to give them a text-to-speech module. That's the last thing I'm missing in openPeripheral :)/>/>/>

Heh maybe. From what I've seen of other mods using txt2speech stuff it seems have the potential to introduce a lot of bugs.
Xiretza #346
Posted 01 January 1970 - 01:00 AM
Heh maybe. From what I've seen of other mods using txt2speech stuff it seems have the potential to introduce a lot of bugs.

I don't care about bugs. I only want those robots :P/>
Bubba #347
Posted 01 January 1970 - 01:00 AM
Heh maybe. From what I've seen of other mods using txt2speech stuff it seems have the potential to introduce a lot of bugs.

I don't care about bugs. I only want those robots :P/>

I care about bugs because it takes longer for developers to get the next release out. In that sense, you should care about bugs too.
Xiretza #348
Posted 01 January 1970 - 01:00 AM
Could you add a function like getSelectedSlot() to the PIM, that simply returns the currently selected slot in the hotbar? Would be pretty useful, for example you could have a player stand on a PIM and tell him how much of the selected item/block he has in his inventory, or make a door lock where the player would have to have a specific item selected to get in.
Engineer #349
Posted 01 January 1970 - 01:00 AM
This is maybe an odd question, but I couldnt figure it out on my own.

When you have an object of a box (The glasses) and we set the X for example, how long would that last until the next action can be done? Just a tick or is it pretty much instant?
Creeper367 #350
Posted 01 January 1970 - 01:00 AM
Can we add support for PowerCraft Factory?
going to use it on a server and it would be great if it had cc support
:P/>
claudiaj #351
Posted 01 January 1970 - 01:00 AM
How precisely do I use setColor() with a Glowstone Illuminator? I had assumed it would take colors the same way the colors API deals with them, but testing with setColor(colors.orange) or setColor(colors.blue) produced results unexpected.
Mikeemoo #352
Posted 01 January 1970 - 01:00 AM
How precisely do I use setColor() with a Glowstone Illuminator? I had assumed it would take colors the same way the colors API deals with them, but testing with setColor(colors.orange) or setColor(colors.blue) produced results unexpected.

setColor using hex colour codes. Like this:

setColor(0xFF0000) will set it to red

There's lots of resources for hex color codes out there:

https://www.google.co.uk/search?q=hex+colors&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=RgfIUb_QJdSY0AXO_oDIDw&biw=1366&bih=600&sei=SAfIUdWuC6Xb0QWQ_oHYBQ

just replace any mention of "#" with "0x"
claudiaj #353
Posted 01 January 1970 - 01:00 AM
How precisely do I use setColor() with a Glowstone Illuminator? I had assumed it would take colors the same way the colors API deals with them, but testing with setColor(colors.orange) or setColor(colors.blue) produced results unexpected.

setColor using hex colour codes. Like this:

setColor(0xFF0000) will set it to red

There's lots of resources for hex color codes out there:

https://www.google.c...uC6Xb0QWQ_oHYBQ

just replace any mention of "#" with "0x"
Ahaa! That is a fantastic way of going about that. I'm quite familiar with hex color (former web developer and graphic designer, got out of it because clients are terrible and evil people) :P/>

I'm implementing this in my engine control program right now :D/>

EDIT: Crud, I need to figure out a clean way to convert CC's 16 colors to hex in order to make this work the way I wanted to. *brainstorm time*

I wrote an API to do it.
http://pastebin.com/jcYuPxrA

Load it into your script, and in place of a hex code, just use hexColors[colors.red] for example. Now you use setColor() with CC's existing 16 colors.
MindenCucc #354
Posted 01 January 1970 - 01:00 AM
Hello! I found a bug with command blocks!
Look at here: Thread link
Mikeemoo #355
Posted 01 January 1970 - 01:00 AM
I've removed the majority of the initial post. Moving everything over to a dedicated site which'll be easier to manage.

http://www.openperipheral.info/openperipheral/

The docs aren't in a great state, I'll be working on them tonight.

Also there's a whole bunch of missing sections!
Shwat #356
Posted 01 January 1970 - 01:00 AM
Hey mate, loving your mod so far! I've started playing with bees, and would like to know if it's possible to get the species and other such data from bees using your mod? The .getDrone() only gets the item ID for drones.
Mikeemoo #357
Posted 01 January 1970 - 01:00 AM
Hey mate, loving your mod so far! I've started playing with bees, and would like to know if it's possible to get the species and other such data from bees using your mod? The .getDrone() only gets the item ID for drones.

Which version of OpenP are you using?
Mikeemoo #358
Posted 01 January 1970 - 01:00 AM
0.1.9 released!

http://www.openccsensors.info/openperipheral/downloads

Added inventory management methods.

These can be disabled in the config if you dont want them.

They're VERY fun..

Here's a little demo.

http://www.youtube.com/watch?v=GgwpZujzEmY

Docs for the new methods can be found all over the documentation section of the website
cyb #359
Posted 01 January 1970 - 01:00 AM
0.1.9 is great, and now I can continue working on my automatic factory with these inventory management methods.
iconmaster #360
Posted 01 January 1970 - 01:00 AM
In thinking about the mod, I've noticed how cheap the recipes are. I mean, MiscPeripherals stuff like the Inventory Module is balanced by how expensive it is, but things like the PIM only take obsidian and redstone. I don't think the recipes are balanced in proportion to their use. Perhaps, if you do create more expensive recipes, you could make it a config option to appease any other party.

Also, I'm using 0.1.8, and I notice that you have to be in the same dimension as the bridge to send chat commands to it. Is this true, or is this something else at play?
Jarle212 #361
Posted 01 January 1970 - 01:00 AM
I am just wondering if you could add a function to get the size of the minecraft window for the terminal glasses?

Edit: need it for the reversed parallax method(targeting system)
Bubba #362
Posted 01 January 1970 - 01:00 AM
I am just wondering if you could add a function to get the size of the minecraft window for the terminal glasses?

Edit: need it for the reversed parallax method(targeting system)

We've been over this… It's difficult to implement this feature due to there being the possibility of multiple users with the same bridge. Look several pages back.

Trust me, I'd love to have that feature as well (even requested it myself). Mikeemoo said he'd "Have a think about it", so we can only keep our fingers crossed that a good solution presents itself.
Shwat #363
Posted 01 January 1970 - 01:00 AM
Hey mate, loving your mod so far! I've started playing with bees, and would like to know if it's possible to get the species and other such data from bees using your mod? The .getDrone() only gets the item ID for drones.

Which version of OpenP are you using?

Aha! we are using 0.1.6, just looked at your change log and I need to update it seems :D/>
ElvishJerricco #364
Posted 01 January 1970 - 01:00 AM
I am just wondering if you could add a function to get the size of the minecraft window for the terminal glasses?

Edit: need it for the reversed parallax method(targeting system)

We've been over this… It's difficult to implement this feature due to there being the possibility of multiple users with the same bridge. Look several pages back.

Trust me, I'd love to have that feature as well (even requested it myself). Mikeemoo said he'd "Have a think about it", so we can only keep our fingers crossed that a good solution presents itself.

Maybe we can at least specify which corner our coordinates should be relative to? Like, tell it to use bottom left, and coords 10,10 means 10 from the bottom, 10 from the left. Or top right, and 10,10 means 10 from the top, 10 from the right edge. That way we can have an item in each corner instead of just the top left one.
Mikeemoo #365
Posted 01 January 1970 - 01:00 AM
In thinking about the mod, I've noticed how cheap the recipes are. I mean, MiscPeripherals stuff like the Inventory Module is balanced by how expensive it is, but things like the PIM only take obsidian and redstone. I don't think the recipes are balanced in proportion to their use. Perhaps, if you do create more expensive recipes, you could make it a config option to appease any other party.

Not really convinced by this. The recipes that exist aren't exactly cheap - the PIM seems to be the cheapest, but that still requires diamond to get the obsidian in the first place.

I feel that blocks that don't make it easier for you to gain other resources shouldn't be too expensive. The PIM isn't a quarry or mining well, its not a machine that makes something out of nothing or converts resources into another type of resource. It's mostly just a utility block that gives you something extra to mess around with in code.

Of course the 'extended inventory methods' are all free, and all the other API methods that come with OpenPeripheral are free. However, I don't want to make the actual blocks more expensive to compensate for the cheapness of the API methods.

I'll think about adding some recipe options at some point, but it's not high on my priority list right now.
Yurij #366
Posted 01 January 1970 - 01:00 AM
Why is my quantumsuit/gravi chestplate unequipped when using the condense method?
Mikeemoo #367
Posted 01 January 1970 - 01:00 AM
Why is my quantumsuit/gravi chestplate unequipped when using the condense method?

Weird!! very weird..
Mikeemoo #368
Posted 01 January 1970 - 01:00 AM
Plans have changed slightly. Its looking likely that openccsensors and openperipheral will merge into a single mod at some point. I can assure you that it will be beneficial for both mods. The sensor will be changed so that it's primary focus will be entity tracking and it'll probably have a redesigned, easier to use api. (Lyqyd get your thinking cap on).

Also making every component of the mod configurable so people can decide exactly which parts they want and which they don't.

Merging the mods will mean I can make the different parts compliment each other better, and progress of the mod wont stall when my focus is elsewhere.

As always, any developers I can get on board are very welcomed. I'll be transfering ownership of the mod to the OpenMods github organisation which will hopefully reinforce the idea that anyone is welcome to get involved and help progress the project. I know some people on these forums are far better at java than me, and im sure there's plenty that'd have no problem picking it up.

With over half a million installs between the two mods its well on its way to becoming a pretty popular little project, and the more people that get involved in making it better, the better!
Creeper367 #369
Posted 01 January 1970 - 01:00 AM
Thanks Mikee. I agree that merging them would be a good idea.
Also can you add PowerCraft support :3

And if the sensor's main focus is going to be on entity tracking which well suits the sensor. Then i think that you should keep detection of stuff in openccsensors and add it to where it should go. I would hate to lose my ability to find certain info that i can find in openccsensors. And i also think it would be another good idea to allow to remotely get info rather than having to use peripheral cables because CCSensors allows for one computer to track everything in a certain radius. And i dont want to have to hide my cable because i have to link to the item directly. Just a few suggestions and a request for a mod support. Thanks again for developing these great mods
theoriginalbit #370
Posted 01 January 1970 - 01:00 AM
-snip-

ignore me, had a derp moment.
Engineer #371
Posted 01 January 1970 - 01:00 AM
Im really missing the documentation on the methods that you can use on a box-object fromt the terminal_glasses_bridge.

Or I cant find it on the site, but Im really missing it.
Bubba #372
Posted 01 January 1970 - 01:00 AM
Im really missing the documentation on the methods that you can use on a box-object fromt the terminal_glasses_bridge.

Or I cant find it on the site, but Im really missing it.

It's a table, just use a for loop and print it out ;)/> The documentation section should be brought back, but in the meantime it's not too difficult to figure out what each thing does from the name.
Engineer #373
Posted 01 January 1970 - 01:00 AM
Im really missing the documentation on the methods that you can use on a box-object fromt the terminal_glasses_bridge.

Or I cant find it on the site, but Im really missing it.

It's a table, just use a for loop and print it out ;)/> The documentation section should be brought back, but in the meantime it's not too difficult to figure out what each thing does from the name.
I know, I already have done that. But I just wanted to point that out :P/>
Thanks anyway
Bubba #374
Posted 01 January 1970 - 01:00 AM
Im really missing the documentation on the methods that you can use on a box-object fromt the terminal_glasses_bridge.

Or I cant find it on the site, but Im really missing it.

It's a table, just use a for loop and print it out ;)/> The documentation section should be brought back, but in the meantime it's not too difficult to figure out what each thing does from the name.
I know, I already have done that. But I just wanted to point that out :P/>
Thanks anyway

Ah okay then. Well anyway, I'll post a list here for those who don't have access to MC for some reason or who are just lazy ;)/>

getColor2
setX
getX
setWidth
getGradient
getHeight
delete
setColor
setHeight
getOpacity
getOpacity2
getZIndex
getY
getWidth
setGradient
setOpacity2
setY
setColor2
getColor
setOpacity
setZIndex
Mikeemoo #375
Posted 01 January 1970 - 01:00 AM
Im really missing the documentation on the methods that you can use on a box-object fromt the terminal_glasses_bridge.

Or I cant find it on the site, but Im really missing it.

It's a table, just use a for loop and print it out ;)/> The documentation section should be brought back, but in the meantime it's not too difficult to figure out what each thing does from the name.
I know, I already have done that. But I just wanted to point that out :P/>
Thanks anyway

Ah okay then. Well anyway, I'll post a list here for those who don't have access to MC for some reason or who are just lazy ;)/>

getColor2
setX
getX
setWidth
getGradient
getHeight
delete
setColor
setHeight
getOpacity
getOpacity2
getZIndex
getY
getWidth
setGradient
setOpacity2
setY
setColor2
getColor
setOpacity
setZIndex

I'll add those object methods into the documentation as soon as possible. :)/>
theoriginalbit #376
Posted 01 January 1970 - 01:00 AM
I'll add those object methods into the documentation as soon as possible. :)/>
I have been wondering, what is the purpose of the 2 versions of color and opacity?
CoderPuppy #377
Posted 01 January 1970 - 01:00 AM
I'll add those object methods into the documentation as soon as possible. :)/>
I have been wondering, what is the purpose of the 2 versions of color and opacity?
Gradients. setGradient lets you choose vertical or horizontal.
Mikeemoo #378
Posted 01 January 1970 - 01:00 AM
I'll add those object methods into the documentation as soon as possible. :)/>
I have been wondering, what is the purpose of the 2 versions of color and opacity?

As mentioned, it's for gradients. however, I'll probably redesign the way that's done because it's a bit.. ugly.. at the moment. :)/>
Shwat #379
Posted 01 January 1970 - 01:00 AM
Hey mate, loving your mod so far! I've started playing with bees, and would like to know if it's possible to get the species and other such data from bees using your mod? The .getDrone() only gets the item ID for drones.

Which version of OpenP are you using?

Aha! we are using 0.1.6, just looked at your change log and I need to update it seems :D/>

Ok running 0.1.9 now, I can get a lot more information though species is not one of them :/ am I doing it wrong or is this not implemented?
Nathan1852 #380
Posted 01 January 1970 - 01:00 AM
Suggestion: Wouldn't it be nice if you could Switch the Glowstone Illuminator from TE between Off/On?

Also it would be nice if there was an 'pump.hasWork()' for the Buildcraft pump.
Edited by
Shwat #381
Posted 01 January 1970 - 01:00 AM
Suggestion: Wouldn't it be nice if you could Switch the Glowstone Illuminator from TE between Off/On?

Also it would be nice if there was an 'pump.hasWork()' for the Buildcraft pump.

Since the glowstone illuminator only requires a redstone signal, that should be pretty simple with normal CC no? or am I missing something…
Nathan1852 #382
Posted 01 January 1970 - 01:00 AM
Suggestion: Wouldn't it be nice if you could Switch the Glowstone Illuminator from TE between Off/On?

Also it would be nice if there was an 'pump.hasWork()' for the Buildcraft pump.

Since the glowstone illuminator only requires a redstone signal, that should be pretty simple with normal CC no? or am I missing something…

It wouldn't be that hard, but it would be nice for something like street lights where I don't want two connections go to the Glowstone Illuminator.

Edit: Oh, now I know what you are meaning. It would be pretty simple if I didn't want to Change the Color of the Glowstone Illuminator while it is Off/On.
Shwat #383
Posted 01 January 1970 - 01:00 AM
Suggestion: Wouldn't it be nice if you could Switch the Glowstone Illuminator from TE between Off/On?

Also it would be nice if there was an 'pump.hasWork()' for the Buildcraft pump.

Since the glowstone illuminator only requires a redstone signal, that should be pretty simple with normal CC no? or am I missing something…

It wouldn't be that hard, but it would be nice for something like street lights where I don't want two connections go to the Glowstone Illuminator.

Edit: Oh, now I know what you are meaning. It would be pretty simple if I didn't want to Change the Color of the Glowstone Illuminator while it is Off/On.

Ahhhh see, i was missing something haha, I didn't know this was possible :P/>
Mikeemoo #384
Posted 01 January 1970 - 01:00 AM
I can't change the on/off state for the illuminators.
Xiretza #385
Posted 01 January 1970 - 01:00 AM
I can't change the on/off state for the illuminators.

Another idea: If a peripheral is connected via a proxy block, it has the function setRedstoneState(true|false). Then the proxy can just emit a redstone signal to the peripheral. And the problem would be solved ;)/> But I don't know if that's really possible, since the peripheral itself could also have a function setRedstoneState()…
Lyqyd #386
Posted 01 January 1970 - 01:00 AM
Are you able to change the input type (normal/inverted/+scaled)? Clever players could use this instead of setting the off/on state.
Xiretza #387
Posted 01 January 1970 - 01:00 AM
Clever players could use this instead of setting the off/on state.

For the Glowstone Illuminators, yes. For other peripherals: no.
Lyqyd #388
Posted 01 January 1970 - 01:00 AM
Yes, and the discussion was on the glowstone illuminators.
Xiretza #389
Posted 01 January 1970 - 01:00 AM
Yes, and the discussion was on the glowstone illuminators.

I know, but it would be easier (for the user, probably not for Mikee :unsure:/>) to just make the proxy emit a redstone signal, then it would work for all peripherals, and you wouldn't have to change the setting on the Illuminator.
Lordmau5 #390
Posted 01 January 1970 - 01:00 AM
I am missing some documentation for the Textes and Boxes of the Terminal Glasses Bridge :P/>
I can't find them anywhere
Mikeemoo #391
Posted 01 January 1970 - 01:00 AM

box = p.addBox(x, y, width, height, color, opacity)
box.setX(x)
box.getX()
box.setWidth(width)
box.getWidth()
box.setY(y)
box.getY()
box.setHeight(height)
box.getHeight()
box.getGradient()
box.setGradient(mode)
box.delete()
box.setColor(color)
box.getColor()
box.setOpacity(opacity)
box.getOpacity()
box.setOpacity2(opacity2)
box.getOpacity2()
box.getZIndex()
box.setZIndex(zindex)
box.setColor2(color2)
box.getColor2()

Mikeemoo #392
Posted 01 January 1970 - 01:00 AM

text = p.addText(x, y, text, color)
text.setX(x)
text.getX()
text.setY(y)
text.getY()
text.delete()
text.setColor(color)
text.getColor()
text.getZIndex()
text.setZIndex(zindex)
text.setText(txt)
text.getText()
text.setScale(scale)
text.getScale()
text.getWidth()
Mikeemoo #393
Posted 01 January 1970 - 01:00 AM
Updated the first post with the method list for Terminal Glasses. I'll update the site as soon as I get a chance.
Shwat #394
Posted 01 January 1970 - 01:00 AM
Mikee did you have any suggestions for me about getting the bee's species? is it possible now or could you make it possible?

What I'm trying to do is have an automated bee breeding system using computers that will breed every possible bee without having to do anything at all LOL
Spaceshipable #395
Posted 01 January 1970 - 01:00 AM
Hey, I had an idea for an item/ an extra function to the glasses. My idea was to have an item that when shift clicked opened a GUI where different wireless frequencies could be assigned to key presses. Thus a key could be pressed to open a door that is connected wirelessly or to bring up a information on that glasses at will.
Engineer #396
Posted 01 January 1970 - 01:00 AM
Hey, I had an idea for an item/ an extra function to the glasses. My idea was to have an item that when shift clicked opened a GUI where different wireless frequencies could be assigned to key presses. Thus a key could be pressed to open a door that is connected wirelessly or to bring up a information on that glasses at will.
Why do you think he chose for the $$thing?
I mean really, I think its very undoable, but who knows. It might be possible. :)/>
KaoS #397
Posted 01 January 1970 - 01:00 AM
I would like to applaud this amazing addon. Those glasses are awesome however I have one issue:
gradientBox = p.addGradientBox(0,10,100,1,0x9900ff,1,0x0000ff,1)
in the OP does not work
Spaceshipable #398
Posted 01 January 1970 - 01:00 AM
Hey, I had an idea for an item/ an extra function to the glasses. My idea was to have an item that when shift clicked opened a GUI where different wireless frequencies could be assigned to key presses. Thus a key could be pressed to open a door that is connected wirelessly or to bring up a information on that glasses at will.
Why do you think he chose for the $$thing?
I mean really, I think its very undoable, but who knows. It might be possible. :)/>
Yeah, I suppose thats similar but it's not quite keypress is it? I was thinking something like the modular power suits key config. Seeing as the glasses can be used as a modular power suits module then maybe there could be a function that hooked into that?
Mikeemoo #399
Posted 01 January 1970 - 01:00 AM
I would like to applaud this amazing addon. Those glasses are awesome however I have one issue:
gradientBox = p.addGradientBox(0,10,100,1,0x9900ff,1,0x0000ff,1)
in the OP does not work

Sorry about that. It takes one final parameter: 0, 1 or 2.

1 or 2 sets the direction of the gradient.
Mikeemoo #400
Posted 01 January 1970 - 01:00 AM
Probably going to add this to 0.2.0:

http://www.youtube.com/watch?v=pDmk4Ci6N-Y

Consider it in development, however, if dan200 or Cloudy request that I remove it, it'll be removed no question.

So, in theory something I'm really excited about - however please nobody get annoyed if I have to suddenly stop developing it or remove it :)/>
KaoS #401
Posted 01 January 1970 - 01:00 AM
I would like to applaud this amazing addon. Those glasses are awesome however I have one issue:
gradientBox = p.addGradientBox(0,10,100,1,0x9900ff,1,0x0000ff,1)
in the OP does not work

Sorry about that. It takes one final parameter: 0, 1 or 2.

1 or 2 sets the direction of the gradient.

it says I am trying to call nil… It is not an available method. I downloaded it from here onto an install that did not have OpenP before so the json file should not be the issue. Did I go and get the wrong version? :)/>
Mikeemoo #402
Posted 01 January 1970 - 01:00 AM
I would like to applaud this amazing addon. Those glasses are awesome however I have one issue:
gradientBox = p.addGradientBox(0,10,100,1,0x9900ff,1,0x0000ff,1)
in the OP does not work

Sorry about that. It takes one final parameter: 0, 1 or 2.

1 or 2 sets the direction of the gradient.

it says I am trying to call nil… It is not an available method. I downloaded it from here onto an install that did not have OpenP before so the json file should not be the issue. Did I go and get the wrong version? :)/>

Sorry, my bad. delete your json file and relaunch and it should work now.

Alternatively, addBox() actually returns the same type of object. You just need to then setGradient() and setColor2()/setAlpha2() yourself.
KaoS #403
Posted 01 January 1970 - 01:00 AM
Sorry, my bad. delete your json file and relaunch and it should work now.
perfect :)/> thanks

Alternatively, addBox() actually returns the same type of object. You just need to then setGradient() and setColor2()/setAlpha2() yourself.
I should've thought to try that :rolleyes:/>

Anyways kudos again on the awesome addon
KirinDave #404
Posted 01 January 1970 - 01:00 AM
I could have sword this mod had Mekanism support, but I don't see it on the wiki. Did it get omitted by accident, or has that been removed/changed?

(P.S., obligatory, "This mod is great" message here! :)/>)
Mikeemoo #405
Posted 01 January 1970 - 01:00 AM
Probabily removed accidently while I was recompiling the docs. It'll have basic support, as far as it'll support any common interfaces, but I don't think I've added any specific support yet. If there's any support you need adding just let me know and I'll look into it.

I'll see if I can add the missing docs tomorrow if I get a chance!
Mikeemoo #406
Posted 01 January 1970 - 01:00 AM
Mikee did you have any suggestions for me about getting the bee's species? is it possible now or could you make it possible?

What I'm trying to do is have an automated bee breeding system using computers that will breed every possible bee without having to do anything at all LOL

I'll take a look tomorrow when im less… in bed. I'm not ignoring you!
KaoS #407
Posted 01 January 1970 - 01:00 AM
paraphrase:
I'm less in bed

Interesting choice of words… My coworkers have fucked my brain up
KirinDave #408
Posted 01 January 1970 - 01:00 AM
Probabily removed accidently while I was recompiling the docs. It'll have basic support, as far as it'll support any common interfaces, but I don't think I've added any specific support yet. If there's any support you need adding just let me know and I'll look into it.

I'll see if I can add the missing docs tomorrow if I get a chance!

Thanks! Offhand here are the things Mekanism-esque that'd be wonderful if a turtle could do:
  • Check battery capacity and current charge of an energy cube or machine, naturally.
  • Check battery current outgoing joules/sec (which is not wattage, I guess, since there are conversion rates and those are configurable).
  • Check the current upgrades from a machine.
  • Check the inventory slots associated with a side of a machine.
  • Change the side association of a mekanism machine like how shift clicking with a configurator wand does.
  • Be able to perform the "dump upgrades" function into the turtle's inventory, like how the configurator wand can.
  • Check the tank levels for mekanism machines, and what is in them (e.g., tin or charcoal in the metallurgic infuser, hydrogen in the separator).
  • The presence or absence of a Robit in the a charge pad.
Of course at some point it might make sense for Aidan or someone else to just make a Configurator turtle.
Mikeemoo #409
Posted 01 January 1970 - 01:00 AM
The power, tank and inventory parts are probably covered. I'll take a look at the rest when I get a chance! If you enjoy tinkering theres a json file in the config folder that exposes a bit of control if you know what you're looking for.
KirinDave #410
Posted 01 January 1970 - 01:00 AM
The power, tank and inventory parts are probably covered. I'll take a look at the rest when I get a chance! If you enjoy tinkering theres a json file in the config folder that exposes a bit of control if you know what you're looking for.

Sounds fun. I'll peek.
Spaceshipable #411
Posted 01 January 1970 - 01:00 AM
Probably going to add this to 0.2.0:

[media]http://www.youtube.com/watch?v=pDmk4Ci6N-Y[/media]

Consider it in development, however, if dan200 or Cloudy request that I remove it, it'll be removed no question.

So, in theory something I'm really excited about - however please nobody get annoyed if I have to suddenly stop developing it or remove it :)/>

This looks awesome! I can see room for lots of automation there
Lordmau5 #412
Posted 01 January 1970 - 01:00 AM
How long is the distance of it?
Maybe you can do a config for it :)/>

0 = unlimited (and if the chunk is loaded)
everything else = block distance (and if the chunk is loaded)
Shwat #413
Posted 01 January 1970 - 01:00 AM
Mikee did you have any suggestions for me about getting the bee's species? is it possible now or could you make it possible?

What I'm trying to do is have an automated bee breeding system using computers that will breed every possible bee without having to do anything at all LOL

I'll take a look tomorrow when im less… in bed. I'm not ignoring you!

Thanks man, didn't mean to sound so Nagy.
Tiin57 #414
Posted 01 January 1970 - 01:00 AM
By the way, Mikee is streaming a really awesome new feature WIP at http://www.twitch.tv/Mikeemod
gridzero #415
Posted 01 January 1970 - 01:00 AM
Hi Mikeemoo; great mod - spent pretty much the whole day automating my minecraft lab with this and rednet cable from MFR.

Think I have a reproducable NPE though. On a computer/turtle facing an *empty* forestry squeezer, running:

p = peripheral.wrap("front")
ok, res = pcall(p.getTanks,"unknown")

On multiplayer this returns "false, nil" (or without the pcall just crashes without any error message, which is damned confusing when it happens in normal code and it just stops! :)/>

Repeating on a local test world returns false, java.lang.NullPointerException.

If you have some juice in the tank; you get the table you'd expect.

Running 0.1.9 against forge 7.8.1.737 and all the mods from the FTB ngt152 0.7 release
Mikeemoo #416
Posted 01 January 1970 - 01:00 AM
Hi Mikeemoo; great mod - spent pretty much the whole day automating my minecraft lab with this and rednet cable from MFR.

Think I have a reproducable NPE though. On a computer/turtle facing an *empty* forestry squeezer, running:

p = peripheral.wrap("front")
ok, res = pcall(p.getTanks,"unknown")

On multiplayer this returns "false, nil" (or without the pcall just crashes without any error message, which is damned confusing when it happens in normal code and it just stops! :)/>

Repeating on a local test world returns false, java.lang.NullPointerException.

If you have some juice in the tank; you get the table you'd expect.

Running 0.1.9 against forge 7.8.1.737 and all the mods from the FTB ngt152 0.7 release

Thanks for the report! I'll look into it
Mikeemoo #417
Posted 01 January 1970 - 01:00 AM
Streaming has ended for the day :)/>

Got some great progress done with the robots so far. Uploading an overview video which'll be up shortly.
Mikeemoo #418
Posted 01 January 1970 - 01:00 AM
http://www.youtube.com/watch?v=SJaNPb70JTw&amp;feature=youtu.be
Engineer #419
Posted 01 January 1970 - 01:00 AM
Holy mother of Computers! This is more then awesome! Let the robot war begin! :D/>

Great job man, cant wait until its in the public mod!
Mikeemoo #420
Posted 01 January 1970 - 01:00 AM
Looking for good suggestions for how to make the robots unique. I don't want them to just be large turtles, I'd like to put a different spin on them.
Tiin57 #421
Posted 01 January 1970 - 01:00 AM
By the way, anyone who's testing the latest commits can right click with a capacitor to spawn a robot on top of them.
GothicMage #422
Posted 01 January 1970 - 01:00 AM
Turtles dfntly can't:
Lock their targets(both entity and block type)
Robot would be useless for me unless he can lock his target-entity and kill or interact with target.
Power - Turtles are "plastic" things. They have no protection and unconfigurable(For ex. even if i can set up some sort of player-detection(was going to make police-turtles for server, that would set up bariers, hunt for specific players and etc, but failed hard on their movement speed and ease of their destruction). Ofcourse i would expect highly configurable robots or atlest "creative" == imbalance version.
Power 2 - Turtles were and are able to pass shields, protections, restrictions, destructing any block in a single hit… That's overpowered ability, that caused me to BLOCK TURTLES COMPLETELY for public use.(now they're much about to tolerate restrictions…)
Next…
Turtles are unable to change their view, nor able to indicate their state somehow(even no light-signals)
Turtles are unable detect if they're getting attacked and who's is their foe.
Turtles have no way to use such as gravi-gun, so their inventory and block break/place is much about boxes… nothing cool
Turtles are unable to dance for real :D/> - srsly, that's just some "instability!" moves.
Turtles are almost free… - no comments
Turtles are hardly programmable w/o their almost "must-have" wireless modems.
If you really want to give them(turtles) some easy work, you'll need to set-up protection and wireless control… Else - anyone just right-click them and abuse your networks and such. They do not tolerate their creator =(, nor even saying "Love ya, father!"). So it would be great if we could limit dem robots, but still let them to interact with computer-interfaces/replacement for(…). Remember turtles ARE computers…
Turtles run out of energy too fast(standart setup) - no comments, but that's inacceptable for robots.
Chunk loading/server reboot makes some annoying actions to be made… Else turtles won't do what you want.
Turtles are easy to set-up, once you have one, you're able to mine a giant hole through any nearly indestructable blocks, and much, much more. And that is not good. Ofcourse, some imbalance Robot-tablet for instant summon for guard-proposes wouldn't hurt too much, but having them as item that can get instant first-time activation would hurt a bit…
Turtles can't chat as player does(using specific name for ex.) and unable to execute commands. (once again, don't want them to BE a computer(and use peripherals the way turtle does) but chat isn't about getting computerized)

…. i'm finished.
By the way… Robot looks great(and your twitch-broadcast aswell…)
Creeper367 #423
Posted 01 January 1970 - 01:00 AM
Looking for good suggestions for how to make the robots unique. I don't want them to just be large turtles, I'd like to put a different spin on them.
I dont want them to be large turtles. Then they wouldnt be special and which would i use. A turtle or this. I was thinking about that talking idea (STILL DIDNT MENTION IT :P/>)

I cant really think of anything else right now that doesnt remind me of a Large Turtle :/
KaoS #424
Posted 01 January 1970 - 01:00 AM
I would advise different sizes because if you implement targeting like GothicMage suggested it will make it much easier for the robot to bring you stuff etc but having an enormous, laser toting monstrosity as your butler isn't appropriate in most situations. You could make a smaller work class bot that could mine (slower than a turtle ofc) and place blocks. Unlike turtles they could equip and use tools as they go and wear them out too

make it modular like a turtle but rather than turtle addons just make them upgrades: Run faster, mine faster, health increase etc and make them super expensive

if they weren't blind like turtles that would be great ofc. The ability to see the first layer of blocks in a cone of vision in front of it would be awesome but not too easy to implement

Direct interface with the code of the robot should require the controller peripheral or some tool to click the robot with but additional devices to just provide input (not code, just info) to the robot would be cool. Something like the spotter type deal of the ICBM mod so you can teach a robot what it should do, then link a spotter to the robot by right-clicking it and click in the direction of your sheep pen. Off runs the robot to shear them all. Robot armies and large battles will ensue. If you could also add input devices that allow the robot to track the player and/or his actions at all times that would be great as well as a tagger so you can tag blocks/entities and label them so the robot can understand things better

EDIT: the more different models of robot you make the better really. Small, fast, flying robots with only 1 inventory space and the inability to attack without a tool (so no range attacks without those goddam OP lasers), robots that can move blocks like endermen but have no inventory. They could move 1 stack of items rather than a block or maybe even move entities. You could get them to carry a chest around, place chest, pick up blocks from ground, place in chest, carry chest away. Diversity would be the best
Edited by
cyb #425
Posted 01 January 1970 - 01:00 AM
There exists an item duplication exploit with MFR planter: Setting items in the filter slot of the MFR planter consumes no items, but you can get real items in the filter slot by calling push() or pushIntoSlot().
Mikeemoo #426
Posted 01 January 1970 - 01:00 AM
There exists an item duplication exploit with MFR planter: Setting items in the filter slot of the MFR planter consumes no items, but you can get real items in the filter slot by calling push() or pushIntoSlot().

Nasty! I'll look into it
Yurij #427
Posted 01 January 1970 - 01:00 AM
I have a network with 2 basic computers, an advanced computer, some machines and a chest connected with a proxy.
The problem is that when I start the world one of the basic computers (the first one with id 0) displays the chest as null_0,
but for the other computers it's displays correctly.

The problem is solved temporarily until next startup if I disconnect the chest and connect it again
Twitch0889 #428
Posted 01 January 1970 - 01:00 AM
I have a question (which maybe a bug? I dunno).

I'm setting up a boiler display which shows the heat and steam in two bars and when calling the getTanks function from the firebox, it is only displaying the current steam value when there is steam in there (I.E. It's not showing 0 steam out of 12800 capacity), which keeps giving me errors in my code.

Am I missing something? or should I not call the get tanks from the firebox, but the actual boiler instead?
Creeper367 #429
Posted 01 January 1970 - 01:00 AM
I would advise different sizes because if you implement targeting like GothicMage suggested it will make it much easier for the robot to bring you stuff etc but having an enormous, laser toting monstrosity as your butler isn't appropriate in most situations. You could make a smaller work class bot that could mine (slower than a turtle ofc) and place blocks. Unlike turtles they could equip and use tools as they go and wear them out too

make it modular like a turtle but rather than turtle addons just make them upgrades: Run faster, mine faster, health increase etc and make them super expensive

if they weren't blind like turtles that would be great ofc. The ability to see the first layer of blocks in a cone of vision in front of it would be awesome but not too easy to implement

Direct interface with the code of the robot should require the controller peripheral or some tool to click the robot with but additional devices to just provide input (not code, just info) to the robot would be cool. Something like the spotter type deal of the ICBM mod so you can teach a robot what it should do, then link a spotter to the robot by right-clicking it and click in the direction of your sheep pen. Off runs the robot to shear them all. Robot armies and large battles will ensue. If you could also add input devices that allow the robot to track the player and/or his actions at all times that would be great as well as a tagger so you can tag blocks/entities and label them so the robot can understand things better

EDIT: the more different models of robot you make the better really. Small, fast, flying robots with only 1 inventory space and the inability to attack without a tool (so no range attacks without those goddam OP lasers), robots that can move blocks like endermen but have no inventory. They could move 1 stack of items rather than a block or maybe even move entities. You could get them to carry a chest around, place chest, pick up blocks from ground, place in chest, carry chest away. Diversity would be the best

I was thinking something along the line of different forms :P/>
I think different types of robots should be implemented. Maybe they could make the robot "Change" forms. Idk :P/>
KaoS #430
Posted 01 January 1970 - 01:00 AM
I'm more excited about the different input methods. You could tag all of your bots as one thing so they can identify eachother and teach them to annihilate all other players &amp; robots. Point with a targeter thing and they go break stuff :)/> you could get multiple players with armies and if you get more robots or program them to be smarter you win
Creeper367 #431
Posted 01 January 1970 - 01:00 AM
I'm more excited about the different input methods. You could tag all of your bots as one thing so they can identify eachother and teach them to annihilate all other players &amp; robots. Point with a targeter thing and they go break stuff :)/> you could get multiple players with armies and if you get more robots or program them to be smarter you win

:3 Good idea :3
Mikeemoo #432
Posted 01 January 1970 - 01:00 AM
http://www.youtube.com/watch?v=GG0CBEFFZ3I&amp;feature=youtu.be

Robot pitch is now working real nicely, huge thanks to cybcaoyibo and chicken bones
Meni #433
Posted 01 January 1970 - 01:00 AM
What about merge terminal glasses with ic2 armor? Just with a shapeless recipe
electrodude512 #434
Posted 01 January 1970 - 01:00 AM
What about merge terminal glasses with ic2 armor? Just with a shapeless recipe

Or just use modular powersuits.
squ1b3r #435
Posted 01 January 1970 - 01:00 AM
Hello. Thanks for your work on this amazing mod. A few things I noticed recently.

OpenPeripheral 0.1.9 crashes with ModularPowerSuit with all latest builds starting from #562.


cpw.mods.fml.common.LoaderException: java.lang.AbstractMethodError
at cpw.mods.fml.common.LoadController.transition(LoadController.java:147)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.AbstractMethodError
at net.machinemuse.api.ModuleManager.addModule(ModuleManager.java:39)
at openperipheral.common.integration.mps.MPSModule.init(MPSModule.java:8)
at openperipheral.OpenPeripheral.init(OpenPeripheral.java:154)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)

With builds starting from #547 it either messes up all installed modules or stops the game when you click to head module in Tinker Table. Not sure if problem with ModularPowerSuit or OpenPeripherals
sinful_spartan #436
Posted 01 January 1970 - 01:00 AM
–snip–


Realized my Mistake.
Mikeemoo #437
Posted 01 January 1970 - 01:00 AM
For those of you having trouble with MPS, it's because MPS upgraded their API.

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.10.jar

This fixes it. There's no other fixes in this release other than MPS upgrade.
This version WONT work with older versions of MPS, so if 0.1.9 doesnt work for you, try 0.1.10.
sinful_spartan #438
Posted 01 January 1970 - 01:00 AM
Quick suggestion, could you add the ability to get the genes to .getBeeInfo()?
ramdor72 #439
Posted 01 January 1970 - 01:00 AM
For those of you having trouble with MPS, it's because MPS upgraded their API.

https://dl.dropboxus...eral-0.1.10.jar

This fixes it. There's no other fixes in this release other than MPS upgrade.
This version WONT work with older versions of MPS, so if 0.1.9 doesnt work for you, try 0.1.10.

much appreciated Mike :)/> cheers !!
Russoul #440
Posted 01 January 1970 - 01:00 AM
Hi ! I am really so excited by the glasses you made , they are awesome . But I have installed powercraft mod and then your glasses stopped working . No errors and crashes when i try to use bridge peripheral it just doesn't show me text abd boxs . Can you deal with it ?
BakermanLP #441
Posted 01 January 1970 - 01:00 AM
Is there a way to get items out of or into an Applied Energistics Network with openperipherals?
KirinDave #442
Posted 01 January 1970 - 01:00 AM
Hi ! I am really so excited by the glasses you made , they are awesome . But I have installed powercraft mod and then your glasses stopped working . No errors and crashes when i try to use bridge peripheral it just doesn't show me text abd boxs . Can you deal with it ?

Powercraft is a notoriously poor player with other mods, FYI.
Mikeemoo #443
Posted 01 January 1970 - 01:00 AM
Sorry if i'm not replying to everyone at the moment. I like to try to be as helpful and quick as possible, but my attention is on getting the big 0.2.0 release ready.


If something needs my immediate attention you can contact me on irc (#openccsensors)

Anyway, some more videos of progress:

http://www.youtube.com/watch?v=8T_8Kiy7_n8&amp;feature=youtu.be

Is there a way to get items out of or into an Applied Energistics Network with openperipherals?

Not yet - soon
Mikeemoo #444
Posted 01 January 1970 - 01:00 AM
Quick suggestion, could you add the ability to get the genes to .getBeeInfo()?

I'll look at increasing forestry integration in the next release.
I'll add this to the bug tracker so I dont forget
Kye_Duo #445
Posted 01 January 1970 - 01:00 AM
COOL, I hope you'll add some way to color the robots so you can tell them apart visually
Mikeemoo #446
Posted 01 January 1970 - 01:00 AM
Here's a program from Banane9 on IRC.

<Banane9> you can add the methods you want to collect the information from
<Banane9> and it will display the information

http://pastebin.com/9ftDwuLU

Screenie:
http://puu.sh/3u2CF.png
Mikeemoo #447
Posted 01 January 1970 - 01:00 AM
http://www.youtube.com/watch?v=8qybbBowoCg
hbar #448
Posted 01 January 1970 - 01:00 AM
There seems to be a bug with OpenPeripherals PIM and Bibliocraft Armor stands. When pulling an item from the stand while there is no player on the PIM using pullIntoSlot returns 0 like it's supposed to do, but the item is destroyed (just disappears from the stand). I suppose this is not intended behavior as pulling from a chest leaves the item in place.

I would also like to use this post to say that OpenPeripheral has been the best addition to FTB in a long time. Can't wait to get my hands on the robots.
Mikeemoo #449
Posted 01 January 1970 - 01:00 AM
There seems to be a bug with OpenPeripherals PIM and Bibliocraft Armor stands. When pulling an item from the stand while there is no player on the PIM using pullIntoSlot returns 0 like it's supposed to do, but the item is destroyed (just disappears from the stand). I suppose this is not intended behavior as pulling from a chest leaves the item in place.

I would also like to use this post to say that OpenPeripheral has been the best addition to FTB in a long time. Can't wait to get my hands on the robots.

Thanks for the report. I'll add it to the bug tracker!
Shwat #450
Posted 01 January 1970 - 01:00 AM
Quick suggestion, could you add the ability to get the genes to .getBeeInfo()?

I'll look at increasing forestry integration in the next release.
I'll add this to the bug tracker so I dont forget

While there, could you take a look at extraBees machines?
iconmaster #451
Posted 01 January 1970 - 01:00 AM
In running OpenPeripheral 0.1.9 with Modular Powersuits builds 561+, it crashes with the following error on startup:

Spoiler2013-07-04 14:26:25 [INFO] [STDERR] cpw.mods.fml.common.LoaderException: java.lang.AbstractMethodError
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:147)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
2013-07-04 14:26:25 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
2013-07-04 14:26:25 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
2013-07-04 14:26:25 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:722)
2013-07-04 14:26:25 [INFO] [STDERR] Caused by: java.lang.AbstractMethodError
2013-07-04 14:26:25 [INFO] [STDERR] at net.machinemuse.api.ModuleManager.addModule(ModuleManager.java:39)
2013-07-04 14:26:25 [INFO] [STDERR] at openperipheral.common.integration.mps.MPSModule.init(MPSModule.java:8)
2013-07-04 14:26:25 [INFO] [STDERR] at openperipheral.OpenPeripheral.init(OpenPeripheral.java:154)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
Twitch0889 #452
Posted 01 January 1970 - 01:00 AM
So, Noob question of the day: Am I doing something wrong in trying to add a gradient box? The first page lists the ability to add gradient boxes, but upon using listMethods() it shows no ability to add gradient boxes, and when trying to call the method directly it simply tells me that it is trying to call Nil. Is this a feature that isn't implemented yet?
Chaos_Therum #453
Posted 01 January 1970 - 01:00 AM
In running OpenPeripheral 0.1.9 with Modular Powersuits builds 561+, it crashes with the following error on startup:

Spoiler2013-07-04 14:26:25 [INFO] [STDERR] cpw.mods.fml.common.LoaderException: java.lang.AbstractMethodError
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.transition(LoadController.java:147)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.Loader.initializeMods(Loader.java:692)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
2013-07-04 14:26:25 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
2013-07-04 14:26:25 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
2013-07-04 14:26:25 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:722)
2013-07-04 14:26:25 [INFO] [STDERR] Caused by: java.lang.AbstractMethodError
2013-07-04 14:26:25 [INFO] [STDERR] at net.machinemuse.api.ModuleManager.addModule(ModuleManager.java:39)
2013-07-04 14:26:25 [INFO] [STDERR] at openperipheral.common.integration.mps.MPSModule.init(MPSModule.java:8)
2013-07-04 14:26:25 [INFO] [STDERR] at openperipheral.OpenPeripheral.init(OpenPeripheral.java:154)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
2013-07-04 14:26:25 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
2013-07-04 14:26:25 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Method.java:601)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-07-04 14:26:25 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
2013-07-04 14:26:25 [INFO] [STDERR] at cpw.mods.fml.common.Loader.initializeMods(Loader.java:691)
I'm having the same crash
Mikeemoo #454
Posted 01 January 1970 - 01:00 AM
For those experiencing the issue with mps, check a few pages back where I posted a patched version. Ill do a proper release of it when I have access to a computer later.
mike546378 #455
Posted 01 January 1970 - 01:00 AM
So, Noob question of the day: Am I doing something wrong in trying to add a gradient box? The first page lists the ability to add gradient boxes, but upon using listMethods() it shows no ability to add gradient boxes, and when trying to call the method directly it simply tells me that it is trying to call Nil. Is this a feature that isn't implemented yet?

Works fine for me, what code are you using?
Mikeemoo #456
Posted 01 January 1970 - 01:00 AM
So, Noob question of the day: Am I doing something wrong in trying to add a gradient box? The first page lists the ability to add gradient boxes, but upon using listMethods() it shows no ability to add gradient boxes, and when trying to call the method directly it simply tells me that it is trying to call Nil. Is this a feature that isn't implemented yet?

Try deleting config/openperipheral_methods.json and relaunch the client. You might have an old file cached
mike546378 #457
Posted 01 January 1970 - 01:00 AM
Hey, not sure if this is a bug or something wrong in my code but when I make a Box or GradientBox then try making text appear over it there is a seemingly random chance the text will appear under the Box instead of over it. Making a spawn system for my FTB 1.5.2 server, heres the the code:
Spoiler

--Functions

function slowText(text, object, speed)
  object.setText("")
  for i = 1, #text do
	object.setText(string.sub(text, 1, i))
	sleep(speed)
  end
end

--Defining Terminal Glasses Bridge
p = peripheral.wrap("right")

--Clear Display
p.clear()
os.pullEvent("redstone")
sleep(0.1)
--Set Background
background = p.addGradientBox(0,0,1000,1000,0xC40009,1,0x000000,1,1)

sleep(0.4)
--Display Welcome Message
welcome = p.addText(5,20,"",0x2200FF)
sleep(0.1)
welcome.setScale(2)
sleep(0.1)
slowText("Welcome To The <my server name> Server", welcome, 0.1)
sleep(1)

--Display "Have Fun" Message
fun = p.addText(15,43,"",0x2200FF)
sleep(0.1)
slowText("Have Fun ^_^/>/>/>", fun, 0.1)
sleep(2)

--Fade out
for i = 1,60 do
  background.setOpacity(background.getOpacity() - 0.1)
  background.setOpacity2(background.getOpacity2() - 0.1)
  welcome.setX(welcome.getX() + 10)
  fun.setX(fun.getX() - 3)
  sleep(0.1)
end
os.reboot()
If you want to see the system working I can record and upload to youtube, thx
Mikeemoo #458
Posted 01 January 1970 - 01:00 AM
Hey, not sure if this is a bug or something wrong in my code but when I make a Box or GradientBox then try making text appear over it there is a seemingly random chance the text will appear under the Box instead of over it. Making a spawn system for my FTB 1.5.2 server, heres the the code:
Spoiler

--Functions

function slowText(text, object, speed)
  object.setText("")
  for i = 1, #text do
	object.setText(string.sub(text, 1, i))
	sleep(speed)
  end
end

--Defining Terminal Glasses Bridge
p = peripheral.wrap("right")

--Clear Display
p.clear()
os.pullEvent("redstone")
sleep(0.1)
--Set Background
background = p.addGradientBox(0,0,1000,1000,0xC40009,1,0x000000,1,1)

sleep(0.4)
--Display Welcome Message
welcome = p.addText(5,20,"",0x2200FF)
sleep(0.1)
welcome.setScale(2)
sleep(0.1)
slowText("Welcome To The <my server name> Server", welcome, 0.1)
sleep(1)

--Display "Have Fun" Message
fun = p.addText(15,43,"",0x2200FF)
sleep(0.1)
slowText("Have Fun ^_^/>/>/>/>", fun, 0.1)
sleep(2)

--Fade out
for i = 1,60 do
  background.setOpacity(background.getOpacity() - 0.1)
  background.setOpacity2(background.getOpacity2() - 0.1)
  welcome.setX(welcome.getX() + 10)
  fun.setX(fun.getX() - 3)
  sleep(0.1)
end
os.reboot()
If you want to see the system working I can record and upload to youtube, thx

mybox.setZIndex(1)
mytext.setZIndex(2)

this will make sure your text goes above the box
GothicMage #459
Posted 01 January 1970 - 01:00 AM
Aren't you thinking about making this work for specific user/usergroup w/o using of that black and ofcourse hyper-stylish thing?(for server administration proposes only(for ex.global announcement)
Mikeemoo #460
Posted 01 January 1970 - 01:00 AM
Aren't you thinking about making this work for specific user/usergroup w/o using of that black and ofcourse hyper-stylish thing?(for server administration proposes only(for ex.global announcement)

no
unobtanium #461
Posted 01 January 1970 - 01:00 AM
Hey, there. I am really want to get into this and make a program with it.
My question tought: Which ftb packs contain this?
edit: probably not because there is no 1.5 version of ftb yet :(/>
GothicMage #462
Posted 01 January 1970 - 01:00 AM
SpoilerMy life is ruined.
mike546378 #463
Posted 01 January 1970 - 01:00 AM
Hey, not sure if this is a bug or something wrong in my code but when I make a Box or GradientBox then try making text appear over it there is a seemingly random chance the text will appear under the Box instead of over it. Making a spawn system for my FTB 1.5.2 server, heres the the code:
Spoiler

--Functions

function slowText(text, object, speed)
  object.setText("")
  for i = 1, #text do
	object.setText(string.sub(text, 1, i))
	sleep(speed)
  end
end

--Defining Terminal Glasses Bridge
p = peripheral.wrap("right")

--Clear Display
p.clear()
os.pullEvent("redstone")
sleep(0.1)
--Set Background
background = p.addGradientBox(0,0,1000,1000,0xC40009,1,0x000000,1,1)

sleep(0.4)
--Display Welcome Message
welcome = p.addText(5,20,"",0x2200FF)
sleep(0.1)
welcome.setScale(2)
sleep(0.1)
slowText("Welcome To The <my server name> Server", welcome, 0.1)
sleep(1)

--Display "Have Fun" Message
fun = p.addText(15,43,"",0x2200FF)
sleep(0.1)
slowText("Have Fun ^_^/>/>/>/>/>", fun, 0.1)
sleep(2)

--Fade out
for i = 1,60 do
  background.setOpacity(background.getOpacity() - 0.1)
  background.setOpacity2(background.getOpacity2() - 0.1)
  welcome.setX(welcome.getX() + 10)
  fun.setX(fun.getX() - 3)
  sleep(0.1)
end
os.reboot()
If you want to see the system working I can record and upload to youtube, thx

mybox.setZIndex(1)
mytext.setZIndex(2)

this will make sure your text goes above the box

Thanks soo much, was trying to figure this out for hours last night, great help. Amazing job on the mod btw, been using it for a couple days and im in love with it, just awesome. Got big plans for it on my server :)/>
Mikeemoo #464
Posted 01 January 1970 - 01:00 AM
Hey, there. I am really want to get into this and make a program with it.
My question tought: Which ftb packs contain this?
edit: probably not because there is no 1.5 version of ftb yet :(/>

It's in the 1.5.2 FTB beta pack.
unobtanium #465
Posted 01 January 1970 - 01:00 AM
Where i get that from? It doesnt show up in the ftb client for me :3
Mikeemoo #466
Posted 01 January 1970 - 01:00 AM
http://feed-the-beast.com/15beta.php
Meni #467
Posted 01 January 1970 - 01:00 AM
How do i "\n" (new line) on the text object?
Mikeemoo #468
Posted 01 January 1970 - 01:00 AM
How do i "\n" (new line) on the text object?

You can't, you have to write a second text object and position it below.
daphee #469
Posted 01 January 1970 - 01:00 AM
It would be cool to get the position of specific linked users like the GPS via rednet
Bubba #470
Posted 01 January 1970 - 01:00 AM
It would be cool to get the position of specific linked users like the GPS via rednet

Use OpenCCSensors. Don't quote me on this, but I think I remember Mikee saying that ranged player data would not be made available through OpenPeripheral. Of course, he also said that eventually the mods would be merged, so we'll see what happens then.
karelmikie3 #471
Posted 01 January 1970 - 01:00 AM
can you please update it looks like it isn't compatible with the latest version of MPS
Mikeemoo #472
Posted 01 January 1970 - 01:00 AM
can you please update it looks like it isn't compatible with the latest version of MPS

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.10.jar

http://www.youtube.com/watch?v=azI_HJ1eBkU
KaoS #473
Posted 01 January 1970 - 01:00 AM
absolutely and completely amazing
Kye_Duo #474
Posted 01 January 1970 - 01:00 AM
wow, those robots are gonna be SOOO awesome for sentries. provided they can move and constantly update their position
and there is a level of laser shot that doesn't damage blocks. or the shots can't damage blocks with a high enough blast resist.
karelmikie3 #475
Posted 01 January 1970 - 01:00 AM
can you please update it looks like it isn't compatible with the latest version of MPS

https://dl.dropboxus...eral-0.1.10.jar

[media]http://www.youtube.com/watch?v=azI_HJ1eBkU[/media]

awesome thx man
Mikeemoo #476
Posted 01 January 1970 - 01:00 AM
I've added 3 different types of ammo.

Light Energy Cell (damages mobs)
Medium Energy Cell (damages mobs and blocks)
Heavy Energy Cell (explosive)

Light Energy Cells are crafted with 1 bit of plastic and 1 bit of redstone - by default it'll give 3 cells per craft, but this will be configurable to allow people to balance better based on what mods they have installed.
Medium Energy Cells are crafted with a light energy cell, some plastic and some glowstone
Heavy Energy Cells are crafted with a medium energy cell, some plastic and some gunpowder.

Of course, you also need suitable upgrades installed in the robot to enable the different weapons.

For a tier 1 upgrade to enable fireLight() you need plastic, an optical lense and a microcontroller. A microcontroller is created using a comparator, carbon, and wires. carbon is created by smelting coal, wires are made from iron and redstone. An optical lense is made from plastic and thin glass.

For a tier 2 upgrade to enable fireMedium() you need a tier 1 upgrade crafted against a focus lense. A focus lense is made using two optical lenses, plastic, a microcontroller and a prepared circuit board. A prepared circuit board is crafted using PCB together with a resistor, transistor, led, capacitor, optoisolator, wires and a microcontroller. I won't go into how to craft each of those!!

For a tier 3 upgrade to enable fireHeavy() you need a tier 2 upgrade crafted against a lazer sight. A lazer sight requires a solar cell, plastic, led, ribbon cable and a prepared circuit board.


… yeah, these robots are going to have a pretty complex crafting tree. However, I think it's a good thing. The robots are there to be used as end-game enjoyment of programming, not as tools to make life easier. I want people to feel like they've achieved something when they get their first robot..


Of course, all the other upgrades have a similarly complicated crafting tree, and the robots themselves are also very complex :)/>

Oh, also - the recipes aren't really expensive at all. Theres no rare ores or anything like that you need.
Mikeemoo #477
Posted 01 January 1970 - 01:00 AM
Similarly, the "Remote" used to remotely access computers is crafted using:

2 antennas, 1 LCD screen, plastic and a ribbon cable.
Antennas are crafted using Silislime Rubber and coiled wire
Silislime rubber is created by smelting slime balls
LCD screen is glass, electrodes, ribbon cable, a prepared circuit board and thin wire
Mikeemoo #478
Posted 01 January 1970 - 01:00 AM
Oops, I just listed the tier 1/2/3 upgrades for targeting, not lazers.. But you get the idea. It's all very indepth
Twitch0889 #479
Posted 01 January 1970 - 01:00 AM
Most excellent man, Can't wait until this is released and I can throw it on my server.
Mikeemoo #480
Posted 01 January 1970 - 01:00 AM
Looking for texturing help: http://www.reddit.com/r/feedthebeast/comments/1ht5sa/mod_looking_for_texturing_help/
basdxz #481
Posted 01 January 1970 - 01:00 AM
Would it be possible to configure the recipes of the robot ammo? I mean like if youre using industrial craft you have your own rubber and in mfr you even have your own plastic. Could you be able to use thouse when you have the mod installed? Or even better, you NEED to use that recipe for it if you have the mod installed (confgurable?). Is it possible to add this? And also, is it possible to have more diffrent types of ammo or to shoot diffrent power so you only break sertain blocks or it fly less?
Mikeemoo #482
Posted 01 January 1970 - 01:00 AM
Very early preview release so people can mess around with robots.

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

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

Minecraft 1.5.2

Would LOVE some assistance with texturing the robot.

Here's the texture file:
http://i.imgur.com/8GU9eIe.png
Yurij #483
Posted 01 January 1970 - 01:00 AM
If I do peripheral.getType() on the induction furnace from ic2 it displays "advanced_machine_block"
Twitch0889 #484
Posted 01 January 1970 - 01:00 AM
I know this is an early preview, so this is likely something you don't want to mess with until release, but when I tried to put it up on my server I got this crash:

Spoiler[SEVERE] Encountered an unexpected exception LoaderException
19:01:37 cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: openperipheral.core.common.CommonProxy
19:01:37 at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:75)
19:01:37 at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:471)
19:01:37 at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
19:01:37 at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
19:01:37 at java.lang.reflect.Method.invoke(Method.java:601)
19:01:37 at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
19:01:37 at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
19:01:37 at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
19:01:37 at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
19:01:37 at com.google.common.eventbus.EventBus.post(EventBus.java:267)
19:01:37 at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
19:01:37 at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
19:01:37 at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
19:01:37 at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
19:01:37 at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
19:01:37 at java.lang.reflect.Method.invoke(Method.java:601)
19:01:37 at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
19:01:37 at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
19:01:37 at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
19:01:37 at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
19:01:37 at com.google.common.eventbus.EventBus.post(EventBus.java:267)
19:01:37 at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
19:01:37 at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
19:01:37 at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
19:01:37 at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
19:01:37 at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
19:01:37 at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431)
19:01:37 at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
19:01:37 Caused by: java.lang.ClassNotFoundException: openperipheral.core.common.CommonProxy
19:01:37 at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238)
19:01:37 at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
19:01:37 at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
19:01:37 at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
19:01:37 at java.lang.Class.forName0(Native Method)
19:01:37 at java.lang.Class.forName(Class.java:264)
19:01:37 at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:58)
19:01:37 … 27 more
19:01:37 Caused by: java.lang.NoClassDefFoundError: openperipheral/core/common/CommonProxy (wrong name: openperipheral/core/CommonProxy)
19:01:37 at java.lang.ClassLoader.defineClass1(Native Method)
19:01:37 at java.lang.ClassLoader.defineClass(ClassLoader.java:791)
19:01:37 at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
19:01:37 at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227)
19:01:37 … 33 more
19:01:37 [SEVERE] This crash report has been saved to: /home/minecraft/./crash-reports/crash-2013-07-08_20.01.37-server.txt

Works great on my single player world though, good job man!
Mikeemoo #485
Posted 01 January 1970 - 01:00 AM
I know this is an early preview, so this is likely something you don't want to mess with until release, but when I tried to put it up on my server I got this crash:

Spoiler[SEVERE] Encountered an unexpected exception LoaderException
19:01:37 cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: openperipheral.core.common.CommonProxy
19:01:37 at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:75)
19:01:37 at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:471)
19:01:37 at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
19:01:37 at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
19:01:37 at java.lang.reflect.Method.invoke(Method.java:601)
19:01:37 at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
19:01:37 at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
19:01:37 at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
19:01:37 at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
19:01:37 at com.google.common.eventbus.EventBus.post(EventBus.java:267)
19:01:37 at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
19:01:37 at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
19:01:37 at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
19:01:37 at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
19:01:37 at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
19:01:37 at java.lang.reflect.Method.invoke(Method.java:601)
19:01:37 at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
19:01:37 at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
19:01:37 at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
19:01:37 at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
19:01:37 at com.google.common.eventbus.EventBus.post(EventBus.java:267)
19:01:37 at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
19:01:37 at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
19:01:37 at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:85)
19:01:37 at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:350)
19:01:37 at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:69)
19:01:37 at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:431)
19:01:37 at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
19:01:37 Caused by: java.lang.ClassNotFoundException: openperipheral.core.common.CommonProxy
19:01:37 at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238)
19:01:37 at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
19:01:37 at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
19:01:37 at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
19:01:37 at java.lang.Class.forName0(Native Method)
19:01:37 at java.lang.Class.forName(Class.java:264)
19:01:37 at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:58)
19:01:37 … 27 more
19:01:37 Caused by: java.lang.NoClassDefFoundError: openperipheral/core/common/CommonProxy (wrong name: openperipheral/core/CommonProxy)
19:01:37 at java.lang.ClassLoader.defineClass1(Native Method)
19:01:37 at java.lang.ClassLoader.defineClass(ClassLoader.java:791)
19:01:37 at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
19:01:37 at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227)
19:01:37 … 33 more
19:01:37 [SEVERE] This crash report has been saved to: /home/minecraft/./crash-reports/crash-2013-07-08_20.01.37-server.txt

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

Whoopsie!

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

Disclaimer: I've not actually even tried multiplayer yet. Just crossing my fingers and winging it :)/>
skarlitz #486
Posted 01 January 1970 - 01:00 AM
I made a radar with your mods! http://www.computercraft.info/forums2/index.php?/topic/13985-on-screen-radar-script-openperipheral-openccsensors/

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

Thought I have a suggestion. Could you introduce layering? So you can select which parts go under or over others?
Mikeemoo #487
Posted 01 January 1970 - 01:00 AM
I made a radar with your mods! http://www.computercraft.info/forums2/index.php?/topic/13985-on-screen-radar-script-openperipheral-openccsensors/

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

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

Ill check out the link when im at a computer. As for layering, each object has a setZIndex method
Mikeemoo #488
Posted 01 January 1970 - 01:00 AM
I guess I should give a short introduction to how to use the robots.

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

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

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


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

So, for example:

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

.etc.
Mikeemoo #489
Posted 01 January 1970 - 01:00 AM
I'm pretty sure I'm going to jump straight to 1.6.2 for the robots due to some nice API changes coming.

I'll probably put out a bug fix release for the current version before that, though.
Twitch0889 #490
Posted 01 January 1970 - 01:00 AM
I'm pretty sure I'm going to jump straight to 1.6.2 for the robots due to some nice API changes coming.

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

This saddens me (as a 1.5.2 FTB beta pack player), but I understand and respect your decision. You've done amazing things with this mod man, keep up the ridiculously awesome work.
Pseudotsuga #491
Posted 01 January 1970 - 01:00 AM
I noticed that there appears to be some overlap of item ID's with Galacticraft in the most recent builds. Ordinarily, I wouldn't think it would warrant too much thought, however the test version of Tekkit (Liftoff) is including Open Peripherals AND Galacticraft.

I'm not sure how much this might complicate things on your end, but what do you think migrating the item ID's away from the 850's and more toward the 1050's?
Russoul #492
Posted 01 January 1970 - 01:00 AM
Hi ! With your preview2 i can't make glasses bridge work . Maybe you have changed their mechanics . Can you help with this ?
Mikeemoo #493
Posted 01 January 1970 - 01:00 AM
I noticed that there appears to be some overlap of item ID's with Galacticraft in the most recent builds. Ordinarily, I wouldn't think it would warrant too much thought, however the test version of Tekkit (Liftoff) is including Open Peripherals AND Galacticraft.

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

That's what config files are for!
unobtanium #494
Posted 01 January 1970 - 01:00 AM
Hey, Mikeemoo!
Messing around a bit with it. Run into a problem i cant solve myself :S
I want to create a text in a specific color. The color api has "hexdecimal" numbers written down.
addText() needs a hexcolor now, but it seems that it needs different ones. Is there a list of all the existing CC colors in the hexcolor version?
Mikeemoo #495
Posted 01 January 1970 - 01:00 AM
Hey, Mikeemoo!
Messing around a bit with it. Run into a problem i cant solve myself :S
I want to create a text in a specific color. The color api has "hexdecimal" numbers written down.
addText() needs a hexcolor now, but it seems that it needs different ones. Is there a list of all the existing CC colors in the hexcolor version?

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

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

If you want the specific computercraft colors.. um, I'm not too sure! Someone will no doubt soon reply with the full list because I've seen it floating around a bit :)/>
unobtanium #496
Posted 01 January 1970 - 01:00 AM
Would be cool if someone has them flying around. Otherwise i will go and try to get them myself as far as i get them similar.
unobtanium #497
Posted 01 January 1970 - 01:00 AM
A problem occured in the program i am writing. You can let the player select the unit and the method. Works fine. I now just want methods, which return numbers. Is there a way to do that, because it has to take parameters of the methods into consideration.
Mikeemoo #498
Posted 01 January 1970 - 01:00 AM
A problem occured in the program i am writing. You can let the player select the unit and the method. Works fine. I now just want methods, which return numbers. Is there a way to do that, because it has to take parameters of the methods into consideration.

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

robots? glasses? peripherals? Some context please!
Mikeemoo #499
Posted 01 January 1970 - 01:00 AM
OpenPeripheral PREVIEW build for minecraft 1.6.2

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.2.1-preview1.jar

Not all recipes are in, a few bugs in there. etc..
unobtanium #500
Posted 01 January 1970 - 01:00 AM
Ah i am sorry :S
I am talking about peripherals. I just want methods, which return a number, because these can then be used to display with the bridge on the screen as number/bar/graph ect.
I cant use type(callRemote()) == "number" because i have to set some kind of parameters for some methods. Maybe the only way would be to check the name of the method of the word "get" and let the user take out the correct ones by himself (even tought this might crash the program then if he chooses a incorrect method).
Mikeemoo #501
Posted 01 January 1970 - 01:00 AM
Ah right, no. not possible. I'll try add something to 0.2.2 which makes this kinda thing possible.
unobtanium #502
Posted 01 January 1970 - 01:00 AM
Allright. I will wait with that freature tho.
unobtanium #503
Posted 01 January 1970 - 01:00 AM
I have got some colors together, which are looking fine to me. Saved them into a variable

local colorHex = {"#FFFFFF","#FF8800","#FF8CFF","#00FFFF","#FFF700","#00FF11","#F7B5DE","#BFBFBF","#65A1D6","#AF56B3","#0000FF","#754302","#004000","#FF0000","#000000"}
I made brackets around them, because lua was complaining about "For input string: …", but it still messes up, when it tries to draw e.g. a box with a color out of the array. Does someone has a idea for that? (Sorry if this doesnt go here :S)
edit: Btw, the program just exits with no error or whatever. It is really weird..
Thief^ #504
Posted 01 January 1970 - 01:00 AM
Put 0xFF0000 instead of #FF0000 (and no quotes)
unobtanium #505
Posted 01 January 1970 - 01:00 AM
Thanks! I really have no clue about the color codes :S
edit: For everybody who wants them:

local colorHex = {0xFFFFFF,0xFF8800,0xFF8CFF,0x00FFFF,0xFFF700,0x00FF11,0xF7B5DE,0xBFBFBF,0x65A1D6,0xAF56B3,0x0000FF,0x754302,0x004000,0xFF0000,0x000000}
unobtanium #506
Posted 01 January 1970 - 01:00 AM
Firstoff: I cant create a gradient box with .addGradientBox(…) :(/>

One more i am curious about:
I created multiple boxes over each other. One as background and the other one as a "progress bar". I add the background box first in the code and then add the progress bar. Sometimes one is in the background then the other one. Do i have to use setZIndex() to indicate which is in front of each other? Sometimes i wish the commands would be discribed better :S (at least for those, who dont have english as their native language ;D)
Mikeemoo #507
Posted 01 January 1970 - 01:00 AM
Firstoff: I cant create a gradient box with .addGradientBox(…) :(/>

You'll have to give more information, I'm afraid. What parameters are you using? and whats the error?

I created multiple boxes over each other. One as background and the other one as a "progress bar". I add the background box first in the code and then add the progress bar. Sometimes one is in the background then the other one. Do i have to use setZIndex() to indicate which is in front of each other? Sometimes i wish the commands would be discribed better :S (at least for those, who dont have english as their native language ;D)

Yes, setZIndex(). ZIndex is a very common thing used in a variety of languages/systems, so a very (very) quick google would've given you more information.

https://www.google.co.uk/search?q=z+index&amp;oq=z+index&amp;aqs=chrome.0.69i57j0l3j69i62l2.816j0&amp;sourceid=chrome&amp;ie=UTF-8#safe=off&amp;sclient=psy-ab&amp;q=what+is+zindex&amp;oq=what+is+zindex&amp;gs_l=serp.3..0i10l4.4278.5552.0.5635.14.11.0.0.0.0.110.963.7j4.11.0...0.0.0..1c.1.17.psy-ab.CkAhDcOOXcw&amp;pbx=1&amp;bav=on.2,or.r_cp.r_qf.&amp;bvm=bv.48705608,d.d2k&amp;fp=52be170eef598309&amp;biw=1366&amp;bih=643
unobtanium #508
Posted 01 January 1970 - 01:00 AM
For a normal box i am using this:

  local box = b.addBox(x+2,y+2,math.ceil((number/maxNumber)*(w-4)),h-4,cOne,tOne)
For a gradient box i used this, but it didnt worked, the program crashed.

  local box = b.addGradientBox(x+2,y+2,math.ceil((number/maxNumber)*(w-4)),h-4,cOne,tOne,cTwo,tTwo,2)
I made it by creating a normal box and adding the attributes with box.setColor2(cTwo) ect.

How does the ZIndex work? Does it change if i am creating a new object? Or do i have to set a variable which counts up everytime i create one?

-- would that be enough? How do i set the ZIndex directly?
local z = 1
for i=1,10 do
local text = bridge.addText(1,1,"TEXT",0xFFFFFF)
text.setZIndex(z)
z = z + 1
end


I am annoying you, right? :S
Mikeemoo #509
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxus....1-preview2.jar

preview for MC 1.6.2

Would be good to get some feedback and bug reports..etc.

The only thing I know is missing is fuel() related stuff and the gauge from openccsensors

Would love some beta testers! NEI the recipes because they're not documented. And p.listMethods() is now p.listMethods(true) for the time being (but i'll fix that)
giodamelio #510
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxus....1-preview2.jar

preview for MC 1.6.2

Would be good to get some feedback and bug reports..etc.

The only thing I know is missing is fuel() related stuff and the gauge from openccsensors

Would love some beta testers! NEI the recipes because they're not documented. And p.listMethods() is now p.listMethods(true) for the time being (but i'll fix that)

Awesome, Ill play around with it right now.

You have a 1.6.2 build of NEI? I can't find one anywhere. Could I get a link?
Russoul #511
Posted 01 January 1970 - 01:00 AM
I have a great idea for your mod . CC has itself key event . You can try to add it to your glasses . So the event will be fired by a terminal bridge and all information about the player and a the key that was pressed will be send to the computer that is connected to term bridge . With this we could control anything in real time by pressing any keys on our keyboards ! Awesome idea !


It would be someting like a digging machine from powercraft but much more better …
unobtanium #512
Posted 01 January 1970 - 01:00 AM
I created a program and i let it run for a while and get the error: "peripheral :62: Too long without yielding"
Any way to prevent this? :S
unobtanium #513
Posted 01 January 1970 - 01:00 AM
I have a great idea for your mod . CC has itself key event . You can try to add it to your glasses . So the event will be fired by a terminal bridge and all information about the player and a the key that was pressed will be send to the computer that is connected to term bridge . With this we could control anything in real time by pressing any keys on our keyboards ! Awesome idea !
It would be someting like a digging machine from powercraft but much more better …

A simple key press might interfere, when you are writing into the chat.
Nevertheless, you can use commands over the chat to do that/something.
Twitch0889 #514
Posted 01 January 1970 - 01:00 AM
I created a program and i let it run for a while and get the error: "peripheral :62: Too long without yielding"
Any way to prevent this? :S

Usually that error comes from an endless loop that doesn't have some sort of pause in it. Ex. If you have a while loop that constantly updates a value, there needs to be some sort of sleep or yield inside of it (even if it's tiny).
Bubba #515
Posted 01 January 1970 - 01:00 AM
I created a program and i let it run for a while and get the error: "peripheral :62: Too long without yielding"
Any way to prevent this? :S

Usually that error comes from an endless loop that doesn't have some sort of pause in it. Ex. If you have a while loop that constantly updates a value, there needs to be some sort of sleep or yield inside of it (even if it's tiny).

Indeed. The fastest way to handle this would be to throw an event and use coroutine.yield() directly after it in order to catch the event and continue.
Bubba #516
Posted 01 January 1970 - 01:00 AM
Hey Mikee, when you try to place or shift-click an OpenMech Warriror into the robot block, you get this error:

Pastebin

Spoiler—- Minecraft Crash Report —-
// I feel sad now :(/>/&amp;gt;

Time: 7/13/13 3:37 PM
Description: Updating screen events

java.lang.AbstractMethodError: openperipheral.robots.block.TileEntityRobot.isItemValidForSlot(ILnet/minecraft/item/ItemStack;)Z
at openperipheral.core.container.ConditionalSlot.func_75214_a(ConditionalSlot.java:18)
at openperipheral.core.container.ContainerGeneric.func_75135_a(ContainerGeneric.java:172)
at openperipheral.core.container.ContainerGeneric.func_82846_b(ContainerGeneric.java:111)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:192)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:473)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(GuiContainer.java:811)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:550)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:128)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1554)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:898)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– Head –
Stacktrace:
at openperipheral.core.container.ConditionalSlot.func_75214_a(ConditionalSlot.java:18)
at openperipheral.core.container.ContainerGeneric.func_75135_a(ContainerGeneric.java:172)
at openperipheral.core.container.ContainerGeneric.func_82846_b(ContainerGeneric.java:111)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:192)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:473)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(GuiContainer.java:811)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:550)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:128)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)

– Affected screen –
Details:
Screen name: openperipheral.robots.client.GuiRobot

– Affected level –
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['SumDicax'/238004, l='MpServer', x=129.21, y=97.62, z=378.38]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (44,64,248), Chunk: (at 12,4,8 in 2,15; contains blocks 32,0,240 to 47,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 1392 game time, 1392 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 51 total; [EntityBat['Bat'/248392, l='MpServer', x=151.75, y=39.02, z=408.29], EntityBat['Bat'/248390, l='MpServer', x=188.15, y=35.48, z=339.41], EntitySquid['Squid'/248412, l='MpServer', x=68.77, y=61.32, z=433.12], EntitySquid['Squid'/248410, l='MpServer', x=71.44, y=61.34, z=439.70], EntitySquid['Squid'/248422, l='MpServer', x=117.72, y=54.37, z=445.94], EntityBat['Bat'/248464, l='MpServer', x=183.00, y=40.64, z=318.24], EntityItem['item.tile.sapling.oak'/248075, l='MpServer', x=151.94, y=77.13, z=318.38], EntityBat['Bat'/248171, l='MpServer', x=128.22, y=46.00, z=389.59], EntityBat['Bat'/248172, l='MpServer', x=142.69, y=43.00, z=388.50], EntityBat['Bat'/248247, l='MpServer', x=88.75, y=41.06, z=304.57], EntityBat['Bat'/248310, l='MpServer', x=66.17, y=52.75, z=378.78], EntityBat['Bat'/248308, l='MpServer', x=64.78, y=52.04, z=378.44], EntityBat['Bat'/248312, l='MpServer', x=66.85, y=53.35, z=381.68], EntityBat['Bat'/247907, l='MpServer', x=71.60, y=25.80, z=357.75], EntityBat['Bat'/248019, l='MpServer', x=116.34, y=37.00, z=342.56], EntityBat['Bat'/248021, l='MpServer', x=105.10, y=34.73, z=356.19], EntitySheep['Sheep'/237933, l='MpServer', x=100.50, y=68.00, z=353.50], EntitySheep['Sheep'/237932, l='MpServer', x=102.50, y=67.00, z=354.50], EntitySheep['Sheep'/237931, l='MpServer', x=111.53, y=69.00, z=349.09], EntitySheep['Sheep'/237930, l='MpServer', x=103.53, y=71.00, z=359.53], EntitySheep['Sheep'/237940, l='MpServer', x=106.53, y=64.00, z=340.81], EntitySheep['Sheep'/237941, l='MpServer', x=104.50, y=64.00, z=340.50], EntityItem['item.tile.mushroom'/237942, l='MpServer', x=114.88, y=15.13, z=386.19], EntitySheep['Sheep'/237938, l='MpServer', x=105.75, y=64.00, z=341.97], EntitySheep['Sheep'/237939, l='MpServer', x=107.06, y=64.00, z=342.06], EntitySheep['Sheep'/237893, l='MpServer', x=58.19, y=63.00, z=326.50], EntitySheep['Sheep'/237892, l='MpServer', x=58.81, y=63.00, z=324.81], EntitySheep['Sheep'/237891, l='MpServer', x=57.22, y=63.00, z=323.22], EntitySheep['Sheep'/237890, l='MpServer', x=61.53, y=63.00, z=323.66], EntityPig['Pig'/237908, l='MpServer', x=80.50, y=70.00, z=340.50], EntityPig['Pig'/237909, l='MpServer', x=83.09, y=66.00, z=344.88], EntityPig['Pig'/237906, l='MpServer', x=81.22, y=64.00, z=339.53], EntityPig['Pig'/237907, l='MpServer', x=80.50, y=70.00, z=340.50], EntitySheep['Sheep'/237875, l='MpServer', x=50.50, y=71.00, z=334.50], EntitySheep['Sheep'/237876, l='MpServer', x=52.50, y=73.00, z=335.50], EntityItem['item.tile.sapling.oak'/247563, l='MpServer', x=149.13, y=73.13, z=319.03], EntityItem['item.tile.mushroom'/237955, l='MpServer', x=138.13, y=12.13, z=317.88], EntitySheep['Sheep'/237958, l='MpServer', x=146.47, y=83.00, z=377.47], EntitySheep['Sheep'/237959, l='MpServer', x=150.50, y=78.00, z=377.50], EntitySheep['Sheep'/237956, l='MpServer', x=147.53, y=82.00, z=378.53], EntitySheep['Sheep'/237957, l='MpServer', x=147.78, y=82.00, z=377.19], EntitySheep['Sheep'/237972, l='MpServer', x=162.88, y=72.00, z=303.06], EntitySheep['Sheep'/237979, l='MpServer', x=170.69, y=64.00, z=429.66], EntitySheep['Sheep'/237978, l='MpServer', x=173.06, y=63.00, z=427.88], EntitySheep['Sheep'/237977, l='MpServer', x=169.72, y=64.00, z=431.28], EntitySheep['Sheep'/237976, l='MpServer', x=171.81, y=63.00, z=429.50], EntitySheep['Sheep'/237983, l='MpServer', x=194.50, y=76.00, z=372.19], EntitySheep['Sheep'/237982, l='MpServer', x=193.50, y=74.00, z=381.50], EntitySheep['Sheep'/237981, l='MpServer', x=192.50, y=75.00, z=379.50], EntitySheep['Sheep'/237980, l='MpServer', x=190.50, y=70.00, z=382.50], EntityClientPlayerMP['SumDicax'/238004, l='MpServer', x=129.21, y=97.62, z=378.38]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2298)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:844)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)

– System Details –
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 42223056 bytes (40 MB) / 534380544 bytes (509 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 1134 (63504 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 10 mods loaded, 10 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
mod_bspkrsCore{v3.02(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.02.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
TreeCapitator{Forge 1.6.2.r01} [TreeCapitator] ([1.6.2]TreeCapitator.Forge.1.6.2.r01.Uni.CoreMod.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
ComputerCraft{1.55} [ComputerCraft] (ComputerCraft1.55.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
CCTurtle{1.55} [ComputerCraft Turtles] (ComputerCraft1.55.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
NBTEdit{1.6.2.0} [In-game NBTEdit] (Forge_NBTEditv1.6.2.0.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
inventorytweaks{1.55} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.55-b56.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
OpenPeripheral{0.2.1} [OpenPeripheral] (OpenPeripheral-0.2.1-preview2.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
Launched Version: 1.6.2-Forge9.10.0.789
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 6670 GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1595 (89320 bytes; 0 MB) allocated, 15 (840 bytes; 0 MB) used
Mikeemoo #517
Posted 01 January 1970 - 01:00 AM
Hey Mikee, when you try to place or shift-click an OpenMech Warriror into the robot block, you get this error:

Pastebin

Spoiler—- Minecraft Crash Report —-
// I feel sad now :(/>/&amp;gt;

Time: 7/13/13 3:37 PM
Description: Updating screen events

java.lang.AbstractMethodError: openperipheral.robots.block.TileEntityRobot.isItemValidForSlot(ILnet/minecraft/item/ItemStack;)Z
at openperipheral.core.container.ConditionalSlot.func_75214_a(ConditionalSlot.java:18)
at openperipheral.core.container.ContainerGeneric.func_75135_a(ContainerGeneric.java:172)
at openperipheral.core.container.ContainerGeneric.func_82846_b(ContainerGeneric.java:111)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:192)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:473)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(GuiContainer.java:811)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:550)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:128)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1554)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:898)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– Head –
Stacktrace:
at openperipheral.core.container.ConditionalSlot.func_75214_a(ConditionalSlot.java:18)
at openperipheral.core.container.ContainerGeneric.func_75135_a(ContainerGeneric.java:172)
at openperipheral.core.container.ContainerGeneric.func_82846_b(ContainerGeneric.java:111)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:192)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:473)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(GuiContainer.java:811)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:550)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:128)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:107)

– Affected screen –
Details:
Screen name: openperipheral.robots.client.GuiRobot

– Affected level –
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['SumDicax'/238004, l='MpServer', x=129.21, y=97.62, z=378.38]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (44,64,248), Chunk: (at 12,4,8 in 2,15; contains blocks 32,0,240 to 47,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 1392 game time, 1392 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 51 total; [EntityBat['Bat'/248392, l='MpServer', x=151.75, y=39.02, z=408.29], EntityBat['Bat'/248390, l='MpServer', x=188.15, y=35.48, z=339.41], EntitySquid['Squid'/248412, l='MpServer', x=68.77, y=61.32, z=433.12], EntitySquid['Squid'/248410, l='MpServer', x=71.44, y=61.34, z=439.70], EntitySquid['Squid'/248422, l='MpServer', x=117.72, y=54.37, z=445.94], EntityBat['Bat'/248464, l='MpServer', x=183.00, y=40.64, z=318.24], EntityItem['item.tile.sapling.oak'/248075, l='MpServer', x=151.94, y=77.13, z=318.38], EntityBat['Bat'/248171, l='MpServer', x=128.22, y=46.00, z=389.59], EntityBat['Bat'/248172, l='MpServer', x=142.69, y=43.00, z=388.50], EntityBat['Bat'/248247, l='MpServer', x=88.75, y=41.06, z=304.57], EntityBat['Bat'/248310, l='MpServer', x=66.17, y=52.75, z=378.78], EntityBat['Bat'/248308, l='MpServer', x=64.78, y=52.04, z=378.44], EntityBat['Bat'/248312, l='MpServer', x=66.85, y=53.35, z=381.68], EntityBat['Bat'/247907, l='MpServer', x=71.60, y=25.80, z=357.75], EntityBat['Bat'/248019, l='MpServer', x=116.34, y=37.00, z=342.56], EntityBat['Bat'/248021, l='MpServer', x=105.10, y=34.73, z=356.19], EntitySheep['Sheep'/237933, l='MpServer', x=100.50, y=68.00, z=353.50], EntitySheep['Sheep'/237932, l='MpServer', x=102.50, y=67.00, z=354.50], EntitySheep['Sheep'/237931, l='MpServer', x=111.53, y=69.00, z=349.09], EntitySheep['Sheep'/237930, l='MpServer', x=103.53, y=71.00, z=359.53], EntitySheep['Sheep'/237940, l='MpServer', x=106.53, y=64.00, z=340.81], EntitySheep['Sheep'/237941, l='MpServer', x=104.50, y=64.00, z=340.50], EntityItem['item.tile.mushroom'/237942, l='MpServer', x=114.88, y=15.13, z=386.19], EntitySheep['Sheep'/237938, l='MpServer', x=105.75, y=64.00, z=341.97], EntitySheep['Sheep'/237939, l='MpServer', x=107.06, y=64.00, z=342.06], EntitySheep['Sheep'/237893, l='MpServer', x=58.19, y=63.00, z=326.50], EntitySheep['Sheep'/237892, l='MpServer', x=58.81, y=63.00, z=324.81], EntitySheep['Sheep'/237891, l='MpServer', x=57.22, y=63.00, z=323.22], EntitySheep['Sheep'/237890, l='MpServer', x=61.53, y=63.00, z=323.66], EntityPig['Pig'/237908, l='MpServer', x=80.50, y=70.00, z=340.50], EntityPig['Pig'/237909, l='MpServer', x=83.09, y=66.00, z=344.88], EntityPig['Pig'/237906, l='MpServer', x=81.22, y=64.00, z=339.53], EntityPig['Pig'/237907, l='MpServer', x=80.50, y=70.00, z=340.50], EntitySheep['Sheep'/237875, l='MpServer', x=50.50, y=71.00, z=334.50], EntitySheep['Sheep'/237876, l='MpServer', x=52.50, y=73.00, z=335.50], EntityItem['item.tile.sapling.oak'/247563, l='MpServer', x=149.13, y=73.13, z=319.03], EntityItem['item.tile.mushroom'/237955, l='MpServer', x=138.13, y=12.13, z=317.88], EntitySheep['Sheep'/237958, l='MpServer', x=146.47, y=83.00, z=377.47], EntitySheep['Sheep'/237959, l='MpServer', x=150.50, y=78.00, z=377.50], EntitySheep['Sheep'/237956, l='MpServer', x=147.53, y=82.00, z=378.53], EntitySheep['Sheep'/237957, l='MpServer', x=147.78, y=82.00, z=377.19], EntitySheep['Sheep'/237972, l='MpServer', x=162.88, y=72.00, z=303.06], EntitySheep['Sheep'/237979, l='MpServer', x=170.69, y=64.00, z=429.66], EntitySheep['Sheep'/237978, l='MpServer', x=173.06, y=63.00, z=427.88], EntitySheep['Sheep'/237977, l='MpServer', x=169.72, y=64.00, z=431.28], EntitySheep['Sheep'/237976, l='MpServer', x=171.81, y=63.00, z=429.50], EntitySheep['Sheep'/237983, l='MpServer', x=194.50, y=76.00, z=372.19], EntitySheep['Sheep'/237982, l='MpServer', x=193.50, y=74.00, z=381.50], EntitySheep['Sheep'/237981, l='MpServer', x=192.50, y=75.00, z=379.50], EntitySheep['Sheep'/237980, l='MpServer', x=190.50, y=70.00, z=382.50], EntityClientPlayerMP['SumDicax'/238004, l='MpServer', x=129.21, y=97.62, z=378.38]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2298)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:844)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)

– System Details –
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 42223056 bytes (40 MB) / 534380544 bytes (509 MB) up to 954466304 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 1134 (63504 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 10 mods loaded, 10 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
mod_bspkrsCore{v3.02(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.02.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
TreeCapitator{Forge 1.6.2.r01} [TreeCapitator] ([1.6.2]TreeCapitator.Forge.1.6.2.r01.Uni.CoreMod.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
ComputerCraft{1.55} [ComputerCraft] (ComputerCraft1.55.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
CCTurtle{1.55} [ComputerCraft Turtles] (ComputerCraft1.55.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
NBTEdit{1.6.2.0} [In-game NBTEdit] (Forge_NBTEditv1.6.2.0.zip) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
inventorytweaks{1.55} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.55-b56.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
OpenPeripheral{0.2.1} [OpenPeripheral] (OpenPeripheral-0.2.1-preview2.jar) Unloaded-&amp;gt;Constructed-&amp;gt;Pre-initialized-&amp;gt;Initialized-&amp;gt;Post-initialized-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available-&amp;gt;Available
Launched Version: 1.6.2-Forge9.10.0.789
LWJGL: 2.9.0
OpenGL: AMD Radeon HD 6670 GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1595 (89320 bytes; 0 MB) allocated, 15 (840 bytes; 0 MB) used

Oh! that's… odd!

Thanks a lot for the bug report :)/> :)/>
Mikeemoo #518
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.2.1-preview3.jar

Hopefully fixes that issue :)/>
Bubba #519
Posted 01 January 1970 - 01:00 AM

Indeed, it seems to have done so :)/> They are quite a bit of fun to play with, I must say. Unfortunately though I still don't know the recipes due to NEI not having been released yet. Are there any implemented yet?
Yurij #520
Posted 01 January 1970 - 01:00 AM
I wrote a simple program to figure out what sort of info about mobs you could get out of the sensor
http://pastebin.com/qnty0gUm

The problem is that it silently quits at the "local mobData = sensor.getMobData(id)" line
if I am riding a horse within the sensors range.
Horses not ridden within range works.
Mikeemoo #521
Posted 01 January 1970 - 01:00 AM
I wrote a simple program to figure out what sort of info about mobs you could get out of the sensor
http://pastebin.com/qnty0gUm

The problem is that it silently quits at the "local mobData = sensor.getMobData(id)" line
if I am riding a horse within the sensors range.
Horses not ridden within range works.

Good spot! Thanks!
Mikeemoo #522
Posted 01 January 1970 - 01:00 AM
I think I'm going to change riddenBy and riding. At the moment they're trying to return full map of information about the rider or entity being ridden, but of course this means you get recursive data.

I'll probably change "ridden by" so that it returns the full map of information about the user, but change "riding" so that it just returns the id of the thing the user/mob is riding.

is that makes sense!
Mikeemoo #523
Posted 01 January 1970 - 01:00 AM
Until I document things, this might help you work out what information you can get about an entity:

https://github.com/mikeemoo/OpenPeripheral/blob/master/src/openperipheral/core/util/EntityUtils.java
karelmikie3 #524
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxus....1-preview2.jar

preview for MC 1.6.2

Would be good to get some feedback and bug reports..etc.

The only thing I know is missing is fuel() related stuff and the gauge from openccsensors

Would love some beta testers! NEI the recipes because they're not documented. And p.listMethods() is now p.listMethods(true) for the time being (but i'll fix that)

when i shift clicked a robot in the controller block then i crash (also with normal clicking)

report:
http://pastebin.com/3GU7fL6G
Mikeemoo #525
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxus....1-preview2.jar

preview for MC 1.6.2

Would be good to get some feedback and bug reports..etc.

The only thing I know is missing is fuel() related stuff and the gauge from openccsensors

Would love some beta testers! NEI the recipes because they're not documented. And p.listMethods() is now p.listMethods(true) for the time being (but i'll fix that)

when i shift clicked a robot in the controller block then i crash (also with normal clicking)

report:
http://pastebin.com/3GU7fL6G

Check about 5 posts up. Already fixed with a new preview download
Spaceshipable #526
Posted 01 January 1970 - 01:00 AM
I have been trying to use a terminal glasses bridge to control one of jakjs redstone in motion carriage controllers however whenever I move the carriage the connection to the glasses is lost. Is there a way to remedy this issue? The same also happens with moving the bridge with a portal gun.
Spaceshipable #527
Posted 01 January 1970 - 01:00 AM
I have been trying to use a terminal glasses bridge to control one of jakjs redstone in motion carriage controllers however whenever I move the carriage the connection to the glasses is lost. Is there a way to remedy this issue? The same also happens with moving the bridge with a portal gun.
Maybe you could add a command to link the bridge to the glasses key
Yurij #528
Posted 01 January 1970 - 01:00 AM
If i name a mob and display its information with the sensor, the type shows the name.
Also you can't see what armor horses have.
Mikeemoo #529
Posted 01 January 1970 - 01:00 AM
If i name a mob and display its information with the sensor, the type shows the name.
Also you can't see what armor horses have.

Thanks again! I'll get that fixed.
Mikeemoo #530
Posted 01 January 1970 - 01:00 AM
A little API I've been messing around with..

Some of you might find this useful. Some of you, I'm sure, will want to rewrite it! I'm not very good at lua.

Usage:


os.loadAPI("openperipheral")

-- wrap all of the mfsus and batboxes on the whole network in one go
local energy = openperipheral:new():types("mfsu", "batbox");

-- sum up the eu capacity of all of them
-- note, in 1.6.2 it's EUCapacity, in 1.5.2 versions it's probably getCapacity or similar
local totalStorage = table.reduce(
  energy:getEUCapacity(),
  function(a, b )
	return a + b
  end
)

print("total storage on network = "..totalStorage)

You can also target things individually:



os.loadAPI("openperipheral")

local noteblocks = openperipheral:new():wrap("noteblock_1", "noteblock_2");
noteblocks.triggerNote()


Or append to a previous list



os.loadAPI("openperipheral")

local chests = openperipheral:new():types("chest"):types("trapped_chest"):wrap("barrel_0"):wrap("something_else_0")
chests.doSomething()


Any function call will return all of the results in a lua table.


Name this file "openperipheral"


local sideNames = rs.getSides()

table.reduce = function (list, fn)
	local acc
	for k, v in ipairs(list) do
		if 1 == k then
			acc = v
		else
			acc = fn(acc, v)
		end
	end
	return acc
end

local openperipheral = {

  -- wrap multiple targets at once
  wrap = function (self, ...)
	local meta = getmetatable(self)
	for k, name in pairs({...}) do
	  table.insert(self.names, name)
	  for k2, methodName in pairs(peripheral.getMethods(name)) do
		meta.__index[methodName] = function (a, ...)
		  local returnVal = {}
		  for k3, pName in pairs(a.names) do
			for k4, mName in pairs(peripheral.getMethods(pName)) do
			  if mName == methodName then
				table.insert(returnVal, peripheral.call(pName, methodName, ...))
			  end
			end
		  end
		  return returnVal
		end
	  end
	end
	return self
  end,

  -- wrap multiple targets by their type
  types = function(self, ...)
	local checkTypes = { ... }
	local addNames = {}
	for k, side in pairs(sideNames) do
	  local sideType = peripheral.getType(side)
	  if sideType == "modem" then
		for k1, remoteName in pairs(peripheral.call(side, "getNamesRemote")) do
		  local remoteType = peripheral.call(side, "getTypeRemote", remoteName)
		  for k2, checkType in pairs(checkTypes) do
			if remoteType == checkType then
			  table.insert(addNames, remoteName)
			end
		  end
		end
	  else
		for k2, checkType in pairs(checkTypes) do
		  if sideType == checkType then
			table.insert(addNames, side)
		  end
		end
	  end
	end

	return self:wrap(unpack(addNames))
  end,

  getNames = function(self)
	return self.names
  end

}

local gmetatable = {
  __index = openperipheral,
  __tostring = function(g) return g:tostring() end,
}

function new()
  local g = {
	names = {}
  }
  setmetatable(g, gmetatable)
  return g
end
Yurij #531
Posted 01 January 1970 - 01:00 AM
A little API I've been messing around with..

Some of you might find this useful. Some of you, I'm sure, will want to rewrite it! I'm not very good at lua.

– SNIP –

Useful and awesome. This will come in handy in future projects
Thanks
Mikeemoo #532
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.2.1-preview5.jar

Another preview build.

Horse armor is available, as well as some other horse stats

eatingHaystack, chestedHorse, hasReproduced, bred, horseType, horseVariant, horseTemper, horseTame, ownerName
Mikeemoo #533
Posted 01 January 1970 - 01:00 AM
Another preview build.

I think i'll do a whole bunch of these. I'm not in a big rush to release for MC 1.6.2, so I'd rather get everything finished off before any official builds!

This one adds "sheepColor" (an integer, should match up to the damage value of wool color)
It also adds "isVillagerZombie" to zombies

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.2.1-preview6.jar
Mikeemoo #534
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.2.1-preview7.jar

Fixed auto-mounting of base openperipheral lua files

2 files should now get auto mounted. the twitter script for the peripheral classes and the API I posted above, named "multiperipheral"
Falesh #535
Posted 01 January 1970 - 01:00 AM
This is an awesome mod!

One query, can you check how many of a specific item is stored an Applied Energistics network? I'm planning to keep certain items always in stock using "requestCrafting" but I haven't figured out how to check how much of a specific item is already in the network.
Yurij #536
Posted 01 January 1970 - 01:00 AM
What does this mean?
http://pastebin.com/1CUwVtiW
from ForgeModLoader-client-0.log
Mikeemoo #537
Posted 01 January 1970 - 01:00 AM
What does this mean?
http://pastebin.com/1CUwVtiW
from ForgeModLoader-client-0.log

It means I've derped!

I'm in the middle of fixing that now, so all of that should disappear (and applied energistics integration will be fixed) in the next preview release :)/>

(They're actually warnings I put in place for myself to stop myself from derping, but I forgot about them!)
Mikeemoo #538
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.2.1-preview8.jar

Added/Fixed up all the Applied Energistics methods - all except requestCrafting, which I'm just kinda hoping is still working..


isFuzzyPreformatted()
getAvailableItems()
getAdvancedMethodsData()
getPreformattedItems()
getStoredItemCount()
getTotalBytes()
getUnusedItemCount()
getTotalItemTypes()
getFreeBytes()
isPreformatted()
listMethods()
containsItemType(temId, dmgValue)
countOfItemType(itemId, dmgValue)
getStoredItemTypes()
canHoldNewItem()
getPriority()
getRemainingItemTypes()
getName()
getUnusedBytes()
getRemainingItemCount()

Russoul #539
Posted 01 January 1970 - 01:00 AM
Can you realese your preview builds for 1.5.2
Mikeemoo #540
Posted 01 January 1970 - 01:00 AM
Can you realese your preview builds for 1.5.2

No
Mikeemoo #541
Posted 01 January 1970 - 01:00 AM
Righto, I'm marking preview8 as a beta now, with the view to release an official build within a couple of weeks.

I'm hoping a few more mods will release 1.6.x versions in that time!
Yurij #542
Posted 01 January 1970 - 01:00 AM
https://dl.dropboxus....1-preview8.jar

Added/Fixed up all the Applied Energistics methods - all except requestCrafting, which I'm just kinda hoping is still working..


isFuzzyPreformatted()
getAvailableItems()
getAdvancedMethodsData()
getPreformattedItems()
getStoredItemCount()
getTotalBytes()
getUnusedItemCount()
getTotalItemTypes()
getFreeBytes()
isPreformatted()
listMethods()
containsItemType(temId, dmgValue)
countOfItemType(itemId, dmgValue)
getStoredItemTypes()
canHoldNewItem()
getPriority()
getRemainingItemTypes()
getName()
getUnusedBytes()
getRemainingItemCount()


Tested a couple of methods on a me chest with a preformated cell named Coal
  • isPreformatted() returns false
  • getName() return noting
  • getPriority() returns 1 while me chest was set to 1024
  • getPreformattedItems() returns nothing
NOTUSEDPLEASEDELETE #543
Posted 01 January 1970 - 01:00 AM
Great mod but I need a 1.4.7 version.
Mikeemoo #544
Posted 01 January 1970 - 01:00 AM
Great mod but I need a 1.4.7 version.

Nope, you need to update!
SierraNine #545
Posted 01 January 1970 - 01:00 AM
Love the mod, and LOVE the glasses…

I am getting differing names for items from an AE system through OpenPeripherals using getAvailableItems(), depending on SSP or SMP.

On both SSP and SMP, the rawname for each is appeng.materials.quartzcrystal and appeng.materials.quartzdust.

On SSP the names are Certus Quartz and Certus Quartz Dust respectively.

On SMP the names are AppEng.Materials.QuartzCrystal.name and AppEng.Materials.QuartzDust.name

Please note the case is different from the raw name on SMP.

Similar issues with ic2.blockOreTin and ic2.block.OreCopper, etc. Fine on SSP, not on SMP.

Minecraft 1.6.2
Forge 1.6.2-Forge9.10.0.789

AE rv11-e
OpenPeripherals 0.2.1 preview 8

Thanks in advance!
Mikeemoo #546
Posted 01 January 1970 - 01:00 AM
http://www.youtube.com/watch?v=u5iqTBGyIdo

New idea I've been working on.

Not sure yet if this is going as a standalone mod or part of OpenPeripheral…
Yurij #547
Posted 01 January 1970 - 01:00 AM
[media]http://www.youtube.com/watch?v=u5iqTBGyIdo[/media]

New idea I've been working on.

Not sure yet if this is going as a standalone mod or part of OpenPeripheral…

YES!!! This is awesome!!
Thief^ #548
Posted 01 January 1970 - 01:00 AM
This is an awesome mod!

One query, can you check how many of a specific item is stored an Applied Energistics network? I'm planning to keep certain items always in stock using "requestCrafting" but I haven't figured out how to check how much of a specific item is already in the network.

Can we get some new AE methods? getStoredItemCount(itemstack), getStoredItemTypes() (returning a table of itemstacks), getCraftableItemTypes() (returning a table of itemstacks), getPendingCraftingCount(itemStack) ?

I would also like to use OP to make AE automatically keep X of an item in stock, but without the ability to at least query how many of the item are stored and pending crafting I can't do this…
Thief^ #549
Posted 01 January 1970 - 01:00 AM
It can be done manually, using an ME interface, precision export bus in crafting mode set to only work while not receiving a redstone signal, and a level emitter set to emit redstone at or above the level you want to keep the item at.

But a single computer to manage multiple items would be a lot smaller.
theoriginalbit #550
Posted 01 January 1970 - 01:00 AM
Hey Mikeemoo,

Just curious, if possible is there any plans to be able to add the terminal glasses onto helmets, so we can still get our armour points but also be able to use the awesome features of the HUD?

— BIT
Mikeemoo #551
Posted 01 January 1970 - 01:00 AM
Hey Mikeemoo,

Just curious, if possible is there any plans to be able to add the terminal glasses onto helmets, so we can still get our armour points but also be able to use the awesome features of the HUD?

— BIT

It's integrated with modular powersuits, so you can use that helmet.

I might consider adding it to vanilla helmets at some point :)/>
theoriginalbit #552
Posted 01 January 1970 - 01:00 AM
It's integrated with modular powersuits, so you can use that helmet.

I might consider adding it to vanilla helmets at some point :)/>
That one's banned on the server I'm on… damn… haha.
Any chance with a gravi? ;)/> xP
DeweySalt #553
Posted 01 January 1970 - 01:00 AM
The terminal glasses are awesome! It'd be nice though if there was a getScreenHeight and getScreenWidth function so that I could orientate things to other parts of the screen rather than the top left. Also with the "chat_command" event, it'd be nice if it gave the player who issued the command.
theoriginalbit #554
Posted 01 January 1970 - 01:00 AM
It'd be nice though if there was a getScreenHeight and getScreenWidth function
This has been asked several times, each time being rejected as it is hard to do in a multiuser environment, since each user can have different screen sizes.

Also with the "chat_command" event, it'd be nice if it gave the player who issued the command.
It does… http://puu.sh/3HAId.png
GothicMage #555
Posted 01 January 1970 - 01:00 AM
Show me that server has forbidden powerarmor instead of imbalanced GraviSuit
DeweySalt #556
Posted 01 January 1970 - 01:00 AM
It'd be nice though if there was a getScreenHeight and getScreenWidth function
This has been asked several times, each time being rejected as it is hard to do in a multiuser environment, since each user can have different screen sizes.

Also with the "chat_command" event, it'd be nice if it gave the player who issued the command.
It does… http://puu.sh/3HAId.png

Ah, I understand, but would it still be possible to change the XY orientation to a certain corner of the screen?

And with the "chat_command" event sorry about that, I didn't think to look at all the params it gave.
Engineer #557
Posted 01 January 1970 - 01:00 AM
Ah, I understand, but would it still be possible to change the XY orientation to a certain corner of the screen?

Of course you can, the only thing is that it is hardcoded, because you dont know the width of the screen or anything. Top left is just because it is the most logical thing to do.
DeweySalt #558
Posted 01 January 1970 - 01:00 AM
Ah, I understand, but would it still be possible to change the XY orientation to a certain corner of the screen?

Of course you can, the only thing is that it is hardcoded, because you dont know the width of the screen or anything. Top left is just because it is the most logical thing to do.

I was suggesting that it be added into the mod itself, like a changeOrientation() function, that'll change the XY orientation to a certain corner of the screen
Wouto1997 #559
Posted 01 January 1970 - 01:00 AM
Here's what I did with it: (image too big, here's link)

and the script for it:


-- popup box color settings
popupdarkcolor = 0x0000AA
popuplightcolor = 0x5555FF
popupopacity1 = 0.5
popupopacity2 = 0.5
-- popup location
popupx = 10
popupy = 10
-- first word to check for, for adding a message
checkword = "addmsg"
-- text colors
namecolor = 0xFFFF55
nameshadowcolor = 0x3F3F15
messagecolor = 0xFFFFFF
messageshadowcolor = 0x3F3F3F
-- peripherals locations
chatboxlocation = "top"
glassesbridgelocation = "right"
rednetlocation = "left"

p = peripheral.wrap(glassesbridgelocation)
chat = peripheral.wrap(chatboxlocation)
rednet.open("left")
function split(pString, pPattern)
   local Table = {}  -- NOTE: use {n = 0} in Lua-5.0
   local fpat = "(.-)" .. pPattern
   local last_end = 1
   local s, e, cap = pString:find(fpat, 1)
   while s do
		  if s ~= 1 or cap ~= "" then
		  table.insert(Table,cap)
		  end
		  last_end = e+1
		  s, e, cap = pString:find(fpat, last_end)
   end
   if last_end <= #pString then
		  cap = pString:sub(last_end)
		  table.insert(Table, cap)
   end
   return Table
end

players = {}
msgs = {}
function checkMsg(msg)
  local checkvar = split(msg, " ")
  local taskmsg = ""
  if checkvar[1]==checkword then
    for i=2,#checkvar,1 do
	  taskmsg = taskmsg..checkvar[i].." "
    end
    return taskmsg
  end
  return false
end
function clear()
  p.clear()
end
function popup(x, y, width, height)
  local mbox = p.addGradientBox(x, y, width, height, popuplightcolor, popupopacity1, popupdarkcolor, popupopacity2, 2)
end
function getStringWidth(str)
  return p.getStringWidth(str)
end
p.clear()
while true do
  repeat
    event = {os.pullEvent()}
  until event[1]=="chat" or event[1]=="rednet_message"
  player = ""
  msg = ""
  if event[1]=="chat" then
    player = event[2]
    msg = event[3]
  elseif event[1]=="rednet_message" then
    player = "computer-"..event[2]
    msg = event[3]
  end
  p.clear()
  msg = checkMsg(msg)
  if not msg==false then
    msg = "   "..msg
    p.clear()
    player = " "..player..": "
    hasset = false
    for i=1,5,1 do
	  if msgs[i]==nil then
	   msgs[i]=msg
	   players[i]=player
	   hasset = true
	   break
	  end
    end
    if not hasset then
	  for i=2,5,1 do
	    msgs[i-1] = msgs[i]
	    players[i-1] = players[i]
	  end
	  msgs[5] = msg
	  players[5] = player
    end
    dw = 0
    for i=1,#players,1 do
	  if getStringWidth(players[i]) > dw then dw=getStringWidth(players[i]) end
	  if getStringWidth(msgs[i]) > dw then dw = getStringWidth(msgs[i]) end
    end
    dw = dw + 4
    dh = #msgs * 20
    dh = dh + 4
    popup(popupx, popupy, dw, dh)
    for i=1,#players,1 do
	  yoffset = 20*(i-1)
	  local shadowname = p.addText(13, yoffset+13, players[i], nameshadowcolor)
	  local name = p.addText(12, yoffset+12, players[i], namecolor)
	  local shadowmsg = p.addText(13, yoffset+23, msgs[i], messageshadowcolor)
	  local rmsg = p.addText(12, yoffset+22, msgs[i], messagecolor)
	  shadowname.setZIndex(1)
	  shadowmsg.setZIndex(1)
	  rmsg.setZIndex(2)
	  name.setZIndex(2)
    end
  end
end
GothicMage #560
Posted 01 January 1970 - 01:00 AM
OpenBlocks? What does that mean?
dorky106 #561
Posted 01 January 1970 - 01:00 AM
How do I get how much liquid is in a Iron/Steel tank?

This is what I have, but it doesnt work.
When I add a side to getTanks, its just a bunch of randoms numbers and letters.

ST = peripheral.wrap("steel_tank_valve_1")
local tableinfo = ST.getTanks
for key, value in pairs(tableinfo) do
  print(key .. " = " .. tostring(value))
end
Thief^ #562
Posted 01 January 1970 - 01:00 AM
You forgot to put "()" on the end of getTanks(). Without the () you are trying to print the function out, instead of calling it and printing its results!
dorky106 #563
Posted 01 January 1970 - 01:00 AM
I'm trying with the () and parameters, but I'm just getting random letters and numbers
Mikeemoo #564
Posted 01 January 1970 - 01:00 AM
I'm trying with the () and parameters, but I'm just getting random letters and numbers


ST = peripheral.wrap("steel_tank_valve_1")
local tankList = ST.getTanks("unknown")
for key, tank in pairs(tankList) do
  for k2, value in pairs(tank) do
    print(k2.. " = " .. tostring(value))
  end
end
dorky106 #565
Posted 01 January 1970 - 01:00 AM
alright got it all working :D/>
Lego Stax #566
Posted 01 January 1970 - 01:00 AM
The Terminal Glasses are AMAZING! I'm thinking about adding in Terminal Glasses support for my coming OS.
KaoS #567
Posted 01 January 1970 - 01:00 AM
rather than a setOrigin(sCorner) command a setScale(xScale,yScale) and translate(x,y) would be amazing so to move the origin to the bottom left you would just say

glass.translate(0,screenHeight)
glass.setScale(1,-1)

although I suppose since we can't get the current screen height without manually checking it and adding it to the code it wouldn't be perfect…
macdude #568
Posted 01 January 1970 - 01:00 AM
I get an error when trying to install/run the mod like the following:


Caused by: java.lang.NoSuchMethodError: argo.jdom.JsonNode.getFieldList()Ljava/util/List;
    at openperipheral.common.definition.DefinitionJsonMethod.<init>(DefinitionJsonMethod.java:79)
    at openperipheral.common.definition.DefinitionJsonClass.<init>(DefinitionJsonClass.java:29)
    at openperipheral.common.definition.DefinitionJsonMod.<init>(DefinitionJsonMod.java:25)
    at openperipheral.common.definition.DefinitionManager.load(DefinitionManager.java:26)
    at openperipheral.OpenPeripheral.init(OpenPeripheral.java:167)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494) 
Russoul #569
Posted 01 January 1970 - 01:00 AM
Hey ! I have a little question . How does your remote work ? How did you pass a distanse check ? I thought you were using a fakeplayer but i did not find it in your classes
TorakTu #570
Posted 01 January 1970 - 01:00 AM
I just nabbed your OpenPeripherals BETA.. TY TY TY :D/>
Mikeemoo #571
Posted 01 January 1970 - 01:00 AM
I get an error when trying to install/run the mod like the following:


Caused by: java.lang.NoSuchMethodError: argo.jdom.JsonNode.getFieldList()Ljava/util/List;
	at openperipheral.common.definition.DefinitionJsonMethod.<init>(DefinitionJsonMethod.java:79)
	at openperipheral.common.definition.DefinitionJsonClass.<init>(DefinitionJsonClass.java:29)
	at openperipheral.common.definition.DefinitionJsonMod.<init>(DefinitionJsonMod.java:25)
	at openperipheral.common.definition.DefinitionManager.load(DefinitionManager.java:26)
	at openperipheral.OpenPeripheral.init(OpenPeripheral.java:167)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:606)
	at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)

Are you trying to install a 1.5.2 mod on 1.6.2 minecraft?

Hey ! I have a little question . How does your remote work ? How did you pass a distanse check ? I thought you were using a fakeplayer but i did not find it in your classes

Magic :)/>
Lord_Spelunky #572
Posted 01 January 1970 - 01:00 AM
I get an error when trying to install/run the mod like the following:


Caused by: java.lang.NoSuchMethodError: argo.jdom.JsonNode.getFieldList()Ljava/util/List;
	at openperipheral.common.definition.DefinitionJsonMethod.<init>(DefinitionJsonMethod.java:79)
	at openperipheral.common.definition.DefinitionJsonClass.<init>(DefinitionJsonClass.java:29)
	at openperipheral.common.definition.DefinitionJsonMod.<init>(DefinitionJsonMod.java:25)
	at openperipheral.common.definition.DefinitionManager.load(DefinitionManager.java:26)
	at openperipheral.OpenPeripheral.init(OpenPeripheral.java:167)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:606)
	at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)

Are you trying to install a 1.5.2 mod on 1.6.2 minecraft?

Hey ! I have a little question . How does your remote work ? How did you pass a distanse check ? I thought you were using a fakeplayer but i did not find it in your classes

Magic :)/>
Mikeemoo, there is no way to craft thin wire on 1.6.2 version of open peripheral? or is there not meant to be? if so then I think that is a little under-powered and you have to find it in dungeon chests
Russoul #573
Posted 01 January 1970 - 01:00 AM
No ! No magic . I found that . But it's too complicated for me :(/>
rawritsdan #574
Posted 01 January 1970 - 01:00 AM
Does anybody know what the size I should set the terminal glasses box to so it will just cover the screen?
PixelToast #575
Posted 01 January 1970 - 01:00 AM
Does anybody know what the size I should set the terminal glasses box to so it will just cover the screen?
it depends on the client's windows :(/>
theoriginalbit #576
Posted 01 January 1970 - 01:00 AM
Hey Mikeemoo,

I've had an idea which would allow for a nice way of adding in multiuser support and allowing us to know the users screen size.

SpoilerAs it currently stands we have access to getting a user list, however this is not very useful to us as there is nothing we can do with that information, since we cannot do different GUIs for each person.

So I propose the following:

——————————————————————————–
STANDARD API

addText
Adds text to all terminal glasses

addText( xPos, yPos, text, color, opacity )
NOTE: Also, opacity would be nice? :D/>

addBox
Adds a box to all terminal glasses

addBox( xPos, yPos, width, height, color, opacity )

clear
functions normally, clears all objects from all terminal glasses

getUsers
returns a key/value pair table containing the username (key) and the glasses id (value) of all connected glasses

resetGuid
functions normally

getStringWidth
works normally, although I think this could be deprecated because of the getWidth on the text object

getGlasses
returns an object of the glasses for the supplied key (see next section for more details)

local users = bridge.getUsers()
local myGlasses = bridge.getGlasses( users.theoriginalbit )
local otherGlasses = bridge.getGlasses( users.someotheruser )

——————————————————————————–
MULTIUSER SUPPORT

The below functions are all contained within the object returned from the getGlasses function

getScreenSize || getSize
gets the wearing users minecraft screen width and height

addText
works the same as the default except only adds text for these glasses

addBox
works the same as the default except only adds a box for these glasses

clear
works the same as the default except only clears these glasses

getUsername
returns the username of the wearer

getID
returns the id of the glasses

——————————————————————————–

I believe that the above changes would benefit the mod as a whole, and also allow for more
advanced programs that require only one computer and one terminal bridge to support a large
amount of users.

Also I do have a project in mind that would benefit greatly from being able to run a large
`team` of user's HUD from the one computer on collaborative tasks as opposed to setting up
some form of secure communications network.

Tell me what you think

— BIT

EDIT: Changed one of the functions, was kinda stupid xD I don't know what I was thinking @ 2 in the morning… much better now…
Edited by
MudkipTheEpic #577
Posted 01 January 1970 - 01:00 AM
Hey Mikeemoo,

I've had an idea which would allow for a nice way of adding in multiuser support and allowing us to know the users screen size.

SpoilerAs it currently stands we have access to getting a user list, however this is not very useful to us as there is nothing we can do with that information, since we cannot do different GUIs for each person.

So I propose the following:

——————————————————————————–
STANDARD API

addText
Adds text to all terminal glasses

addText( xPos, yPos, text, color, opacity )
NOTE: Also, opacity would be nice? :D/>/>

addBox
Adds a box to all terminal glasses

addBox( xPos, yPos, width, height, color, opacity )

clear
functions normally, clears all objects from all terminal glasses

getUsers
returns a key/value pair table containing the username (key) and the glasses id (value) of all connected glasses

resetGuid
functions normally

getStringWidth
works normally, although I think this could be deprecated because of the getWidth on the text object

getGlasses
returns an object of the glasses for the supplied key (see next section for more details)

local users = bridge.getUsers()
local myGlasses = bridge.getGlasses( users.theoriginalbit )
local otherGlasses = bridge.getGlasses( users.someotheruser )

——————————————————————————–
MULTIUSER SUPPORT

The below functions are all contained within the object returned from the getGlasses function

getScreenWidth
gets the wearing users minecraft screen width

getScreenHeight
gets the wearing users minecraft screen height

addText
works the same as the default except only adds text for these glasses

addBox
works the same as the default except only adds a box for these glasses

clear
works the same as the default except only clears these glasses

getUsername
returns the username of the wearer

getID
returns the id of the glasses

——————————————————————————–

I believe that the above changes would benefit the mod as a whole, and also allow for more
advanced programs that require only one computer and one terminal bridge to support a large
amount of users.

Also I do have a project in mind that would benefit greatly from being able to run a large
`team` of user's HUD from the one computer on collaborative tasks as opposed to setting up
some form of secure communications network.

Tell me what you think

— BIT

Oh I'll tell you what I think…

It's….

It's……

Brilliant!

I think this would be a great way to handle multiusers. Maybe a gui_resize event with the user's name as a parameter, sorta like the monitor_resize event?
Thib0704 #578
Posted 01 January 1970 - 01:00 AM
Hey Mikeemoo,

I've had an idea which would allow for a nice way of adding in multiuser support and allowing us to know the users screen size.

SpoilerAs it currently stands we have access to getting a user list, however this is not very useful to us as there is nothing we can do with that information, since we cannot do different GUIs for each person.

So I propose the following:

——————————————————————————–
STANDARD API

addText
Adds text to all terminal glasses

addText( xPos, yPos, text, color, opacity )
NOTE: Also, opacity would be nice? :D/>

addBox
Adds a box to all terminal glasses

addBox( xPos, yPos, width, height, color, opacity )

clear
functions normally, clears all objects from all terminal glasses

getUsers
returns a key/value pair table containing the username (key) and the glasses id (value) of all connected glasses

resetGuid
functions normally

getStringWidth
works normally, although I think this could be deprecated because of the getWidth on the text object

getGlasses
returns an object of the glasses for the supplied key (see next section for more details)

local users = bridge.getUsers()
local myGlasses = bridge.getGlasses( users.theoriginalbit )
local otherGlasses = bridge.getGlasses( users.someotheruser )

——————————————————————————–
MULTIUSER SUPPORT

The below functions are all contained within the object returned from the getGlasses function

getScreenWidth
gets the wearing users minecraft screen width

getScreenHeight
gets the wearing users minecraft screen height

addText
works the same as the default except only adds text for these glasses

addBox
works the same as the default except only adds a box for these glasses

clear
works the same as the default except only clears these glasses

getUsername
returns the username of the wearer

getID
returns the id of the glasses

——————————————————————————–

I believe that the above changes would benefit the mod as a whole, and also allow for more
advanced programs that require only one computer and one terminal bridge to support a large
amount of users.

Also I do have a project in mind that would benefit greatly from being able to run a large
`team` of user's HUD from the one computer on collaborative tasks as opposed to setting up
some form of secure communications network.

Tell me what you think

— BIT
That is a GREAT Idea !
Spaceshipable #579
Posted 01 January 1970 - 01:00 AM
Hey, I get this error with the most recent version of modular power suits:

http://pastebin.com/jZpA98ks
Spaceshipable #580
Posted 01 January 1970 - 01:00 AM
literally just noticed the MPS fix DL - testing now
Mikeemoo #581
Posted 01 January 1970 - 01:00 AM
For the very latest few releases of MPS, use this build;

https://dl.dropboxusercontent.com/u/4295615/OpenPeripheral-0.1.11.jar

which just disables the MPS integration
Kye_Duo #582
Posted 01 January 1970 - 01:00 AM
Do you think you could create a wireless periph? not one that can attach to any periph like the other wireless periph mod but an Tx/Rx pair. One that would allow for wireless sensors (or other periphs) without worrying, too much, about people using it to hack into other peoples setups.
sjonky #583
Posted 01 January 1970 - 01:00 AM
Could you add the ability to get information about the server, like usernames of the players currently online, how many slots there are, MOTD. Stuff like that? Reason why is because it would be cool to have a program see if im online, and if not turn off some of the stuff i dont need to have running in my base.
Davered00 #584
Posted 01 January 1970 - 01:00 AM
Some extra functionality suggestions for the Terminal Glasses and its bridge:
  1. Can you add methods for reading player info, such as health, hunger, and coordinates? I don't know if another peripheral mod currently does this.
  2. Can you create an advanced PIM-type device that is always linked with the player inventory? I know I personally would love to be able to constantly pull out ores and resupply torches directly to my inventory, while mining, for instance.
  3. Can you possibly add some sort of player teleport device that works like the command block commands? Maybe have it require fuel or something to operate, based on the teleport distance? Although this might start to be overpowered, I would love to be able to use Terminal Glasses commands to recall home, on the fly.
rawritsdan #585
Posted 01 January 1970 - 01:00 AM
Does anybody know what the size I should set the terminal glasses box to so it will just cover the screen?
it depends on the client's windows :(/>
Damn! Found out my size by trial and error…
Jappards #586
Posted 01 January 1970 - 01:00 AM
what about when you wrap the ME controller that it gives you access to all peripherals in the entire ME network?
so you can do like:
Spoiler

local Con = peripheral.wrap("back")--the ME controller
local Mechest = peripheral.wrap("Con.MEchest.1")--the 1st ME chest connected to the ME network
local InvName = MEchest.getInvName()
print(InvName)
you would also be able to do Con.MEchest.1.getInvName().
It would be really powerfull and hard to code thought, and you wouldn`t need any networking cable and wired modems.
macdude #587
Posted 01 January 1970 - 01:00 AM
I get an error when trying to install/run the mod like the following:


Caused by: java.lang.NoSuchMethodError: argo.jdom.JsonNode.getFieldList()Ljava/util/List;
	at openperipheral.common.definition.DefinitionJsonMethod.<init>(DefinitionJsonMethod.java:79)
	at openperipheral.common.definition.DefinitionJsonClass.<init>(DefinitionJsonClass.java:29)
	at openperipheral.common.definition.DefinitionJsonMod.<init>(DefinitionJsonMod.java:25)
	at openperipheral.common.definition.DefinitionManager.load(DefinitionManager.java:26)
	at openperipheral.OpenPeripheral.init(OpenPeripheral.java:167)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:606)
	at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)

Are you trying to install a 1.5.2 mod on 1.6.2 minecraft?

Nope it is definitely 1.5.2 with a ftbserver.jar file.
KaoS #588
Posted 01 January 1970 - 01:00 AM
I don't think it's meant to be used in SMP. Odds are I'm wrong though, too tired to think
rawritsdan #589
Posted 01 January 1970 - 01:00 AM
Is there currently a way to send commands directly to the player? I know you can populate a table with users already.
macdude #590
Posted 01 January 1970 - 01:00 AM
I don't think it's meant to be used in SMP. Odds are I'm wrong though, too tired to think

Why might that make a difference?
KaoS #591
Posted 01 January 1970 - 01:00 AM
uh ftbserver==SMP right?
macdude #592
Posted 01 January 1970 - 01:00 AM
uh ftbserver==SMP right?

Yes it is indeed multiplayer but OpenPeripheral works on servers does it not?
Mikeemoo #593
Posted 01 January 1970 - 01:00 AM
OpenPeripheral both SMP and SSP
macdude #594
Posted 01 January 1970 - 01:00 AM
OpenPeripheral both SMP and SSP

I thought so. Any ideas what might cause the error?



Caused by: java.lang.NoSuchMethodError: argo.jdom.JsonNode.getFieldList()Ljava/util/List;
        at openperipheral.common.definition.DefinitionJsonMethod.<init>(DefinitionJsonMethod.java:79)
        at openperipheral.common.definition.DefinitionJsonClass.<init>(DefinitionJsonClass.java:29)
        at openperipheral.common.definition.DefinitionJsonMod.<init>(DefinitionJsonMod.java:25)
        at openperipheral.common.definition.DefinitionManager.load(DefinitionManager.java:26)
        at openperipheral.OpenPeripheral.init(OpenPeripheral.java:167)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
        at java.lang.reflect.Method.invoke(Method.java:606)
        at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
Mikeemoo #595
Posted 01 January 1970 - 01:00 AM
Are you actually running an FTB pack?

argo.jdom.JsonNode is distributed with forge/fml, and used by then I believe.

Can you tell me exactly which version of forge and which version of OpenPeripheral you're using?
macdude #596
Posted 01 January 1970 - 01:00 AM
Are you actually running an FTB pack?

argo.jdom.JsonNode is distributed with forge/fml, and used by then I believe.

Can you tell me exactly which version of forge and which version of OpenPeripheral you're using?

Yes most recent ftb server pack, forge:

Forge Mod Loader version 5.2.23.737 for Minecraft 1.5.2

and OpenPeripheral 0.1.9.
btbenedi #597
Posted 01 January 1970 - 01:00 AM
I saw in another thread that a bug with Command Blocks was mentioned where peripheral.getMethods(side) was returning "listMethods" instead of "getCommand,setCommand,runCommand" and you (edit: Mikeemo) noted that it would be fixed the in the next release. We are currently running 0.1.9 and this bug exists.

The next release, 0.2.0, after you mentioned this, went from minecraft version 1.5 to 1.6.

Since FTB is using OP and will be 1.5 for a little bit, is it possible to get a release that is 1.5.2 compatible that contains this fix? It would be greatly appreciated since the server I am an Admin on is switching from FTB Ultimate to FTB Unleashed, we would love to include OP obviously (I mean Glass?! seriously, that's epic) and we would hate to exclude OP just for this little bug.

We are planning on using command blocks as proximity sensors on the server using a dynamic /testfor command.
a1fonzo #598
Posted 01 January 1970 - 01:00 AM
Is there a way to specify the priority of a layer (ex you have two boxes on top of one another and you want one to always be on top of another)? With my current program it switches every second or so, not sure if this is a bug, coding error, or if there is actually a way to do what I want.
KaoS #599
Posted 01 January 1970 - 01:00 AM
Is there a way to specify the priority of a layer (ex you have two boxes on top of one another and you want one to always be on top of another)? With my current program it switches every second or so, not sure if this is a bug, coding error, or if there is actually a way to do what I want.

box.setZIndex(zindex)
a1fonzo #600
Posted 01 January 1970 - 01:00 AM

box.setZIndex(zindex)

Ah, ok thank you
Darvid #601
Posted 01 January 1970 - 01:00 AM
Hey, I'm attempting to read the tank levels of a buildcraft machine (a squeezer to be exact), and so I'm trying to use the getTanks method, but when I attempt to run it, I'm told it requires a parameter, and I can't find out what it wants. I know it needs a string, but beyond that I can't tell what it wants passed to it, I can't find any documentation to help me, and the one video I found that briefly touched on this topic was interfacing with a tank, and he passed it "unknown", which does not work in my situation. Can anyone advise me on what I'm supposed to pass the function? Or preferably tell me where to find the info myself.
KaoS #602
Posted 01 January 1970 - 01:00 AM
getTanks needs a side I believe. Please take a look here for all your documentation needs. Mikee did a very good job on the documentation I think
Woodside235 #603
Posted 01 January 1970 - 01:00 AM
Also, at the moment I'm very aware that this is overpowered considering it costs nothing! I'll probably add a way for it to sink some resources. It'll probably be something like.. you drop redstone onto the computer and it'll give you a few thousand credits you can use for api calls.

If you do this can you add an option to turn it off for creative mode?
Also, this mod is freaking brilliant.
Darvid #604
Posted 01 January 1970 - 01:00 AM
getTanks needs a side I believe. Please take a look here for all your documentation needs. Mikee did a very good job on the documentation I think

You sir are a lifesaver, both for the advice and the link, thank you. Funny thing, I had actually found that site before, but didn't understand how it was formatted, I get it now.
Heavens #605
Posted 01 January 1970 - 01:00 AM
I also do have a question about tanks especially about the Railcraft ones.
I've already made a topic over at ask a pro:
Spoiler
Hello everyone :)/>
I'm having a little trouble getting tank data from a Railcraft Iron Tank filled with water.

The following code only gives me 1, 0 if I write the table to a monitor.


local ironTankValve = peripheral.wrap("back")
local monitor = peripheral.wrap("top")
local tableInfo = ironTankValve.getTanks("back")

for k, v in pairs(tableInfo) do
  monitor.write(k, v)
end

Am I doing something wrong? I've done some coding but I never really wrapped my head around the whole table thing but my code should print out all the data in the tanks table right?

Any help is appreciated :D/>

The documentation for an IronTankValve peripheral:
Spoiler

local ironTankValve = peripheral.wrap("left")
getTanks() Get information about an internal tank inside the block

local tableInfo = ironTankValve.getTanks(side)
for key, value in pairs(tableInfo) do
  print(key .. " = " .. tostring(value))
end

Am I doing something wrong or is there a bug with those tanks?
When I write the table to a monitor all I get is 1,0.

Thanks :)/>
KaoS #606
Posted 01 January 1970 - 01:00 AM

monitor.write(k, v)
should be

monitor.write(k.." - "..v)
because write does not accept multiple params
Mikeemoo #607
Posted 01 January 1970 - 01:00 AM
I also do have a question about tanks especially about the Railcraft ones.
I've already made a topic over at ask a pro:
Spoiler
Hello everyone :)/>
I'm having a little trouble getting tank data from a Railcraft Iron Tank filled with water.

The following code only gives me 1, 0 if I write the table to a monitor.


local ironTankValve = peripheral.wrap("back")
local monitor = peripheral.wrap("top")
local tableInfo = ironTankValve.getTanks("back")

for k, v in pairs(tableInfo) do
  monitor.write(k, v)
end

Am I doing something wrong? I've done some coding but I never really wrapped my head around the whole table thing but my code should print out all the data in the tanks table right?

Any help is appreciated :D/>

The documentation for an IronTankValve peripheral:
Spoiler

local ironTankValve = peripheral.wrap("left")
getTanks() Get information about an internal tank inside the block

local tableInfo = ironTankValve.getTanks(side)
for key, value in pairs(tableInfo) do
  print(key .. " = " .. tostring(value))
end

Am I doing something wrong or is there a bug with those tanks?
When I write the table to a monitor all I get is 1,0.

Thanks :)/>

Hover over parameters in the documentation.

"side" should be a global side ("north", "south", "east", "west", "up" or "down")
Heavens #608
Posted 01 January 1970 - 01:00 AM
I'm sorry but I'm kinda lost here :D/>

With your line I get:

watertank:6 attempt to concatenate string and table

So basically it's a table inside a table? Which puts me back to the problem of not understanding how to handle tables -.-
Note to self: read a book on tables
Zudo #609
Posted 01 January 1970 - 01:00 AM
Yay, I named the 'Advanced Combat Processor' :)/>
lendrick #610
Posted 01 January 1970 - 01:00 AM
I'm running OpenPeripheral in FTB Unleashed, and I'm trying to build a mob defense system. I find the proximity sensor very useful for this, but it would be a bit easier to work with if there were an isHostile() function (perhaps also isNeutral()). Right now I have to program it specifically by mob name, and it would be nice if it just worked on all hostile entities. Is that something that would be doable?
DarkEspeon #611
Posted 01 January 1970 - 01:00 AM

local ironTankValve = peripheral.wrap("back")
local monitor = peripheral.wrap("top")
local tableInfo = ironTankValve.getTanks("back")

for k, v in pairs(tableInfo) do
  monitor.write(k, v)
end

Try this

local ironTankValve = peripheral.wrap("back")
local monitor = peripheral.wrap("top")
local tableInfo = ironTankValve.getTanks("unknown")

for k, v in pairs(tableInfo) do
  for x, y in pairs(v) do
	monitor.write(k .. ":" .. x .. ":" .. y)
  end
end
use unknown for getTanks so it doesn't matter, it will just get the tanks no matter what.
AlFox #612
Posted 01 January 1970 - 01:00 AM
Hi, Mikeemoo!
Can you give a pastebin of this video?
https://www.youtube.com/watch?v=mpDSdBWtHbA
Nathan1852 #613
Posted 01 January 1970 - 01:00 AM
Does the .getTanks("unknown") still work in 1.6.2 for Endertanks?
I couldn't get it to work

Also nothing relatet to Forestry will work…
lefty #614
Posted 01 January 1970 - 01:00 AM
Does anyone else get an smp crash on startup: testing 0.1.10/0.1.11 because of mps
http://pastebin.com/uDsqDnNf ?
KiwiUSA #615
Posted 01 January 1970 - 01:00 AM
Hi all, new here so apologies if I missed something in the thread.

Is there a way to measure the "Network Saturation" of a Thermal Expansion Redstone Energy Conduit?


http://thermalexpans....com/Multimeter
btbenedi #616
Posted 01 January 1970 - 01:00 AM
I saw in another thread that a bug with Command Blocks was mentioned where peripheral.getMethods(side) was returning "listMethods" instead of "getCommand,setCommand,runCommand" and you (edit: Mikeemo) noted that it would be fixed the in the next release. We are currently running 0.1.9 and this bug exists.

The next release, 0.2.0, after you mentioned this, went from minecraft version 1.5 to 1.6.

Since FTB is using OP and will be 1.5 for a little bit, is it possible to get a release that is 1.5.2 compatible that contains this fix? It would be greatly appreciated since the server I am an Admin on is switching from FTB Ultimate to FTB Unleashed, we would love to include OP obviously (I mean Glass?! seriously, that's epic) and we would hate to exclude OP just for this little bug.

We are planning on using command blocks as proximity sensors on the server using a dynamic /testfor command.

Could I get an answer to this please? :)/> It would be greatly appreciated!
Mikeemoo #617
Posted 01 January 1970 - 01:00 AM
I saw in another thread that a bug with Command Blocks was mentioned where peripheral.getMethods(side) was returning "listMethods" instead of "getCommand,setCommand,runCommand" and you (edit: Mikeemo) noted that it would be fixed the in the next release. We are currently running 0.1.9 and this bug exists.

The next release, 0.2.0, after you mentioned this, went from minecraft version 1.5 to 1.6.

Since FTB is using OP and will be 1.5 for a little bit, is it possible to get a release that is 1.5.2 compatible that contains this fix? It would be greatly appreciated since the server I am an Admin on is switching from FTB Ultimate to FTB Unleashed, we would love to include OP obviously (I mean Glass?! seriously, that's epic) and we would hate to exclude OP just for this little bug.

We are planning on using command blocks as proximity sensors on the server using a dynamic /testfor command.

Could I get an answer to this please? :)/> It would be greatly appreciated!

Is/will be fixed in 1.6.2. I wont be backporting the fix to 1.5.2 though.
lefty #618
Posted 01 January 1970 - 01:00 AM
Is/will be fixed in 1.6.2. I wont be backporting the fix to 1.5.2 though.
What about the smp startup crash? :/ http://pastebin.com/uDsqDnNf
Frederikam #619
Posted 01 January 1970 - 01:00 AM
I'm having a bit of problem with the colors on the terminal glasses, I.E. if i type in;


terminalGlassesBridge.addText(0, 0, "Hello World", 1)

The text color is black, where '1' would normally stand for white. If I would be to use 32768 instead of 1 I would get green text, where 32768 is black.

Also every time I clear the glasses to rewrite a line I get a flicking effect, is there any way to avoid that? I'm using code similar to this;


glasses = peripheral.wrap("left")
while true do
    glasses.clear()
    glasses.addText(0, 0, "Hello World", 1)
    os.sleep(0.5)
end
theoriginalbit #620
Posted 01 January 1970 - 01:00 AM
The text color is black, where '1' would normally stand for white. If I would be to use 32768 instead of 1 I would get green text, where 32768 is black.
That is because this does not use the ComputerCraft/minecraft colouring system of just 16 colours…. you can have all 16,777,216 colours (256^3, rgb, I'm ignoring alpha)… this is because it uses the HEX colour system where the colour is formatted as #RRGGBB… each set of two is a hex number between 00 (dec 0) and FF (dec 255)… I've created a useful function if you know some RGB values that converts from RGB into hex…



local function rgbToHex( _r, _g, _b )
  return bit.bor(bit.blshift(bit.bor(bit.blshift(_r, 8), _g), 8), _B)/>/>/>
end

Also every time I clear the glasses to rewrite a line I get a flicking effect, is there any way to avoid that?
Don't clear it! If you store the returned object from the addText/addBox call there are setters for it that allow you to change it without causing a flicker
Mikeemoo #621
Posted 01 January 1970 - 01:00 AM
Is/will be fixed in 1.6.2. I wont be backporting the fix to 1.5.2 though.
What about the smp startup crash? :/ http://pastebin.com/uDsqDnNf

It's looking unlikely I'll be fixing that due to it causing such a tiny tiny tiny percentage of people an issue (I've had that bug reported around 4 times over ~1.7 million installs). The bit that's calling that is a real core part and not easily fixed, and I can't get to the bottom of what's causing it. All I can recommend for the time being is removing the mod.

It's not relevant in 1.6.2 versions

If I get time, I'll look into it, but it's not high on my priority list right now (my sisters wedding tomorrow is higher! :)/>)
Frederikam #622
Posted 01 January 1970 - 01:00 AM
The text color is black, where '1' would normally stand for white. If I would be to use 32768 instead of 1 I would get green text, where 32768 is black.
That is because this does not use the ComputerCraft/minecraft colouring system of just 16 colours…. you can have all 16,777,216 colours (256^3, rgb, I'm ignoring alpha)… this is because it uses the HEX colour system where the colour is formatted as #RRGGBB… each set of two is a hex number between 00 (dec 0) and FF (dec 255)… I've created a useful function if you know some RGB values that converts from RGB into hex…



local function rgbToHex( _r, _g, _b )
  return bit.bor(bit.blshift(bit.bor(bit.blshift(_r, 8), _g), 8), _B)/>/>/>/>
end

Also every time I clear the glasses to rewrite a line I get a flicking effect, is there any way to avoid that?
Don't clear it! If you store the returned object from the addText/addBox call there are setters for it that allow you to change it without causing a flicker

I haven't gotten to the object yet, but what format do I put the hex code in? I tried using #FFFFFF but for obvious reasons that's read as an attempt to get the size of a string/table that doesn't exist.
Mikeemoo #623
Posted 01 January 1970 - 01:00 AM
The text color is black, where '1' would normally stand for white. If I would be to use 32768 instead of 1 I would get green text, where 32768 is black.
That is because this does not use the ComputerCraft/minecraft colouring system of just 16 colours…. you can have all 16,777,216 colours (256^3, rgb, I'm ignoring alpha)… this is because it uses the HEX colour system where the colour is formatted as #RRGGBB… each set of two is a hex number between 00 (dec 0) and FF (dec 255)… I've created a useful function if you know some RGB values that converts from RGB into hex…



local function rgbToHex( _r, _g, _b )
  return bit.bor(bit.blshift(bit.bor(bit.blshift(_r, 8), _g), 8), _B)/>/>/>/>/>
end

Also every time I clear the glasses to rewrite a line I get a flicking effect, is there any way to avoid that?
Don't clear it! If you store the returned object from the addText/addBox call there are setters for it that allow you to change it without causing a flicker

I haven't gotten to the object yet, but what format do I put the hex code in? I tried using #FFFFFF but for obvious reasons that's read as an attempt to get the size of a string/table that doesn't exist.

0xFFFFFF

no quotes
Frederikam #624
Posted 01 January 1970 - 01:00 AM
snip

Thank you, I think I figured it all out.
MxHn #625
Posted 01 January 1970 - 01:00 AM
Thanks for updating! Now I have to wait for railcraft.
justync7 #626
Posted 01 January 1970 - 01:00 AM
I know this has been reported before, but I still get the bug with OpenPeripheral overwriting the command block api. :(/>
MxHn #627
Posted 01 January 1970 - 01:00 AM
Hmm, has the sensor block been added yet?
prozacgod #628
Posted 01 January 1970 - 01:00 AM
I had a few more (OP) ideas which would be nifty to add, when a player sends a message it also states the distance he is from that terminal bridge. We could register with multiple bridges, and use the GPS code to triangulate the player position, over rednet

Also, adding an event for when a player places glasses onto their head could be useful, for two reasons, one we get the opportunity to reset the gui to a blank state and also to check if a player that isn't allowed to wear them has stuck them on, and go into a security mode or something.

I suppose if the system was in security mode, we'd need a way to reset the glasses as well, can you currently relink the glasses? producing a new ID?
Nathan1852 #629
Posted 01 January 1970 - 01:00 AM
Hey Mikee

First: This is a really great mod, i love it to play with the things you invented/moded here!

Second: Would it be possible if Inventorys like Vanilla Chests, Enderchests, the Slots in an Macerator and so on would fire an Event when their Inventory changed?
iTimmyLP #630
Posted 01 January 1970 - 01:00 AM
Hi there all,
I have an problem with that:

ST = peripheral.wrap("steel_tank_valve_1")
local tankList = ST.getTanks("unknown")
for key, tank in pairs(tankList) do
for k2, value in pairs(tank) do
print(k2.. " = " .. tostring(value))
end
end

I do not get it to work. It say somethink with "call to nil" or so.
Please help me.

Faithfully,
Timmy
AgentRenamon #631
Posted 01 January 1970 - 01:00 AM
B)/>

I have a question concerning this mod's use with Applied Energistics: Is it possible for a turtle to identify and/or swap the Storage Cell from inside an ME Chest? If so, how? I have a rather evil build project in mind; but it hinges on whether or not this is possible.

Later …. Peace ….

B)/>
Nathan1852 #632
Posted 01 January 1970 - 01:00 AM
Hi there all,
I have an problem with that:

ST = peripheral.wrap("steel_tank_valve_1")
local tankList = ST.getTanks("unknown")
for key, tank in pairs(tankList) do
for k2, value in pairs(tank) do
print(k2.. " = " .. tostring(value))
end
end

I do not get it to work. It say somethink with "call to nil" or so.
Please help me.

Faithfully,
Timmy


As far as i am aware, the .getTanks() function doesn't work right now.
theoriginalbit #633
Posted 01 January 1970 - 01:00 AM
As far as i am aware, the .getTanks() function doesn't work right now.
The only thing I cannot get it to work on at all is the Magma Crucible from Thermal Expansion. However I have noticed that "unknown" never seemed to work, but instead "west" was the direction I had to use to get the tanks in TE. So the only suggestion I can make is the same for the Railcraft Tanks.
demon012 #634
Posted 01 January 1970 - 01:00 AM
Hey Mikee,

Is the Thermal Expansion code in the 1.5.2 code? Just tried using it against a redstone cell and got a nil from the peripheral wrap.

This was while using your 0.1.10 build for the MPS compatibility.

Thanks,

demon012
theoriginalbit #635
Posted 01 January 1970 - 01:00 AM
Is the Thermal Expansion code in the 1.5.2 code? Just tried using it against a redstone cell and got a nil from the peripheral wrap.
I am currently using it perfectly fine in 1.5.2… Post your code…
Nathan1852 #636
Posted 01 January 1970 - 01:00 AM
As far as i am aware, the .getTanks() function doesn't work right now.
The only thing I cannot get it to work on at all is the Magma Crucible from Thermal Expansion. However I have noticed that "unknown" never seemed to work, but instead "west" was the direction I had to use to get the tanks in TE. So the only suggestion I can make is the same for the Railcraft Tanks.

Oh, I'm sorry. I was talking about the 1.6.2 Version of OpenPeripherals.
demon012 #637
Posted 01 January 1970 - 01:00 AM
Is the Thermal Expansion code in the 1.5.2 code? Just tried using it against a redstone cell and got a nil from the peripheral wrap.
I am currently using it perfectly fine in 1.5.2… Post your code…


cell = peripheral.wrap("bottom")
print(textutils.serialize(cell))

Returns "nil"

One of several things is true, the 0.1.10 version I have does not have the code. Or my version of Thermal expansion is not compatible it would seem.
demon012 #638
Posted 01 January 1970 - 01:00 AM
Is the Thermal Expansion code in the 1.5.2 code? Just tried using it against a redstone cell and got a nil from the peripheral wrap.
I am currently using it perfectly fine in 1.5.2… Post your code…

What versions of open peripherals and TE are you using so I can test them?
theoriginalbit #639
Posted 01 January 1970 - 01:00 AM
Oh, I'm sorry. I was talking about the 1.6.2 Version of OpenPeripherals.
Ahh ok



What versions of open peripherals and TE are you using so I can test them?
Whatever ones are included in FTB Unleashed 1.1.2
demon012 #640
Posted 01 January 1970 - 01:00 AM
What versions of open peripherals and TE are you using so I can test them?
Whatever ones are included in FTB Unleashed 1.1.2

OK not been able to find out the TE version but the Open Peripherals they use is 0.1.9 so the code is more than likely in 0.1.10 so may be my Thermal Expansion version.

http://forum.feed-th...modpack.27602//

For the record I am using ThemeralExpansion 2.4.6.0 and Buildcraft 3.7.2.
demon012 #641
Posted 01 January 1970 - 01:00 AM
OK that was weird. Decided to play about with versions of open peripherals to check what the problem was with the Redstone Energy Cell. Tried 0.1.9 and it worked fine after removing MPS.

I then double checked 0.1.10 in single player and it worked there too. So I logged back into my server and tested again. The computer was still returning nil. I decided to break the computer and replace it so the computers back was facing the cell and tested again. That time it worked. I then replaced on top of the cell and it works there too now. Looks like for whatever reason the computer needed to be replaced for it to detect the cell which I swear I tried before. Is it possible that replacing it in the same location caused it not to check for the cell or something?
AgentRenamon #642
Posted 01 January 1970 - 01:00 AM
B)/>

I have a question concerning this mod's use with Applied Energistics: Is it possible for a turtle to identify and/or swap the Storage Cell from inside an ME Chest? If so, how? I have a rather evil build project in mind; but it hinges on whether or not this is possible.

Later …. Peace ….

B)/>

:huh:/>

I take it that nobody cares about answering this (I thought) simple question?

:huh:/>
vinugaur #643
Posted 01 January 1970 - 01:00 AM
im having some errors, when testing the terminal goggles, it will print 25% of the time, and/or leave out some text or boxes, im not sure what im doing wrong, here is the script:

g = peripheral.wrap("left")
g.clear()

function box()
g.clear()
g.addBox(20,20,120,40,0x000000,1)
end

function WS()
g.addText(22,22,"text",0xffb400)
sleep(1)
g.addText(22,30,"moretext",0x006d4f")
end

event,command = os.pullEvent()
box()

if command == "startup" then
g.addText(22,22,"Starting Up",0xffffff)
sleep(1)
box()
WS()
end
Nathan1852 #644
Posted 01 January 1970 - 01:00 AM
B)/>

I have a question concerning this mod's use with Applied Energistics: Is it possible for a turtle to identify and/or swap the Storage Cell from inside an ME Chest? If so, how? I have a rather evil build project in mind; but it hinges on whether or not this is possible.

Later …. Peace ….

B)/>

:huh:/>

I take it that nobody cares about answering this (I thought) simple question?

:huh:/>

I tried it. It seems like a Turtle can drop Items into an MEChest, but can't pull out of then. Nor can it pull out the Storage Disk. Also, the .pushIntoSlot() from OpenPeripherals just returned nil, nothing else…
rats3g #645
Posted 01 January 1970 - 01:00 AM
Was support for the Ticket Machine dropped in the 0.2.0 beta update? The changelog states that support for a LOT of things was dropped and when I printed the methods for the peripheral createTicket() did not appear. I ask because I had planned on using the machine for a railcraft subway station. Thanks for any info you can give me!
AgentRenamon #646
Posted 01 January 1970 - 01:00 AM
B)/>

I have a question concerning this mod's use with Applied Energistics: Is it possible for a turtle to identify and/or swap the Storage Cell from inside an ME Chest? If so, how? I have a rather evil build project in mind; but it hinges on whether or not this is possible.

Later …. Peace ….

B)/>

:huh:/>

I take it that nobody cares about answering this (I thought) simple question?

:huh:/>

I tried it. It seems like a Turtle can drop Items into an MEChest, but can't pull out of then. Nor can it pull out the Storage Disk. Also, the .pushIntoSlot() from OpenPeripherals just returned nil, nothing else…

B)/>

Thanks …. I do have a backup design; so no issues …. Would have been nice though….

B)/>
theoriginalbit #647
Posted 01 January 1970 - 01:00 AM
I have a question concerning this mod's use with Applied Energistics: Is it possible for a turtle to identify and/or swap the Storage Cell from inside an ME Chest? If so, how? I have a rather evil build project in mind; but it hinges on whether or not this is possible.
Later …. Peace ….
I take it that nobody cares about answering this (I thought) simple question?
Your large use of emoticons hurt my eyes… but the main reason most would have ignored it was because of "I have a rather evil build project in mind" we don't support evil projects or malicious code here.
megamit #648
Posted 01 January 1970 - 01:00 AM
I don't seem to be able to link a mps helmet with the terminal glasses module, to a bridge. i am using version 0.1.10 and just the glasses works fine.
Last1Here #649
Posted 01 January 1970 - 01:00 AM
I don't seem to be able to link a mps helmet with the terminal glasses module, to a bridge. i am using version 0.1.10 and just the glasses works fine.

I'm not sure if this is the way it's meant to be, but I linked the goggles and added them to MPS and it worked like a charm.
electrodude512 #650
Posted 01 January 1970 - 01:00 AM
im having some errors, when testing the terminal goggles, it will print 25% of the time, and/or leave out some text or boxes, im not sure what im doing wrong, here is the script:


Don't clear the screen every time. Say var=g.addText() to initialize a text object and then var.setText(newtext) to change it. Read the documentation.
rawritsdan #651
Posted 01 January 1970 - 01:00 AM
How would one go about seeing what or how much of what is in an openblocks tank? :)/>
Mikeemoo #652
Posted 01 January 1970 - 01:00 AM
Was support for the Ticket Machine dropped in the 0.2.0 beta update? The changelog states that support for a LOT of things was dropped and when I printed the methods for the peripheral createTicket() did not appear. I ask because I had planned on using the machine for a railcraft subway station. Thanks for any info you can give me!

the builds for 1.6.2 don't yet support the ticket machine, as far as I'm aware. Railcraft have only recently upgraded, and this beta build was released quite a while ago now.

It'll be working again soon..
theoriginalbit #653
Posted 01 January 1970 - 01:00 AM
Hey Mikee,

I don't know how chicken_bones has structured his code, but would it be possible to add the ability to get the ender chest and tanks `button` colours?
I am working on some GUIs and I think it would make it a little nicer if I could differentiate between the tanks with the colours.

— BIT
demo_jouable #654
Posted 01 January 1970 - 01:00 AM
Hi guys,

I have an issue when using openPeripheral to get info on the tanks of a biogas engine (Forestry)


local engine = peripheral.wrap("back")
local info = engine.getTanks("unknown")
gives me the error message "java.lang.NullPointerException"

It works perfectly with a basic tank for example. Is it because a biogas engine has 2 tanks?

Thank you for your help!
CheshireKatt #655
Posted 01 January 1970 - 01:00 AM
So I've been messing around with peripheral glasses lately, and have been wondering about the feasibility of a possible "advanced" version.

Specifically, a "peripheral tablet" of some kind. It would be an item that when right-clicked brings up the peripheral glass interface for the bridge associated with the tablet. This interface would be interactive. Any key press would be transmitted as a key event to the bridge associated with the tablet. Any mouse click would be transmitted as an event containing x, y, and button to the bridge. A short help message at the bottom would indicate the key used to exit the bridge (possibly a "control for options" prompt like in CC computers, where one of the options is "Close").

This would allow for glasses-style visibility (overlays and no gui blocking your view of the world) while allowing for a full key+mouse style of interaction with the glasses UI.

I wouldn't necessarily object to it being its own CC-style border+black screen with controls drawn over that either, but I like the idea of a full interactable glasses-style screen, especially if paired with glasses directly – glasses looking at a UI, but bring up the tablet, click on a few things, change the view, and then when you close it the glasses are still looking at that same bridge and the changes made by commands you entered in the tablet are preserved.

I realize you can get similar functionality with a well designed set of $$ commands, but being able to do it via key+mouse seems a nice option as well (and a fun task for me to write an entire operating system for my next factory base, woo).

Anyways, wanted to toss this out there in the hopes of it being something you want to add. Thanks! :)/>
wamilou #656
Posted 01 January 1970 - 01:00 AM
Hi everyone !

I have a problem with OpenPeripheral. It seems OpenPeripheral can't modify the world (Turtle can modify the world).
I tested with computer and 2 chests (on left and right) with 1 dirt in each chest and the code in the computer :

local chest = peripheral.wrap("left")
chest.push("right",1,1)
But this doesn't work, someone has the same problem and fixed it ?
Thank you in advance !
demon012 #657
Posted 01 January 1970 - 01:00 AM
Hi everyone !

I have a problem with OpenPeripheral. It seems OpenPeripheral can't modify the world (Turtle can modify the world).
I tested with computer and 2 chests (on left and right) with 1 dirt in each chest and the code in the computer :

local chest = peripheral.wrap("left")
chest.push("right",1,1)
But this doesn't work, someone has the same problem and fixed it ?
Thank you in advance !

The chest.push doesn't use "left", "right", "back", etc it uses "north", "south", "east", "west", "up", "down". Don't worry I got caught by this too. Turns out if you hover your mouse over the function parameters on the open peripherals documentation it tells you this but nowhere on the page does it mention you can actually do that =), I had to be told about it when I asked about this in IRC.
Mikeemoo #658
Posted 01 January 1970 - 01:00 AM
I've been mostly ignoring a lot of this thread lately. Not for any reason other than my focus is on OpenBlocks at the moment.

After OpenBlocks 1.0.3 is released, I'll be moving my attention to getting a stable build of OpenPeripheral for 1.6.2 released.

To answer some common questions:

- Yes, thin wire recipe is broken in the 1.6.2 beta. Known issue.
- Yes, tank reading in 1.6.2 is broken
- No, I wont be backporting anything to 1.5.2
- Yes, the 1.5.2 version breaks computercrafts command block methods. That'll be fixed in 1.6.2
- Yes, the rare (very rare) issue with JsonField is known. It won't be fixed, sorry, although it's irrelevant in 1.6.2.
- The docs on the openmods website are for 1.5.2, not 1.6.2. Some methods have been renamed. use p.listMethods() to get the method list.

Aside from that:

1) The chances are, your code is wrong. 90% of 'bug reports' I get are just incorrect lua. I'll do my best to make the documentation clearer for 1.6.2 versions.
2) That other 10% that are valid bugs, I'm sorry! I'll do my best to fix it.
3) MPS integration is being dropped in any future versions.
4) I'm not ignoring these posts. I'll be revisiting this thread and logging any issues ready for my upcoming 1.6.2 stint.

And finally

OpenMods is always looking for java developers, testers, and people who are good at making textures. We've got a variety of projects, so please get in contact if you want to help :)/>
Annyo #659
Posted 01 January 1970 - 01:00 AM
Hi !

I tried to use the PIM, with this simple program to know what event does the PIM fires :

pim = peripheral.wrap("right")
e = os.pullEvent()
print(e)

And it seemed that the PIM fired no event when i walked on it :(/>
So, is anything wrong with my program or does the PIM really fire no event ? In the latter case, is there any way to detect when a player walk on it ? (i don't want to check every X seconds if an inventory is available)

PS : i'm using the version 0.1.9 included in FTB Unleashed 1.1.2
demo_jouable #660
Posted 01 January 1970 - 01:00 AM
I have an issue when using openPeripheral to get info on the tanks of a biogas engine (Forestry)


local engine = peripheral.wrap("back")
local info = engine.getTanks("unknown")
gives me the error message "java.lang.NullPointerException"

It works perfectly with a basic tank for example. Is it because a biogas engine has 2 tanks?

- Yes, tank reading in 1.6.2 is broken

My issue is on 1.5.2 (FTB Unleashed)
Anybody got an idea?
wamilou #661
Posted 01 January 1970 - 01:00 AM
Networking cable doesn't work with OpenPeripheral for transfer item into 2 chest on the network, no ?
theoriginalbit #662
Posted 01 January 1970 - 01:00 AM
MPS integration is being dropped in any future versions.
Just curious……… Why?
Mikeemoo #663
Posted 01 January 1970 - 01:00 AM
MPS integration is being dropped in any future versions.
Just curious……… Why?

When I was focused on getting 1.6.2 upgraded I had to release two 1.5.2 versions just to deal with them changing their API which caused crashes.

It reflects badly on OpenPeripheral when people see crash logs! I'd rather just leave out that feature completely.

I've got nothing against their mod, just don't wish to support it. I feel mods should try their best to limit the amount their public API changes, especially when people are already moving onto upgrading to the next version of minecraft!
theoriginalbit #664
Posted 01 January 1970 - 01:00 AM
-snip-
Fair enough :)/> I have similar views.
Regelneef #665
Posted 01 January 1970 - 01:00 AM
I know that OCS is not being ported to 1.6.2, openPeripheral luckily is.
Now I got a question, I've designed a security system which detects intruders with OCS in 1.5.2, is there a way to detect players (preferably from a distance) with OpenPeripheral??
Mikeemoo #666
Posted 01 January 1970 - 01:00 AM
I know that OCS is not being ported to 1.6.2, openPeripheral luckily is.
Now I got a question, I've designed a security system which detects intruders with OCS in 1.5.2, is there a way to detect players (preferably from a distance) with OpenPeripheral??

In 1.6.2, yes. The sensor is there, although with a redesigned API.
Regelneef #667
Posted 01 January 1970 - 01:00 AM
I know that OCS is not being ported to 1.6.2, openPeripheral luckily is.
Now I got a question, I've designed a security system which detects intruders with OCS in 1.5.2, is there a way to detect players (preferably from a distance) with OpenPeripheral??

In 1.6.2, yes. The sensor is there, although with a redesigned API.

THNX A million Mikee!!
Mikeemoo #668
Posted 01 January 1970 - 01:00 AM
Right, my focus is now on OpenPeripheral for the next few weeks
falimero #669
Posted 01 January 1970 - 01:00 AM
Hello,

thx for this beautifull addon.
I have 1 question for the callremove method. I need to launch this command on the network :

apiary.push("east", 2, 10)
I try this :

net.callRemote("tile_for_apiculture_0_0", "push", {"east", 2, 10})
or

net.callRemote("tile_for_apiculture_0_0", "push", "east", 2, 10)
but nothing are working. do you have some idea ?
ManIkWeet #670
Posted 01 January 1970 - 01:00 AM
Hi,

I was wondering if support for Applied Energistics is going to improve?
Right now (1.5.2) there's no way to know anything about individual items: A list of available items and a list of craftable items would be a nice thing to have.
Also it seems that the only way to craft something is by connecting to the ME controller, I was wondering if it is possible to craft items through other blocks?
I wonder if it's possible to get a list of items that are currently being crafted? (Optional: see its subitems/components)

PS: I do sure like this mod! Has a lot of potential! :)/>
MCGamer20000 #671
Posted 01 January 1970 - 01:00 AM
0.2.0-beta changelog
  • Upgraded to minecraft 1.6.2
  • added robots
  • integrated the sensor from OpenCCSensors
  • rewritten the API and the internals
  • dropped a LOT of support with the view to rebuild it over the next few releases
:D/> How do I use the robots? I've already figured out how to link it to a controller, but how do I use the controller?
smsldoo #672
Posted 01 January 1970 - 01:00 AM
the patch seems to be fine, thanks for the fast fix

one other thing, would it be possible to include getHeat() and getMaxHeat() in ReactorChamberElectric, some reactor setups don't allow any access to the Reactor itself

I'll add that in remotely over the next day or two. You wont need to do an update. :)/>


I am working on setting up a program to control my reactor and noticed that getHeat is not listed in the methods.
The generator type seems to work as expected but not the reactor_chamber.


local sides = {'top', 'bottom', 'left', 'right', 'front', 'back'}
local partlist = {}
for i, side in ipairs(sides) do
  part = peripheral.getType(side)
  if part ~= nil then
	partlist[part] = side
  end
end
local rnet = partlist["rednet_cable"]
local net = peripheral.wrap(partlist["modem"])

reactors = {}
reactors["Mini"] = {
		["type"] = "mini_reactor",
		["id"] = "generator_1",
		["control"] = colors.blue,
		["storage"] = "me_interface_1",
		["thresholds"] = {
				["on"] = .75,
				["off"] = .95
		}
}
reactors["Breeder"] = {
		["type"] = "breeder",
		["id"] = "reactor_chamber_1",
		["control"] = colors.red,
		["storage"] = "me_interface_1"
}
for name, reactor in pairs(reactors) do
		print("Reactor:  "..name)
		print("ID:  "..reactor["id"])
		local methods = net.callRemote(reactor["id"],"listMethods")
		if string.find(methods,"getHeat") then
				print "getHeat method found."
		else
				print "getHeat method not found."
		end
end

Returns


Reactor:  Breeder
ID:  reactor_chamber_1
getHeat method not found.

Reactor:  Mini
ID:  generator_1
getHeat method found.
Marteen21 #673
Posted 01 January 1970 - 01:00 AM
Where can we found the new reworked API for 1.6.2 (especially sensors)?


And btw thanks for the great mod. :)/>
CoderLummeih #674
Posted 01 January 1970 - 01:00 AM
This peripheral is really amazing!!!! I'm really excited to play this on my 1.6.2 world when the updated version comes out :D/> !
Sorcelator #675
Posted 01 January 1970 - 01:00 AM
I'm at a complete loss on how to communicate with blocks via modems and network cable. Can anyone explain this to me?
Asdramelesh #676
Posted 01 January 1970 - 01:00 AM
Hi, I would like to congratulate you for those awesome mods!

I also have found a cheaty issue with openperipheral.

If you use the push method on an arcane worktable (thaumcraft) on the output slot (9), you can get the craft but the component for it are not consumed.(they stay on the arcane worktable)

for example if I place 9 diamonds on the arcane worktable, and I use a turtle to push the output slot to the turtle, I'll win one diamond block, and if I wait a few seconds I can do it again and again..
Thief^ #677
Posted 01 January 1970 - 01:00 AM
I'm at a complete loss on how to communicate with blocks via modems and network cable. Can anyone explain this to me?
Connect a cable modem to the computer and another to the peripheral, join them with cable, and right-click them to turn them on. It should come up with "Peripheral chest_1 connected to network" or something like that. Then simply use that "chest_1" id in your program instead of a computer side (e.g. "left").
Sorcelator #678
Posted 01 January 1970 - 01:00 AM
I'm at a complete loss on how to communicate with blocks via modems and network cable. Can anyone explain this to me?
Connect a cable modem to the computer and another to the peripheral, join them with cable, and right-click them to turn them on. It should come up with "Peripheral chest_1 connected to network" or something like that. Then simply use that "chest_1" id in your program instead of a computer side (e.g. "left").
Oh ok, this makes sense now!
Clem2095 #679
Posted 01 January 1970 - 01:00 AM
Hello,

Thanks for the mod, it is really good, I have never put so many computer all over the world :D/>

Quick question thougj, I have some issues to understand the meaning of the method 'isActive'.
For instance, I was trying to figure out how I can relay the mining status of my buildcraft quarry to my server.
I was expecting to use the following on a computer next to my Quarry:

local status = nil
local quarry = peripheral.wrap('left')
rednet.open('right')
while true do
status = quarry.isActive()
rednet.broadcast('qry '..status)

sleep(30)
end

But it looks that simply placing the quarry on the ground (without any other action or power provided!) already returns 'true'.
Am I missunderstanding the purpose of the methods?

If yes, what can I use to check the actual mining status?

Thanks,
Clem2095
Mikeemoo #680
Posted 01 January 1970 - 01:00 AM
Pleased to tell you that OpenPeripheral is now on forgecraft 2 :)/>

This gives me the opportunity to see the very latest builds get used and abused, so I can start preparing for the 1.6.2 final.

Sorry it's taken so long. I've been holding off a bit, due to the whole FTB / 1.7 uncertainty, and because of OpenBlocks.

You can download latest snapshots of the 1.6.2 version from here:

http://www.openmods.info:8080/job/OpenPeripheral/

Robots currently aren't fully craftable. I'll be working on that in the next couple of days.
Rougeminner #681
Posted 01 January 1970 - 01:00 AM
This mod is really fun i am just waiting for the new tekkit to add in the mods that it can be used with if i knew how to mod the new version of minecraft 1.5.2 and add forge this (and computercraft for obvious reasons) would be the first mod i installed it has so much potential if you have the right mods installed. Great mod mikeemoo i would recommend this mod to everyone and if i could rate it 5 stars with out a single thought
oxinabox #682
Posted 01 January 1970 - 01:00 AM
Current scheme: Graph liquid fuel stocks vs time.

As afar as I can tell this is the only mod in FTB unleashed, that can read tank current capacity.
sandworm #683
Posted 01 January 1970 - 01:00 AM
i'm having an issue, it's actually slimier to oxinabox, but no one on the computercraft:ask a pro section has been able to help, ether i'm doing something REALLY dumb, or it's some i'm not understanding with how modems are used

forum post : http://www.computercraft.info/forums2/index.php?/topic/15197-inconsistant-results-from-the-same-line-of-code-with-openperipheral/

the main issue is that i can't seem to use the getTanks("unknown") command while in a call remote

net.callRemote("tank vale id", "getTanks("unknown")") doesn't work at all due to how the quotes are nested


methName = getTanks("unknown")
net.callRemote("tank valve id",methName)

that doesn't work ether it says it's calling nil, so the ways i've tried, you can't callRemote with the getTanks method as you can't send the side, the only way i can think of doing it is using computers to do the gettanks, and sending the numbers i need to the main computer that would use the data, but i really don't want to as it feel just a cop out, and i assume something like this should work, so ether i'm doing something wrong, or i need to use a different method then callRemote
Thief^ #684
Posted 01 January 1970 - 01:00 AM
Can't you do net.callRemote(tankid, "getTanks", "unknown") ?

Are you using too old a version of CC to just wrap the remote peripheral and call getTanks on it directly? That would work too…
sandworm #685
Posted 01 January 1970 - 01:00 AM
the first one did it, tho the second may be a better idea in terms of proper stander's, I've been working on this for so long so i'm just going to be happy it works for now, but callRemote is something I've never been able to find documentation on, so i didn't realize that you could pass it a third argument, am i just not looking in the right places? and whats the idea behind the thrid argment, is it an arg for the 2nd arg?

i am soooo glad to have this solved thou thank you
Vilsol #686
Posted 01 January 1970 - 01:00 AM
There is a little problem with the terminal glasses.
I don't know how to explain this.

Basically the code is like this

box1 = g.addBox(…)
box2 = g.addBox(…)
box3 = g.addBox(…)
box4 = g.addBox(…)

When I run the code, I see that it executes it and in the right order, but sometimes the box4 goes behind box1 and so on with others. I can see that they are parsed in order by adding print() after each one.

At first I didn't have a problem like this, but then it suddenly appeared out of nowhere.

Here is a gif of it. I have set the opacity to 0.5 and you can see how they are drawn but one under another.
Thief^ #687
Posted 01 January 1970 - 01:00 AM
Use box.setZIndex to set the order they should be displayed in.
Vilsol #688
Posted 01 January 1970 - 01:00 AM
Use box.setZIndex to set the order they should be displayed in.

Thanks!
Noiro #689
Posted 01 January 1970 - 01:00 AM
So out of curiosity, does this mod support Mekanism energy cubes and Galacticraft power storage now? That way, I can calculate how much power I've got in my grid and can account for it. Hookins for Atomic Science may also be handy, just not entirely sure how quite yet.
Leroy #690
Posted 01 January 1970 - 01:00 AM
I'm having trouble with the 1.6.2 release (0.2.1-preview8). I want to wrap a Buildcraft quarry and use isActive(), but it is not available in listMethods().

I understand from the changelog that a lot of support for various things was dropped in this version, however from the json file of methods it seems like isActive() should still be around..
Blargmode #691
Posted 01 January 1970 - 01:00 AM
The fact that you added the possibility to read the destinations on linking books in inventorys is great, will help a lot when I get my hands on that version. But optimally there's something else I'd like even more.
First of all, a way to pull items from an entire Applied energistics system. I know Misc Peripherals has this, but since RichardG's on an indefinite break and it lacks functionality, why not have one in this mod as well?
And secondly, it should be able to pull items by more than item id or name. So that (in my case) I could pull specific linking books from the system.

This could help me give my fast-tavel system an infinite amount of destinations, and I could live happily ever after!

Oh and I have another suggestion; giving more functionality to wrapped link modifiers/writing desks. The ability to name books. (Yeah I know, I'm still at it with my fast-travel system ^^).

So, what do you say? Is it even possible?
Spaceshipable #692
Posted 01 January 1970 - 01:00 AM
You should be a way to add .png files from the mc directory onto the terminal glasses screen.
Firnagzen #693
Posted 01 January 1970 - 01:00 AM
Hmm… Could I ask what string is returned when you get the peripheraltype from an Enderchest? Does it change when you change the dye strips?

I ask because I don't currently have access to Minecraft, but I'm fiddling around with a program.
GigaToni #694
Posted 01 January 1970 - 01:00 AM
I've a little java error with my OP code. Bug or it's a fault from me?

slightly edited Code because I've tried to do debugging (removed the display content part and replaced it with "CHEST IS FULL PLEASE REVIEW!":
http://pastebin.com/dDh8yYD0

Pics:
Java Error:


My setup:


Want I'm trying to accomplish:
I want to read an Ender chest from Chickenbones and display the information whats inside it on my HUD via the glasses.
Mikeemoo #695
Posted 01 January 1970 - 01:00 AM
http://www.openmods....snapshot-27.jar


OpenPeripheral Changelog
————————–

2013-09-18: Snapshot 27:
- Improved Mystcraft support &amp; added writing desk support

2013-09-15: Snapshot 25:
- Fixed a real dumb error when it comes to ISidedInventories and moving items

2013-09-15: Snapshot 24:
- Added getAllStacks()

2013-09-15: Snapshot 23:
- Added dire mystcraft destination thingy

2013-09-13: Snapshot 21:
- Fixed a general peripheral issue when minecraft 'recreated' tile entities
- added player_on and player_off events to the PIM

2013-09-13: Snapshop 19:
- Fixed a dupe issue with 'some' ISidedInventorys (Thaumcraft)

2013-09-13: Snapshot 18:
- More improvements to AE support. Can now use all cell methods against cables

2013-09-13: Snapshot 17:
- Improved AE support (insertItem, extractItem against any AE block (including cables))

I've a little java error with my OP code. Bug or it's a fault from me?

slightly edited Code because I've tried to do debugging (removed the display content part and replaced it with "CHEST IS FULL PLEASE REVIEW!":
http://pastebin.com/dDh8yYD0
– snip –
Want I'm trying to accomplish:
I want to read an Ender chest from Chickenbones and display the information whats inside it on my HUD via the glasses.

Looks like a bug in openperipheral, however, it's fixed in the 1.6.2 versions.
Nigma #696
Posted 01 January 1970 - 01:00 AM
I just found this and I am completely blown away with these terminal glasses. My mind wont stop coming up with things I want to do with them.
It made me so excited I had to register just to ask this one question.

Is it at all possible to make augmented reality things? Since they are referenced as "Google glasses for minecraft" it would be nice to have it?
I was thinking that people could program a certain thing on their computer terminal. A neat little message or a full blown custum created advertisement, as long as it's just a single render. Which gets stored somewhere.
Then people can print this out on a (bogus) QR tag style printer paper (Printers need more love!) and players can go hand those flyers out or stick them on walls somehow.
When someone with glasses on right clicks the tag it pops up the one time rendered "screen".

Thoughts? Posibilities?
apemanzilla #697
Posted 01 January 1970 - 01:00 AM
Minor bug report: When wearing the glasses, if you step into a nether portal the purple overlay is not transparent as usual. Purely visual, but still a bit annoying.
mallrat208 #698
Posted 01 January 1970 - 01:00 AM
Kind of a Feature/Compatability Request:

Currently Silislime Rubber is made by smelting down Slimeballs. With IC2 that recipe gets replaced with smelting Slimeballs into Sticky Resin.

Could there be an alternative recipe for making the Rubber? Say 8 Slimeballs and some coal in a crafting table or could the Rubber be made to use any registered version of 'Rubber' allowing for say Rubber (IC2) and Rubber Bars (MFR) to be substituted?
Imnafoy #699
Posted 01 January 1970 - 01:00 AM
Bug report:
Version: 0.1.9 (Using in FTB Unleashed modpack 1.1.3)
Crash Log: none
Descriptions:
isActive() method of buildcraft mining well peripheral returns boolean value in string instead of returning it directly.
See this:
https://dl.dropboxusercontent.com/u/61061916/bugreport.png
I don't really know if this was patched in 0.2.0 version or if it was reported before. If so, you can ignore this post :D/>
Also I tested it only for mining well, so I really don't know If other blocks are ok or not.
PixelToast #700
Posted 01 January 1970 - 01:00 AM
Bug report:
Version: 0.1.9 (Using in FTB Unleashed modpack 1.1.3)
Crash Log: none
Descriptions:
isActive() method of buildcraft mining well peripheral returns boolean value in string instead of returning it directly.
See this:
https://dl.dropboxus...6/bugreport.png
I don't really know if this was patched in 0.2.0 version or if it was reported before. If so, you can ignore this post :D/>
Also I tested it only for mining well, so I really don't know If other blocks are ok or not.

yes, this happens with all of the bools returned by openP
it was confusing at first, now i just put a=="true" in the statements
Sorcelator #701
Posted 01 January 1970 - 01:00 AM
Maybe you guys can help me with this. I have some code I want to loop that checks for ore in a chest and moves it if it finds it. However, the code never loops. What am I missing? and can I do this better?


chest.condense() --Organize the Chest
local slotnum = chest.getSizeInventory() --Use the Max Invantory Size to calculate the Slot number and Loop amount
while true do
	sleep(5)
	--push completed items out of the mace and efurn--
	mace.push("north", 1, 64)
	efurn.push("up", 1, 64)
	--start looking for ore--
	for i=1,slotnum do -- LOOP!
		local tableInfo = chest.getStackInSlot(i)
		if tableInfo ~= nil then
			for key, value in pairs(tableInfo) do
				if string.find(value, "Ore") then -- Find Ore
					print("Ore Found! Moving to Macerator!")
					chest.push("north", i, 64)
					
				end
			end
			
		end
	end

end


Also, is it just me, or does OP not understand what a double chest is? I'm pretty sure when you connect it with a ProxyBlock it thinks its a single chest and not a double.

edit:
Ok so I figured out what the issue was and here is how I fixed it.

chest.condense() --Organize the Chest
local slotnum = chest.getSizeInventory() --Use the Max Invantory Size to calculate the Slot number and Loop amount
local i = 0
while true do
	sleep(.5)
	i = i+1
	--push completed items out of the mace and efurn--
	mace.push("north", 1, 64)
	efurn.push("up", 1, 64)
	--start looking for ore--
	local tableInfo = chest.getStackInSlot(i)
	if tableInfo ~= nil then
		if string.find(tableInfo.name, "Ore") then -- Find Ore
			print("Ore Found in slot "..i..". Moving to Macerator!")
			chest.push("north", i, 64)
		else
			shell.run("clear")
			print("Chest contains "..tostring(slotnum).." slots")
			print("Slot "..i.." contains no Ore")				
		end
	else
		i = 0
	end		
	if i == 27 then
		i = 1
	end
end

When the code that finds the ore finds nothing, it starts spits out a nill. My code said "if tableinfo ~=nil then do stuff" so it would work for a while and then die out. I figured out that it was failing right after it hit slots with NO items in it. This would cause a Nil and the code would do the else command. If the code spit out nil to many times the while true do loop would kill itself which is likely a failsafe in Computercraft. The reason I never got an error is that when the code did present me a nil I told it to do something. So it did what I asked and never showed me the nil error.

To fix this i changed what happened in the Else portion of the "if tableinfo ~= nil then". Instead of posting a message, I told it to reset the i variable to 0. This stops it from getting to many nil errors and starts from the beginning again. As long as there is one item in the chest that can't be moved then it will loop forever.

I've cleaned this up a lot, made it only look for the key value of Name in the tableinfo table. This allowed me to get rid of the "for i=1,slotnum do" and the for key, value in pairs(tableInfo) do portion of the code because it was redundant. Now the code works exactly like I need it to. It finds anything that has Ore in its name and moves it to the Macerator and gets the smelting process going. The only downside i've found so far is that it finds items like Cinnabar Ore, which can't be used in a macerator. I'm sure I can figure out a way to add items to a filter or something later.
Imnafoy #702
Posted 01 January 1970 - 01:00 AM
yes, this happens with all of the bools returned by openP
it was confusing at first, now i just put a=="true" in the statements
Ok, what else can I do. :D/> But it is extremly confusing, especially when documentations says that it returns boolean
ElvishJerricco #703
Posted 01 January 1970 - 01:00 AM
getStackInSlot didn't work so I fixed it. Pull request 50

EDIT: Oh wow i misread that code. The function didn't work as I expected, I thought I saw a bug, turns out I just misread things in my tired mind. Apologies.
iconmaster #704
Posted 01 January 1970 - 01:00 AM
I want and built the most recent version of this mod from GitHub, and I noticed the robot controller still has no recipe. I'd like to playtest it in Survival as soon as possible! Also, how do you install upgrades? I can't seem to figure it out.
theoriginalbit #705
Posted 01 January 1970 - 01:00 AM
I want and built the most recent version of this mod from GitHub
No need to do that, Jenkins does it for you xD
cja711 #706
Posted 01 January 1970 - 01:00 AM
Hopefully you can help me with this, I am trying to use the glasses to create an overview type thing for my base, showing ae system storage, ic2 power, bc power, those kinds of things. How would I do it so that every time something changes it updates the HUD on the glasses?
theoriginalbit #707
Posted 01 January 1970 - 01:00 AM
Hopefully you can help me with this, I am trying to use the glasses to create an overview type thing for my base, showing ae system storage, ic2 power, bc power, those kinds of things. How would I do it so that every time something changes it updates the HUD on the glasses?
There is no way to know when something changes, you'll just have to go and refresh everything at a certain interval, say 0.8 seconds or so.
ElvishJerricco #708
Posted 01 January 1970 - 01:00 AM
Hopefully you can help me with this, I am trying to use the glasses to create an overview type thing for my base, showing ae system storage, ic2 power, bc power, those kinds of things. How would I do it so that every time something changes it updates the HUD on the glasses?

There's two ways. One, you could clear the glasses and do a generic redraw of the whole HUD.

But the better way would be to call the setter methods on the graphics objects. Any call to the glasses bridge to draw something typically returns an object with setters and getters for all its properties such as x, y, width, height, color, text, etc.


t = bridge.addText( ... )
t.setText("new text")

Just hold on to all of your objects and edit them as needed.
theoriginalbit #709
Posted 01 January 1970 - 01:00 AM
One, you could clear the glasses and do a generic redraw of the whole HUD.
This in older versions can cause deadlocks, and in all versions can cause some flicker if done too frequent. this should never even make it into the lists of suggestions. use setters ALWAYS.
ElvishJerricco #710
Posted 01 January 1970 - 01:00 AM
This in older versions can cause deadlocks, and in all versions can cause some flicker if done too frequent. this should never even make it into the lists of suggestions. use setters ALWAYS.

Right. Never said it was the good way =P
xypista #711
Posted 01 January 1970 - 01:00 AM
I'm using the snapshot 54 and everything is inverted. pushItemIntoSlot is pull, pullItemIntoSlot is push, north is south, east is west (in the parameters), … Kinda funny. I hope it is a bug in the snapshot.
theoriginalbit #712
Posted 01 January 1970 - 01:00 AM
I'm using the snapshot 54 and everything is inverted. pushItemIntoSlot is pull, pullItemIntoSlot is push, north is south, east is west (in the parameters), … Kinda funny. I hope it is a bug in the snapshot.
Cannot reproduce. Please provide more information.
NEOparmen #713
Posted 01 January 1970 - 01:00 AM
Is there any way to detect if it's raining in version 0.2.1 ?
xypista #714
Posted 01 January 1970 - 01:00 AM
Cannot reproduce. Please provide more information.

Oh sorry my bad. I just not didn't know exactly how it works.

Another thing: Is there any way to push/pull item to an Iron Furnace upper slot from IC2 experimental? Slot 3 works for the fuel slot, but can't find an ID for the upper one. (Normal furnace works fine with ID 1 and 2)
theoriginalbit #715
Posted 01 January 1970 - 01:00 AM
Another thing: Is there any way to push/pull item to an Iron Furnace upper slot from IC2 experimental? Slot 3 works for the fuel slot, but can't find an ID for the upper one. (Normal furnace works fine with ID 1 and 2)
Furnace http://puu.sh/4G2tW.png
Computer http://puu.sh/4G2x7.png

Based off the information there should slot 1 (input slot) not work?
xypista #716
Posted 01 January 1970 - 01:00 AM
Another thing: Is there any way to push/pull item to an Iron Furnace upper slot from IC2 experimental? Slot 3 works for the fuel slot, but can't find an ID for the upper one. (Normal furnace works fine with ID 1 and 2)
Furnace http://puu.sh/4G2tW.png
Computer http://puu.sh/4G2x7.png

Based off the information there should slot 1 (input slot) not work?

Yes, getAllStacks() shows it just as in your pic, but pullItemIntoSlot() and pushItemIntoSlot() not work with ID 1. Slot 2 (output) and 3 (fuel) works with these functions.

Oh, I see now… It works just as with pipes. It can pull items to slot 1 only from a chest above it. Altough that's not the case with the normal furnace. It can pull items from anywhere.
Edited by
oxinabox #717
Posted 01 January 1970 - 01:00 AM
I have found:
Well I wouldn't term it a bug, but it is a cross mod issue.

ForgeIRC is a popular mod for forwarding messages between ingame chat and a IRC channel (and back again).

The $$ chat messages, to terminal glasses are hidden from other players in game,
but not from the people watching on IRC.

My suggested fix is to change it from a Chat that is magically filtered by all the clients, (which is a guess as to how it works)
to a / command.
theoriginalbit #718
Posted 01 January 1970 - 01:00 AM
My suggested fix is to change it from a Chat that is magically filtered by all the clients, (which is a guess as to how it works)
to a / command.
It's not filtered, the message is intercepted before it goes any further (as far as I can tell) and it then cancelled event.setCanceled(true).

Changing it to a command would be worse, as when registering a command with Minecraft's command handler you must specify a keyword, meaning it would need to be /glasses [your command here] as opposed to $$[your command here]. My suggestion would be for someone to make a ForgeIRC plugin to filter those messages from it.
Mikeemoo #719
Posted 01 January 1970 - 01:00 AM
A few random updates from me:

1) The ForgeIRC thing is not a OpenPeripheral bug.
2) Push/pull item is not inverted. It's working exactly as it should, and always has.
3) OpenPeripheral 0.2.x for 1.6.x was returning strings for booleans and integers, but is fixed in the latest versions
4) Robots still aren't craftable
5) OpenPeripheral respects ISidedInventory, so for things like furnaces you'll have to push/pull from a certain direction for it to work

Sorry if I don't update this thread as much as I should - NeverCast, Foone and theoriginalbit have been doing a great job of keeping the project active when I don't have time to. I'm pretty stretched right now across work, life, other mods.etc.
karelmikie3 #720
Posted 01 January 1970 - 01:00 AM
sgcraft connecting and disconnecting doesn't seem to work is this a bug or did i just miss something
theoriginalbit #721
Posted 01 January 1970 - 01:00 AM
sgcraft connecting and disconnecting doesn't seem to work is this a bug or did i just miss something
  • OpenPeripheral version
  • SGCraft version
  • Minecraft version
  • Forge version (including build!)
  • Any other versions of mods that you may think important
  • Any log files (if appropriate)
  • Relevant screenshots are appreciated
  • Pastebin of your code is appreciated
cthulu28 #722
Posted 01 January 1970 - 01:00 AM
Using the pushIntoSlot function with 0 as the parameter for max items duplicates the item in the inventory its pushing to. Using version 0.1.11 (the version included with ftb unleashed 1.1.4). Taking the item out of the inventory by hand will cause it to disappear if you try to place it or take another, but automated methods of removing it keep the item and make it fully placeable.
theoriginalbit #723
Posted 01 January 1970 - 01:00 AM
Using the pushIntoSlot function with 0 as the parameter for max items duplicates the item in the inventory its pushing to. Using version 0.1.11 (the version included with ftb unleashed 1.1.4). Taking the item out of the inventory by hand will cause it to disappear if you try to place it or take another, but automated methods of removing it keep the item and make it fully placeable.
Fixed in newer version, not sure which one, but cannot replicate in latest build.
karelmikie3 #724
Posted 01 January 1970 - 01:00 AM
sgcraft connecting and disconnecting doesn't seem to work is this a bug or did i just miss something
  • OpenPeripheral version
  • SGCraft version
  • Minecraft version
  • Forge version (including build!)
  • Any other versions of mods that you may think important
  • Any log files (if appropriate)
  • Relevant screenshots are appreciated
  • Pastebin of your code is appreciated

openperipheral version: 0.2.1
sgcraft version: 0.6.0
mc version: 1.6.4
forge version: 1.6.4-9.11.1.917

addetional info: the special sgcraft don't seem to exist but the inventory methods do
theoriginalbit #725
Posted 01 January 1970 - 01:00 AM
openperipheral version: 0.2.1
mc version: 1.6.4
addetional info: the special sgcraft don't seem to exist but the inventory methods do
Ok I would assume that this is because when OpenPeripheral was first ported to 1.6.x there was no SGCraft for 1.6.x, meaning that support for it would have been removed until a build was released. The reason that the inventory interaction works is because anything with an inventory will be detected by OpenPeripheral and allow interaction. I just added an issue for it to remind anyone to add SGCraft support back.
karelmikie3 #726
Posted 01 January 1970 - 01:00 AM
openperipheral version: 0.2.1
mc version: 1.6.4
addetional info: the special sgcraft don't seem to exist but the inventory methods do
Ok I would assume that this is because when OpenPeripheral was first ported to 1.6.x there was no SGCraft for 1.6.x, meaning that support for it would have been removed until a build was released. The reason that the inventory interaction works is because anything with an inventory will be detected by OpenPeripheral and allow interaction. I just added an issue for it to remind anyone to add SGCraft support back.

ok thx
Wojbie #727
Posted 01 January 1970 - 01:00 AM
Small question - is there a way to determine if OpenPeripherals are installed on server or not by program itself without need of input from player or trying to connect to chest or other block? I kinda have part of code that needs to run differently depending if OpenPeripherals are installed or not.

I mean are there any functions added to computers/turtles itself that i could check for existence or something?
iserbkin #728
Posted 01 January 1970 - 01:00 AM
Hello!

i'm kinda confused about documentation here.
In documentation getInvName() but in game it is getInventoryName(). :D/>
Also getSizeInventory() but ingame getInventorySize().
Where i can fint the link to the correct documentation…? :unsure:/>
theoriginalbit #729
Posted 01 January 1970 - 01:00 AM
Hello!

i'm kinda confused about documentation here.
In documentation getInvName() but in game it is getInventoryName(). :D/>
Also getSizeInventory() but ingame getInventorySize().
Where i can fint the link to the correct documentation…? :unsure:/>
I'm going to go ahead and assume that you're using a 1.6.x build of OpenPeripheral, all the method names went through a massive rename process to make it easier for "you" the developer to understand what they do better. As of yet there is no official documentation for these methods (that I know of), however you can do the following in-game

1. Turn on the computer
2. Make sure the peripheral is attached to the computer directly or via a network cable (and the modem is on)
3. Open the Lua prompt by typing lua
4. Type the following and press enter peripheral.call("name", "listMethods") replacing name for the side, or remote name (appears in chat) of the peripheral.


You will now have a list of all the methods on the peripheral. If you get a "no such method" then it is not a peripheral that OpenPeripheral interfaces with, but instead a Vanilla ComputerCraft peripheral.

Alternatively you can also do the following

local per = peripheral.wrap("name")
for k,v in pairs(per) do
  print(k, ' = ', v)
end
iserbkin #730
Posted 01 January 1970 - 01:00 AM
Oh thank you my god sir! :D/>
Already get some methods from peripheral.call("name", "listMethods") and made little help file for me.
thanks again and good day! :lol:/>
DerKoch #731
Posted 01 January 1970 - 01:00 AM
Might be because I still use the version for 1.5.2, but listMethods sometimes doesn't show all available methods! Thus I always use the snippet from the wiki:

for i,v in ipairs(peripheral.getMethods("right")) do print(i..". "..v) end
theoriginalbit's is basically the same.
theoriginalbit #732
Posted 01 January 1970 - 01:00 AM
Might be because I still use the version for 1.5.2, but listMethods sometimes doesn't show all available methods!
It actually does, its just in the 1.5.2 version each method was printed with a new line, some things have more than 19 methods (19 is screen height of a computer), this has been fixed in one of the newer 1.6.4 versions by not printing each method on a new line.
DerKoch #733
Posted 01 January 1970 - 01:00 AM
Oooh I guess I got a little confused there, maybe it was the actual documentation on the website that acutually doesn't show all methods. for example: ME Bridge.

Also fixed post above, don't want to spread incorrect facts.
VonHardy #734
Posted 01 January 1970 - 01:00 AM
Hey guys, when retrieving the information from a tconstruct casting basin, it always says that the liquid is iron, even though it is not. Is this a known bug? I can't find anything about it.
theoriginalbit #735
Posted 01 January 1970 - 01:00 AM
Hey guys, when retrieving the information from a tconstruct casting basin, it always says that the liquid is iron, even though it is not. Is this a known bug? I can't find anything about it.
  • OpenPeripheral version
  • Tinkers' Construct version
  • Minecraft version
  • Forge version (including build!)
  • Any log files (if appropriate)
  • Relevant screenshots are appreciated
  • Pastebin of your code is appreciated
VonHardy #736
Posted 01 January 1970 - 01:00 AM
Hey guys, when retrieving the information from a tconstruct casting basin, it always says that the liquid is iron, even though it is not. Is this a known bug? I can't find anything about it.
  • OpenPeripheral version
  • Tinkers' Construct version
  • Minecraft version
  • Forge version (including build!)
  • Any log files (if appropriate)
  • Relevant screenshots are appreciated
  • Pastebin of your code is appreciated

Wow, I feel so stupid. Of course I need to provide more information…
  • Minecraft 1.5.2
  • Forge 7.8.1 build 737
  • TConstruct 1.4.2.1
  • OpenPeripheral 0.1.9
As for the code, here it is: http://pastebin.com/4nXaaXkW
I just output the content of the two tables (one for the basin in the front, and one in the back).

The output of this code is:

Back
rawName: liquidmetal.iron
pressure: 0
amount: 560
capacity: 1000
name: Molten Iron
id: 1480
-------
Front
rawName: liquidmetal.iron
pressure: 0
amount: 144
capacity: 1296
name: Molten Iron
id: 1480

The setup is as follows: http://imgur.com/pHHgsZ8
The back basin has molten glass, and the front one has molten copper.


Edit: In fact, I realize now trying to interact with other blocks that barely any of the blocks from tconstruct are able to give their info correctly (using getTanks on the smeltery also returns Molten Iron, even though it is glass.. )
thislooksfun #737
Posted 01 January 1970 - 01:00 AM
A request: would it be possible to wrap a Detector - Routing from RailCraft and be able to read the ticket in a locomotive? I would really love to be able to do that.
sean222 #738
Posted 01 January 1970 - 01:00 AM
Hi guys ,I read that in OpenPeripheral is OpenccSensors. But i Cant find what blocks is from openccSensors. I want to scan inventory and get the items ID's. But don't know how. Thanks for reply.
theoriginalbit #739
Posted 01 January 1970 - 01:00 AM
Edit: In fact, I realize now trying to interact with other blocks that barely any of the blocks from tconstruct are able to give their info correctly (using getTanks on the smeltery also returns Molten Iron, even though it is glass.. )
I would suggest trying other directions other than "unknown" otherwise it is a Tinkers' Construct bug since OpenPeripheral uses the one Adapter class to read liquids and it works fine for all other liquids in other mods.

A request: would it be possible to wrap a Detector - Routing from RailCraft and be able to read the ticket in a locomotive? I would really love to be able to do that.
I'd assume this would be up to the RailCraft developers as to whether it can be done or not (just like the ticket machine).

Hi guys ,I read that in OpenPeripheral is OpenccSensors. But i Cant find what blocks is from openccSensors. I want to scan inventory and get the items ID's. But don't know how. Thanks for reply.
OpenCCSensors was no longer developed in 1.5.2, but the FTB team jumped the gun by removing OCS in the 1.5.2 versions since OpenPeripheral has only contained a sensor since 1.6.x
MrJeff #740
Posted 01 January 1970 - 01:00 AM
A request: would it be possible to wrap a Detector - Routing from RailCraft and be able to read the ticket in a locomotive? I would really love to be able to do that.
I'd assume this would be up to the RailCraft developers as to whether it can be done or not (just like the ticket machine).

Somewhat, right? It would take looking at the code and seeing what data you could pull from it? It would be cool if it could happen however. I'd love to be able to set up a train-routing turtle that can make a replacement ticket based on the current destination of the train.

Now if I can figure out how to get a printed ticket out of the machine and stuff it into the train directly. :)/>
blockly #741
Posted 01 January 1970 - 01:00 AM
I'm unable to do a build of a fresh download of Open Peripheral 0.2.1-preview8 on OS X. Specifically, I get compile errors about inability to find openperipheral.core.integration.ModuleForestry. I got the same result before and after updating the Java compiler from 1.6.x to 1.7.0_40.UPDATE: Modifying build.xml to download the latest version of Forge for MC 1.6.2 (9.10.1.871) led to even more compiler errors (34) than the earlier version above (2 errors). They also involved ModuleForestry.
Edited by
theoriginalbit #742
Posted 01 January 1970 - 01:00 AM
Somewhat, right? It would take looking at the code and seeing what data you could pull from it? It would be cool if it could happen however. I'd love to be able to set up a train-routing turtle that can make a replacement ticket based on the current destination of the train.

Now if I can figure out how to get a printed ticket out of the machine and stuff it into the train directly. :)/>
No what I mean is the Ticket Machine in OpenPeripheral is controlled by the RailCraft developers, so what its able to do is up to them, and I'd assume it'd be the same for anything else in the RailCraft mod.


I'm unable to do a build of a fresh download of Open Peripheral 0.2.1-preview8 on OS X. Specifically, I get compile errors about inability to find openperipheral.core.integration.ModuleForestry. I got the same result before and after updating the Java compiler from 1.6.x to 1.7.0_40.UPDATE: Modifying build.xml to download the latest version of Forge for MC 1.6.2 (9.10.1.871) led to even more compiler errors (34) than the earlier version above (2 errors). They also involved ModuleForestry.
Why are you trying to make a fresh build of it o.O Here is a download link. Also what exactly are you trying to do? That compile error of not finding Forestry makes it seem like you're using an older version, it should be using a different class i believe.
hilerjm #743
Posted 01 January 1970 - 01:00 AM
Hey guys Im trying to make a system that can control like EVERYthing in my base and I was trying to use the setColor function to change Glowstone Illuminators, and it will work when the computer is next to the block, but I cannot figure out how to send the command through the wired modems/cables I have set up and working with other things.

I have tried this so far:

net=peripheral.wrap("back")

methods=net.callRemote("glowstone_illuminator_0","listMethods")
print(methods)
net.callRemote("glowstone_illuminator_0","setColor","0xFF0000")

This last line of code I do not know if it is right or even if it is the right way to go around doing this. It returns an "argument type mismatch" error, so please correct my error if you can. I really hope this can be done. Any help I can get would be fantastic.

(p.s:Yes the modems are turned on)

Edit: Nevermind guys, i spent the past 2 hours or so reading through the rest of the thread, where i found this:
I'm having a bit of a problem with peripherals on a networking cable, and specifically an SGCraft Stargate.
I think I've connected the modem to the right block - the Stargate Base block and not the DHD block - and I think I've wrapped it correctly. The code I'm using in the script goes like this:
local modem = peripheral.wrap("top")
local stargate = peripheral.wrap("stargate_base_2")
Which if I've understood lua, CC and such thus far, should give me access to the functions for the Stargate.
From there, attempting to run the command stargate.getHomeAddress() in a subsequent script returns absolutely nothing, where if I understand OpenPeripheral correctly it's supposed to return the connected Stargate's address, and when I try to make the Stargate dial another gate, I get this:
dial-out:3:
sun.org.mozilla.javascript.EvaluatorException: Can't find method openperipheral.common.util.ReflectionWrapper.call(boolean,string). (<Unknown source>#13 in <Unknown source> at line number 13

I thought MiscPeripherals might be the issue after seeing something similar a few posts up, but removing it hasn't made any difference.
What exactly am I doing wrong here?

And thanks to this I found my problem lol sorry for wasting your time guys :P/>
theoriginalbit #744
Posted 01 January 1970 - 01:00 AM
-snip-
An actual answer however is

local illuminator = peripheral.wrap("glowstone_illuminator_0")
illuminator.setColor(0xFFFFFF)
or


peripheral.call("glowstone_illuminator_0", "setColor", 0xFFFFFF)
Here is an example program I made that fades all glowstone illuminators on a network from one colour to another.
blockly #745
Posted 01 January 1970 - 01:00 AM
Why are you trying to make a fresh build of it o.O Here is a download link. Also what exactly are you trying to do? That compile error of not finding Forestry makes it seem like you're using an older version, it should be using a different class i believe.

Thanks for the reply. I will eventually want to modify the source code, which is why I'm doing the build myself.

I should have said in the original post that I got the source code from github [https://github.com/Mikeemoo/OpenPeripheral]. The README file shown on that page says that it is buildable with "ant", but I got the errors described above.

Thanks for your help.
theoriginalbit #746
Posted 01 January 1970 - 01:00 AM
I should have said in the original post that I got the source code from github [https://github.com/M...penPeripheral].
How'd you get the source from there?! Its here.

The README file shown on that page says that it is buildable with "ant", but I got the errors described above.
The buildfile will download forge and mcp and decompile Minecraft and everything for you. In order to change and test (run) your code all you need to do is run the source in Eclipse (or your IDE of choice). You can also have other mods installed in mcp/jars/mods as long as you have chicken_bones core (which installs chicken_bones lib) you will be able to run obfuscated mods in the deobfuscated environment.
blockly #747
Posted 01 January 1970 - 01:00 AM
I should have said in the original post that I got the source code from github [https://github.com/M...penPeripheral].
How'd you get the source from there?! Its here.
Thanks so much! I'll try there. (The wiki added a bracket, in case that wasn't clear. It was a good link to a bad repo.)

The README file shown on that page says that it is buildable with "ant", but I got the errors described above.
The buildfile will download forge and mcp and decompile Minecraft and everything for you. In order to change and test (run) your code all you need to do is run the source in Eclipse (or your IDE of choice). You can also have other mods installed in mcp/jars/mods as long as you have chicken_bones core (which installs chicken_bones lib) you will be able to run obfuscated mods in the deobfuscated environment.

The build.xml file I downloaded also includes recompiling, which is where the process is failing. I'll see what happens with the newer repo.

UPDATE: It worked! Woo hoo! Next time I'll be more careful to use the official repo and not a fork. Thanks again!
infinitehavoc #748
Posted 01 January 1970 - 01:00 AM
Please re-add compatibility with SGcraft. It is such an awesome mod, and this made it so much better.
theoriginalbit #749
Posted 01 January 1970 - 01:00 AM
-snip-
Please re-add compatibility with SGcraft. It is such an awesome mod, and this made it so much better.
Can't be done for now.
NeverCast #750
Posted 01 January 1970 - 01:00 AM
I should really be following this topic, BIT you're doing a wonderful job of keeping up with issues and requests, need some assistance? :D/>
*Followed*
theoriginalbit #751
Posted 01 January 1970 - 01:00 AM
I should really be following this topic, BIT you're doing a wonderful job of keeping up with issues and requests, need some assistance? :D/>
*Followed*
Sure why not, would be good to have someone else covering it, if only we were more staggered with our timezones :P/>
NeverCast #752
Posted 01 January 1970 - 01:00 AM
-snip-
Sure why not, would be good to have someone else covering it, if only we were more staggered with our timezones :P/>
Haha staggered enough that I can reply while you have dinner :P/>
Kieran #753
Posted 01 January 1970 - 01:00 AM
I had no luck using the Terminal Glasses Module in the 0.1.10 build, so I made an attempt at fixing it: Unofficial 0.1.12 download

This was tested with MPS 0.7.1 build 635.

Source on GitHub.
infinitehavoc #754
Posted 01 January 1970 - 01:00 AM
-snip-
Please re-add compatibility with SGcraft. It is such an awesome mod, and this made it so much better.
Can't be done for now.

If openperipheral isn't 1.6.4 yet, why should it matter about sg craft not being 1.6.4 yet, and the crashes it causes?
theoriginalbit #755
Posted 01 January 1970 - 01:00 AM
If openperipheral isn't 1.6.4 yet, why should it matter about sg craft not being 1.6.4 yet, and the crashes it causes?
OpenPeripheral IS 1.6.4
infinitehavoc #756
Posted 01 January 1970 - 01:00 AM
If openperipheral isn't 1.6.4 yet, why should it matter about sg craft not being 1.6.4 yet, and the crashes it causes?
OpenPeripheral IS 1.6.4

Ah, did not know that, as the site only lists it as 1.6.2, and the topic title was listing as 1.5.2
Mikeemoo #757
Posted 01 January 1970 - 01:00 AM
Considering just throwing some wiki pages up for people to edit as they please.
theoriginalbit #758
Posted 01 January 1970 - 01:00 AM
Considering just throwing some wiki pages up for people to edit as they please.
Sounds good, means that the wiki can stay more up-to-date
blockly #759
Posted 01 January 1970 - 01:00 AM
I'd like to attach a sensor to a ComputerCraft turtle so the turtle's behavior can depend on what it senses. A problem is that I can't physically place a sensor on a turtle. If I put the sensor next to the turtle, it will be left behind as soon as the turtle moves. Any suggestions?
theoriginalbit #760
Posted 01 January 1970 - 01:00 AM
Try it in a crafting table, if that doesn't work then the version that you have does not support a sensor on a Turtle, meaning that you'll have to get the Turtle to pickup and move the sensor with it.
blockly #761
Posted 01 January 1970 - 01:00 AM
Try it in a crafting table, if that doesn't work then the version that you have does not support a sensor on a Turtle, meaning that you'll have to get the Turtle to pickup and move the sensor with it.

Thanks for the suggestion. I should have mentioned that I'm using the newest version of OpenPeripheral from the github repository [https://github.com/O...penPeripheral].

I tried placing a sensor immediately above a turtle using a crafting table, as you suggested, but the recipe wasn't recognized.

What version does support sensors on turtles?

Thanks.
theoriginalbit #762
Posted 01 January 1970 - 01:00 AM
You're not using the latest now I pushed through a commit about 30 mins ago ;)/> Also use this site, Jenkins does a build each time something is commited to GitHub, so it removes the need for you to build it.

I'm not too sure when the support started, but the current version supports it, you have to put it in the crafting table like you would any Turtle peripheral, on the left or right of the Turtle.
blockly #763
Posted 01 January 1970 - 01:00 AM
You're not using the latest now I pushed through a commit about 30 mins ago ;)/>
:D/>

Also use this site, Jenkins does a build each time something is commited to GitHub, so it removes the need for you to build it.

Thanks for the link, although eventually I'll be modifying the source.

I'm not too sure when the support started, but the current version supports it, you have to put it in the crafting table like you would any Turtle peripheral, on the left or right of the Turtle.

I hadn't even realized that was how to put them together. I'd be just placing them on adjacent blocks.
theoriginalbit #764
Posted 01 January 1970 - 01:00 AM
I hadn't even realized that was how to put them together. I'd be just placing them on adjacent blocks.
The code isn't controlled by OpenPeripheral, its controlled by ComputerCraft, and ComputerCraft logic states that you have to put the peripherals on the left or right, hence when putting pickaxes and such on the side it will work.
blockly #765
Posted 01 January 1970 - 01:00 AM
I must not be understanding your instructions, Bit, because I still can't combine a computer/turtle and sensor.

I'm running:
  • MC 1.6.4
  • MCP v8.11
  • FML 6.4.8.886
  • MinecraftForge 9.11.0.886
  • ComputerCraft 1.57 [child mod: ComputerCraft Turtles]
  • OpenPeripheral 0.2.1-forge9.11.0.883-snapshot-68.jar (from the download link you shared)
When I start a game in creative mode, I can find ComputerCraft and OpenPeripheral tabs in my inventory, and I can drag out computers, turtles, and sensors. When I open a crafting table and place a {computer or turtle} and sensor next to each other, no output is offered. Is there a certain version of computer/turtle I need to use or sensor placement?



FWIW, I have no trouble getting the computer and sensor to communicate with each other when placed adjacent to each other in the world:


I really appreciate your help.
theoriginalbit #766
Posted 01 January 1970 - 01:00 AM
-snip-

A computer cannot be crafted with a sensor, it does not support peripherals in that way, only Turtles can be crafted with sensors.

Crafting a Turtle with a sensor
Spoiler

Result
SpoilerNote: The sensor can be placed on any side of the computer.

Since you're very new to ComputerCraft I suggest that you read the following Tutorials:
Computer Basics 1
Computer Basics 2
Peripheral Basics
Turtle Basics
blockly #767
Posted 01 January 1970 - 01:00 AM
Thank you so much, both for the information and for your diplomacy. I had read the first two tutorials but had not seen the last two.
blockly #768
Posted 01 January 1970 - 01:00 AM
I've read the tutorials and succeeded in building a turtle that has a pickaxe and a sensor, as well as modifying the behavior of the sonicScan() method. Thanks for your help and patience.

I would like to be able to tell the direction that the turtle is facing in a LuaMethod called on a sensor turtle. As you know, the signature of the LuaMethod is:
(IComputerAccess computer, ISensorEnvironment env)

I can test whether the attached device is a turtle with env.isTurtle(), but I'm unable to figure out how to call the ITurtleAccess method getFacingDir(). I was hoping that ITurtleAccess was a sub-interface of IComputerAccess, but no such luck. How does an attached peripheral access the ITurtleAccess interface?

Thanks.
theoriginalbit #769
Posted 01 January 1970 - 01:00 AM
No problems, any time.

I guess the easiest way, would be to create a new method in the openperipheral.turtleTurtleSensorEnvironment to get the ITurtleAccess object which you can call getFacingDir on. then in sonicScan just put in the facing direction? the reason I say sonicScan is there is no way in an adapter to specify that a method is for a specific type of computer (computer or turtle) so if you want to do a new method, you'll have to implement a way, so that you do not see getFacingDir on a computer as well.

Also once you've got the direction, which is a number, you may want to convert it into a more easily readable string.

If anything was able to be cast, it'd be the ISensorEnvironment before the IComputerAccess as the env variable is where the TileEntity is passed through.
Anti #770
Posted 01 January 1970 - 01:00 AM
Hello Everyone!
The inventory functions regarding item movement don't seem to be working. I'm doing everything like in the example in the documentation but i get a attempt to call nil every time i use them. And yes, they are enabled in the config. I'm using build 68.

Future Anti says thanks for your help. ;-)
Iomega0318 #771
Posted 01 January 1970 - 01:00 AM
So I was curious, is the version released right now, 0.2.1 I believe, have the needed changes to work like the Nexus direwolf created here:
https://www.youtube.com/watch?v=z6RmM7KP150
I tried using it but it doesn't seem to be working.. or I broke something lol..
Geforce Fan #772
Posted 01 January 1970 - 01:00 AM
How do you use the mechs? I'm seeing them in the creative tab and want to use them.
LaughingLeader #773
Posted 01 January 1970 - 01:00 AM
Hello Everyone!
The inventory functions regarding item movement don't seem to be working. I'm doing everything like in the example in the documentation but i get a attempt to call nil every time i use them. And yes, they are enabled in the config. I'm using build 68.

Future Anti says thanks for your help. ;-)
The method names in the OpenPeripheral documentation are incorrect, I believe.

Inventories (chests, etc) use these methods:
getInventoryName
getInventorySize
getStackInSlot
swapStacks
condenseItems
pushItem
pushItemIntoSlot
pullItem
pullItemIntoSlot
You'll notice in the OpenPeripheral documentation that these names are slightly different, like how what should be "pushItem()" is labelled as "push()", "getInventoryName()" is labelled as "getInvName()", and so on. Since you can't really go by the documentation till it's updated, I recommend making a test computer and doing something like this to check the method names of peripherals:


local side = "top";
local methods = peripheral.getMethods(side);
print("Methods:")
for i=1, #methods do
print(i.." = "..methods[i]);
end

Hope that helps.
theoriginalbit #774
Posted 01 January 1970 - 01:00 AM
-snip-

-snip-
LaughingLeader is 100% correct, the method names have changed in the 1.6.x version of OpenPeripheral, unfortunately I think the documentation will not be updated until there is an official release of the 1.6.4 version.

-snip-
No ForgeCraft2 is using a newer version than 0.2.1, they are using a fairly recent build, if not the more recent. This means that there would be different method names as well as new features like being able to read linking books.

-snip-
Mechs are currently craft-able with a temporary recipe, however the controller does not, if you're wanting to use in survival you'll have to cheat them in. As for how to use them, place the controller beside the computer and run listMethods on it to see everything available to do with the MechWarrior.
vvenaya #775
Posted 01 January 1970 - 01:00 AM
Silislime is not craftable with IC2 installed …

An option for an alternative recipe would be most welcome, otherwise this mod is just useless to me (and others)
theoriginalbit #776
Posted 01 January 1970 - 01:00 AM
Silislime is not craftable with IC2 installed …

An option for an alternative recipe would be most welcome, otherwise this mod is just useless to me (and others)
Uhhh which IC2 recipe is it that changes it exactly? I am on a server that is running all the latest mods, including IC2 and we have no problem at all with making Silislime Rubber. We have several sensors in use. I would also like to address your "this mod is just useless to me (and others)" statement. With a few of my own:

1. It seems that you're using a build on the 1.6.4 branch, this is not yet an official release, nothing is final and subject to change
2. OpenCCSensors has only fairly recently been merged with OpenPeripheral, there may be things to still work out
3. Taking the former point into consideration, OpenPeripheral's purpose as a mod is to add a plethora of support of different mods into ComputerCraft for use as a peripheral, whether its being able to interact with the mod's items, or just be able to read information from it. This mod has a far greater usage beyond the sensors, and I'm sorry if you feel that is all that this mod is "useful for"
4. If you are in fact using the silislime to craft a MechWarrior please see my post above yours for more information.
vvenaya #777
Posted 01 January 1970 - 01:00 AM
Silislime is created by burning slimeball in a furnace
IC2 overrides this recipe to create sticky resin (in any furnace)

Looking in NEI, we don't get a recipe to create silislime, which proves my point of it being overritten by IC2

IC2 has had this recipe since forever, and i am surprised that this was not noticed by the openperipheral authors.

I mainly wanted openperipherals to be used for it's glass (on display HUD) functionality, but nearly all recipes there require silislime.


Further info:
We use MC 1.6.2 with IC2 experimental (latest version)
theoriginalbit #778
Posted 01 January 1970 - 01:00 AM
IC2 overrides this recipe to create sticky resin (in any furnace)
IC2 has had this recipe since forever
I cannot find any evidence of your claims of being able to make sticky resin from slimeballs and I know that silislime is made with it!
IC2 Wiki
Another Wiki
Tekkit Wiki
Screenshot (instance has IC2 Experimental + OpenPeripheral)
I definitely cannot replicate on my instance. What other mods are you using? I think Gregtech does it?
vvenaya #779
Posted 01 January 1970 - 01:00 AM
GREGORIUST YOU EVIL BASTARD



It was indeed GregTech fouling things up. I have always used gregtech, and thought that he would not touch such things like slimeball smelting … i was wrong

Found this is his config


smelting {
 B:item.slimeball_true=true
...
}





Sorry for causing a fuss, i should have investigated further
theoriginalbit #780
Posted 01 January 1970 - 01:00 AM
-snip-
when there is something that's not normal with recipes, and GregTech is installed, assume GregTech, he messes with so much 9/10 it will be GregTech messing with it.


Sorry for causing a fuss, i should have investigated further
That's ok, that's what I'm here for, at the moment I'm the only developer that's providing user support on these forums. NeverCast said he was going to as well, but, well, he hasn't been :P/>
Iomega0318 #781
Posted 01 January 1970 - 01:00 AM
@theoriginalbit
Ah ok that's kinda what I thought, too bad.. I really want to set something like that up lol..
theoriginalbit #782
Posted 01 January 1970 - 01:00 AM
@theoriginalbit
Ah ok that's kinda what I thought, too bad.. I really want to set something like that up lol..
It's still possible to do, its just, well, a "dumber" system, 'cause it'd have to keep track of what slots are for what, and you'd basically have to add the names manually. But it is still possible. Basically, what direwolf20 did before he asked Mikee for info from the Linking Book.
Iomega0318 #783
Posted 01 January 1970 - 01:00 AM
@theoriginalbit
Ah ok that's kinda what I thought, too bad.. I really want to set something like that up lol..
It's still possible to do, its just, well, a "dumber" system, 'cause it'd have to keep track of what slots are for what, and you'd basically have to add the names manually. But it is still possible. Basically, what direwolf20 did before he asked Mikee for info from the Linking Book.
I think he did the "dumber" version in FC1 which he talks about upgrading it, so I might see if I can find a video on his FC1 version and just use that one for now. The upgrade will be nice when it's released though :)/>
adencraft2000 #784
Posted 01 January 1970 - 01:00 AM
Any chance of some "Example" scripts? (For the terminal glasses)
Deli_SK #785
Posted 01 January 1970 - 01:00 AM
Where can I find the most updated download? I don't want to compile it myself from git and on wiki, there is the same download for newarly 2 months now. Can you please provide me the newest download?
Thank you…
theoriginalbit #786
Posted 01 January 1970 - 01:00 AM
Any chance of some "Example" scripts? (For the terminal glasses)
There is a few around on these forums, there's lots of people asking questions in the Ask a Pro about it, you can also get information there. Lastly there is also a script called Twitter on the computers when an OpenPeripheral compatible block is attached, which you can open and read for examples.

Where can I find the most updated download? I don't want to compile it myself from git and on wiki, there is the same download for newarly 2 months now. Can you please provide me the newest download?
Thank you…
Here is a link to the place you can find the latest builds for Minecraft 1.6.4 from GitHub, however be warned, these are development builds, what is in it for these versions may not be in future versions, also there are changes/tweaks that need to be made sometimes, so nothing is final. Lastly bugs can happen, if they do, please verify that it is a bug and not a user error and submit it as an issue on the GitHub repo's issue tracker so that we can see it in a timely matter and attempt to address the problem before official release.
ATMunn #787
Posted 01 January 1970 - 01:00 AM
Umm… I'm messing around with OpenPeripheral, in particular the Terminal Glasses, and it looks REALLY cool, but where is a list of the hexidecimal values for the colors? I can't figure it out on my own…
theoriginalbit #788
Posted 01 January 1970 - 01:00 AM
Umm… I'm messing around with OpenPeripheral, in particular the Terminal Glasses, and it looks REALLY cool, but where is a list of the hexidecimal values for the colors? I can't figure it out on my own…
There is no "list" the hexadecimal colours can represent any colour, we don't limit you in this way. A hexadecimal colour is the following format
0xRRGGBB
Where:
R = Red
G = Green
B = Blue

and each set of two is a number between 00 and FF (0-255 in decimal).

I've found this website a good resource when I don't know what colour to use, or can't be bothered working out a nice code. I've also gone ahead and also made an API that adds a bunch of colours from the around the interwebs, since most of the code's that I found were in RGB and the terminal glasses uses hex, I also wrote a function to convert from RGB to Hex, which you may find useful if you can understand RGB colours better (even though the hex colours are essentially RGB)
ATMunn #789
Posted 01 January 1970 - 01:00 AM
Thank's! This helped.

Ok, yeah. That's a really usefull website.

Ok… Now how do I detect commands with the terminal glasses bridge?

Nevermind, I figured it out :D/>

It's

os.pullEvent("chat_command")
bfox #790
Posted 01 January 1970 - 01:00 AM
https://www.youtube.com/watch?v=Gj8tnsRbWh0

Thought Id share a nice video of something I made involving a turtle and the Energy Manipulator mod using OpenPeripherals
Aixler #791
Posted 01 January 1970 - 01:00 AM
In minecraft 1.6.4, with a computer next to an iron tank valve from railcraft, you only have access to getTankInfo(), not getTanks().
getTankInfo() gives me 2 lines of net.minecraftforge.fluids.getTankInfo@hexidecimals.. Is there anything i can do with that? Or did i do something wrong?
blockly #792
Posted 01 January 1970 - 01:00 AM
I notice there isn't an eclipse folder high up in the openperipheral source tree, only under build/forge/mcp and build/forge/fml, and those obviously don't include the openperipheral code. Is there a recommended eclipse configuration? So far, I've been using a project I created in my workspace, which has worked fine for programming (although I've been building with ant at the shell), but I don't know how to make it so I can launch minecraft within Eclipse so I can use the debugger. (That's my real goal.)
theoriginalbit #793
Posted 01 January 1970 - 01:00 AM
In minecraft 1.6.4, with a computer next to an iron tank valve from railcraft, you only have access to getTankInfo(), not getTanks().
getTankInfo() gives me 2 lines of net.minecraftforge.fluids.getTankInfo@hexidecimals.. Is there anything i can do with that? Or did i do something wrong?
*sigh* versions?!

-dev env question-
Obviously the eclipse setup isn't enforced on you, and I know that I definitely wouldn't want it to be! Also I don't think everyone uses Eclipse so really an IDEs files should never be synced into a projects repo.
This is the development environment I use (with a few minor tweaks) Let's Mod with Pahimar! Episode 6: Dev Environment 3.0. It works very well for modding, its initially annoying to get the Minecraft project setup, but once its done once, its done for all, so its nice. Then once you've got that you'll need to install CodeChickenCore into the eclipse/mcp/jars/mods/ folder (in environment) this will go and download CodeChickenLib which allows obf'd mods to run in a deobf'd environment, which is very handy! means you can test almost any mod with your own without having to decompile them!
Oh also make sure that when you're adding the assets, make a new source folder called something like "resources" and then drag/drop the assets folder into this, if you just drag/drop into the main project the package structure fails and Minecraft won't load any of the OpenP resources.
mzx987 #794
Posted 01 January 1970 - 01:00 AM
Not sure if this was discussed, or if I am crazy, but how exactly do the sensors work within OpenPeripheral?

EDIT: To make myself more clear, in OpenCCSensors, you were able to place the sensor cards within the sensor block itself. Are you still able to do that within OpenPeripheral, or is there other methods?
theoriginalbit #795
Posted 01 January 1970 - 01:00 AM
Not sure if this was discussed, or if I am crazy, but how exactly do the sensors work within OpenPeripheral?
EDIT: To make myself more clear, in OpenCCSensors, you were able to place the sensor cards within the sensor block itself. Are you still able to do that within OpenPeripheral, or is there other methods?
Not anymore, there are no need for sensor cards. In OpenCCSensors you were able to "scan" a large amount of blocks and inventories and such, however since OpenPeripheral also does this, these features were removed from the sensor and only Entity scanning has remained. So you can detect players, animals, mobs, and anything else that is an entity, but everything else can be done with a modem so there was no need to add these features into the sensor,
blockly #796
Posted 01 January 1970 - 01:00 AM
This is the development environment I use (with a few minor tweaks) Let's Mod with Pahimar! Episode 6: Dev Environment 3.0….

Thanks a lot. I set that up as shown in the video and can start up what Pahimar calls "No Mods - Client", but I can't start the modded client because I don't know where to put the ComputerCraft zip on which it depends. Your post mentions the "eclipse/mcp/jars/mods/ folder", but I don't see that anywhere. The only top-level folders in my Minecraft project are:
  • minecraft (linked to the de-compiled src code)
  • JRE System Library [JavaSE-1.7]
  • Referenced Libraries
  • jars (which contains libraries and versions, both of which are empty).
The top-level folders in my Mods project are:
  • src (linked to the top-level src directory of the openperipheral repository)
  • resources (a new folder, per your recommendation, with a link to the assets)
  • JRE System Library [JavaSE-1.7]
Thanks.
MazeusXenon #797
Posted 01 January 1970 - 01:00 AM
In minecraft 1.6.4, with a computer next to an iron tank valve from railcraft, you only have access to getTankInfo(), not getTanks().
getTankInfo() gives me 2 lines of net.minecraftforge.fluids.getTankInfo@hexidecimals.. Is there anything i can do with that? Or did i do something wrong?
*sigh* versions?!

This is happening to me as well and I am using the most current OpenPeripherals (0.2.0-Beta) on MC 1.6.4. I also get with with OpenBlocks (1.2.0) and their tanks, and I really want to setup something that will display the amount of liquid in the tank, not a strange hex code of data that, while pretty, doesn't help…
NeverCast #798
Posted 01 January 1970 - 01:00 AM
Unfortunately an OpenBlocks' tank is one block, so it's volume will be out of 16,000mB. It wont give you the entire content of all the neighbouring tanks.
theoriginalbit #799
Posted 01 January 1970 - 01:00 AM
-snip-
Sorry I did say eclipse didn't I, I meant to say forge/mcp/jars/mods just like he says to in the video. Make sure you install CodeChickenCore too!

This is happening to me as well and I am using the most current OpenPeripherals (0.2.0-Beta) on MC 1.6.4. I also get with with OpenBlocks (1.2.0) and their tanks, and I really want to setup something that will display the amount of liquid in the tank, not a strange hex code of data that, while pretty, doesn't help…
*sigh* update to the latest OpenPeripheral instead of v0.2.0-Beta and confirm the problem still exists there. If you can confirm that it still exists and/or you do not wish to update, please provide screenshots of the problem as well as any appropriate code, and anything else you think could help us replicate the problem to investigate it further.
blockly #800
Posted 01 January 1970 - 01:00 AM
Sorry I did say eclipse didn't I, I meant to say forge/mcp/jars/mods just like he says to in the video. Make sure you install CodeChickenCore too!

Done and done. Thanks!
MazeusXenon #801
Posted 01 January 1970 - 01:00 AM
*sigh* update to the latest OpenPeripheral instead of v0.2.0-Beta and confirm the problem still exists there. If you can confirm that it still exists and/or you do not wish to update, please provide screenshots of the problem as well as any appropriate code, and anything else you think could help us replicate the problem to investigate it further.

Okay, I wrong on the version I was running. I am running the latest (0.2.1) but it is still happening. My code is very simple as I am just trying to learn it and can't get out usable details. getTankInfo insists it needs a parameter and only seems to work if I put the name of the tank (I get it from right-clicking the connection to it).

The code:
net = peripheral.wrap("openblocks_tank_5")
results = net.getTankInfo("openblocks_tank_5")
print(results)

This prints to the screen:
table: a50ecb1

If I am using the code wrong please let me know. I get a "attempt to index ? (a nul value)" or "attempt to call nil" on line 2.
NeverCast #802
Posted 01 January 1970 - 01:00 AM
Firstly, it provides a table of details so you need to iterate the table for more information.
Secondly you're meant to supply a side. You can use "top", "bottom", "north", "south", "east", "west" or "unknown". Unknown will just use whatever default side the mod hosting the tank thinks is best. Some mods wont accept unknown as they are sided. For example the portable tank from TE only works on the bottom and top so providing unknown would not work.

As for iterating the table. Try the following.

for k,v in pairs(results) do
  print(tostring(k), ':', tostring(v))
end
This will go through the table getting all the names and values out.
You can then use results.name to get any of those values. The names are on the left hand side of the output.
theoriginalbit #803
Posted 01 January 1970 - 01:00 AM
Firstly, it provides a table of details so you need to iterate the table for more information.
GAH! I told you they'd just be trying to print a table…. why does no one read documentation?!

Secondly you're meant to supply a side. You can use "top", "bottom", "north", "south", "east", "west" or "unknown".
Someone designed the code wrong, any unknown argument will return ForgeDirection.UNKNOWN so you could do getTankInfo("I don't read documentation") and it'd still work.
NeverCast #804
Posted 01 January 1970 - 01:00 AM
Someone designed the code wrong, any unknown argument will return ForgeDirection.UNKNOWN so you could do getTankInfo("I don't read documentation") and it'd still work.

Which I guess would be a good default, because someone that doesn't read code probably just wants any odd tank.

Should we throw an error instead? Since no argument is not an option.
theoriginalbit #805
Posted 01 January 1970 - 01:00 AM
Should we throw an error instead? Since no argument is not an option.
I think we should.
NeverCast #806
Posted 01 January 1970 - 01:00 AM
I think we should.

Done, and you're assigned.
https://github.com/OpenMods/OpenPeripheral/issues/76
MazeusXenon #807
Posted 01 January 1970 - 01:00 AM
GAH! I told you they'd just be trying to print a table…. why does no one read documentation?!

Okay, so I missed it. Where is this documentation?


Firstly, it provides a table of details so you need to iterate the table for more information.
Secondly you're meant to supply a side. You can use "top", "bottom", "north", "south", "east", "west" or "unknown". Unknown will just use whatever default side the mod hosting the tank thinks is best. Some mods wont accept unknown as they are sided. For example the portable tank from TE only works on the bottom and top so providing unknown would not work.

As for iterating the table. Try the following.

for k,v in pairs(results) do
  print(tostring(k), ':', tostring(v))
end
This will go through the table getting all the names and values out.
You can then use results.name to get any of those values. The names are on the left hand side of the output.

When I add your code I get:
1: net.mineforge.fluids.FluidTankInfo@37e57f60
What is this telling me?

And no, don't know Lua very well (obviously) so no need to be rude. Point me to the documentation that covers all this and I will learn from it. If I knew there was documentation I could access, I would have looked at that first. I ask because I know there are people out there who do know the answer and are willing to help other people. I really like this combination of mods - and I have a number turtle programs I save in pastebin and reuse a lot. I would like to be able to use this to setup something so I can see just how much I have stored so any documentation or other assistance would be appreciated.
theoriginalbit #808
Posted 01 January 1970 - 01:00 AM
-snip-
It is literally the first thing in the original post

Documentation and downloads have been moved
NeverCast #809
Posted 01 January 1970 - 01:00 AM
When I add your code I get:
1: net.mineforge.fluids.FluidTankInfo@37e57f60
What is this telling me?

That is telling you that there is ONE tank available.

results = results[1]

Put that before the for loop.
MazeusXenon #810
Posted 01 January 1970 - 01:00 AM
It is literally the first thing in the original post

And yes, that is where I went but the OpenBlocks section has nothing (http://www.openperipheral.info/openperipheral/documentation/openblocks). There are lot for a number of other mods (which is very nice) but nothing there. Is there a wiki other than the ComputerCraft wiki you would recommend?

That is telling you that there is ONE tank available.

results = results[1]

Put that before the for loop.

Great, thanks. I will try that. This will then tell me how much is stored? Or will I get more detail I will need to figure out?
NeverCast #811
Posted 01 January 1970 - 01:00 AM
I believe the information about tanks might be contained under Vanilla or Minecraft Forge on the documentation as it's not mod specific but Forge specific.

As for the results, it'll give you more information that you should be able to figure out.
karelmikie3 #812
Posted 01 January 1970 - 01:00 AM
openperipheral version: 0.2.1
mc version: 1.6.4
addetional info: the special sgcraft don't seem to exist but the inventory methods do
Ok I would assume that this is because when OpenPeripheral was first ported to 1.6.x there was no SGCraft for 1.6.x, meaning that support for it would have been removed until a build was released. The reason that the inventory interaction works is because anything with an inventory will be detected by OpenPeripheral and allow interaction. I just added an issue for it to remind anyone to add SGCraft support back.

sgcraft has been updated to 1.6.4
theoriginalbit #813
Posted 01 January 1970 - 01:00 AM
sgcraft has been updated to 1.6.4
indeed.
karelmikie3 #814
Posted 01 January 1970 - 01:00 AM

in what version of open peripheral it's gonna be in because i just downloaded the latest version and it doesn't work
Aixler #815
Posted 01 January 1970 - 01:00 AM
I believe the information about tanks might be contained under Vanilla or Minecraft Forge on the documentation as it's not mod specific but Forge specific.

As for the results, it'll give you more information that you should be able to figure out.

Using openperipherals build #73 from nov1 with minecraft 1.6.4 and computercraft 1.5.7.

With this code, i got this result:


It certainly is a good step in the right direction!

How do i get all information available, rather than just capacity?
thislooksfun #816
Posted 01 January 1970 - 01:00 AM
Just so I know, when will the ticket machine work again? I really want to make an automated ticket system, but I can't find a way to do that right now. :/
NeverCast #817
Posted 01 January 1970 - 01:00 AM
It certainly is a good step in the right direction!

How do i get all information available, rather than just capacity?

Do tank.listMethods() for me, what does it print out?
Also try using "unknown" as the side.

Just so I know, when will the ticket machine work again? I really want to make an automated ticket system, but I can't find a way to do that right now. :/

I wasn't aware this was not working in Open1.6, the Ticket Machine is RailCraft, TheOriginalBIT is good with his RC compat' so he might be able to add it if it's gone.

in what version of open peripheral it's gonna be in because i just downloaded the latest version and it doesn't work

Did you download it from here? http://openmods.info:8080/job/OpenPeripheral/
These are the latest cutting edge untested builds of OpenPeripheral. If you want new features, that is where to get them.
NeverCast #818
Posted 01 January 1970 - 01:00 AM
- Moderator delete this please -
Aixler #819
Posted 01 January 1970 - 01:00 AM
- Moderator delete this please -

Changed/Added your code


Gave this:
theoriginalbit #820
Posted 01 January 1970 - 01:00 AM
Just so I know, when will the ticket machine work again? I really want to make an automated ticket system, but I can't find a way to do that right now. :/
I wasn't aware this was not working in Open1.6, the Ticket Machine is RailCraft, TheOriginalBIT is good with his RC compat' so he might be able to add it if it's gone.
As far as I was concerned it wasn't broken… I guess I'll have to take a look into it…

in what version of open peripheral it's gonna be in because i just downloaded the latest version and it doesn't work
Did you download it from here? http://openmods.info...OpenPeripheral/
These are the latest cutting edge untested builds of OpenPeripheral. If you want new features, that is where to get them.
Jenkins didn't initially detect those when I committed the changes, seems it still hasn't.
MazeusXenon #821
Posted 01 January 1970 - 01:00 AM
Okay, this is officially annoying. I ran the code below on Friday and it worked great - my monitor updates ~ every 3 seconds or so with new info from my tank. Now, all of a sudden, the code is throwing an error "test 9: attempt to concatenate string and nil".


tank=peripheral.wrap("right")
monitor = peripheral.wrap("left")

while true do
  details = tank.getTankInfo("right")
  detail = details[1]

  monitor.getCursorPos(1,1)
  monitor.write('Contains: '..detail["name"]
  monitor.setCursorPos(1,2)
  monitor.write(detail["amount"]..' / '..detail["capacity"])
  sleep(3)
end

It seems "details" (see the code) comes back as a table but details[1] is no longer a table but a string. How do I get the table data back out or how can I get the "name", "amount" and "capacity" back from the tanks since this code no longer seems to work?


Okay, forget this - I was using different version of OpenPeripherals. It's always the obvious things I tend to overlook… sigh…
Aixler #822
Posted 01 January 1970 - 01:00 AM
Using openperipherals build #73 from nov1 with minecraft 1.6.4 and computercraft 1.5.7.
How do i get all information available, rather than just capacity?


So i tested the new Open per. version on single player, using an empty tank… let me check if that was the reason =/
Edit: Added some liquid in the tank and everything is working perfectly now, thanks so much!
thislooksfun #823
Posted 01 January 1970 - 01:00 AM
Just so I know, when will the ticket machine work again? I really want to make an automated ticket system, but I can't find a way to do that right now. :/
I wasn't aware this was not working in Open1.6, the Ticket Machine is RailCraft, TheOriginalBIT is good with his RC compat' so he might be able to add it if it's gone.
As far as I was concerned it wasn't broken… I guess I'll have to take a look into it…
The problem I'm having is this:

ticketMachine = peripheral.wrap(side)
ticketMachine.createTicket(destination) --throws 'attempt to call nil'
EDIT: Oh, I'm using version 0.2.0 for MC 1.6.2, if that helps.
theoriginalbit #824
Posted 01 January 1970 - 01:00 AM
The problem I'm having is this:

ticketMachine = peripheral.wrap(side)
ticketMachine.createTicket(destination) --throws 'attempt to call nil'
EDIT: Oh, I'm using version 0.2.0 for MC 1.6.2, if that helps.
I would immediately say it is because you're providing an invalid side so the peripheral isn't wrapped (see code at the bottom for example). However assuming that you're doing everything correctly I attempted to confirm if the v0.2.0 version contains that method. However it seems Mikee has made a mistake when updating download links and I am unable to retrieve this version to confirm, I have checked and this function is definitely in the latest version which can be found at openmods.info.

Run the following code and confirm the function is in the list

for k,v in pairs(peripheral.wrap("left")) do
  print(k, ' = ', v)
end
Replacing "left" with the appropriate side or name of the ticket machine on your local/remote network.
thislooksfun #825
Posted 01 January 1970 - 01:00 AM
The problem I'm having is this:

ticketMachine = peripheral.wrap(side)
ticketMachine.createTicket(destination) --throws 'attempt to call nil'
EDIT: Oh, I'm using version 0.2.0 for MC 1.6.2, if that helps.
I would immediately say it is because you're providing an invalid side so the peripheral isn't wrapped (see code at the bottom for example). However assuming that you're doing everything correctly I attempted to confirm if the v0.2.0 version contains that method. However it seems Mikee has made a mistake when updating download links and I am unable to retrieve this version to confirm, I have checked and this function is definitely in the latest version which can be found at openmods.info.

Run the following code and confirm the function is in the list

for k,v in pairs(peripheral.wrap("left")) do
  print(k, ' = ', v)
end
Replacing "left" with the appropriate side or name of the ticket machine on your local/remote network.

I updated to the latest version, and that worked! The official download link (here) isn't the latest version.
theoriginalbit #826
Posted 01 January 1970 - 01:00 AM
I updated to the latest version, and that worked! The official download link (here) isn't the latest version.
Indeed it is not. The link I provided to the latest versions are the dev builds that get made each time we change something, they're not official releases, and sometimes being dev builds they can be very buggy.
NeverCast #827
Posted 01 January 1970 - 01:00 AM
Indeed it is not. The link I provided to the latest versions are the dev builds that get made each time we change something, they're not official releases, and sometimes being dev builds they can be very buggy.

Or sometimes being Dev builds they don't work at all xD It's just trial and error.
Raptor1138 #828
Posted 01 January 1970 - 01:00 AM
- Yes, thin wire recipe is broken in the 1.6.2 beta. Known issue.

I'm using OpenPeripherals build #73 with minecraft 1.6.4 and Computercraft 1.5.7. Is it correct that thin wire is still not craftable in this build? I dug around the source a bit and it looked to me like the recipe should be an iron ingots above and below redstone, but this did not work.
hron84 #829
Posted 01 January 1970 - 01:00 AM
I using 1.6.4 and OP 0.2.1-preview8 and CC 1.57.

My problem is a lot of thing not works correctly in my setup. Maybe this is due my dumbness, but please point me out, what do I wrong.

I created a BatBox monitor under FTB (1.5.2) and it works correctly, code is at https://gist.github.com/hron84/04283c4471ec9856f004 but under 1.6 at L47 I get "attempt to call nil" - what means batbox.getStored() - what is mentioned in the documentation, and works under FTB well - is not exists. Examining the wrapped peripheral table showed me batbox implements only getInventorySize() function.

Is there any OP version what is intended to work 1.6.x and CC 1.57? I'd like to use my stuffz as a peripheral…
theoriginalbit #830
Posted 01 January 1970 - 01:00 AM
I'm using OpenPeripherals build #73 with minecraft 1.6.4 and Computercraft 1.5.7. Is it correct that thin wire is still not craftable in this build? I dug around the source a bit and it looked to me like the recipe should be an iron ingots above and below redstone, but this did not work.
NeverCast's server was originally using using a build around that and we definitely could craft wire. The only thing that I can think of is 1, you're not putting then in the crafting table correctly, or 2, there is a collision happening with another mod, or 3, idk maybe Gregtech changing recipes again :P/> what does NEI say for the recipe?

I created a BatBox monitor under FTB (1.5.2) and it works correctly, code is at https://gist.github....c4471ec9856f004 but under 1.6 at L47 I get "attempt to call nil" - what means batbox.getStored()
"Attempt to call nil" means that the function doesn't exists… As such the first thing that you should do is take a look at the functions on the peripheral with

for k,v in pairs(peripheral.wrap("side/name")) do
  print(k, ' = ',v)
  sleep(0.5)
end
After doing this you'll notice that all the method names went under a renaming process in order to make them easier to understand what they do without having to consult any form of documentation. As such you should notice the change from getStored to getEUStored
hron84 #831
Posted 01 January 1970 - 01:00 AM
Btw, I started to read source code, and I figured out getStored and getCapacity is renamed (https://github.com/OpenMods/OpenPeripheral/blob/master/src/openperipheral/core/adapter/ic2/AdapterEnergyStorage.java).
theoriginalbit #832
Posted 01 January 1970 - 01:00 AM
Btw, I started to read source code, and I figured out getStored and getCapacity is renamed (https://github.com/O...rgyStorage.java).
That's what I just said.
Raptor1138 #833
Posted 01 January 1970 - 01:00 AM
NeverCast's server was originally using using a build around that and we definitely could craft wire. The only thing that I can think of is 1, you're not putting then in the crafting table correctly, or 2, there is a collision happening with another mod, or 3, idk maybe Gregtech changing recipes again :P/> what does NEI say for the recipe

NEI gives me no recipe for thin wire other than the conversions between ribbon cable and coiled wire, which really didn't help me make any in the first place, hence my digging around for what the recipe should be. If I was right in trying two iron ingots and a redstone, I'm pretty sure I've tried every reasonable layout. :)/> (Although I'm guessing the correct one should be iron on top, redstone below, and another iron below that.)

We're running a small personal custom server with kind of a hodgepodge of mods. No Gregtech, however, so that shouldn't be the problem. Anyways, if it's supposed to be craftable, it's probably a conflict with something else we put on the server or we screwed something up somewhere along the line. That's the only reciepe from OpenPeripheral that NEI will not show that I've noticed yet.

One thing we noticed is that we're running the latest version of Forge 9.11.1.943 while it looks like OpenPeripheral uses 9.11.0.883. Could that be a sorce of problems? Forgive my lack of mod expertise, and thanks for any help you can give me.
MazeusXenon #834
Posted 01 January 1970 - 01:00 AM
ya, me again asking the annoying questions…

OpenBlock Tank with OpenPeripherals… the getTankInfo function seems to only from a single block (which makes sense). But as OpenBlocks treats all "tank" block as a continuous tank, is there something I can do other than attaching a modem to every tank to read all connected blocks with a single connection?
NeverCast #835
Posted 01 January 1970 - 01:00 AM
That's where you assume incorrectly. The way tanks are implemented in OpenBlocks is that each tank is a single tank ( Which allows you to break it and carry the contents around ). The only way they are continuous is that if an adjacent tank has less liquid than this one, and it's the same liquid type, balance them out. In code they are single tanks and they are coded entirely that way.

It has been a long time intention to eventually make them in to a proper multiple block structure, but other things have been a higher priority.

Sorry for the inconvenience that this will certainly present. Doesn't the scanner detect blocks? Could it be used to scan all the tanks?
MazeusXenon #836
Posted 01 January 1970 - 01:00 AM
That's where you assume incorrectly. The way tanks are implemented in OpenBlocks is that each tank is a single tank ( Which allows you to break it and carry the contents around ). The only way they are continuous is that if an adjacent tank has less liquid than this one, and it's the same liquid type, balance them out. In code they are single tanks and they are coded entirely that way.

It has been a long time intention to eventually make them in to a proper multiple block structure, but other things have been a higher priority.

Sorry for the inconvenience that this will certainly present.
Well phooey… ah well…

Doesn't the scanner detect blocks? Could it be used to scan all the tanks?

Scanner? Is that something in OpenPeripherals I just haven't seen yet?
NeverCast #837
Posted 01 January 1970 - 01:00 AM
The sensor thing.
hron84 #838
Posted 01 January 1970 - 01:00 AM
Btw, I started to read source code, and I figured out getStored and getCapacity is renamed (https://github.com/O...rgyStorage.java).
That's what I just said.

Ohh, yeah, sorry, I missed you comment, because I did not refreshed the page just started to read the source.

theoriginalbit, another question: I trying to play with tanks, but I cannot touch FluidTankInfo objects, because LUA complains me it's a sting not a table. Is it any issue with preview8, or I miss something? I read the source, but FludTankInfo is seems a part of the MC core, so it's source does not included in OP's code. The returned stuff (string?) seems like a result of default java Object.toString() method, and I do not think i can do anything with it. I tried the example code in comment #819, and lua says table expected, got string in L5.

My test setup is: [C][T] where C is a computer and T is a 1 block tall BuildCraft Tank block filled with some lava. I bit missed because I cannot figure out directions in case of tanks… getTankInfo("right"), getTankInfo("west") and getTankInfo("unknown") neither provides me anything than a string.
theoriginalbit #839
Posted 01 January 1970 - 01:00 AM
-snip-
Forge shouldn't be the problem. Take note of my comment on the similar issue someone else reported, I've got an image of the recipe. I'd assume you may just have to play around with the other mods and it a bit and once you get it working let us know what was stopping you from crafting the wire.

-snip-
what's the full code you're using?
hron84 #840
Posted 01 January 1970 - 01:00 AM
-snip-
what's the full code you're using?

Exactly (letter-by-letter) same as in http://www.computerc...post__p__151696
Edited by
Raptor1138 #841
Posted 01 January 1970 - 01:00 AM
I tried removing all mods but Computercraft and OpenPeripheral. Still no ability to craft thin wire. Thoughts?
Raptor1138 #842
Posted 01 January 1970 - 01:00 AM
I figured out my problem. We had the wrong build downloaded. I feel stupid now. Sorry for the trouble, and thanks for trying to help me out!
Edited by
piggles #843
Posted 01 January 1970 - 01:00 AM
Just found out about this handy little mod while playing FTBUnleased which includes OP version 0.1.9. Now I've tried searching for an answer to this because it seems like a pretty stupid question, but everytime I connect a modem to a new block the device number goes up 1, but how do I reset these numbers because while testing i managed to get up to about glowstone_illuminator_30 and i only have 5 connected. I'd like to get down to use numbers 0-4 again if possible?
LaughingLeader #844
Posted 01 January 1970 - 01:00 AM
SpoilerJust found out about this handy little mod while playing FTBUnleased which includes OP version 0.1.9. Now I've tried searching for an answer to this because it seems like a pretty stupid question, but everytime I connect a modem to a new block the device number goes up 1, but how do I reset these numbers because while testing i managed to get up to about glowstone_illuminator_30 and i only have 5 connected. I'd like to get down to use numbers 0-4 again if possible?
There's a text file in your computer folder (located in your world's save folder) that's called lastid_peripheral. So, in your case, it should be called lastid_glowstone_illuminator. You can set the lastid to be 4 there so your next id will be 5.

Not too convenient, but it'll get the job done.
theoriginalbit #845
Posted 01 January 1970 - 01:00 AM
Exactly (letter-by-letter) same as in http://www.computerc...post__p__151696
Hmmm, not too sure. It works fine for everyone else. Can you run the following code and show me the output

term.clear()
term.setCursorPos(1,1)
local tank = peripheral.wrap("right") --# make sure that "right" is the side or name of the tank
local dirs = {"north", "south", "east", "west", "up", "down", "unknown"}
for _,side in pairs(dirs) do
  print(side..": "..tostring(tank.getTankInfo(side)))
end

I figured out my problem. We had the wrong build downloaded. I feel stupid now. Sorry for the trouble, and thanks for trying to help me out!
I thought you may have had the wrong build, there was an older one where I think there may have been a problem. Its ok, that's what I'm here for.

Just found out about this handy little mod while playing FTBUnleased which includes OP version 0.1.9. Now I've tried searching for an answer to this because it seems like a pretty stupid question, but everytime I connect a modem to a new block the device number goes up 1, but how do I reset these numbers because while testing i managed to get up to about glowstone_illuminator_30 and i only have 5 connected. I'd like to get down to use numbers 0-4 again if possible?
As LaughingLeader above stated there is a file, delete it and the numbers will start again. You'll then have to replace, or re-turn on the modems. It doesn't really matter though what id your peripheral has, and if you want to effect all glowstone illuminators connected you can easily do this

for _,name in pairs(peripheral.getNames()) do
  if peripheral.getType(name) == "glowstone_illuminator" then
    -- make your changes here
  end
end
meaning that you can add or remove any more at will without having to edit or even restart your code
JessiahC #846
Posted 01 January 1970 - 01:00 AM
I am having similar issues with the steel tanks in OP-0.2.1-preview8, and RC 8.2.0.0
I got a couple tanks hooked up with wired modems:

A couple examples:


tank = peripheral.wrap("rcsteeltankvalvetile_1")
tankdetails = tank.getTankInfo("unknown")
for k,v in pairs(tankdetails) do
  print(k.. "=" ..v)
end
That will return:
1=net.minecraftforge.fluids.FluidTankInfo@30feacb8
(The hex is random each time I run the code)

When I perform:


local side = "top";
local methods = peripheral.getMethods("rcsteeltankvalvetile_1");
print("Methods:")
for i=1, #methods do
  print(i.." = "..methods[i]);
end

It returns:

Methods:
1 = getTankInfo
2 = listMethods
3 = getAdvancedMethodsData

In addition, the code that was provided above:


term.clear()
term.setCursorPos(1,1)
local tank = peripheral.wrap("rcsteeltankvalvetile_1")
local dirs = {"north", "south", "east", "west", "up", "down", "unknown"}
for _,side in pairs(dirs) do
  print(side..": "..tostring(tank.getTankInfo(side)))
end

Returns:

north: table: 7f235d7
south: table: 4dfcf8bc
east: table: 3fda8eae
up: table: 4eeedee71
down: table: 22dara52
unknown: table: 6e4ede88

So then I added:

print(side..":"..tostring(textutils.serialize(tank.getTankInfo(side))))

and it spits out:

north:{[1]="net.minecraftforget.fluids.FluidTankInfo@5b63ce7",}
south:{[1]="net.minecraftforget.fluids.FluidTankInfo@60ff7c18",}
east:{[1]="net.minecraftforget.fluids.FluidTankInfo@3d3072a8",}
west:{[1]="net.minecraftforget.fluids.FluidTankInfo@c2b2fd7",}
up:{[1]="net.minecraftforget.fluids.FluidTankInfo@13ebb52d",}
down:{[1]="net.minecraftforget.fluids.FluidTankInfo@251dd0ad",}
unknown;{[1]="net.minecraftforge.fluids.FluidTankInfo@4a035aa0",}

Any thoughts?
theoriginalbit #847
Posted 01 January 1970 - 01:00 AM
-snip-
Thanks for all the info… One last question… what does

tank = peripheral.wrap("rcsteeltankvalvetile_1")
tankdetails = tank.getTankInfo("unknown")
print(type(tankdetails[1]))
output?
Gnomorian #848
Posted 01 January 1970 - 01:00 AM
how do i gain acess to the methods for thaumcraft items like alembics, i did a search on it and the only 2 methods that showd where getmethods() and getadvancedmethodsdata(), im not sure how to use getadvancedmethodsdata(), i tried the for loop, just returned 2 tables in random numbrer form, serialize returned an error, on your website the documentation said there are functions there which is odd, i did try it with a vanilla note block, that worked tho.

im using: OpenPeripheral-0.2.1-forge9.11.0.883-snapshot-68
be nice to know what im doing wrong, was gona have the turtles automate the whole distilling process of items off the alembics and stick the warded jars back in the AE system.

also, is it smart enough to know the difference between a warded jar filled with ignis and a warded jar that is half filled while its in an AE system? then it can grab the non filled one and place it by the alembic with the same essentia.

thanks for the help!
theoriginalbit #849
Posted 01 January 1970 - 01:00 AM
im not sure how to use getadvancedmethodsdata()
getAdvancedMethodsData is essentially in-game documentation. All you need to do is loop through the values in that and you'll find information about the method

local tile = peripheral.wrap("some_tile")
local methodData = tile.getAdvancedMethodsData()
for k,v in pairs(methodData) do
  print(v)
end
Note: untested, the v value may actually be a table as well, so just add another loop for that…

on your website the documentation said there are functions there which is odd

im using: OpenPeripheral-0.2.1-forge9.11.0.883-snapshot-68
The website has not been updated for the 1.6.x release (the one you're using), and is currently still on the 1.5.2 version, as such some methods are not present and/or named differently.

As such you should use

local tile = peripheral.wrap("some_tile")
for k,v in pairs(tile) do
  print(k)
end
to see what methods you have available.

Now as for the problem at hand… As of the time of that build Thaumcraft was not updated for Minecraft 1.6.x and as such no integration could be added into OpenPeripheral to support it… A few weeks ago however I did add this support back in and support is in OpenPeripheral again for Thaumcraft 4. You will however need to download the latest build from our Jenkins server as it is not yet made it to a public release. You'll also find a bunch of other integration that we've re-added, as well as a bunch of other features such as multiple users and events to the bridge when a user registered to it join, here (look at pretty much everything from September to now and you'll see all the new features).

be nice to know what im doing wrong, was gona have the turtles automate the whole distilling process of items off the alembics and stick the warded jars back in the AE system.

also, is it smart enough to know the difference between a warded jar filled with ignis and a warded jar that is half filled while its in an AE system?
No support for extra information on items has been done as of yet. They work when placed in the world however, also as a byproduct in the new version it seems that you can get aspect info from nodes as well.
JessiahC #850
Posted 01 January 1970 - 01:00 AM
Thanks for all the info… One last question… what does

tank = peripheral.wrap("rcsteeltankvalvetile_1")
tankdetails = tank.getTankInfo("unknown")
print(type(tankdetails[1]))
output?

It returns:

string
1
Edited by
Gnomorian #851
Posted 01 January 1970 - 01:00 AM
im not sure how to use getadvancedmethodsdata()
getAdvancedMethodsData is essentially in-game documentation. All you need to do is loop through the values in that and you'll find information about the method

local tile = peripheral.wrap("some_tile")
local methodData = tile.getAdvancedMethodsData()
for k,v in pairs(methodData) do
  print(v)
end
Note: untested, the v value may actually be a table as well, so just add another loop for that…

on your website the documentation said there are functions there which is odd

im using: OpenPeripheral-0.2.1-forge9.11.0.883-snapshot-68
The website has not been updated for the 1.6.x release (the one you're using), and is currently still on the 1.5.2 version, as such some methods are not present and/or named differently.

As such you should use

local tile = peripheral.wrap("some_tile")
for k,v in pairs(tile) do
  print(k)
end
to see what methods you have available.

Now as for the problem at hand… As of the time of that build Thaumcraft was not updated for Minecraft 1.6.x and as such no integration could be added into OpenPeripheral to support it… A few weeks ago however I did add this support back in and support is in OpenPeripheral again for Thaumcraft 4. You will however need to download the latest build from our Jenkins server as it is not yet made it to a public release. You'll also find a bunch of other integration that we've re-added, as well as a bunch of other features such as multiple users and events to the bridge when a user registered to it join, here (look at pretty much everything from September to now and you'll see all the new features).

be nice to know what im doing wrong, was gona have the turtles automate the whole distilling process of items off the alembics and stick the warded jars back in the AE system.

also, is it smart enough to know the difference between a warded jar filled with ignis and a warded jar that is half filled while its in an AE system?
No support for extra information on items has been done as of yet. They work when placed in the world however, also as a byproduct in the new version it seems that you can get aspect info from nodes as well.

thanks for the quick and detailed responce :)/>
ill be sure to grab that new version, pester the guy who puts together the pack
LaughingLeader #852
Posted 01 January 1970 - 01:00 AM
I've been using Rotarycraft a lot lately (mod forum link) and I had the thought that it would be amazing if OpenPeripheral added Rotarycraft support down the road. Rotarycraft has quite a few machines/parts that can fail if they go unmonitored, and it would be perfect to be able to regulate those things with a computer.

For instance, Rotarycraft's Friction Heater uses shaft power to heat, and speed up, a vanilla furnace. As it spins, its temperature increases, which increases the speed of the furnace. The problem is that if you stay at high temperatures too long, the furnace will eventually melt. You can view the temperature of the Friction Heater with the Angular Transducer (RC's multimeter-like tool).

If there was a way to wrap the Friction Heater as a peripheral, I could easily see making the computer monitor the temperature, detect if the temperature is too high, and output a redstone signal to disable a clutch (thus disabling the heater).

Anyways, OpenPeripheral is one of my favorite ComputerCraft mods, and really has become something I'll always have with ComputerCraft. Seeing it add some Rotarycraft support would be awesome, as it's a nice technology mod that's getting better with each update.
TechMasterGeneral #853
Posted 01 January 1970 - 01:00 AM
Awesome addition to computercraft! Nice job on OpenBlocks as well!
Thief^ #854
Posted 01 January 1970 - 01:00 AM
Is it possible to use openperipheral to get a turtle to call getStackInSlot() on its own inventory?
theoriginalbit #855
Posted 01 January 1970 - 01:00 AM
-snip-
I've discussed with some others, and for now, no. We haven't even heard of the mod previously, and if we start including integration for just one person then we're in the wrong mindset. Obviously the final decision is up to Mikee.

Is it possible to use openperipheral to get a turtle to call getStackInSlot() on its own inventory?
The Turtle is able to interact with its own inventory when the Narcissistic peripheral is attached to it. I'm not sure what version it was added in, if you have a version where its not included then no.
Thief^ #856
Posted 01 January 1970 - 01:00 AM
-snip-
I've discussed with some others, and for now, no. We haven't even heard of the mod previously, and if we start including integration for just one person then we're in the wrong mindset. Obviously the final decision is up to Mikee.

Is it possible to use openperipheral to get a turtle to call getStackInSlot() on its own inventory?
The Turtle is able to interact with its own inventory when the Narcissistic peripheral is attached to it. I'm not sure what version it was added in, if you have a version where its not included then no.

I'm pretty sure I have the latest version, and it doesn't seem to be included (at least, it's not in NEI)
Marikc0 #857
Posted 01 January 1970 - 01:00 AM
@JessiahC

This is for Iron Tanks, but I assume it should work for Steel Tanks too. The code is from a program I created. Just replace whatever you need to.


local irontank0 = peripheral.wrap("rcirontankvalvetile_0") -- MFR Bio Fuel
local irontank1 = peripheral.wrap("rcirontankvalvetile_1") -- Honey
local irontank2 = peripheral.wrap("rcirontankvalvetile_2") -- Ethanol
local irontank3 = peripheral.wrap("rcirontankvalvetile_3") -- Oil
local irontank4 = peripheral.wrap("rcirontankvalvetile_4") -- Fuel

function getTank(tankPeriph)

local tableInfo = tankPeriph.getTankInfo("unknown")[1]

local fluidRaw, fluidName, fluidAmount, fluidCapacity, fluidID

	fluidRaw = tableInfo.rawName
	fluidName = tableInfo.name
	fluidAmount = tableInfo.amount
	fluidCapacity = tableInfo.capacity
	fluidID = tableInfo.id

return fluidRaw, fluidName, fluidAmount, fluidCapacity, fluidID
end

function dispTanks()

-- TANK 0
		mon2.setCursorPos(rowPos, ironTank0Col)
		mon2.clearLine()
		local fluidRaw, fluidName, fluidAmount, fluidCapacity, fluidID = getTank(irontank0)
		mon2.write("Iron Tank 0 (" .. tostring(fluidName) .. ") : " .. tostring(fluidAmount))

-- TANK 1
		mon2.setCursorPos(rowPos, ironTank1Col)
		mon2.clearLine()
		local fluidRaw, fluidName, fluidAmount, fluidCapacity, fluidID = getTank(irontank1)
		mon2.write("Iron Tank 1 (" .. tostring(fluidName) .. ") : " .. tostring(fluidAmount))

-- TANK 2
		mon2.setCursorPos(rowPos, ironTank2Col)
		mon2.clearLine()
		local fluidRaw, fluidName, fluidAmount, fluidCapacity, fluidID = getTank(irontank2)
		mon2.write("Iron Tank 2 (" .. tostring(fluidName) .. ") : " .. tostring(fluidAmount))

-- TANK 3
		mon2.setCursorPos(rowPos, ironTank3Col)
		mon2.clearLine()
		local fluidRaw, fluidName, fluidAmount, fluidCapacity, fluidID = getTank(irontank3)
		mon2.write("Iron Tank 3 (" .. tostring(fluidName) .. ") : " .. tostring(fluidAmount))

-- TANK 4
		mon2.setCursorPos(rowPos, ironTank4Col)
		mon2.clearLine()
		local fluidRaw, fluidName, fluidAmount, fluidCapacity, fluidID = getTank(irontank4)
		mon2.write("Iron Tank 4 (" .. tostring(fluidName) .. ") : " .. tostring(fluidAmount))

end
Mordraug #858
Posted 01 January 1970 - 01:00 AM
Hi guys, for those who're looking for solution on crafting thin wire, I built the lastest version from github, and thin wire crafting works for me.

This version works on 1.6.4 I didn't test it on 1.6.2.

Since it's not stable release, it might contain bugs.

Of course all credits go to Mikee.

http://speedy.sh/NSgFr/OpenPeripheral-0.2.1-forge9.11.0.898-snapshot-0.jar
theoriginalbit #859
Posted 01 January 1970 - 01:00 AM
I'm pretty sure I have the latest version, and it doesn't seem to be included (at least, it's not in NEI)
If you have the latest then its there! Recipe is a Duck Antenna on the Turtle iirc.

Hi guys, for those who're looking for solution on crafting thin wire, I built the lastest version from github, and thin wire crafting works for me.

This version works on 1.6.4 I didn't test it on 1.6.2.

Since it's not stable release, it might contain bugs.

Of course all credits go to Mikee.

http://speedy.sh/NSg...-snapshot-0.jar
There is no need to do manual builds, we have a Jenkins server for that! Everytime anyone of us from the OpenMods team pushes a commit to GitHub Jenkins will build it. Also it will work on 1.6.2 and 1.6.4, the only difference between those versions is some problems fixed with world gen structure saving, as such Forge made sure mods would work from 1.6.2—>1.6.4 and visa versa.
Edited by
MarekCraft5 #860
Posted 01 January 1970 - 01:00 AM
I love you for this Mikee…

Ha! Well I was getting worried about the lack of responses. But more like this are good!

I really like the the low maintenance client side.. Also I love ocs, but this fills a nice gap in the types or data we can find in our mc worlds.. Nice mod, nice work!

Great job Mikee!!! The Terminal Glasses remind me of the Google Glass. (Also, the Software on this looks cool.)
Thief^ #861
Posted 01 January 1970 - 01:00 AM
If you have the latest then its there! Recipe is a Duck Antenna on the Turtle iirc.
So it is.

It doesn't show in NEI for some reason…
theoriginalbit #862
Posted 01 January 1970 - 01:00 AM
It doesn't show in NEI for some reason…
There's a few recipes which don't for some reason. Although I've never had the problem, it works perfectly in the development environment and the server. Just seems to fail for some people.
theoriginalbit #863
Posted 01 January 1970 - 01:00 AM
It doesn't show in NEI for some reason…
I've made a tweak in the latest version and I'm hoping that it fixes some of the NEI problems. It may not fix all of them as recipes are scattered all over the place, but if possible would you be able to test the latest? I would test myself but I've never been able to replicate the problem with NEI not showing recipes.
BakermanLP #864
Posted 01 January 1970 - 01:00 AM
Hello,
I have a suggestion for your mod(s). Let me explain that a little bit.

Most of us used miscperipherals, cause there are some very interessting addons for turtles. But RichardG has abandon the mod and more and more doesn't work.

You seem to be a talented programmer and this is only a suggestion and would be a great addition for the community.

My first blocks and items, that most of my community would like to see are:
- Charging station for turtles
- Chunk Loader for turtles
- Anvil and xp for turtles (you've done something like that as blocks already)

Other upgrades, items and blocks are also usefull of the "old" miscperipherals.

Could you please have a look at this?

Thanks!

Michael (aka BakermanLP)
theoriginalbit #865
Posted 01 January 1970 - 01:00 AM
- Charging station for turtles
Mikee has turned down similar discussions I've had with him about fuelling systems for Turtles, granted its not quite the same method, but its the same concept.

- Chunk Loader for turtles
How funny. This was suggested earlier today on GitHub.

- Anvil and xp for turtles (you've done something like that as blocks already)
I'll talk to Mikee and/or NeverCast and see if the XP system from OpenBlocks can add anything ComputerCraft related, but I don't really see anything that could or would need to be added to that system. Also see my next response for a second point.

Other upgrades, items and blocks are also usefull of the "old" miscperipherals.
The main problem is that so far the amount of blocks added by OpenPeripheral have been minimal. MiscPeripherals' aim was to add a lot of (buggy) blocks into Minecraft, OpenPeripheral's main goal has been to add integration of other mods into ComputerCraft so that these systems can be better controlled and/or monitored.
BakermanLP #866
Posted 01 January 1970 - 01:00 AM
I'll talk to Mikee and/or NeverCast and see if the XP system from OpenBlocks can add anything ComputerCraft related, but I don't really see anything that could or would need to be added to that system. Also see my next response for a second point.

Other upgrades, items and blocks are also usefull of the "old" miscperipherals.
The main problem is that so far the amount of blocks added by OpenPeripheral have been minimal. MiscPeripherals' aim was to add a lot of (buggy) blocks into Minecraft, OpenPeripheral's main goal has been to add integration of other mods into ComputerCraft so that these systems can be better controlled and/or monitored.

You are completly right about the buggy thing. That's why I ask you people. That's nothing about a honey pot or anything, but I love your work, your ideas and your programming quality. It is good to hear, that I am not alone with some of my suggestions and wishes.

These problems are now bigger cause of the release of thermal expansion. But for example the turtle charging station doesn't work for a long time. I understand RichardG to take a break, because this is so time consuming.

Keep in mind, that are all only suggestions and it could be in OpenBlocks or in OpenPeripherals. I think most of us use both mods.

Thanks for your answer

Michael (aka BakermanLP)
Edited by
Landstryder #867
Posted 01 January 1970 - 01:00 AM
would it be posible to have the glasses periphenal be intergrated with thaum4 osmotic enchanter to be able to enchant any helmit with the ability to act as glasses?
theoriginalbit #868
Posted 01 January 1970 - 01:00 AM
would it be posible to have the glasses periphenal be intergrated with thaum4 osmotic enchanter to be able to enchant any helmit with the ability to act as glasses?
idk what is the osmotic enchanter?
NeverCast #869
Posted 01 January 1970 - 01:00 AM
I think the Osmotic Enchanter is Thaumic Tinkerer
Landstryder #870
Posted 01 January 1970 - 01:00 AM
Yes it is from thamic tinker. But it could also be acomplised by adding a craftable item that could be used to apply an 'enchantment' to head armor.

Or make the glasses combine in the crafting table with any armor piece and they would take all the armmor ratting and effects and move them to the glasses
Edited by
aristurtle #871
Posted 01 January 1970 - 01:00 AM
Hey, I have a question.

I have several Railcraft steam engines hooked up to my computer with wired modems. I can poll their tank statuses and such just fine, but is there any way to turn them on or off with this setup? All the engine code examples that I can find use the Redstone API to do this but that only works on blocks adjacent to the computer and not over wired modems.
miyoyo #872
Posted 01 January 1970 - 01:00 AM
Have someone worked on the boxes now?
because i think boxes are getting on top of eachother randomly, so, why not add a layer value?
like layer 0 is background, 1 is text, 2 is something else…
Because having randomly swapped colors sucks :(/>
(yeah, bad english, sorry)

Edit doens't work but solved
you should update the documentation, i can't found *.setZIndex(*) anywhere.
Lyqyd #873
Posted 01 January 1970 - 01:00 AM
Editing posts works fine. The problem must be on your end.
mrgreaper #874
Posted 01 January 1970 - 01:00 AM
love this mod BUT the documentation on the site isnt quite right, spent over an hour trying to get "push" to work
seems its "pushItem" and i STILL cant get it to work :(/>

i have an applied energetics interface wrapped as mei
above that i have a missile silo which accepts input from pipes etc from where the interface is
the interface has 2 missiles in it
so in lua mode i
mei = peripheral.wrap("me_interface_0") (its connected via lan)
using mei.getStackInSlot(2) i can see that the missile i want is indeed in slot 2
so i do mei.pushItem("top",2,1) which should push 1 item from slot 2 to what ever inventory is at "top"
prints a 0 and nothing happens

what am i doing wrong? is there an up to date wiki?


also is there a way to read/set wireless chickenbones transmitters ?


edit, just tried mei.pushItem("up",2,1) and got silence instead of 0 but nothing moved to the launcher

edit2, admitting defeat for the night neeeeeed zzzzs
Edited by
theoriginalbit #875
Posted 01 January 1970 - 01:00 AM
-snip-
I have no idea if we can do it with Thaumic Tinkerer, but I do know that its not the easiest of tasks to be able to have it combine with other helmets, for now it will stay on its own.

-snip-
you should update the documentation, i can't found *.setZIndex(*) anywhere.
I'm glad you found your answer. setZIndex is found in the OP.

love this mod BUT the documentation on the site isnt quite right, spent over an hour trying to get "push" to work
the documentation hasn't been updated for the current version. we will get around to it when we get around to it, currently our minds are set on a MASSIVE rewrite of OpenPeripheral and OpenMods to make them (and other mods we make in the future) better and easier to produce.

what am i doing wrong? is there an up to date wiki?
I think you're doing that right, let me check it out later when I have more time and get back to you. The "up to date wiki" is actually in-game now, on each of the peripherals you'll find information under getAdvancedMethodsData, this gives you information about all the methods on the peripheral and how to use them.

also is there a way to read/set wireless chickenbones transmitters ?
yes, but it's not done by OpenPeripheral, it is done by WRCBE, so I'm not sure of the methods to do so. Use the following code to discover them.

for k,v in pairs(peripheral.getMethods("left")) do --# replace "left" with the side or name of the WRCBE
  print(k, ' = ', v)
end
Farinhir #876
Posted 01 January 1970 - 01:00 AM
Hey Mikemoo.
So I have been talking with Reika about RotaryCraft and suggested he add some hooks so someone could add computer craft calls to an API somewhere. He agreed and has done so, which would allow for computerized control and automation of the CVT. The question is, would you be willing to integrate that functionality into OpenPeripherals? I know it is rude to come out of nowhere and ask something like this, and I apologize for that.

I guess you would have to talk to Reika about the hooks (what they are defined as in his code) if you do choose to add this to openperipherals. Thank you for all the hard work.

Link to the post talking about said hooks.

http://www.minecraftforum.net/topic/1969694-15216forgesmp-reikas-mods-tech-worldgen-civilization-and-more/page__st__1420#entry26331745

and
http://www.minecraftforum.net/topic/1969694-15216forgesmp-reikas-mods-tech-worldgen-civilization-and-more/page__st__1440#entry26339689

These changes will be active in his next release of RotaryCraft.
Mikeemoo #877
Posted 01 January 1970 - 01:00 AM
Sorry I've been vacant from this thread in ages. The other guys seem to have things under control ;-)

A few changes coming to OpenPeripheral:

It's being split into two mods.

Mod 1:
OpenPeripheral - This is going to be how openperipheral first started. It'll ONLY deal with converting existing blocks into peripherals. This mod can be installed on the server, if you like, without needing it on the client. This will be officially released SOON.

Mod 2:
OpenPeripheral-Addons - This mod is required on the client also, and will have 'everything else'. So, glasses and proxies and whatnot. This will come later, and probably be released in stages as we reimplement different parts.

So, a bit of a backtrack. People who like to stay up-to-date will lose some functionality for a short while. But, good changes. We'll be able to get the core stuff out, quickly and upgraded quickly once 1.7 starts.
Edited by
mrgreaper #878
Posted 01 January 1970 - 01:00 AM
love this mod BUT the documentation on the site isnt quite right, spent over an hour trying to get "push" to work
the documentation hasn't been updated for the current version. we will get around to it when we get around to it, currently our minds are set on a MASSIVE rewrite of OpenPeripheral and OpenMods to make them (and other mods we make in the future) better and easier to produce.

what am i doing wrong? is there an up to date wiki?
I think you're doing that right, let me check it out later when I have more time and get back to you. The "up to date wiki" is actually in-game now, on each of the peripherals you'll find information under getAdvancedMethodsData, this gives you information about all the methods on the peripheral and how to use them.

also is there a way to read/set wireless chickenbones transmitters ?
yes, but it's not done by OpenPeripheral, it is done by WRCBE, so I'm not sure of the methods to do so. Use the following code to discover them.

for k,v in pairs(peripheral.getMethods("left")) do --# replace "left" with the side or name of the WRCBE
  print(k, ' = ', v)
end

getAdvancedMethodsData, outputs a table, if i read that table i get a list of tables….i then exhust my knowledge of tables! this really needs to be in an uptodate documentation, im sorry i know writting wikis is not fun but this is needed a LOT. even if its just a dump of what ever is in each of those tables.
hell a really cool idea for the future, a little help program, help "pushItem" would return all the getAdvancedMethodsData for that etc but i would settle for just being able to read how to use these lol

Sorry I've been vacant from this thread in ages. The other guys seem to have things under control ;-)

A few changes coming to OpenPeripheral:

It's being split into two mods.

Mod 1:
OpenPeripheral - This is going to be how openperipheral first started. It'll ONLY deal with converting existing blocks into peripherals. This mod can be installed on the server, if you like, without needing it on the client. This will be officially released SOON.

Mod 2:
OpenPeripheral-Addons - This mod is required on the client also, and will have 'everything else'. So, glasses and proxies and whatnot. This will come later, and probably be released in stages as we reimplement different parts.

So, a bit of a backtrack. People who like to stay up-to-date will lose some functionality for a short while. But, good changes. We'll be able to get the core stuff out, quickly and upgraded quickly once 1.7 starts.

so if you use peripheral proxy`s dont update? or will they be in the core part as well, they were the reason i added op, tbh with the lack of documentation im not liking the other stuff….it just doesnt work intuitively enough to not need a wiki(sorry)
Mikeemoo #879
Posted 01 January 1970 - 01:00 AM
love this mod BUT the documentation on the site isnt quite right, spent over an hour trying to get "push" to work
the documentation hasn't been updated for the current version. we will get around to it when we get around to it, currently our minds are set on a MASSIVE rewrite of OpenPeripheral and OpenMods to make them (and other mods we make in the future) better and easier to produce.

what am i doing wrong? is there an up to date wiki?
I think you're doing that right, let me check it out later when I have more time and get back to you. The "up to date wiki" is actually in-game now, on each of the peripherals you'll find information under getAdvancedMethodsData, this gives you information about all the methods on the peripheral and how to use them.

also is there a way to read/set wireless chickenbones transmitters ?
yes, but it's not done by OpenPeripheral, it is done by WRCBE, so I'm not sure of the methods to do so. Use the following code to discover them.

for k,v in pairs(peripheral.getMethods("left")) do --# replace "left" with the side or name of the WRCBE
  print(k, ' = ', v)
end

getAdvancedMethodsData, outputs a table, if i read that table i get a list of tables….i then exhust my knowledge of tables! this really needs to be in an uptodate documentation, im sorry i know writting wikis is not fun but this is needed a LOT. even if its just a dump of what ever is in each of those tables.
hell a really cool idea for the future, a little help program, help "pushItem" would return all the getAdvancedMethodsData for that etc but i would settle for just being able to read how to use these lol

Sorry I've been vacant from this thread in ages. The other guys seem to have things under control ;-)

A few changes coming to OpenPeripheral:

It's being split into two mods.

Mod 1:
OpenPeripheral - This is going to be how openperipheral first started. It'll ONLY deal with converting existing blocks into peripherals. This mod can be installed on the server, if you like, without needing it on the client. This will be officially released SOON.

Mod 2:
OpenPeripheral-Addons - This mod is required on the client also, and will have 'everything else'. So, glasses and proxies and whatnot. This will come later, and probably be released in stages as we reimplement different parts.

So, a bit of a backtrack. People who like to stay up-to-date will lose some functionality for a short while. But, good changes. We'll be able to get the core stuff out, quickly and upgraded quickly once 1.7 starts.

so if you use peripheral proxy`s dont update? or will they be in the core part as well, they were the reason i added op, tbh with the lack of documentation im not liking the other stuff….it just doesnt work intuitively enough to not need a wiki(sorry)

Basic method calls on a block aren't intuitive enough for you? That's fine - go use Misc Peripherals.

Correct. Don't update if you use peripheral proxies.
NeverCast #880
Posted 01 January 1970 - 01:00 AM
From words in the IRC, Foone is working on something for documentation. Although I thought I might tackle it.
@TheOriginalBIT, care to tackle some awesome Lua GUI stuff with me ? :D/>
Thief^ #881
Posted 01 January 1970 - 01:00 AM
I've made a tweak in the latest version and I'm hoping that it fixes some of the NEI problems. It may not fix all of them as recipes are scattered all over the place, but if possible would you be able to test the latest? I would test myself but I've never been able to replicate the problem with NEI not showing recipes.

I've been playing on a private server and not had a chance to try latest yet, sorry.

I do have another question though. I've been experimenting with the sensor, but it seems that there's only one "range" now, with no upgrade system? Would it be possible to add some kind of range parameter to the getPlayerNames(), getMobIds() etc functions, which would cap at the max range from the config? I imagine it would be much more efficient if you were only after an auto-door to only use a few blocks scanning range instead of filtering a huge table every time, while still being able to have another sensor on the server with a longer range as a mob/intruder warning…
NeverCast #882
Posted 01 January 1970 - 01:00 AM
-

I've been playing on a private server and not had a chance to try latest yet, sorry.

I do have another question though. I've been experimenting with the sensor, but it seems that there's only one "range" now, with no upgrade system? Would it be possible to add some kind of range parameter to the getPlayerNames(), getMobIds() etc functions, which would cap at the max range from the config? I imagine it would be much more efficient if you were only after an auto-door to only use a few blocks scanning range instead of filtering a huge table every time, while still being able to have another sensor on the server with a longer range as a mob/intruder warning…

TheOriginalBIT and I have an auto-door system, filtering the table isn't too difficult, just iterate the table and if the distance is less than your range, apply redstone. You could also add a whitelist of valid names if you liked. After some thinking I believe using Manhattan distance is probably faster than Euclidian. So:


local range = 3
return not ( player.x > range or player.y > range or player.z > range )

This should probably be the most efficient I would think.
NeverCast #883
Posted 01 January 1970 - 01:00 AM
Another one using tail calls, which I wish I did .


function match(t, range, n, ok)
  -- Not sure if == true is needed.
   if ok == true then return true end
   i, player = next(t,n)
   return match(t, range, i, not ( player.x > range or player.y > range or player.z > range ))
end

local hasPlayerNearby = match(tableOfPlayers, 3) -- Check the table for players within 3 blocks.

I've not checked this code in game, but it should work :)/>
Also because of the use of or's instead of ands, we can save unnecessary processing if anything fails.
Edited by
Thief^ #884
Posted 01 January 1970 - 01:00 AM
Mine wasn't the greatest example, because the players table is likely to be tiny. The mobs table on the other hand… I'm just worried that doing the filter myself everywhere wouldn't be as efficient as just doing a shorter range scan in the first place.
theoriginalbit #885
Posted 01 January 1970 - 01:00 AM
Mine wasn't the greatest example, because the players table is likely to be tiny. The mobs table on the other hand… I'm just worried that doing the filter myself everywhere wouldn't be as efficient as just doing a shorter range scan in the first place.
Its not much different really. The way Minecraft gets us the mobs is exactly the same, whether its at a greater, or smaller, distance.
Thief^ #886
Posted 01 January 1970 - 01:00 AM
Mine wasn't the greatest example, because the players table is likely to be tiny. The mobs table on the other hand… I'm just worried that doing the filter myself everywhere wouldn't be as efficient as just doing a shorter range scan in the first place.
Its not much different really. The way Minecraft gets us the mobs is exactly the same, whether its at a greater, or smaller, distance.

Sure, but in openperipheral's code it presumably has direct access to the mob's coordinates, making the filtering easy, where in lua I would have to make a peripheral call for every mob just to find out that it was too far away to care about. Peripheral calls are slow.
theoriginalbit #887
Posted 01 January 1970 - 01:00 AM
Sure, but in openperipheral's code it presumably has direct access to the mob's coordinates, making the filtering easy, where in lua I would have to make a peripheral call for every mob just to find out that it was too far away to care about. Peripheral calls are slow.
Well there's your problem. You should only need to use one peripheral call; to get the list of mobs. Distance checking should then be done Lua-side with some form of distance calculation, for example Euclidian or Manhattan.
Thief^ #888
Posted 01 January 1970 - 01:00 AM
Am I making a mistake? As I see the two calls are getMobIds() and then getMobData(id), and the first doesn't give coords and the latter has to be called for every mob?
theoriginalbit #889
Posted 01 January 1970 - 01:00 AM
Am I making a mistake? As I see the two calls are getMobIds() and then getMobData(id), and the first doesn't give coords and the latter has to be called for every mob?
oh of course. you can ignore me, I forgot that a change I made never made it in :P/>
NeverCast #890
Posted 01 January 1970 - 01:00 AM
What happened to getPlayers or getPlayerData ?
theoriginalbit #891
Posted 01 January 1970 - 01:00 AM
What happened to getPlayers or getPlayerData ?
Idk. Lets just go ahead and add that back in, in OPC.
NeverCast #892
Posted 01 January 1970 - 01:00 AM
Sounds good, which is not called OPC anymore. Just OpenPeripheral :P/>
theoriginalbit #893
Posted 01 January 1970 - 01:00 AM
Sounds good, which is not called OPC anymore. Just OpenPeripheral :P/>
It was never called OPC to begin with. Mikee was using OPC to easily distinguish it from OPA. Something that I'm continuing. :P/>
MudkipTheEpic #894
Posted 01 January 1970 - 01:00 AM
I don't know if this was asked before, but could there be a way to add events to the peripherals? For example a stargate could send a stargate_connect event? Just a thought
theoriginalbit #895
Posted 01 January 1970 - 01:00 AM
I don't know if this was asked before, but could there be a way to add events to the peripherals? For example a stargate could send a stargate_connect event? Just a thought
Not really. NeverCast and I had a similar thought. Its probably just as easy for you to setup a listener, especially with the newer development builds, there are a lot more useful methods now for the Stargate..
NeverCast #896
Posted 01 January 1970 - 01:00 AM
One option I'd considered is injecting a single static method call in to the update methods of other tile entities, passing their this instance. Allowing us to get their state at the time of their update, and then invoking peripheral events on the peripherals behalf. :)/>

Disclaimer: By option I'd considered, I mean "Just thought of right now"
Edited by
InfinitePi #897
Posted 01 January 1970 - 01:00 AM
This is an awesome mod. I have a suggestion actually: the ability to mix paints with the paint mixer from Open Blocks. For example: mixer.mixPaint(hexcolorcode), and it would return true if all the materials were present and start mixing, and false if not. I would love to be able to take an image file and write a little program to turn it into an array of coordinates and hex colors, and then use pastebin to put it on computer, which would then mix all the colors and send instructions to a turtle to paint on a canvas.
EnnekPL #898
Posted 01 January 1970 - 01:00 AM
Hi. I made map like FTB challenge using terminal glass :)/>

Screen:
http://puu.sh/5pojf

There is any way to get max width? I need this to make "title (ats-challenge)" always in center screen.
theoriginalbit #899
Posted 01 January 1970 - 01:00 AM
-snip-
Should be done OpenBlocks end, but I guess we should see what NeverCast or Mikee replies to that one, I've not worked on OpenBlocks yet so can't say yay or nay.

Hi. I made map like FTB challenge using terminal glass :)/>

Screen:
http://puu.sh/5pojf

There is any way to get max width? I need this to make "title (ats-challenge)" always in center screen.
That looks very nice! I love seeing what awesome stuff people get up to and make.

Unfortunately not, NeverCast and I have been trying to figure out the best way to do this for a while now, obviously there will be no way to get a general screen size, since multiple users can have different resolutions, but we've already implemented different "canvas'" (screens) for different users on the same Terminal Bridge (in the newer un-released versions), meaning that you can render different things to different people, this will be how you'll get the screen size when we can figure out a nice way to do it.
EnnekPL #900
Posted 01 January 1970 - 01:00 AM
Unfortunately not, NeverCast and I have been trying to figure out the best way to do this for a while now, obviously there will be no way to get a general screen size, since multiple users can have different resolutions, but we've already implemented different "canvas'" (screens) for different users on the same Terminal Bridge (in the newer un-released versions), meaning that you can render different things to different people, this will be how you'll get the screen size when we can figure out a nice way to do it.

Maybe this stupid, but… If is way to get minecraft cursor (this smal "+" on center screen) position on "Canvas" then max width will be twice "x" minecraft cursor position, the same with max high and my idea for multipe use by the same people is, when people will use glasses on bridge then glasses will get f.e. label with player nickname and glasses can take max width and high value from player (if programer use this function). Also using this label in function, programer can display anything that he want to selected player f.e.
if GlassesLabel == "nickname" then
–display your special code for this person
end

or better idea. For example
If I will craft 3 new terminal glasses and I will use on bridge then normal label will add as is now and i will see GUI. In GUI i can add my second label (f.e. first glasses i will call "player1", second "player2" …) or cancel and only normal label will stay.
In my program I can use:

if SecondLabel == "player1" then
– display info for player1
elseif SecondLabel == "player2" then
– display info for player2
elseif SecondLabel == "player3" then
– display info for player2
else
– display info for all players
end

This is only my simple idea ;)/>
Sorry for my english. but this is my not first language ;)/>
Edited by
megamit #901
Posted 01 January 1970 - 01:00 AM
It doesnt seem to be possible to craft silislime in any way. According to a previous post it should be craftable by smelting slime, but this recipe is used by either ic2 or gregtech to get sticky resin from slimes.
alt recipe would be nice :(/>
NeverCast #902
Posted 01 January 1970 - 01:00 AM
Report that issue at http://github.com/OpenMods/OpenBlocks/issues
:)/>

Someone will fix that right away.
theoriginalbit #903
Posted 01 January 1970 - 01:00 AM
-snip-
There is a reason that we're still deciding on how to do it. We know what we must do, but the problem lies in the fact that the code is run server-side whereas the users window size is client-side; this is where the problem lies, the fact that the server must somehow always know the size of the players window. The problem really lies in the design choices we need to make. For example one method to do it is sending a message asking the client its screen size each time (very bad design, 'causes unnecessarily uses bandwidth) which could make for very laggy servers or resource hungry scripts, especially when there are bad programmers making then, which no offence to anyone, but so far most people who code with OpenPeripheral are very inefficient with their code! Another option is for the server to somehow always know the clients window size, having the client notify the server on connect of its size and then when/if it changes also notifying the server. The latter is definitely the better option, its just about getting around to implementing it, and figuring out how to hook the window size change, which is something we're not willing to do at the moment due to the fact of the big rewrite we're performing on all of the OpenMods mods.

It doesnt seem to be possible to craft silislime in any way. According to a previous post it should be craftable by smelting slime, but this recipe is used by either ic2 or gregtech to get sticky resin from slimes.
alt recipe would be nice :(/>
Yes, its GregTech.
JessiahC #904
Posted 01 January 1970 - 01:00 AM
What have your thoughts been in the development of a new sensor turtle?
theoriginalbit #905
Posted 01 January 1970 - 01:00 AM
What have your thoughts been in the development of a new sensor turtle?
What do you mean? elaborate please.
JessiahC #906
Posted 01 January 1970 - 01:00 AM
What have your thoughts been in the development of a new sensor turtle?
What do you mean? elaborate please.

I apologize for the ambiguity. Let me rephrase:

Have you thought about developing a "Sensor Turtle"? i.e. Combining a sensor and a turtle gives you a turtle with an attached sensor peripheral for mobile entity scanning capabilities.
theoriginalbit #907
Posted 01 January 1970 - 01:00 AM
Have you thought about developing a "Sensor Turtle"? i.e. Combining a sensor and a turtle gives you a turtle with an attached sensor peripheral for mobile entity scanning capabilities.
Ok that's what I thought you meant. It is already possible. It is called the "Sensor Turtle". Make it by crafting the sensor with a turtle. The other type of Turtle that we have available to you is the "Narcissistic Turtle" which allows the Turtle to know what is in its inventory. Craft it with a duck antenna and a turtle.
JessiahC #908
Posted 01 January 1970 - 01:00 AM
Ok that's what I thought you meant. It is already possible. It is called the "Sensor Turtle". Make it by crafting the sensor with a turtle. The other type of Turtle that we have available to you is the "Narcissistic Turtle" which allows the Turtle to know what is in its inventory. Craft it with a duck antenna and a turtle.

Ah, sorry for wasting your time, I seem to be a couple versions behind.
Edited by
theoriginalbit #909
Posted 01 January 1970 - 01:00 AM
Ah, sorry for wasting your time, I seem to be a couple versions behind.
No problems, I'm just glad they're easy questions/requests :P/>
JessiahC #910
Posted 01 January 1970 - 01:00 AM
No problems, I'm just glad they're easy questions/requests :P/>

Alright then, here's one for you: A turtle camouflage module that replaces the turtles texture. Calling something like .apply(slotNumber) it would cause the turtle to replace it's texture with a block from it's inventory and increase the fuel cost to move by 5 times normal cost. :lol:/>
theoriginalbit #911
Posted 01 January 1970 - 01:00 AM
Alright then, here's one for you: A turtle camouflage module that replaces the turtles texture. Calling something like .apply(slotNumber) it would cause the turtle to replace it's texture with a block from it's inventory and increase the fuel cost to move by 5 times normal cost. :lol:/>
mmm maybe not.
miyoyo #912
Posted 01 January 1970 - 01:00 AM
Why not set a code-side fixed screen size?
like ****by**** all the time
(but it could get problems on smaller size… :/)
fune #913
Posted 01 January 1970 - 01:00 AM
thx great Mod!!

but i've two questions


first : Can I change fonts?
    Charctor is too illegible on terminal.
i think my OS made a problem.
I'm using win7 japanese edition.


seconds: why can't execute this commands?
I want inventory infomation. item name and values but return to "attempt to call nill"
I had use OpenCCsensor and Inventory Sensor Card but OpenPeripheral using first time.
would you teach sample code?

theoriginalbit #914
Posted 01 January 1970 - 01:00 AM
Why not set a code-side fixed screen size?
'cause people don't always have the same screen size. plus the GUI scale, it would be a nightmare to set a fixed size!
Farrk #915
Posted 01 January 1970 - 01:00 AM
Openperipherals in my opinion is simply best thing that happened to computercraft so far :D/> Being able to interact with many blocks from other mods(and vanilla) or even player inventory is awesome ! Once I reach amount of posts required to post programs I will share my programs which use some of the stuff added by openperipherals :D/>

Also, while I'm at it, is it possible to wrap the turtle you are executing code on as a peripheral to access functions like getStackInSlot ?
Edited by
NeverCast #916
Posted 01 January 1970 - 01:00 AM
As TOBIT already mentioned. This is the narcissistic turtle :)/>
negamartin #917
Posted 01 January 1970 - 01:00 AM
Hi there.
I'm having a problem with the Robot Warrior, while using refuel.
Okay so I used

mech=peripheral.wrap("right"); --My controller is on the right
print("refuel: "..tostring(mech.refuel(0,0,1))); --Should refuel 1 coal(Coal in the first slot)
print("fuel: "..mech.getFuelLevel(0));
And the output was:

refuel: true
fuel: 0.0
So it uses up the coal and returns true, but the robot cannot move and getFuelLevel returns 0.
Help?
Edited by
dariys #918
Posted 01 January 1970 - 01:00 AM
I found a slight issue in the multiperipheral api - if you have a wireless modem attached to the computer that is using it, the call to getNamesRemote fails. I've wrapped the section in a check to see if the modem in question is wireless, and only proceed if it is not.


  -- wrap multiple targets by their type
  types = function(self, ...)
    local checkTypes = { ... }
    local addNames = {}
    for k, side in pairs(sideNames) do
	  local sideType = peripheral.getType(side)
	  if sideType == "modem" then
	    if not peripheral.call(side, "isWireless") then
		  for k1, remoteName in pairs(peripheral.call(side, "getNamesRemote")) do
		    local remoteType = peripheral.call(side, "getTypeRemote", remoteName)
		    for k2, checkType in pairs(checkTypes) do
			  if remoteType == checkType then
			    table.insert(addNames, remoteName)
			  end
		    end
		  end
	    end
	  else
	    for k2, checkType in pairs(checkTypes) do
		  if sideType == checkType then
		    table.insert(addNames, side)
		  end
	    end
	  end
    end
   
    return self:wrap(unpack(addNames))
  end,
theoriginalbit #919
Posted 01 January 1970 - 01:00 AM
-snip-
thank you for the report, you drew my attention to how bad that code really is (now I'm going to have to fix it :(/>)! Here is a better types function for you (even though this API is an abomination! whose idea was it to add this?! there's so many things about it that just can't work like people want it too, Lua doesn't allow it!)…


-- wrap multiple targets by their type
types = function(self, ...)
  local checkTypes = {}
  local addNames = {}

  for _,v in ipairs({...}) do
	checkTypes[v] = true
  end

  for _,name in pairs(peripheral.getNames()) do
	if checkTypes[peripheral.getType(name)] then
	  addNames[#addNames+1] = name
	end
  end

  return self:wrap(unpack(addNames))
end,

EDIT: Whoops, forgot a step, fixed now.
Edited by
Blargmode #920
Posted 01 January 1970 - 01:00 AM
I was about to play with the sensor, but I can't find any documentation anywhere on how to use it?

I've got the method names thanks to the peripheral.getMethods() function, but I don't know how to find out what arguments you can use?
TehTub #921
Posted 01 January 1970 - 01:00 AM
i have an issue I believe is the result of OpenPeripherals. Some basic info

ComputerCraft version: 1.53
OpenPeripherial Version: 0.1.9
Minecraft Version: 1.5.2
This is a Tekkit 1.1.8 server running MCPC+ for bukkit compatibility.
Command Block support is enabled in both the server properties file and the ComputerCraft.cfg file.

Issue:
I'm attempting to run commands via CommandBlock API (the native support as a peripheral for Computercraft) however the only method available to me is "listMethods"

Running this code:

local cmd = peripheral.wrap("left" --CommandBlock side
for k, v in pairs(cmd) do
   print(k)
end

Outputs:

listMethods

I've searched around and saw that this was in issue before between OpenPeripherals 0.1.7 and 0.1.8 however I had assumed it was resolved. It is apparently not. Is there anything I can do to resolve this? Updating(or downgrading) is not an option since I think OP is now both client side and server side, and I can't modify my players modpack, or expect them to be able to do so themselves. Thank you for any assistance you may lend me.
theoriginalbit #922
Posted 01 January 1970 - 01:00 AM
-snip-
Same report on GitHub, I explain HOW it has been fixed
Edited by
TehTub #923
Posted 01 January 1970 - 01:00 AM

So it has been resolved in a future version. But theres no way I can fix it for my players. Thank you for your help and timly reply. Surprised my searches didn't turn up that GitHub report, else I wouldn't have wasted your time. Regardless, the Open mods are by far some of the most fun mods to play with and I'm looking forward to the combination of OpenSensors into OpenPeripherals.

Again thank you.
theoriginalbit #924
Posted 01 January 1970 - 01:00 AM
So it has been resolved in a future version. But theres no way I can fix it for my players.
Future (unreleased) version of ComputerCraft. Unfortunately there is no fix.

Thank you for your help and timly reply. Surprised my searches didn't turn up that GitHub report, else I wouldn't have wasted your time.
No problems, it's what I'm here for :)/>

Regardless, the Open mods are by far some of the most fun mods to play with and I'm looking forward to the combination of OpenSensors into OpenPeripherals.
That's good to hear :)/> The sensors have been merged into OpenPeripheral for quite a while now…
Blargmode #925
Posted 01 January 1970 - 01:00 AM
Hmm… The push() peripheral function doesn't seem to work anymore (in 1.6.4). I'm doing the exact same thing as in 1.5.2 and as it says in the documentation, but I only get the "attempt to call nil" error. Have tried with all kinds of chests and in every direction I can think of, still nothing.

Is it broken? Or maybe it has changed?
Molinko #926
Posted 01 January 1970 - 01:00 AM
I've notice that with Gregtech and/or IC2 Silislime and Thin Wire have recipe conflicts. Are there any plans to add alternate recipes so this doesnt happen too often?? After all Gregtech and IC2 are pretty common mods to have a recipe conflict with. Is there a workaround i can do or is there a way for me to switch the recipe?
dariys #927
Posted 01 January 1970 - 01:00 AM
I was trying to utilize coroutines and was planning to have some inventory management done within a coroutine. There appears to be some issue with it.


function test()
  print("Started")
 
  local c = peripheral.wrap("top")
  c.condenseItems()
 
  print("Condensed items")
 
  coroutine.yeild()
 
  print("Exiting function")
end
function test2()
  print("Started")
 
  local m = peripheral.wrap("right")
  m.transmit(1, 1, "Test")
 
  print("Trasmission complete")
 
  coroutine.yeild()
 
  print("Exiting function")
end
print("Creating coroutine")
local co = coroutine.create(test2)
print("Resuming coroutine")
coroutine.resume(co)
local status, arg1 = coroutine.resume(co)
print('Status:', status)
print('arg1: ', arg1)
local chest = peripheral.wrap("top")
chest.condenseItems()
print("Creating coroutine")
local co = coroutine.create(test)
coroutine.resume(co)
local status, arg1 = coroutine.resume(co)
print('Status:', status)
print('arg1: ', arg1)

Running this code on a computer with a chest on top, and a modem on the right - the first coroutine (function test2) appears to work (testing wrapping a modem &amp; trasmitting). The second coroutine call returns an error, complaining about line 5 - the call to condenseItems.
theoriginalbit #928
Posted 01 January 1970 - 01:00 AM
I've notice that with Gregtech and/or IC2 Silislime and Thin Wire have recipe conflicts. Are there any plans to add alternate recipes so this doesnt happen too often?? After all Gregtech and IC2 are pretty common mods to have a recipe conflict with. Is there a workaround i can do or is there a way for me to switch the recipe?
GregTech conflict with Sillislime is known. What is the conflict for Thin Wire?
The work around is to remove GregTech. :P/>

-snip-
Why are you using coroutines there? o.O Ignoring that you're using them wrong, they're pointless in this situation as well, you've got no loop!!!

In any case, which version of OpenPeripheral are you using? iirc in the latest version it is condenseAllItems not condenseItems. Although this can be confirmed by checking against the in-game list of methods on the chest.


for k,v in pairs(peripheral.getMethods("top")) do
  print(v)
  os.pullEvent("key")
end
press a key to have it advance to the next method you can call on the chest.
Edited by
dariys #929
Posted 01 January 1970 - 01:00 AM
Why are you using coroutines there? o.O Ignoring that you're using them wrong, they're pointless in this situation as well, you've got no loop!!!

In any case, which version of OpenPeripheral are you using? iirc in the latest version it is condenseAllItems not condenseItems. Although this can be confirmed by checking against the in-game list of methods on the chest.

This was just a piece of sample code to demonstrate the issue. There is a call outside the coroutine in that sample, setup exactly the same, that works just fine. The one inside the coroutine fails. In fact, any of the peripheral calls that aren't computercraft appear to fail in that scenario. I was working with a chest and a nuclear reactor, and getHeat, condenseItems, pullItem, etc all were having issues being run from a coroutine, where I had gotten a set of functions that would work quite readily by themselves - once I tied them into a coroutine, I was having errors at the first peripheral call encountered.
theoriginalbit #930
Posted 01 January 1970 - 01:00 AM
-snip-
What is the exact error message? attempt to index or attempt to call?
dariys #931
Posted 01 January 1970 - 01:00 AM
-snip-
What is the exact error message? attempt to index or attempt to call?

I'm not sure the actual error - it's not bubbling up to the running thread. Coroutine.resume(…) is returning a status of false, and first argument of a line number. In this case, arg1 is 'coroutineTest:5: 0'. Line 5 refers to the condenseItems call. I have no idea what the 0 refers to.
theoriginalbit #932
Posted 01 January 1970 - 01:00 AM
I'm not sure the actual error - it's not bubbling up to the running thread. Coroutine.resume(…) is returning a status of false, and first argument of a line number. In this case, arg1 is 'coroutineTest:5: 0'. Line 5 refers to the condenseItems call. I have no idea what the 0 refers to.
Ugh that stupid bug with the error messages, that was fixed SO long ago :(/> can you check the server's (or client if its not on a server) log and see if there is any more information there (I cannot remember if there is or not)

Also what version of OpenPeripheral do you have, I'll run my own tests.
dariys #933
Posted 01 January 1970 - 01:00 AM
Ugh that stupid bug with the error messages, that was fixed SO long ago :(/> can you check the server's (or client if its not on a server) log and see if there is any more information there (I cannot remember if there is or not)

Also what version of OpenPeripheral do you have, I'll run my own tests.

I've seen it on computercraft 1.57 with openperipherals snapshot 103, and then upgraded last night to computercraft 1.58 with snapshot 107.

There do not appear to be any errors in any of the logs associated with the program failure.
Ashton #934
Posted 01 January 1970 - 01:00 AM
IF this has been asked before I appologize, but is there any way to change the range of the remote? (perhaps to infinite) I've made it uncraftable, used only for admin purposes (actually all of CC is uncraftable, it's just for running the back-side of dungeons on my server), so it would be nice to access the PCs from anywhere in the game without having to fight the wireless modems and adding tons of code…
kelevra.1337 #935
Posted 01 January 1970 - 01:00 AM
Hey everyone,

I havent used openperipherals for a while and was quite confused about the new method names and all that stuff. Since i couldnt find any documentation outside of the game and the one inside was way to messy for me i wrote a small function to save all the data provided by getAdvancedMethodsData kinda sorted in a file.


function getInfo(AdvancedMethodsData,filename)
local file = fs.open(filename,"w")
for i,v in pairs(AdvancedMethodsData) do
  file.write("["..tostring(i).."] = ")
  file.write(v["name"].." args: ")
  if type(v["args"]) == "table" then
   for a,s in pairs(v["args"]) do
	file.write(s["name"]..",")
   end
  end
  file.write("Description: ")
  file.writeLine(v["description"])
end
file.close()
end

-- Example

local mec = peripheral.wrap("front")
local data = mec.getAdvancedMethodsData()
getInfo(data, "d")

Not sure if this is helpfull but it sure helped me.

TL;dr: function that spitts out info about openperipheral functions.
SnowsongWolf #936
Posted 01 January 1970 - 01:00 AM
I'm having issues with getTankInfo(), specifically that the resulting table has a string that I think is supposed to point to another table returned. This is my code:


term.clear()
term.setCursorPos(1,1)
local tank = peripheral.wrap("back")
local dirs = {"north", "south", "east", "west", "up", "down", "unknown"}
for _, side in pairs(dirs) do
  print(side..": "..tostring(tank.getTankInfo(side)))
end
print ("")
unkTank = tank.getTankInfo("unknown")
for i,v in pairs(unkTank) do
  print (i..": "..tostring(v))
end

And when I run it this is the output:

north: table: 494fded9
south: table: 7fb8a36e
east: table: 20999e7d
west: table: 4f4e4954
up: table: 7bf694a5
down: table: 330b9d3f
unknown: table: 18f030e3

1: net.minecraftforge.fluids.FluidTankInfo@411993df

I'm using the version of OpenPeripheral in the Direwolf20 1.6.4 pack (1.0.0 since 1.0.2 has a memory issue).

**EDIT** The above example was using a BC tank filled with some lava but it gives similar output with a Railcraft tank (showing 2 entries in the Unknown side table, both strings again).
Edited by
Lyqyd #937
Posted 01 January 1970 - 01:00 AM
When you tostring() a table, it returns a string that has "table: " and an eight-digit hex identifier. You need to actually iterate the values in that subtable or use textutils.serialize before you try to print it.
gknova61 #938
Posted 01 January 1970 - 01:00 AM
Does OpenPeripheral 1.6.2 still support Ironchests? It's not in the docs.
Edited by
Blargmode #939
Posted 01 January 1970 - 01:00 AM
Hey everyone,

I havent used openperipherals for a while and was quite confused about the new method names and all that stuff. Since i couldnt find any documentation outside of the game and the one inside was way to messy for me i wrote a small function to save all the data provided by getAdvancedMethodsData kinda sorted in a file.


function getInfo(AdvancedMethodsData,filename)
local file = fs.open(filename,"w")
for i,v in pairs(AdvancedMethodsData) do
  file.write("["..tostring(i).."] = ")
  file.write(v["name"].." args: ")
  if type(v["args"]) == "table" then
   for a,s in pairs(v["args"]) do
	file.write(s["name"]..",")
   end
  end
  file.write("Description: ")
  file.writeLine(v["description"])
end
file.close()
end

-- Example

local mec = peripheral.wrap("front")
local data = mec.getAdvancedMethodsData()
getInfo(data, "d")

Not sure if this is helpfull but it sure helped me.

TL;dr: function that spitts out info about openperipheral functions.

Tanks! I found it very helpful as well :)/>
theoriginalbit #940
Posted 01 January 1970 - 01:00 AM
IF this has been asked before I appologize, but is there any way to change the range of the remote?
Not that I know of, and its not going to happen anytime in the near future.

Does OpenPeripheral 1.6.2 still support Ironchests? It's not in the docs.
of course. OpenPeripheral supports ANY inventory.
SnowsongWolf #941
Posted 01 January 1970 - 01:00 AM
When you tostring() a table, it returns a string that has "table: " and an eight-digit hex identifier. You need to actually iterate the values in that subtable or use textutils.serialize before you try to print it.

Notice the final output isn't table:value though. It's returning that string. When I try to use unkTank[1] as a table I get the error table expected, got string.

I just tried this (Direwolf20 1.6.4 v1.0.3):


tank = peripheral.wrap("back")
tableInfo = tank.getTankInfo("unknown")
for k,v in pairs(tableInfo) do
  for x,y in pairs(v) do
    print ("Tank "..k.." "..x..": "..y)
  end
end

That should output all the tank info for all tanks connected to the back. Instead I get this:

> tankinfo
tankinfo:5: bad argument: table expected, got
string
>
Edited by
kelevra.1337 #942
Posted 01 January 1970 - 01:00 AM
Can someone tell me the velocity of a shot fired by the Robot?

I tried measuring it in game but it wasnt accurate enough….
theoriginalbit #943
Posted 01 January 1970 - 01:00 AM
Note to all!

Stop reporting bugs with accessing tank information when you're using an old version of OpenPeripheral! Its a waste of your time, we're not going to fix a problem that we cannot reproduce in the latest version! Try either updating your OpenPeripheral, or possibly Minecraft Forge, or both! If you're on a server and running a modpack you can try getting your server owner to update OpenPeripheral server-side, but it will most likely require each client to be updated as well (this will be no longer in the future once we've completed and released the new OpenPeripheral), the server owner should be able to update forge with not impact on clients.

— BIT


Replies to previous posts
Can someone tell me the velocity of a shot fired by the Robot?

I tried measuring it in game but it wasnt accurate enough….
https://raw.github.c...ntityLazer.java
Edited by
gollark8 #944
Posted 01 January 1970 - 01:00 AM
I have latest openperipheral,and I've just managed to not get an error when measuring tank data.
instead I get 'net.minecraftforge.fluids.tankinfo@ a hex number that I can't remember'.
Edited by
theoriginalbit #945
Posted 01 January 1970 - 01:00 AM
Again, we (well those who've actually tried) cannot replicate these issues, reporting the problem is all well and good, but if we cannot replicate them we cannot fix them! Ergo without more info there is nothing we can do!

As a minimum we would require…
  • OpenPeripheral version (including build)
  • Forge version (including build)
  • Other installed mods (especially ones that add/modify liquids)
  • Any relevant code and/or screenshots
If your forge build is lower than the recommended version, for the appropriate OpenPeripheral build, update forge and then test your code again.

EDIT: Also if your OpenPeripheral is not the absolute latest build (found on our Jenkins server), then unfortunately there is nothing we can do to help you, try the latest build and if you can still replicate the problem then, and only then, will we take a look into it.
Edited by
chrysator #946
Posted 01 January 1970 - 01:00 AM
I've notice that with Gregtech and/or IC2 Silislime and Thin Wire have recipe conflicts. Are there any plans to add alternate recipes so this doesnt happen too often?? After all Gregtech and IC2 are pretty common mods to have a recipe conflict with. Is there a workaround i can do or is there a way for me to switch the recipe?
GregTech conflict with Sillislime is known. What is the conflict for Thin Wire?
The work around is to remove GregTech. :P/>

Will you attempt to "fix" this in a future version so OpenPeripherals and GregTech will not conflict? Or will the work around always be to stop using GT?
Because i just cant live without my multiblock steam turbine anymore :D/> But I dont want to live without the OpenCCSensors either.
Landstryder #947
Posted 01 January 1970 - 01:00 AM
Any chance we could get a link in the OP to that Jenkins server file, and maybe update or list that on the official website? The link there is to an old version that basically none of my programs work with and it seems that mod pack makers favor the version listed there. In the mean time I'll grab the file from Fuzzzie's Mod List, since that was the one that I was using on my custom server, and put it on our new DW20 server and then maybe my gate dial will work again.

Thanks for making such a great mod!
theoriginalbit #948
Posted 01 January 1970 - 01:00 AM
Any chance we could get a link in the OP to that Jenkins server file, and maybe update or list that on the official website? The link there is to an old version
Nope. I've gotta talk to Mikee about updating the OP, but we won't put the Jenkins server on there anyway, Jenkins are dev builds, meaning they don't always work, or don't always work 100%… as it currently stands the version listed on the website is the latest official build, but it is massively behind the "stable" dev build.
Lyqyd #949
Posted 01 January 1970 - 01:00 AM
Uh, so: "Don't give us bug reports unless you're on the very latest build," but "We won't link you to the very latest build," so essentially, "We don't care about and won't help with bugs," it seems?
theoriginalbit #950
Posted 01 January 1970 - 01:00 AM
Uh, so: "Don't give us bug reports unless you're on the very latest build," but "We won't link you to the very latest build," so essentially, "We don't care about and won't help with bugs," it seems?
I constantly link the latest builds, if someone can't scroll up a few posts, they're not worth my time. I've asked Mikee to put the link on the OP and he doesn't want it there (here is a time someone else asked).
Edited by
karelmikie3 #951
Posted 01 January 1970 - 01:00 AM
any chance you guys are gonna add thermal expansion support or have your already done it? (just a question)
Alice #952
Posted 01 January 1970 - 01:00 AM
What do you mean by Thermal Expansion support?
karelmikie3 #953
Posted 01 January 1970 - 01:00 AM
What do you mean by Thermal Expansion support?
being able to read the energy level idk if this has already been added or if it just not there because i'm playing on the direwolf20 1.6.4 pack
Alice #954
Posted 01 January 1970 - 01:00 AM
Oh, TE in the new modpack; I'll go check the website, see if there's added support.

EDIT: Just looked on http://openmods.info/openperipheral/documentation, I don't think support has been added yet.
Edited by
karelmikie3 #955
Posted 01 January 1970 - 01:00 AM
Oh, TE in the new modpack; I'll go check the website, see if there's added support.

EDIT: Just looked on http://openmods.info...l/documentation, I don't think support has been added yet.
ok thanks for checking
gollark8 #956
Posted 01 January 1970 - 01:00 AM
Again, we (well those who've actually tried) cannot replicate these issues, reporting the problem is all well and good, but if we cannot replicate them we cannot fix them! Ergo without more info there is nothing we can do!

As a minimum we would require…
  • OpenPeripheral version (including build)
  • Forge version (including build)
  • Other installed mods (especially ones that add/modify liquids)
  • Any relevant code and/or screenshots
If your forge build is lower than the recommended version, for the appropriate OpenPeripheral build, update forge and then test your code again.

EDIT: Also if your OpenPeripheral is not the absolute latest build (found on our Jenkins server), then unfortunately there is nothing we can do to help you, try the latest build and if you can still replicate the problem then, and only then, will we take a look into it.
I use 2.0.1 prev8. Forge .953.CC 1.5.8
Mods:
IC2 Latest
BC 4.2.1
Biomes O Plenty
Railcraft
Archemides Ships
A lot of IC2 Addons
OpenCCSensors

Plus some others.
I don't think any others that I have add or change liquids.
Lyqyd #957
Posted 01 January 1970 - 01:00 AM
Uh, so: "Don't give us bug reports unless you're on the very latest build," but "We won't link you to the very latest build," so essentially, "We don't care about and won't help with bugs," it seems?
I constantly link the latest builds, if someone can't scroll up a few posts, they're not worth my time. I've asked Mikee to put the link on the OP and he doesn't want it there (here is a time someone else asked).

Ah. I hadn't been seeing the links getting posted, so you can understand how those statements seemed to create a catch-22. It would definitely be better to have the Jenkins link in a consistent and accessible place if you guys expect people to use builds from it. This topic is fairly active. Scrolling back to previous pages is no fun for anyone and will just increase your guys' workload.
theoriginalbit #958
Posted 01 January 1970 - 01:00 AM
any chance you guys are gonna add thermal expansion support or have your already done it? (just a question)
It is already added

Ah. I hadn't been seeing the links getting posted, so you can understand how those statements seemed to create a catch-22. It would definitely be better to have the Jenkins link in a consistent and accessible place if you guys expect people to use builds from it. This topic is fairly active. Scrolling back to previous pages is no fun for anyone and will just increase your guys' workload.
yeh nah, its fair enough, and if you're willing enough to I'd appreciate you adding the link (plus anchor) and the minimum for the bug reports as it obviously has been a major point Ive been annoyed with lately, and having that I could just link it.
Lyqyd #959
Posted 01 January 1970 - 01:00 AM
That's probably something that would be best to work out with Mikee, to be honest. It's not a valid use of moderatorial authority, especially since he's expressed that he's not interested in having the link there for whatever reason. Unless I misunderstood your intent? You could always just bookmark a post of yours with the relevant info (clicking the post number on the top right provides the direct link) and use that, if Mikee won't update the OP. That options still means manually linking it whenever asked, but it's probably better than having people scroll up to look for it.
DaeDroug #960
Posted 01 January 1970 - 01:00 AM
Any chances of support for Open Computers?
MazeusXenon #961
Posted 01 January 1970 - 01:00 AM
When you tostring() a table, it returns a string that has "table: " and an eight-digit hex identifier. You need to actually iterate the values in that subtable or use textutils.serialize before you try to print it.

Notice the final output isn't table:value though. It's returning that string. When I try to use unkTank[1] as a table I get the error table expected, got string.

I just tried this (Direwolf20 1.6.4 v1.0.3):


tank = peripheral.wrap("back")
tableInfo = tank.getTankInfo("unknown")
for k,v in pairs(tableInfo) do
  for x,y in pairs(v) do
	print ("Tank "..k.." "..x..": "..y)
  end
end

That should output all the tank info for all tanks connected to the back. Instead I get this:

> tankinfo
tankinfo:5: bad argument: table expected, got
string
>

I am getting this same thing but I see no feedback. Anyone have answer?
theoriginalbit #962
Posted 01 January 1970 - 01:00 AM
*sigh* I'm not even going to bother anymore.
Engineer #963
Posted 01 January 1970 - 01:00 AM
Any chances of support for Open Computers?
So….. you are asking support for another type of computers?
What do you imagine?
MazeusXenon #964
Posted 01 January 1970 - 01:00 AM
Okay, fine - details. I assume I am the on exasperating you…
OP Version:0.21.1-100
Forge: 9.11.1.953
OpenBlocks: 1.2.2

I have used the code here on a previous server that worked fine. Now when I try to iterate into the details, I get an error "tankDisplay:23: attempt to index ?(a null value)"
I find myself running into the same problem as SnowsongWolf in my iteration into the 'tank info' return an error of "bad argument: table expected, got string" so while this may be related to the version of everything I am using, this seems like a Lua issue as I am not understanding how to handle the output from the table iteration, which from previous posts should be working just fine.

local tankName = ""
local tankDir = "back"
local monitorName = "monitor_0"
local monitorDir = "left"
local tank = {}
local maxT = 4
local row = 6
local col = 6

monitor = peripheral.wrap(monitorName)

for t = 1,maxT do
tankName = "openblocks_tank_".. tostring(t)
tank[t] = peripheral.wrap(tankName)
end

while true do
–Reset values on each loop
amount = 0
capacity = 0

for t = maxT,1,-1 do
details = tank[t].getTankInfo(tankDir) [<– Line 23]
detail = details[1]

if detail["amount"] and detail["amount"]>10 then
amount = amount + (detail["amount"] * row * col)
end
capacity = capacity + (detail["capacity"] * row * col)
end
if amount == 0 then
content = "[Empty]"
else
content = detail["name"]
end

monitor.clear()
monitor.setCursorPos(1,1)
monitor.write("Contains: "..content)
monitor.setCursorPos(1,2)
monitor.write(tostring(amount).." / "..tostring(capacity))

sleep(1)
end
CaseyRobinson #965
Posted 01 January 1970 - 01:00 AM
for t = 1,maxT do
tankName = "openblocks_tank_".. tostring(t)
tank[t] = peripheral.wrap(tankName)
end

You're sure none of these come back with a nil value? I would refactor this into an interation over a list of tank peripheral numbers, or tank peripheral names.
Edited by
theoriginalbit #966
Posted 01 January 1970 - 01:00 AM
Any chances of support for Open Computers?
So….. you are asking support for another type of computers?
What do you imagine?
I'm curious about the same thing, what support exactly would we add? o.O

Okay, fine - details. I assume I am the one exasperating you…
Not you directly, just everyone "reporting" this problem and saying their experiencing it, tied with the fact that you said there has been no feedback… I've provided feedback, I even had a post about the fact that I'm sick of people saying theres no feedback when there is! We've been telling people the problem for ages, then we tried to help someone just to make sure we were right, we were, so now there is no point "helping" people with the code they post because (within the realms of lua/programming n00b) the code is fine.
The attempt to index a nil value error means that some of your wrapping of one of the tanks is failing and there's nil instead of a "wrapped peripheral"/table.
The attempt to iterate a string problem we cannot replicate it in any newer versions, well really I can't even replicate it in the main version everyone is using (I've tried), there was a report once that updating forge may fix the problem, but I can neither deny nor confirm this.
gollark8 #967
Posted 01 January 1970 - 01:00 AM
Are the IC2 machines documented on the page the only ones you can get data from,or can others be used?
theoriginalbit #968
Posted 01 January 1970 - 01:00 AM
Are the IC2 machines documented on the page the only ones you can get data from,or can others be used?
ummm if i remember correctly there was nothing majorly generic for IC2 meaning that If it has an inventory or has a power system you are able to read that info, otherwise we'd need to manually program other info.
Letherin #969
Posted 01 January 1970 - 01:00 AM
http://pastebin.com/whvCZHhw

I took this code directly from the documentation on this page here however, I can't seem to get it working. (I am kind of new to both LUA and openperipherals).

I am just doing this as a test before integrating it into another program.

Any help appreciated.
MazeusXenon #970
Posted 01 January 1970 - 01:00 AM
http://pastebin.com/whvCZHhw

I took this code directly from the documentation on this page here however, I can't seem to get it working. (I am kind of new to both LUA and openperipherals).

I am just doing this as a test before integrating it into another program.

Any help appreciated.

Well, unfortunately you fell into the same trap I did (and still are) in the what you are getting from the code is a table of tables, so you are getting a line of what seems like a name referencing a hex code, right? Well, as from SnowsongWolf, you need to iterate through the first item of the array… BUT… for some odd reason that isn't working either as the return data is a string and for whatever reason Lua isn't seeing it as the table it should be. As per many postings here, make sure you have the most current version of the mod, but I honestly think there is something wrong with the Lua code lines as we (those of us having the issue) can neither use it as a table nor a string. And unfortunately - despite peoples best attempts to help - I can't seem to find out what I am doing wrong (I am very new to Lua as well, so a lot of my work is best-guess anyway!)

Too everyone else out there - could someone put out a link to or post code as to how to ready from the OpenBlocks tanks? Even if it works only for a single block - I know my code was working before so if I could just get a base code, I can wrap anything else around it I want to make it work! Please?
Farrk #971
Posted 01 January 1970 - 01:00 AM
http://pastebin.com/whvCZHhw

I took this code directly from the documentation on this page here however, I can't seem to get it working. (I am kind of new to both LUA and openperipherals).

I am just doing this as a test before integrating it into another program.

Any help appreciated.

When it comes to reporting a problem on forums you should be as specific as possible if you want to get help quickly. Did you activate wired modem attached to the generator and it said Peripheral generator_0 connected ? If so, can you see it in

textutils.tabulate(peripheral.getNames())
? Lastly, if item is present in slot .getItemInSlot(slot) returns table which contain few strings and another table(top slot only,didn't take a look on this table, items with charge maybe ?), otherwise it returns nil. Looks like top slot is 1, bottom is 2.
To read stack info only if item is present you can use

if tableInfo =~ nil then
--reading item/stack info
end


@EDIT:
a jetpack info goes as follows:

If you want to read some value without iterating through the table you can do something like(remember about checking if they are not nil first):


@MazeusXenon: refer to my signature, its first spoiler in there.
Edited by
Zudo #972
Posted 01 January 1970 - 01:00 AM
I would love to see qCraft support, for interfacing with quantum portals.
awsmazinggenius #973
Posted 01 January 1970 - 01:00 AM
I would love to see qCraft support, for interfacing with quantum portals.
But an OP might still have to light intra-server portals…
EDIT: Two Hundred Posts!!! :)/>
Edited by
DaeDroug #974
Posted 01 January 1970 - 01:00 AM
Any chances of support for Open Computers?
So….. you are asking support for another type of computers?
What do you imagine?
I'm curious about the same thing, what support exactly would we add? o.O
It's my understanding that as of right now open peripherals doesn't work with open computers, I don't know what's stopping it from working or how much of a rewrite it would take but i would like to be able to use open computers instead of computer craft and still be able to use open peripherals. If it's too much of a hassle that's fine but I just wanted to put it out there as something to look into.
awsmazinggenius #975
Posted 01 January 1970 - 01:00 AM
OC is a completely different mod than CC. I don't even know if they have an API yet.
lolcat3210 #976
Posted 01 January 1970 - 01:00 AM
how do I connect 2 computers using network cables with openPeripheral???
Lyqyd #977
Posted 01 January 1970 - 01:00 AM
OpenPeripheral has nothing to do with wired networking in ComputerCraft. It simply adds a whole bunch of peripheral interfaces.
DaeDroug #978
Posted 01 January 1970 - 01:00 AM
OC is a completely different mod than CC. I don't even know if they have an API yet.
It does have an API it is also not -that- different from CC, they're both programmable Lua based computers in minecraft, the only major difference I see externally without knowing what to look for in the code is that OC does a better job of providing recipes that flow with survival gameplay. Which is why I don't think it would be too much of an issue to make it work natively with OC. I do realize it will take some effort but just not too much for what you would gain in added flexibility by having it work with both.
Edited by
shortybsd #979
Posted 01 January 1970 - 01:00 AM
So I've upgraded my server from 1.5.2 to 1.6.4 with additional mods. I am having a tough time trying to grab the info from getAdvancedMethodsData. All the same code I wrote for 1.5.2 worked in 1.6.4 except for redstone energy cells and glowstone illuminators. It spits out 2 tables, then tables within tables. Every loop I tried, to get the new calls/functions for the items failed. Does anyone have a working way or an example how to get all available methods for getAdvancedMethodsData or is it a broken function?
Rybec #980
Posted 01 January 1970 - 01:00 AM
Perhaps you could add methods to MFR's bundled cable to get/set analogue levels? Having actual methods would permit usage of cables over a wired network as well.
theoriginalbit #981
Posted 01 January 1970 - 01:00 AM
So I've upgraded my server from 1.5.2 to 1.6.4 with additional mods. I am having a tough time trying to grab the info from getAdvancedMethodsData. All the same code I wrote for 1.5.2 worked in 1.6.4 except for redstone energy cells and glowstone illuminators. It spits out 2 tables, then tables within tables. Every loop I tried, to get the new calls/functions for the items failed. Does anyone have a working way or an example how to get all available methods for getAdvancedMethodsData or is it a broken function?
http://www.computercraft.info/forums2/index.php?/topic/13063-mc-16x-openperipheral/page__view__findpost__p__156288

Perhaps you could add methods to MFR's bundled cable to get/set analogue levels? Having actual methods would permit usage of cables over a wired network as well.
nope, we can't do that. MFR support isn't added by us, it is added by ComputerCraft.
CMaster #982
Posted 01 January 1970 - 01:00 AM
Just a quick note re: Thermal Expansion mentioned above.
Thermal Expansion 3 has just left beta, and has replaced using the old Buildcraft power system with a new "redstone flux" power system. (Several other mods seem to be rushing to use this too)
At the moment, Openperipherals doesn't seem to be able to get energy data for this new system. Wrapping a TE machine gets a bunch of method back from listMethods(), but nothing regarding energy (and nothing at all for the energy cells)
shortybsd #983
Posted 01 January 1970 - 01:00 AM
So I've upgraded my server from 1.5.2 to 1.6.4 with additional mods. I am having a tough time trying to grab the info from getAdvancedMethodsData. All the same code I wrote for 1.5.2 worked in 1.6.4 except for redstone energy cells and glowstone illuminators. It spits out 2 tables, then tables within tables. Every loop I tried, to get the new calls/functions for the items failed. Does anyone have a working way or an example how to get all available methods for getAdvancedMethodsData or is it a broken function?
http://www.computerc...post__p__156288

All this returns is a description for the table, no Methods info or all available methods. Here is exactly what it returns:

[1] = listMethods args: Description: List all the methods available
[2] = getAdvancedMethodsData args: Description: Get a complete table of information about all available methods
How can I get all available methods? Something changed on getting the Redstone Energy Cell's stored power. All I need to do is loop through getAdvancedMethodsData table. Is there a file I can manually open in notepad++ to see all available methods?
SeaLife #984
Posted 01 January 1970 - 01:00 AM
Heyho!

I've written an Program for working with Stargates and OpenPeripherals…

Mods: SGCraft, BioLock and OpenPeripherals with depencies…

Here are the Programs:

http://sealife.top-web.info/cc/stargate/dial.lua

In 1.4.7 i didn't have any problems, but in the new Version (1.6.4) i cant use it…

The Functions like



sg.connect( string Address )
sg.disconnect()
sg.getDialledAddress()

sg = peripheral.wrap( string StargateBase )

doesnt work anymore.


The Documention is wrong now :o/>

Please update it, i cant use this. its Important to me…




*******************************
OpenPeripheral (Direwolf 1.6 Version)
BioLock (Beta 1.6.4 Version)
ComputerCraft (1.57)
SGCraft (1.6.4 - 0.7.3)
*******************************
CMaster #985
Posted 01 January 1970 - 01:00 AM
So I've upgraded my server from 1.5.2 to 1.6.4 with additional mods. I am having a tough time trying to grab the info from getAdvancedMethodsData. All the same code I wrote for 1.5.2 worked in 1.6.4 except for redstone energy cells and glowstone illuminators. It spits out 2 tables, then tables within tables. Every loop I tried, to get the new calls/functions for the items failed. Does anyone have a working way or an example how to get all available methods for getAdvancedMethodsData or is it a broken function?
http://www.computerc...post__p__156288

All this returns is a description for the table, no Methods info or all available methods. Here is exactly what it returns:

[1] = listMethods args: Description: List all the methods available
[2] = getAdvancedMethodsData args: Description: Get a complete table of information about all available methods
How can I get all available methods? Something changed on getting the Redstone Energy Cell's stored power. All I need to do is loop through getAdvancedMethodsData table. Is there a file I can manually open in notepad++ to see all available methods?

See my above post - TE3 uses a new energy system, that Open Peripherals doesn't seem to support yet.
So for the moment OP doesn't have any methods for the energy cells beyond the ones common to ALL blocks.
Hopefully an update will rectify this?
shortybsd #986
Posted 01 January 1970 - 01:00 AM
Just a quick note re: Thermal Expansion mentioned above.
Thermal Expansion 3 has just left beta, and has replaced using the old Buildcraft power system with a new "redstone flux" power system. (Several other mods seem to be rushing to use this too)
At the moment, Openperipherals doesn't seem to be able to get energy data for this new system. Wrapping a TE machine gets a bunch of method back from listMethods(), but nothing regarding energy (and nothing at all for the energy cells)

That makes sense, so what I have been trying to do was the impossible :P/> I did notice gates no longer read the from from redstone energy cell. I usually have automatic shut off's for my engines when the cell is fully charged. I can no longer do that using gates. Also another problem with Openperipheral is it no longer reads glowstone illuminator's it gives me back the same 2 tables the energy cell does. Looping through the second table returns nothing. Hope they fix this.
theoriginalbit #987
Posted 01 January 1970 - 01:00 AM
TE3 is new, give us a chance to update. Also do understand that if we add TE3 support you're not going to magically get it in your Direwolf20 or Unleashed packs or whatever pack you're using, so even if we rush to finish the support now, you'll still have to wait.

As for inaccurate documentation, yes we know, we're not going to fix it if people keep demanding it, you can easily see all the methods on a peripheral with Lua. Unsuggested method is to open the lua prompt and type peripheral.call("side or name of peripheral", "listMethods") another way is to type for k,v in pairs(peripheral.getMethods("side or name")) do print(v) end and lastly, the easiest way is textutils.tabulate(peripheral.getMethods("side or name")) because of all these methods of doing this updating the documentation is the last thing on our list of things to do, actually releasing the official version of the update we've been working on for a while is most of a priority.

-sgcraft question-
No the documentation isn't wrong, those are the correct methods, they didn't change. The problem is that there is no support for SGCraft in the version of OpenPeripheral you're using, SGCraft wasn't released or stable at the time of its creation, it has been only fairly recently that NeverCast and I have gone and added SGCraft support into OpenPeripheral.
brightemo #988
Posted 01 January 1970 - 01:00 AM
I was trying to use a turtle to evenly distribute Reduced * Chunks into Factorization's Crystallizer, but the methods seem to be missing.

Is this a bug or has it been deliberately implemented by OpenPeripheral or Factorization?

It was working on v1.0.6 of the DW20 pack, I've no idea what version the mods were on there though sorry.

Setup:
[turtle][crystallizer]

test file

print(peripheral.getType("right"))
textutils.tabulate(peripheral.getMethods("right"))

execution

> test
fz_null
listMethods
getAdvancedMethodsData

mods

Direwolf20 1.6 Pack - v1.0.8
-----------------------------------
OpenPeripheral-0.2.1-preview8.jar
Factorization-0.8.23.jar
SeaLife #989
Posted 01 January 1970 - 01:00 AM
TE3 is new, give us a chance to update. Also do understand that if we add TE3 support you're not going to magically get it in your Direwolf20 or Unleashed packs or whatever pack you're using, so even if we rush to finish the support now, you'll still have to wait.

As for inaccurate documentation, yes we know, we're not going to fix it if people keep demanding it, you can easily see all the methods on a peripheral with Lua. Unsuggested method is to open the lua prompt and type peripheral.call("side or name of peripheral", "listMethods") another way is to type for k,v in pairs(peripheral.getMethods("side or name")) do print(v) end and lastly, the easiest way is textutils.tabulate(peripheral.getMethods("side or name")) because of all these methods of doing this updating the documentation is the last thing on our list of things to do, actually releasing the official version of the update we've been working on for a while is most of a priority.

-sgcraft question-
No the documentation isn't wrong, those are the correct methods, they didn't change. The problem is that there is no support for SGCraft in the version of OpenPeripheral you're using, SGCraft wasn't released or stable at the time of its creation, it has been only fairly recently that NeverCast and I have gone and added SGCraft support into OpenPeripheral.

My Problem were solved in a newer OP Version:
http://www.openmods.info:8080/job/OpenPeripheral/lastSuccessfulBuild/artifact/build/dist/OpenPeripheral-0.2.1-snapshot-111-forge9.11.1.953.jar

Thank you too :)/> I Requested at FTB to update Direwolf :)/>
Chloe #990
Posted 01 January 1970 - 01:00 AM
Will there ever be a version made for MC 1.4.7 ??? I have OpenCCSensors for this version, but I would like to have OpenPeripherals too. My MC World has way to much work invested to upgrade it and some mods I use in it are not available for later versions of MC. I really would love to see this converted for 1.4.7 of MC.

Any Chance?
cant_delete_account #991
Posted 01 January 1970 - 01:00 AM
Will there ever be a version made for MC 1.4.7 ??? I have OpenCCSensors for this version, but I would like to have OpenPeripherals too. My MC World has way to much work invested to upgrade it and some mods I use in it are not available for later versions of MC. I really would love to see this converted for 1.4.7 of MC.

Any Chance?
Probably not gonna happen just because of how old that version (1 year now actually) is and it doesn't have some of the hooks / features that 1.6 has.
masterdisasterHD #992
Posted 01 January 1970 - 01:00 AM
could you do something to make glasses clear for certain people and not for everyone connected?
Chloe #993
Posted 01 January 1970 - 01:00 AM
Probably not gonna happen just because of how old that version (1 year now actually) is and it doesn't have some of the hooks / features that 1.6 has.

Thats a real shame. I hope someone decides to make a version for it. The problem is, that I have nearly a year invested in building my world. I use Feed the Beast, Ultimate Pack, and there is NO WAY to upgrade the world to another version without loosing some of the things in my world, simply because of issues like REDPOWER2 Mod being not available, etc. I know there are alternate mods for Redpower2, but they are not seamless, and upgrading the world would mean loosing a lot of work - months and months of work, and also starting over with a new version of MC also seems heart wrenching too.

There is an openCCsensors version available for 1.4.7, I just can't imagine that they would not want to have an openperipherals too. 1.4.7 is one of the most stable versions, and yeah it doesn't have some of the newer features, but there is still a large base of players like me who use Tekkit and Feed the Beast Mod Packs who do play it, and I think its worth another look at offering a 1.4.7 version. My 2 cents… *shrugs*
Edited by
theoriginalbit #994
Posted 01 January 1970 - 01:00 AM
-Factorization question-
The version that is included in all 1.6.4 mod packs was a release that supported very little due to the fact that the mods were not in a stable release, and we only support mods once they're stable. They've since become stable and support has been added, but we've yet to do an official release which FTB will add.

-Minecraft 1.4.7 backport question-
Nope, we don't do backports. You're quite a lot of versions behind, there's a lot of advantages to upgrading Minecraft to newer versions.
Also based off of a graph I saw a few weeks ago - from I think it was Minecraft Forge - the version with the largest player distribution was 1.5.x which is the first version of OpenPeripheral supports. I've tried to find the source again, but Twitter is being a pain and not loading at the moment.

could you do something to make glasses clear for certain people and not for everyone connected?
Obviously using the latest version that has support for individual player rendering? if so, there's already a clear call, it will clear the player specific elements, if you've added any elements to all players through a generic call, you'll have to clear it with a generic call I believe (which means it goes for everyone).
shortybsd #995
Posted 01 January 1970 - 01:00 AM
Just a quick heads up, OpenPeripheral-0.2.1-snapshot-112-forge9.11.1.953.jar fixed all of my issues. Thanks for the quick fix, it works flawless! So happy now, my friends and I can get back to doing what we do :P/>
theoriginalbit #996
Posted 01 January 1970 - 01:00 AM
Just a quick heads up, OpenPeripheral-0.2.1-snapshot-112-forge9.11.1.953.jar fixed all of my issues.
Of course it did, this is what I've been telling people for weeks.
newnottakenname #997
Posted 01 January 1970 - 01:00 AM
I have been experimenting with the sensor. Is there any way, that you can change the range of the sensor?

BTW is there a place where you can find documentation of the sensor? I have looked everywhere for it, but can not find it.
BrianHernando #998
Posted 01 January 1970 - 01:00 AM
SG Breaks the psychics of minecraft…..

Also, awesome mod!

Also, is it possible for it to have tinker's construct allowance? Stuff like draining things out, etc.
gazzack #999
Posted 01 January 1970 - 01:00 AM
Hi, I've been having quite of a lot of trouble getting this mod to work. I have downloaded the version listed on the openmods website and tried downloads of the openperipheral Jenkins and none of them seem to have worked. The one of the website will add the mod to the game but none of the scripts will work. Any lua ran for this mod just returns nil. Any help would be appreciated.
Iomega0318 #1000
Posted 01 January 1970 - 01:00 AM
I asked about Direwolf's portal code a while back and have been watching his latest series, and he built it again: http://www.youtube.com/watch?v=4Tp1e5VbQrk
He also stated that the version he uses to do this should be out now, if you don't mind me asking which version would it be?

I am currently using OpenPeripheral-0.2.1-preview8, I assume it would be on one of the builds on Jenkins but I wanted to make sure it was available before going and doing everything needed to get it on the server and client lol..
Edited by
theoriginalbit #1001
Posted 01 January 1970 - 01:00 AM
Also, is it possible for it to have tinker's construct allowance? Stuff like draining things out, etc.
Tanks already have support, as for draining things out they're controlled with redstone signals, so you'll have to use the computers in that way, there's no need for OpenPeripheral to add more.

I have been experimenting with the sensor. Is there any way, that you can change the range of the sensor?

BTW is there a place where you can find documentation of the sensor? I have looked everywhere for it, but can not find it.
More information. OpenPeripheral version?

Hi, I've been having quite of a lot of trouble getting this mod to work. I have downloaded the version listed on the openmods website and tried downloads of the openperipheral Jenkins and none of them seem to have worked. The one of the website will add the mod to the game but none of the scripts will work. Any lua ran for this mod just returns nil. Any help would be appreciated.
More information. Minecraft version, Forge version, OpenPeripheral version, other mods installed, any errors that happen in logs… need more information!

He also stated that the version he uses to do this should be out now, if you don't mine me asking which version would it be?
I don't know what version/build of OpenPeripheral the Forgecraft servers use, Mikee is the one to answer that one, I'd assume that they'd be using a build from the Jenkins server, meaning you can use any build you wish from there, nothing has changed between the public builds and the current development builds.
Edited by
gazzack #1002
Posted 01 January 1970 - 01:00 AM
Hi, I've been having quite of a lot of trouble getting this mod to work. I have downloaded the version listed on the openmods website and tried downloads of the openperipheral Jenkins and none of them seem to have worked. The one of the website will add the mod to the game but none of the scripts will work. Any lua ran for this mod just returns nil. Any help would be appreciated.

More information. Minecraft version, Forge version, OpenPeripheral version, other mods installed, any errors that happen in logs… need more information!
Certainly. Other mods loaded.
BspkrsCore, ReiMinimap, Treecapitator, better storage, ic2 experimental, applied energistics, artifice, autoutils, backpack, bilbiocraft, biomesoplenty, buildcraft, carpenters blocks, chickenchunks, chisel, codechickencore, CoFH core, compact solars, Computercraft 1.58, enderstorage, extracells, extrautils, fpsplus, gregs lighting, immibis core, industrialcraft experimental advanced storage, inventorytweaks, ironchests, jabba, liquid XP, mekanism, MFFS, Minefactory reloaded, mobius core, gravisuit, modular powersuits, natura, NEIplugins, nether ores, NEI, numina, obisidplates, openperipheral-0.2.1-preview8, all pams mods, power crystals core, all of project red, railcraft, screenshot uploader, slick-util, tinkers construct, thermal expansion, TinkersMechworks, universal electricity, Waila, balkons weaponmod, and weeping angels mod.

Minecraft 1.6.4
Forge Mod Loader version 6.4.49.965
OpenPeripheral version: OpenPeripheral-0.2.1-preview8.jar Downloaded from the open mods website.

Possible Errors: [WARNING] [OpenPeripheral] Mod OpenPeripheral is missing a pack.mcmeta file, things may not work well.
aligator123456 #1003
Posted 01 January 1970 - 01:00 AM
what is the recipe of thin wires? I can't find it anywhere in the internet, and it isn't in NEI too.

edit: ok I fond the recipe in th sourcecode:

iron
redstone
iron

but it doesn't work…

BTW: I counted the iron, which is used to craft the glasses: 64 Iron! (I hope I haven't miscounted)

I think its a little bit too much for little glasses…
Edited by
newnottakenname #1004
Posted 01 January 1970 - 01:00 AM
More information. OpenPeripheral version?
I am using the DireWolf20 pack 1.6.4 with the OpenPeripheral-0.2.1-preview8 version. Sorry that I didn't mention it.

Currently the sensor only has a range of 3, while the sensor turtle has a range of 30. When reading up on the forums, I saw that Mikeemoo was thinking about a way to change the sensor range with a method. With listMethods() I see, that it hasn't/ will not happen. Is there a way, that I can change the range of the sensor or am I bound to the sensor-Turtle for now?

The description for some of the methods do not give a good enough description.

I have the biggest problem with: getPlayerData()
How can you use the table it returns? When trying to serialize it, it returns an error, saying that an recursive table cannot be serialized.

And how exactly do you use getAdvancedMethodsData()?
Edited by
Iomega0318 #1005
Posted 01 January 1970 - 01:00 AM
I went ahead and grabbed a build from Jenkins, everything was working fine before upgrading.. but after I am now getting this:

http://paste.ubuntu.com/6724009/

Let me know if you need any more info, but the reason for the crash should be obvious.. something about SGCraft.

**EDIT**
I went ahead and downgraded to #112 and it seems to be working. I will let you know if Direwolf's setup works with it.
Edited by
theoriginalbit #1006
Posted 01 January 1970 - 01:00 AM
-snip-
hmm. in that case there shouldn't be any problems. Just for curiosities sake, try downgrading ComputerCraft to 1.57 just incase, if it then works we'll need to fix that.

-snip-
OpenPeripheral version? We've never been able to replicate the problems with nothing crafting or coming up in NEI.
That doesn't quite sound right for how much iron there is. However the old recipe was too cheap, so it was attempted to make a little more realistic.

-snip-
In the latest development builds I've implemented a config adjusted sensor during both normal weather and stormy weather. However there is no method to adjust it. If you're after adjustable then yes you'll have to use the turtle to move it around.
With get player data you'll just have to loop through each table and print the information out, looking for what you want to get.
As for documentation and use of getAdvancedMethodData here's a program we've prepared for the new version.

**EDIT** I went ahead and downgraded to #112 and it seems to be working. I will let you know if Direwolf's setup works with it.
Yeh I was just about to tell you to do that. We're currently attempting to make major changes to the way OpenPeripheral will work, and how quickly we can make updates in the future to OpenPeripheral, these changes were recently merged into the main branch meaning a few of the dev builds are broken.
Iomega0318 #1007
Posted 01 January 1970 - 01:00 AM
**EDIT** I went ahead and downgraded to #112 and it seems to be working. I will let you know if Direwolf's setup works with it.
Yeh I was just about to tell you to do that. We're currently attempting to make major changes to the way OpenPeripheral will work, and how quickly we can make updates in the future to OpenPeripheral, these changes were recently merged into the main branch meaning a few of the dev builds are broken.
Ahh ok cool, and on my side note this version does indeed work with the hub setup Direwolf uses. Sweetness!
Love the mod, keep up the great work guys!
theoriginalbit #1008
Posted 01 January 1970 - 01:00 AM
Ahh ok cool, and on my side note this version does indeed work with the hub setup Direwolf uses. Sweetness!
Love the mod, keep up the great work guys!
That's good that it worked :)/> thanks, its always great to hear feedback.
RexMan85 #1009
Posted 01 January 1970 - 01:00 AM
I think the glasses are a great addition, I only have one problem with it.
Is there a way we can get glasses in a non-hat form? I'd rather use the head slot for something else but I still want to have the glasses…
aligator123456 #1010
Posted 01 January 1970 - 01:00 AM
-snip-
hmm. in that case there shouldn't be any problems. Just for curiosities sake, try downgrading ComputerCraft to 1.57 just incase, if it then works we'll need to fix that.
That doesn't quite sound right for how much iron there is. However the old recipe was too cheap, so it was attempted to make a little more realistic.

-snip-
OpenPeripheral version? We've never been able to replicate the problems with nothing crafting or coming up in NEI.

I use FTB Direwolf20 (v1.0.11), which uses Computercraft 1.57.
I also tested it with 1.58.

direwolf uses OpenPeripheral 0.2.1-preview8


I now redownloaded a fresh direwolf-pack but I still can't find the recipe in NEI.
Edited by
newnottakenname #1011
Posted 01 January 1970 - 01:00 AM
In the latest development builds I've implemented a config adjusted sensor during both normal weather and stormy weather. However there is no method to adjust it. If you're after adjustable then yes you'll have to use the turtle to move it around.
With get player data you'll just have to loop through each table and print the information out, looking for what you want to get.
As for documentation and use of getAdvancedMethodData here's a program we've prepared for the new version.

I have been looking at the configs in my modpack (DireWolf20 pack 1.6.4 with the OpenPeripheral-0.2.1-preview8) and could not find it in the configs. FTB problem or not updated yet?

With the getPlayerData() method, I ran the following code:


p = peripheral.wrap("right")
pd = p.getPlayerData("Newnottakenname")
print(#pd)
print(pd.position.x)

The first print command returns 0, while the second one returns the x-position I was currently at (1.3850). I saw someone using .position.x with a robot, so I gave it a shot. Apparently I can use it, but there are no table entries for it? That's why I asked, there seems to be some funky stuff going on and a full explanation for everything would be helpful, for me and for others, that might be interested in using it.

I was snooping around in the github code and saw the program, when tried it gave me an error (the code in the link also does) when trying getInventoryName:
(name of program): 47 : bad argument : table expected got nil.
Is that my fault or the program?

Awesome mod you guys created and keep creating, keep going.
gazzack #1012
Posted 01 January 1970 - 01:00 AM
Nope, still no results, well the mod is very nice looking and probably will be a great addition to computercraft itself, once the buggies are smashed of course.
theoriginalbit #1013
Posted 01 January 1970 - 01:00 AM
I think the glasses are a great addition, I only have one problem with it.
Is there a way we can get glasses in a non-hat form? I'd rather use the head slot for something else but I still want to have the glasses…
So what you're saying, is you want some kind of Heads Up Display that is elsewhere on the players body… ummm nope. The helmet is one of the lower armour point slots, and the glasses add armour points anyway. Would it make any sense to use a Google Glass on your feet? or in your hands? nope, they're designed for the head.

I use FTB Direwolf20 (v1.0.11), which uses Computercraft 1.57.
I also tested it with 1.58.

direwolf uses OpenPeripheral 0.2.1-preview8

I now redownloaded a fresh direwolf-pack but I still can't find the recipe in NEI.
Cannot replicate problem, sorry there's nothing else I can suggest.

I have been looking at the configs in my modpack (DireWolf20 pack 1.6.4 with the OpenPeripheral-0.2.1-preview8) and could not find it in the configs. FTB problem or not updated yet?
I said latest development builds. Official mod packs only use releases.

-code snip-
ok so in Lua when using the # or table.getn or anything like that it only counts indexed values, nothing in the player data table is indexed, therefore it shows that there are 0 elements in the table.
what you need to do is loop over the table and look for the elements you want like so

local sensor = peripheral.wrap("right")
local data = sensor.getPlayerData("Newnottakenname")

for k,v in pairs(data) do
  print(k, ' = ', v)
end
this will give you the top most layer of elements, for example name, and the position table and such. Now if you look at it and see
position = table: [random alphanumeric characters]
and you want to know what is in that table, just change this line in the code.

for k,v in pairs(data) do
to — for example — the following

for k,v in pairs(data.position) do
this will now print out everything in the position table… you can continue to do this until you find all the data that you need.

I was snooping around in the github code and saw the program, when tried it gave me an error (the code in the link also does) when trying getInventoryName:
(name of program): 47 : bad argument : table expected got nil.
Is that my fault or the program?
theres a few differences between how the version of OpenPeripheral you have works, and the version that we wrote that program for, you may have to perform some tweaks. Theres one thing for sure though, that error wouldn't come up when trying to call 'getInventoryName'

Nope, still no results, well the mod is very nice looking and probably will be a great addition to computercraft itself, once the buggies are smashed of course.
There are no bugs for us to smash. there's some kind of problem with your setup that's preventing it from working, but we cannot replicate the problem, nor have we ever had anyone else with the problem where it couldn't be fixed. you'll just have to keep playing, just a thought but maybe try downgrading forge or since you're using what seems to be a custom modpack use one of the development builds from the Jenkins Server (#112 or lower recommended, the 2 most recent are "broken")… That way you can get more features and integration too, preview-8 didn't really have much mod support at that point 'cause not much was updated.
RexMan85 #1014
Posted 01 January 1970 - 01:00 AM
I think the glasses are a great addition, I only have one problem with it.
Is there a way we can get glasses in a non-hat form? I'd rather use the head slot for something else but I still want to have the glasses…
So what you're saying, is you want some kind of Heads Up Display that is elsewhere on the players body… ummm nope. The helmet is one of the lower armour point slots, and the glasses add armour points anyway. Would it make any sense to use a Google Glass on your feet? or in your hands? nope, they're designed for the head.
First of all, the few armor point the head give are not what I am intereseted in, but things like quantum helmet or goggles of revealing or powersuit helmet are more then just armor points, the have an important functionality, Maybe you can add a special glasses slot for it
Second of all, since when did minecraft made sense?
aligator123456 #1015
Posted 01 January 1970 - 01:00 AM
I use FTB Direwolf20 (v1.0.11), which uses Computercraft 1.57.
I also tested it with 1.58.

direwolf uses OpenPeripheral 0.2.1-preview8

I now redownloaded a fresh direwolf-pack but I still can't find the recipe in NEI.
Cannot replicate problem, sorry there's nothing else I can suggest.

ok now I tested a new build (#110) and it works.
Lyqyd #1016
Posted 01 January 1970 - 01:00 AM
I think the glasses are a great addition, I only have one problem with it.
Is there a way we can get glasses in a non-hat form? I'd rather use the head slot for something else but I still want to have the glasses…
So what you're saying, is you want some kind of Heads Up Display that is elsewhere on the players body… ummm nope. The helmet is one of the lower armour point slots, and the glasses add armour points anyway. Would it make any sense to use a Google Glass on your feet? or in your hands? nope, they're designed for the head.
First of all, the few armor point the head give are not what I am intereseted in, but things like quantum helmet or goggles of revealing or powersuit helmet are more then just armor points, the have an important functionality, Maybe you can add a special glasses slot for it
Second of all, since when did minecraft made sense?

The point is that you have to make a conscious decision to use the glasses or to use another helmet. It's a trade-off that you, as the player, have to determine the worth of. There used to be MPS integration. I guess that got removed?
newnottakenname #1017
Posted 01 January 1970 - 01:00 AM
what you need to do is loop over the table and look for the elements you want like so

Thank you. This is amazing! I thought there would be a small number of things in the list, but you guys went really above and beyond!


I said latest development builds. Official mod packs only use releases.

sorry, before you mentioned it, I didn't know there were development releases.

Thanks for the help. Now I will try to build amazing things with it. ;)/>
theoriginalbit #1018
Posted 01 January 1970 - 01:00 AM
There used to be MPS integration. I guess that got removed?
yeh Mikee wanted to remove it, MPS was a little unstable at the time. I'm pretty sure it could probably be added back now.

-snip-
No problems. :)/>
zeronoashaen #1019
Posted 01 January 1970 - 01:00 AM
I'm having a problem with a program I wrote back in 1.5 that I was wanting to use now in 1.6. After debugging it as much as I can it appears that the problem is that it cannot connect with IC2. Did IC2 get removed, or maybe it is not functional with the experimental IC2?
theoriginalbit #1020
Posted 01 January 1970 - 01:00 AM
I'm having a problem with a program I wrote back in 1.5 that I was wanting to use now in 1.6. After debugging it as much as I can it appears that the problem is that it cannot connect with IC2. Did IC2 get removed, or maybe it is not functional with the experimental IC2?
If you're using 0.2.1-preview8 then IC2 wasn't released when that was made, a lot of mods weren't, if you want that integration you'll have to update to a development build, I recommend build #112. however do note that 'cause this is a development build there may be bugs from time to time. once you make the update you'll also have to change some of the method calls as they changed between 1.5.x and 1.6.x versions. to give an example of one that has changed, getCapacity has changed to getEUCapacity.
chrisms #1021
Posted 01 January 1970 - 01:00 AM
Hello, sorry if this has been answered before but I couldn't find anything on it. Does .0.2.1-preview8 not have the methods for applied energistics in it? I can't seem to get them to work, so thats my best guess, but I was just curious if that was the case. Thanks!
zeronoashaen #1022
Posted 01 January 1970 - 01:00 AM
Thank you, however that link didn't go anywhere. I drilled down into it to get to the jenkins page, but it looks like there isn't a build #112. Would you suggest build #33?

I got a working version, but I need to know what the new getStored() and all the other functions are. I tried getEUStored but it did not work. What is the possibility of getting the wiki updated?
theoriginalbit #1023
Posted 01 January 1970 - 01:00 AM
Hello, sorry if this has been answered before but I couldn't find anything on it. Does .0.2.1-preview8 not have the methods for applied energistics in it? I can't seem to get them to work, so thats my best guess, but I was just curious if that was the case. Thanks!
I've said it many, many, many times, I suppose once more will help people, maybe I'll make it nice and big this time so people stop saying that it hasn't been answered…

OpenPeripheral 0.2.1-preview8 has minimal mod support; this is due to the fact that at the time of release very few mods were updated!

that being said, I do believe that AE support was implemented, just try and add something as a peripheral and check if there are any methods on it.

Thank you, however that link didn't go anywhere. I drilled down into it to get to the jenkins page, but it looks like there isn't a build #112. Would you suggest build #33?
Ah damn, it seems that we've finally started to make the transition across to the new format, which is heavily broken. sorry about that, I was not aware, that change must have come through this morning… I've put build #112 on my dropbox, you can download it from here.
The new format is released, see our website for more information!

I got a working version, but I need to know what the new getStored() and all the other functions are. I tried getEUStored but it did not work. What is the possibility of getting the wiki updated?
Just loop through the peripheral and investigate, the last, oh I don't know, 10 pages in this thread have answers on how to do that, there's even someone who has made a program that makes use of the getAdvancedMethodData which tells you everything you need to know about the methods too.
We will update the wiki when we update it, people constantly asking us about it won't speed that up any.
Edited by
zeronoashaen #1024
Posted 01 January 1970 - 01:00 AM
Thank you very much! If you need any help with updating the wiki I'll be happy to help.
chrisms #1025
Posted 01 January 1970 - 01:00 AM
that being said, I do believe that AE support was implemented, just try and add something as a peripheral and check if there are any methods on it.

Firstly, people wouldn't ask all the time if you put it somewhere logical, like on the main page of your website, or in the documentation provide a change log. As is, there's no logical place to find open periopheral version information. I seriuosly went thruogh 5 pages here and didn't see the exact quesiton I was looking for, in regards to AE, so I have no idea if AE was included in that list or not.

But to the point, there are no methods, they attempt to call null. And listing methods results in no methods being listed. Some of the vinilla methods listed on the documentation also don't work, which is why I was wondering if it was a more wide spread problem.
Zlepper #1026
Posted 01 January 1970 - 01:00 AM
Would it be possible to make the computercraft modems interact with all the things OpenPeripherals add as peripherals, so you use chests and such remotely using just one computer, instead of 30?
Lyqyd #1027
Posted 01 January 1970 - 01:00 AM
Um… it already does? Doesn't it?
theoriginalbit #1028
Posted 01 January 1970 - 01:00 AM
Would it be possible to make the computercraft modems interact with all the things OpenPeripherals add as peripherals, so you use chests and such remotely using just one computer, instead of 30?
Um… it already does? Doesn't it?
Yes it is already possible. Just place the modem on the block and right-click it to activate it, then run the network cable to the computer — full tutorial here — however due to the logic of ComputerCraft modems if the block is a non-solid block the modem cannot be placed on it, so in order to connect a wired modem to a non-solid block (i.e. chest) you must use the Peripheral Proxy between the modem and the block, you can then run the network cables back to your computer.
theoriginalbit #1029
Posted 01 January 1970 - 01:00 AM
New releases of all mods made by the OpenMods team, see our website for more information!
Zlepper #1030
Posted 01 January 1970 - 01:00 AM
First thing first: I can't see any documentation on the website like i could before. Is this intentional or a mishap?

Also, could you add support for jabba so we can use it's barrels as peripherals?

And one last thing: Is there any changelog to be had?
Farrk #1031
Posted 01 January 1970 - 01:00 AM
First thing first: I can't see any documentation on the website like i could before. Is this intentional or a mishap?

Also, could you add support for jabba so we can use it's barrels as peripherals?

And one last thing: Is there any changelog to be had?
http://openmods.info:8080/
theoriginalbit #1032
Posted 01 January 1970 - 01:00 AM
First thing first: I can't see any documentation on the website like i could before. Is this intentional or a mishap?
I believe it is intentional. Too many people were complaining what we had was outdated, so it was removed, there is now a program supplied with OpenPeripheral to view documentation in-game.

Also, could you add support for jabba so we can use it's barrels as peripherals?
Mainstream mod? is it included in any non-bukkit Modpacks?

And one last thing: Is there any changelog to be had?
Doesn't look like it… I'll see if I can type one up now and post it here when done.

I don't know how linking him to our development builds server answers any of his 3 questions…
Edited by
AwesomeAlec1 #1033
Posted 01 January 1970 - 01:00 AM
Um… I installed OpenPeripheral 0.3.0 and Adddons 0.1 and my favorite item is missing (THE ROBOT! :(/>) The controller is missing as well as the item itself! I would look up the problem on your website, but there's no documentation (none in the game either). PLZ HALP!
MudkipTheEpic #1034
Posted 01 January 1970 - 01:00 AM
New releases of all mods made by the OpenMods team, see our website for more information!

Just so you know, the header for your website doesn't look great on mobile phones. It goes past the background and widens the page.
Zlepper #1035
Posted 01 January 1970 - 01:00 AM
Also, could you add support for jabba so we can use it's barrels as peripherals?
Mainstream mod? is it included in any non-bukkit Modpacks?
Wouldn't call it mainstream.
It runs on forge, and it's possible to use the normal chest functions, however only two slots can be seen by computercraft.

I'm also completely unable to connect the peripheral proxy to my wired modems. This is with the version you just posted a day or two ago.

EDIT: One of my players reported this to me after I updated to the official version of OpenPeripherals:
furgl said:
Was OpenPeripherals updated in that mod pack update? Because the PIM is still having the same problems as before: fps drops when standing on it, duplicating/deleting some items when you break it while standing on it, and seems to cause my turtle below it to shutdown when I try to interact with it.. I also crashed after breaking a couple of them.

Crash Log: http://pastebin.com/ewfB0qY4
Just wanted to report it.
Same player also reports his framerate being severely severed when standing on and using a PIM.
Edited by
richardcox13 #1036
Posted 01 January 1970 - 01:00 AM
Having upgraded to new builds of the OpenMods I received this crash on start up (before reaching main menu).

http://pastebin.com/AmHKyckq

Previously using OpenBlocks 1.2.2 and OpenPeripherals 0.2.1-snapshot103. Reverting to these versions and MC loads.

I did try removing the old config files but that made no difference.
nomared #1037
Posted 01 January 1970 - 01:00 AM
Hi,

i have an issue with the terminal glasses since i updated my server from OpenPeripheral-0.2.1-snapshot-112-forge9.11.1.953 to the current version (see below).

My script shows information of tanks, me system and energy blocks every 5 sec on the glasses and the computercraft monitor.
With the snapshot 112 it works perfect, but with the current version, the glasses freezes after about 2 hours.
The script still run and shows the information at the computercraft monitor.
With the lua command i can wrap the glasses bridge, but no command e.g. clear() works.
There also appears no error at the server log.

The only way to fix this atm is to restart the server every 2 hours or live without the glasses :/


A rollback to snapshot 112 dont work.


http://www.ancientwo...sses_status.jpg

Installed Mods:
FTB Monster 1.0.7
with
OpenBlocks-1.2.3
OpenModsLib-0.1
OpenPeripheralAddons-0.1
OpenPeripheralCore-0.3.0

EDIT: break and replace the terminal glasses bridge resets the glasses and it works again.
EDIT2: I started the server without any open mod to clear all items and restarted it with the snapshot 112. Now, the glasses are stable again. no freeze in 24h.
Edited by
ihatetn931 #1038
Posted 01 January 1970 - 01:00 AM
where is the documentation, i know it's in game but having to check that in game is gonna be a pain, must be a place that list all the things this shit can do, plus you can't scroll up so some functions are hidden.


reActor.pullItemIntoSlot("up",1,2,1)
and

reActor.pushitemIntoSlot("up",1,2,1)
Don't seem to work, i wrote a test code to see how it works but it seems to be removing the items from the reactor and putting them somewhere i have no clue.

Got the latest one from the site


local reActor = peripheral.wrap("back")
local chest = peripheral.wrap("top")

while true do
local heatDisp = reActor.getHeat()
local maxHeatDisp = reActor.getMaxHeat()
local invSize = reActor.getInventorySize()
local euOutput = reActor.getEUOutput()
term.clear()
term.setCursorPos(1,1)
print(heatDisp)
term.clearLine()
print(maxHeatDisp)
term.clearLine()
print(invSize)
term.clearLine()
print(euOutput)
term.clearLine()
chest.pushItemIntoSlot("up",1,2,1)
term.clearLine()
reActor.pullItemIntoSlot("up",1,2,1)
term.clearLine()
print(chest.pullItemIntoSlot("up",1,2,1))
term.clearLine()
print(reActor.pushtemIntoSlot("up",1,2,1))
term.clearLine()
print(chest.getInventoryName())
term.clearLine()
print(reActor.getInventoryName())
term.clearLine()
sleep(0)
end

I'm trying to pull fuel from a chest and put it in a reactor in a certian order
Edited by
ingie #1039
Posted 01 January 1970 - 01:00 AM
Hello there,

I'd love to try out the #112 build referenced and pointed at by people above [ OpenPeripheral-0.2.1-snapshot-112-forge9.11.1.953.jar ]

but the OpenPeripheral jenkins link is dead… and at the top level of your jenkins i can't see any reference to OpenPeripheral, #112 or otherwise… just all the new mod "stack"

i'm using, as per most people who want it ;)/> Direwolf20's 1.6.4 pack, which by default has the 0.2.1 pre.8 version… and I'm getting the liquid tanks problem [ and I've read as good many threads on here for other references to a fix, but i found only my own sad face ]

I've tried all the variations of your new website, and trawled google's cache of your old site structure, but still can't find a simple notification on your home page saying something like "OpenPeripherals build 112 for 1.6.4 here"… and I'd love to spend all evening searching even more of the internet but the only reference google claims to that build reference is this forum thread… which is a nice tail call recursion but doesn't get my tanks monitored ;)/>

t'anks

edit &amp; update:

ahaaaa…. you fiendish devil you, I searched the source code of this forum page, and found the link…

you cunningly crossed it out in your text so i'd mentally skipped it… i.e. where you say:
Ah damn, it seems that we've finally started to make the transition across to the new format, which is heavily broken. sorry about that, I was not aware, that change must have come through this morning… I've put build #112 on my dropbox, you can download it from here.
The new format is released, see our website for more information!

that "here" link in the struck out bit, is ALIVE! and seems to be the only place to find it :)/>


to quote douglas adams' H2GT2G "yes I did find it. It was on display in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying 'Beware of the Leopard'." :)/>

and relax. :)/>
Edited by
TorakWolf #1040
Posted 01 January 1970 - 01:00 AM
I have one problem with Mob and Player Data in sensors:

When I use:

Spoilerradar = peripheral.wrap("right")

term.clear()
term.setCursorPos(1,1)

mobs = radar.getMobIds()


for index=1,#mobs do

print(" "..index..". "..mobs[index].." ")

end

nada = os.pullEvent()

term.clear()
term.setCursorPos(1,1)

To get my list of Mobs it works fine showing the table as one list.

But when I use:

Spoilerradar = peripheral.wrap("right")

term.clear()
term.setCursorPos(1,1)


infomob = radar.getMobData(1068)

for index=1,#infomob do

print(" "..index.." "..infomob[index].." ")

end

os.pullEvent()

term.clear()
term.setCursorPos(1,1)

It returns nothing to me. And YES, I tried the number between the parentheses in radar.getMobData with and without commas, and 1068 was one working ID of the list I done aprox. 10 sec before…
I tried something similar to list my Data ( Player ) and the same thing, returns me nothing…
Lyqyd #1041
Posted 01 January 1970 - 01:00 AM
Try putting it in quotes so that it is a string.
TorakWolf #1042
Posted 01 January 1970 - 01:00 AM
Try putting it in quotes so that it is a string.

I said I also tried ( at least quotes and [double] commas are the same thing ) with the getPlayerData("TorakWolf") and DIDN'T worked.

The reason I tried the getMobData("mobid") without quotes are because they can be number functions ( yes, something stupid, but when you want one solution, you can forget the logic ) , as mob id's are numbers, but with or without quotes, it returns me nothing.

If you test them, you can see they don't work… So, maybe the functions aren't complete yet.



Also I can't use the peripheral proxy, the modem refuses to connect when I right click it, just if I was tring to connect it in one ordinary stone block. I tried with monitors, computers, and ICBM launchers and many storage blocks like chests ( both the reasons I want the proxy, of course ). Peoples have yet reported that, but as they don't got answers, I post the problem by myself.

Yes, the green arrow is pointing to the peripheral ( the site with the hole in the peripheral ), and the modem is on the opposite side ( the side with the big black square ).

That's all, at least the Glasses Bridge is working OK and I can craft the Sensor Turtle ( of course it has the same limitations ).
ingie #1043
Posted 01 January 1970 - 01:00 AM
or perhaps where you use

mobs = radar.getMobIds()

for index=1,#mobs do

print(" "..index..". "..mobs[index].." ")

end

to find the id for the second call,
instead try


for key,value in pairs(mobs)
   print(tostring(k)..":"..tostring(v))
end

to check that the "ID" of the key of the table pair isn't another value than the simple #index


EDIT: i just tried the above, and my thing returns a similar index to what I guess you got.

also: using that key as a string, as suggested above by lyqyd informs that it must be an number

so, yeah, i think Torak's conclusion about it not being implemented is possible.

i can't see any mob data so far…

P.S. i obviously misread what you had tried, I was assuming [stupidly] you were using the index of your dump, not the value returned… which is naturally the same as my pair table dump above :)/>
Edited by
ingie #1044
Posted 01 January 1970 - 01:00 AM
… curious, I was just looking at the source for this https://github.com/O...pterSensor.java
and by the history, this was added a month ago - tho i'm no github expert so i'm not sure.

however, the listEntities and getEntityInfo methods are common to both the getMobData and getMinecraftData calls, it's just the type passed which differs. I've just tested minecart data - i.e. the process being identical to TorakWolf's issue above - the numeric list being returned this time by the getMinecartIds()

… but the getMinecartData(id) works.

hmm…. so, it looks like it should work, i.e. the function isn't empty* … it's just silently not working..


* assuming i'm reading the github history versus build 112 correctly.


Update:

weird, i was testing whether this was just hostile mobs or passive [i'd just used a cow before]
so i switched into creative, spawned in a pigman… and opened the computer terminal… and the server crashed with a network packet handler error…

I logged back in, and now i'm getting data on the cow….

so… don't know if i'd done something weird, but it seems it does work
… i'm pondering now whether what actually happened [not the crash but the missing data] was actually the cow going out of range between the initial mob id get and the data get…

either way, i can see my cow data… whoop… :)/>
Edited by
Goof #1045
Posted 01 January 1970 - 01:00 AM
Im not sure if im using an outdated version of OP, but it seems that the colour methods are quite buggy… sometimes when i use the colourcode for the red, it displays pink, lightred, darkred etc…
Can anyone agree with me that this is a bug?

I hope Mikee can solve this

Thanks
Engineer #1046
Posted 01 January 1970 - 01:00 AM
Im not sure if im using an outdated version of OP, but it seems that the colour methods are quite buggy… sometimes when i use the colourcode for the red, it displays pink, lightred, darkred etc…
Can anyone agree with me that this is a bug?

I hope Mikee can solve this

Thanks
Unfortunately mikee quit developing ruis mod. Now the maintainer of the openmods team is the head modder, at least as it seems to me. I'm surprised he didn't announce anything here..
Goof #1047
Posted 01 January 1970 - 01:00 AM
Im not sure if im using an outdated version of OP, but it seems that the colour methods are quite buggy… sometimes when i use the colourcode for the red, it displays pink, lightred, darkred etc…
Can anyone agree with me that this is a bug?

I hope Mikee can solve this

Thanks
Unfortunately mikee quit developing ruis mod. Now the maintainer of the openmods team is the head modder, at least as it seems to me. I'm surprised he didn't announce anything here..

Awww… I really hope we can get him back on his chair, and continue his greatest work, for us, and for himself.
Please Mikee… Get back :rolleyes:/>
Nitori #1048
Posted 01 January 1970 - 01:00 AM
Not sure where crash reports are supposed to go, so I'll put them here.

When attempting to use the Ticket Machine with the new version from the main website website (OpenModsCore 0.1, OpenPeripheralCore 0.3.0, OpenPeripheralAddons 0.1, OpenBlocks 1.2.4), I get this crash:


java.lang.NoSuchMethodError: openmods.gui.BaseGuiContainer.<init>(Lopenmods/container/ContainerInventory;IILjava/lang/String;)V
		at openperipheral.addons.ticketmachine.GuiTicketMachine.<init>(GuiTicketMachine.java:10)

Seems like maybe OpenModsCore version doesn't match what OPA was compiled with?

Logs:
Crash Report
Forge Log

Edit:
Seems to be the case. Using the latest Jenkins builds fixes the issue.
Edited by
sjkeegs #1049
Posted 01 January 1970 - 01:00 AM
First thing first: I can't see any documentation on the website like i could before. Is this intentional or a mishap?
I believe it is intentional. Too many people were complaining what we had was outdated, so it was removed, there is now a program supplied with OpenPeripheral to view documentation in-game.

For someone who is still working in a 1.5 MC world an in-game doc is not very helpful. Could the old documentation be put up somewhere so those of us who haven't migrated to 1.6 could still find it.
Edited by
ingie #1050
Posted 01 January 1970 - 01:00 AM
Im not sure if im using an outdated version of OP

neither are we ;)/>

which version are you using? and with which version of mc?

if you're using mc 1.6.4 with the OpenPeripheral-0.2.1-preview8.jar OP, you need to update to this one



For someone who is still working in a 1.5 MC world and in-game doc is not very helpful. Could the old documentation be put up somewhere so those of us who haven't migrated to 1.6 could still find it.

totally agree for 1.5, in fact it sounds worse than that regardless of which version. With a website doc, i can read documentation whilst typing into a CC computer to hack something… sounds like now i'd have to multibox minecraft just so i can have one session to read the documentation, and one to type commands into… either that or keep flipping between the doc and the console.
Of course, i haven't used anything in the new core/stack, just the old #112 open peripherals - so i can't honestly comment so I don't say this as a complaint, just a "i hope it's not like that"
but inside minecraft isn't where i'd want to read any documentation, all the other mods which focus on in-game documentation i generally don't use it ever - i just read a wiki, for exactly the above reason: one can't play the game whilst reading the document. [ e.g tinkers construct / ars magica ]
ihatetn931 #1051
Posted 01 January 1970 - 01:00 AM
Having documentation on a website is much better cause having it in game and that being the only source is a pain.

Maybe someone will eventually write a wiki or somthing for this. Would be nice. Cause i've noticed sme of the functions in the documation aren't correct.

Like pullItemIntoSlot and prolly push as well, i figured out the last thing in the function is the "intoslot", not the second one as it says
ingie #1052
Posted 01 January 1970 - 01:00 AM
i've resorted to reading the source code on github on occasion :)/> which can be enlightening, if not the quickest path to the information… i'm a programmer for a living so i don't mind doing that too much, but yeah, i really liked the old website documentation despite any errors there may have been there/ brief info, it was nicely laid out and clean, which is what informative/documentation websites like that should be…

and personally, i love computercraft… but CC with OpenPeripherals [in my case] is my goto mod combo… i just never run out of new things to do with it…

i'd even go as far to say that if it weren't for CC and OpenPeripherals, I wouldn't be that bothered about playing minecraft anywhere near as much… but I'm heavily into embedded electronics [arduino/raspberry pi] IRL too, and CC+Open[X] is like having a virtual version of the same thing, but with less blue smoke when i get something wired wrongly :D/>
TorakWolf #1053
Posted 01 January 1970 - 01:00 AM
… curious, I was just looking at the source for this https://github.com/O...pterSensor.java
and by the history, this was added a month ago - tho i'm no github expert so i'm not sure.

however, the listEntities and getEntityInfo methods are common to both the getMobData and getMinecraftData calls, it's just the type passed which differs. I've just tested minecart data - i.e. the process being identical to TorakWolf's issue above - the numeric list being returned this time by the getMinecartIds()

… but the getMinecartData(id) works.

hmm…. so, it looks like it should work, i.e. the function isn't empty* … it's just silently not working..


* assuming i'm reading the github history versus build 112 correctly.


Update:

weird, i was testing whether this was just hostile mobs or passive [i'd just used a cow before]
so i switched into creative, spawned in a pigman… and opened the computer terminal… and the server crashed with a network packet handler error…

I logged back in, and now i'm getting data on the cow….

so… don't know if i'd done something weird, but it seems it does work
… i'm pondering now whether what actually happened [not the crash but the missing data] was actually the cow going out of range between the initial mob id get and the data get…

either way, i can see my cow data… whoop… :)/>


What you did to make work ( I don't get crashes with hostile mobs or got fixes ) ?
ingie #1054
Posted 01 January 1970 - 01:00 AM
What you did to make work ( I don't get crashes with hostile mobs or got fixes ) ?

sorry, hadn't seen the notification for your reply until now…

um, sorry at the moment i'm not sure - i'll test when i'm next in game to see if i can see a pattern… it could have simply been the mob moving out of range between the initial call and the getMobData call as i said…

i'll report back once i've done further testing…
liquidthex #1055
Posted 01 January 1970 - 01:00 AM
What happened to the documentation for OpenPeripheral? I can find it in google cache but not online..

Also, would it be possible to have a call for the Encode button on the ME Pattern Encoder? I have insane plans that require that button :)/>
theoriginalbit #1056
Posted 01 January 1970 - 01:00 AM
DOCUMENTATION QUESTIONS

okay to answer everyones question the documentation is now in-game. there is a program called docs which assists you in how to interact with your peripherals. by decree of Mikee there will no longer be documentation on the website; even if there were it would be for the latest version, not the version everyone still seems to be using, so it would be pointless for you all due to the mass changes we've made.


OTHER QUESTIONS

I've been on holiday and have only got back fairly recently, I will attempt to answer all questions — that have been asked in my absence — today, I was hoping NeverCast would do it, but it seems like its just back to me maintaining the thread…
NeverCast #1057
Posted 01 January 1970 - 01:00 AM
Somebody summon me? How can I be of assistance ? (Yes using my name in an email will flag me :P/>)
NeverCast #1058
Posted 01 January 1970 - 01:00 AM
Not sure where crash reports are supposed to go, so I'll put them here.

For future reference, http://github.com/OpenMods/OpenPeripheral/issues

First thing first: I can't see any documentation on the website like i could before. Is this intentional or a mishap?
I believe it is intentional. Too many people were complaining what we had was outdated, so it was removed, there is now a program supplied with OpenPeripheral to view documentation in-game.
For someone who is still working in a 1.5 MC world an in-game doc is not very helpful. Could the old documentation be put up somewhere so those of us who haven't migrated to 1.6 could still find it.

Firstly, you guys realise that a Minecraft 1.8 is rumoured to be in the works, and you're still on 1.5, might want to update. We can't support really old versions.
As for the documentation, like TheOriginalBIT already said, the website is likely gone, possibly forever. That is because Mikee is no longer doing OpenMods development, and I doubt he will be returning. He has other aims and goals now. I also barely develop anymore.

Having documentation on a website is much better cause having it in game and that being the only source is a pain.

Maybe someone will eventually write a wiki or somthing for this. Would be nice. Cause i've noticed sme of the functions in the documation aren't correct.

Like pullItemIntoSlot and prolly push as well, i figured out the last thing in the function is the "intoslot", not the second one as it says

The information can be exported to a web-page if someone is willing to code it, using the getAdvancedMethodsData method (Spelling maybe incorrect), a Lua application on the computers could very easily generate the documentation needed, perhaps that could be a programming challenge for someone.
theoriginalbit #1059
Posted 01 January 1970 - 01:00 AM
Um… I installed OpenPeripheral 0.3.0 and Adddons 0.1 and my favorite item is missing (THE ROBOT! :(/>) The controller is missing as well as the item itself! I would look up the problem on your website, but there's no documentation (none in the game either). PLZ HALP!
Robot is gone by decree of Mikee, although now he's gone it may come back.

Im not sure if im using an outdated version of OP, but it seems that the colour methods are quite buggy… sometimes when i use the colourcode for the red, it displays pink, lightred, darkred etc…
Can anyone agree with me that this is a bug?

I hope Mikee can solve this

Thanks
Show us the code — and tell us the OP version! — you're definitely doing something wrong, I'd say either something with alpha/opacity or with the z-index and other elements.
Just so you know however "I hope Mikee can solve this" ignoring the fact that Mikke is now gone, there's more people than just him on the OpenMods team; wishing on him will be quite slow compared to wishing on the team…
sjkeegs #1060
Posted 01 January 1970 - 01:00 AM
Firstly, you guys realise that a Minecraft 1.8 is rumoured to be in the works, and you're still on 1.5, might want to update. We can't support really old versions.
I was simply hoping that someone had a copy of the older docs that could be downloaded. If they are truly gone then I can muddle along.
NeverCast #1061
Posted 01 January 1970 - 01:00 AM
The website is on Github
https://github.com/OpenMods/OpenModsWebsite

You could download it yourself and possibly host it :)/>

Yes, everything in OpenMods is OpenSource, including the website.
sjkeegs #1062
Posted 01 January 1970 - 01:00 AM
The website is on Github.
Thanks.
NeverCast #1063
Posted 01 January 1970 - 01:00 AM
Thanks.

Not a problem, sir.
liquidthex #1064
Posted 01 January 1970 - 01:00 AM
there is a program called docs which assists you in how to interact with your peripherals.

Could you please tell me how to find the docs program? Is it merely a program you run called docs and I don't have it probably due to my version?

Thank you for response!
CometWolf #1065
Posted 01 January 1970 - 01:00 AM
the docs program is in the openp folder, "openp/docs". It's only accesible if the computer/turtle is next to a valid peripheral.
If you're running whatever version 1.6 ftb uses, it will error though. They did the comments on the top wrong…
Edited by
sjonky #1066
Posted 01 January 1970 - 01:00 AM
Just updated my openperipheral mods (from openmods.info) and im trying to do push and item from a chest downward. Which before i did with chest.pushItem("down", slot, quantity) but "down" doesnt seem to work anymore.did it change? "bottom" does not work either
Edited by
theoriginalbit #1067
Posted 01 January 1970 - 01:00 AM
Just updated my openperipheral mods (from openmods.info) and im trying to do push and item from a chest downward. Which before i did with chest.pushItem("down", slot, quantity) but "down" doesnt seem to work anymore.did it change? "bottom" does not work either
please don't just say "it doesn't work" that is useless information to us, tell us what it is saying or doing!
smn #1068
Posted 01 January 1970 - 01:00 AM
sjonky, i cannot confirm your issue

I made a test setup:

chest computer
chest

c = peripheral.wrap("left")
c.pushItem("down",1,1)

worked perfektly and my item moved from the top chest in the bottom chest

i'm using version 0.3.0-s39 (as included in ftb dw20 pack, version 1.014)
sjonky #1069
Posted 01 January 1970 - 01:00 AM
please don't just say "it doesn't work" that is useless information to us, tell us what it is saying or doing!

Im sorry, but i wasn't thinking of this as an error, It was just a question if the direction "down" is not used anymore, and if so into what. But since you reacted as it was an error i guess using down is the correct way. So here is my code:

chest = peripheral.wrap("left")

function push(slot)
	chest.pushItem("down", slot, 9)
end

I run the program, Enter the interactive lua prompt. And write: push(1).
which should push 9 "tiny pile of silver dust" down into an packager.

And in slot 1 of the chest its 64 "tiny pile of silver dust" so i got have more than 9, so that should not be a problem.
And the packager is empty, so all should be okey there aswell.

If i try to just write chest.pushItem("down", slot, 9) into the interactive lua prompt it retuns 0.

The code did work before i updated to the version on openmods.info


Screenshots
SpoilerSetup:




As you see, plenty of stuff in the chest:


Screenshot from the terminal:


And packager which is empty
CometWolf #1070
Posted 01 January 1970 - 01:00 AM
Lol, you can't call a function through chest unless you actually wrap a peripheral to chest first…
do peripheral.call("left","pushItem","down",1,9) instead.
sjonky #1071
Posted 01 January 1970 - 01:00 AM
Lol, you can't call a function through chest unless you actually wrap a peripheral to chest first…
do peripheral.call("left","pushItem","down",1,9) instead.

If you look at the very first line. "chest = peripheral.wrap("left")" im wrapping the chest there, So that i can use the chest functions by doing chest.functionName()

If your thinking about the screenshots, It works because i already ran my program. So the variable "chest" is still wrapped to the chest. as its a global variable
Edited by
CometWolf #1072
Posted 01 January 1970 - 01:00 AM
Ah fair enough, my bad. The packager probably dosen't have a compatible inventory. As the zero is how many items the peripheral was able to push, meanig the function is working.
sjonky #1073
Posted 01 January 1970 - 01:00 AM
Ah fair enough, my bad. The packager probably dosen't have a compatible inventory. As the zero is how many items the peripheral was able to push, meanig the function is working.

Yeah would think so myself, But when i try to use obsidian pipe/turtle/Applied energistics to drop stuff into the packager it does accept the stuff. And i find it hard to belive that neptunepink would just block input from openperipheral?
ingie #1074
Posted 01 January 1970 - 01:00 AM
The information can be exported to a web-page if someone is willing to code it, using the getAdvancedMethodsData method (Spelling maybe incorrect), a Lua application on the computers could very easily generate the documentation needed, perhaps that could be a programming challenge for someone.

interesting catch-22 :)/>

one has to know the documentation of the mod to know where the documentation is, and to extract the documentation of the mod ;)/>


tip to the website admins then:

a ) add some comment as to how to get the documentation, onto the website
b ) add some brief documentation on the website as to how to use the method to get the documentation
c )state which versions of MC/Forge the website versions are for rather than which OP versions they are.


this isn't to make extra work for the team, this is so that people redirected from the old documentation are at least presented with the solution, so that they don't have to post another forum question on the same subject.
one might say "but if they search the forum they'll find the answers" … okay, but 99% of people won't wish to do that - not because they can't be bothered, but because they're humans - they shouldn't have to take part in a forum just to use a mod - imo. plus, i did search the forum and it took me nearly a day to find the latest version for 1.6mc due to it not being on the main post and struck-out in the forum post about it too

again, this isn't to try and hassle the team into extra work - just to have a "stitch in time saves nine" thing going on :)/>

i don't think the above people's queries were about supporting older versions in a "please fix this" way. It's about having the documentation that was there for the versions that still are relevant to the majority of users to be still available (or at least the reason why it isn't) on the website to save them asking here.

just because 1.8 is nearly out doesn't mean that all the mods in modded minecraft that people use are even on 1.7 yet - Forge is only just at 1.7 - so it's natural that 1.6 is the latest "stable" platform… whether you like it or not :)/> cf. Direwolf20's current series for example.

yous've stated previously that mikee doesn't want the original post of this thread modifying even for such clarification… in that case, probably best to lock this thread and start a new one with the new team's goals and initial release/install info on the first post, at the very least - rather than remain beholden to a valued but now retired team member - this also saves you saying "mikeee isn't on the project" all the time, even though his name is on the thread… so naturally people assume he is…


again, none of this is grumpy, complainy or ranty in the slightest… it's just pragmatic suggestions from my own experiences in support management and "client psychology" ;)/> [ believe me, when working for governments, you need it ]

finally: as noted above about https://github.com/O...OpenModsWebsite
which looking at the SQL data seems to be the old website… it uses the Symfony web engine, which i've never used - but it's php, so should be simple… so I've taken a clone of the repository and if i get it up and running on my own servers I'll let people know… for 1.5/1.6 users who don't have the documentation program in game/can't upgrade yet
Edited by
ingie #1075
Posted 01 January 1970 - 01:00 AM
The information can be exported to a web-page if someone is willing to code it, using the getAdvancedMethodsData method (Spelling maybe incorrect), a Lua application on the computers could very easily generate the documentation needed, perhaps that could be a programming challenge for someone.

some developments on that here: http://www.computercraft.info/forums2/index.php?/topic/16959-peripheral-api-browser/
Magik6k #1076
Posted 01 January 1970 - 01:00 AM
as NeverCast mentioned, the website is(was) easy to create. ;p

http://cc.nativehttp.org/opdoc.html

Of course I need help with adding stuff there, if you want help, see this:
SpoilerFirst thing you need is access to CC files, and a computer with sysx (pastebin run dVwieit1)
After installing sysx, execute following:

ccpt ppa add magik6k
ccpt install devmapper

then connect any peripheral to CC(by side, modem, peripheralProxy) and execute

devmapper

When you think, that you are done with some mod, go to your CC directory, enter /var/ccdoc directory, make some zip form files there, and send it to me somehow

Thanks!
Bomb Bloke #1077
Posted 01 January 1970 - 01:00 AM
Does that account for the version numbers involved at all?
ingie #1078
Posted 01 January 1970 - 01:00 AM
as NeverCast mentioned, the website is(was) easy to create. ;p

http://cc.nativehttp.org/opdoc.html

Of course I need help with adding stuff there, if you want help, see this:

excellent work, did you use that JSON library?

i was actually going to use a node.js server to accept the data directly, but your way is probably safer :)/>
- tho i have got a server running a node.js app now which my computers are able to talk to, but you're a lot further ahead in terms of the rendering of it etc.
Magik6k #1079
Posted 01 January 1970 - 01:00 AM
@Up, ofc JSON, see source:
http://cc.nativehttp...r/bin/devmapper
(to see formatted code view 'page' source)

btw, page/script creation took me 2 hours ;p
Edited by
ingie #1080
Posted 01 January 1970 - 01:00 AM
@Up, ofc JSON, see source:
http://cc.nativehttp...r/bin/devmapper
(to see formatted code view 'page' source)

btw, page/script creation took me 2 hours ;p

excellent work :)/> it took me about that long just to get node.js dependencies met and compiled from source on my VPS in the UK and get a simple POST verb accepting app. I do have to make things complicated sometimes :)/>
NeverCast #1081
Posted 01 January 1970 - 01:00 AM
Very nice work on the mapper website; and the interface happening in the other topic, that is what CC is all about.

Just a point of note, as I saw it mentioned in another topic. getAdvancedMethodsData will always return information, other mods do not implement anything, we implement other mods. No mod is aware of OpenPeripheral's presence that I am aware, as most the time we just use reflection and whatever APIs may be available to pull the information out that we think is useful, we then as required by the OpenP syntax, enter the documentation in to the attributes on the method/function.

Meaning that almost anything is possible with OpenP because it only takes a few moments to code in a feature, and all of it will be documented.
Edited by
Licker #1082
Posted 01 January 1970 - 01:00 AM
If anyone is looking for the old page with the documentation, I found something like this:
http://www.dnacraft....l/documentation

Back up on a local drive before it disappears from the internet :P/>
Edited by
Zaflis #1083
Posted 01 January 1970 - 01:00 AM
I am using latest Direwolf pack for 1.6 and trying to emit a redstone signal if tank is full. I know i might be able to do that with BuildCraft gate, but computer would suit me better. So far i have tried both TE portable tank and ExtraUtilities drum, but for both of them the computer tells string that i don't know what to do with, it looks almost like a pointer address
table: 76fb9f67
The hex-sequence is very different every time and this is when i call t.getTankInfo("right") and print the result. I also tried to print it as if it was a table, each index but it tells the same.

Current mod versions are exactly as listed here: http://openmods.info/
So if there is maybe a newer dev version that is usably stable, i'd like to try.
CometWolf #1084
Posted 01 January 1970 - 01:00 AM
That is indeed the result of printing a table. Question is how did you try printing each index?
The way to do it would be the following.

for k,v in pairs(tableVariable) do
  print(k..": "..v)
end
This should give you all the table indexes, aswell as their values.
Once you know the index name, you may call that specific table index like this

tableVariable[index]
Zaflis #1085
Posted 01 January 1970 - 01:00 AM
That is indeed the result of printing a table. Question is how did you try printing each index?
I treated it as 1 dimensional table before.

But now i got it working after bit trial and error with your code. Something like this:
t = peripheral.wrap("right")
ti = t.getTankInfo("right")
for i,j in pairs(ti) do
  print(i)
  for i2,j2 in pairs(j) do
    print(i2.." : "..j2)
  end
end
So it was yet another table on second column of a table… It was error messages that gave it out, like "Cannot concatenate string and table" when i tried to print(i.." : "..j)

Prints out:
1
rawName : Lava
amount : 256000
capacity : 256000
name : lava
id : 2

Thanks.
Farrk #1086
Posted 01 January 1970 - 01:00 AM
-some text-
If you want to print out all keys and values just so you can figure out what they are, and you run into string + table concacenation issue you can use textutils like:
if

t = peripheral.wrap("right")
ti = t.getTankInfo("right")
for i,j in pairs(ti) do
  print(i..":"..textutils.serialize(j))
end

Once you get that info you should spare yourself iterating through the table, and just access the value directly like:

m[1]["amount"]
CometWolf #1087
Posted 01 January 1970 - 01:00 AM
Geez, why would anyone want to use that messy way, when you can get it nice and seperated like he did by doing a second iteration?
Farrk #1088
Posted 01 January 1970 - 01:00 AM
Geez, why would anyone want to use that messy way, when you can get it nice and seperated like he did by doing a second iteration?
Reading his earlier post would reveal to you that his goal is emitting a redstone signal when tank is full, code i posted can be used to quickly figure out keys(and what they contain) in table instead of making separate program for this with 1500 for loops. So long story short(though I'm pretty sure he can figure it out from my earlier post):

sometank=peripheral.wrap("side")
m=sometank.getTankInfo("unknown")
if m[1]["amount"]==m[1]["capacity"] then
redstone.setOutput("side",true)
else
redstone.setOutput("side",false)
end
Edited by
ingie #1089
Posted 01 January 1970 - 01:00 AM
If anyone is looking for the old page with the documentation, I found something like this:
http://www.dnacraft....l/documentation

Back up on a local drive before it disappears from the internet :P/>

ooh… hellllloooooo there.

[ backing up the internet in 5,4,3,2,1 ]

… whoops, not the whole internet.


edit:
for linux and osx folks,
wget -rk http://www.dnacraft.info/open.info/web/app.php/
is a rather handy command here
Edited by
CometWolf #1090
Posted 01 January 1970 - 01:00 AM
Geez, why would anyone want to use that messy way, when you can get it nice and seperated like he did by doing a second iteration?
Reading his earlier post would reveal to you that his goal is emitting a redstone signal when tank is full, code i posted can be used to quickly figure out keys(and what they contain) in table instead of making separate program for this with 1500 for loops. So long story short(though I'm pretty sure he can figure it out from my earlier post):

sometank=peripheral.wrap("side")
m=sometank.getTankInfo("unknown")
if m[1]["amount"]==m[1]["capacity"] then
redstone.setOutput("side",true)
else
redstone.setOutput("side",false)
end
The dude literally posted his table with all the keyes in his post, he already got them. In the post you qouted even…
If you need 1500 for loops to get the indexes of a 2-dim table, there's something wrong with you… The loop method he used is just a far more structured and readable way of getting table indexes. so i'll ask again, why would anyone want this messy method instead? Also, you couldve just printed the serialized table right away, without any loops.
gollark8 #1091
Posted 01 January 1970 - 01:00 AM
Suggestion:get the EU flowing through cables.
ingie #1092
Posted 01 January 1970 - 01:00 AM
[ this post is intentionally left blank - as the "follow post" button keeps ignoring me ]

[ edit: nope, that didn't work either it said "problem with the database" when i posted this, and i'm still not following the thread despite me ticking the option in the full editor - i'll try and test further - without posting, and report a bug if it is one ]
Edited by
Farrk #1093
Posted 01 January 1970 - 01:00 AM
-text-
Well, true. I give you this one. Screenshots were examples though.
BinaryFox #1094
Posted 01 January 1970 - 01:00 AM
setZIndex(zindex) always gives me nil…Help? Here's the code:

http://pastebin.com/TT2h8G6T <– the code

The problem is at line 107
Edited by
sjonky #1095
Posted 01 January 1970 - 01:00 AM
Hello, got a bug with openmods. what happens is that one drone will change species into the same species as the one in the chest you are pushing the original drone to



OpenBlocks: 1.2.4
OpenModsLib: 0.1
OpenPeripheralAddons: 0.1
OpernPeripheralCore: 0.3.0


Here is my code:

Spoiler


chest = peripheral.wrap("right")
pushDir = "north"

local tArgs = {...}

function push(slot)
  chest.pushItem(pushDir, slot, 64)
end

if #tArgs > 0 then
  push(tonumber(tArgs[1]))
end


Reproduce bug:
place down a chest
place a computer on the left side of that chest,
put another seperate chest to the north of the chest already placed. (or change the code to the direction you want)
put in some random drone into the last chest placed.
put another drone in the chest to the right of the computer,
run this code, Or any other code doing chest.pushItem(pushDir, slot, 64)
Now if you check the chest not connected to the computer it will have two of the same species. So the one pushed turned into the one already in the chest.


Screenshots for a more visual explanation:
SpoilerIm not sure if the iron chest has anything to do with the bug, but would not think it would make much difference from a normal chest



The chest to the right of the computer with one wintry drone inside


The chest to the north of the other chest with 12 forest drones inside, before the code was run


After the code was run, the wintry drone turned into a forest drone.
CMaster #1096
Posted 01 January 1970 - 01:00 AM
I hadn't until just now realised that there even was a builtin docs program.
I'd been just using the LUA interpreter and hacking away at getAdvancedMethodsData() manually.

So I've made a menu-driven documenation viewer.
[topic=17059]It's available over in the programs forum[/topic]



On another note, I see people were talking about the robot. It's an interesting mod, sure, but it really doesn't fit with the very basic, but very useful thing that OpenPeripherals is doing. Maybe in addons, or a new "OpenRobots" module?
theoriginalbit #1097
Posted 01 January 1970 - 01:00 AM
On another note, I see people were talking about the robot. It's an interesting mod, sure, but it really doesn't fit with the very basic, but very useful thing that OpenPeripherals is doing. Maybe in addons, or a new "OpenRobots" module?
As I said here, they might come back, if they do it will definitely be in Addons — however if they don't come back in there I'll make a separate mod.

As it currently stands OpenPeripheral was split into two mods so that the Core mod only need be installed on the Server (yes thats right there is no need to have OpenPeripheralCore in clients) and only when people wanted the blocks that OpenPeripheral-Addons adds do they need to give the Core to the clients.
Bonkie #1098
Posted 01 January 1970 - 01:00 AM
Hello ppl.

I'm not sure if i have to be here or at the thaumcraft/thaumic tinkerer guys but i made a script yesterday for my recharge pedestal. http://pastebin.com/SvwyzDvS

I used the commands from https://github.com/Vazkii/ThaumicTinkerer/wiki/Peripheral-Documentation#wiki-aspect-container-commands. Yesterday (12-02-2014) it worked perfectley. Today on the other hand i get attempt to call nill on line 7.

I used http://forum.feed-the-beast.com/threads/in-game-documentation-for-computercraft-peripherals-special-open-peripheral-support.39460/ today and only get normal container commands and no aspect related commands. (http://pastebin.com/23DBCqqJ)

As far as i know there was no update on our server (a colleague and i manage it and he would have told me)

Am i missing something or is there some auto update going on in the background which broke this function?
CMaster #1099
Posted 01 January 1970 - 01:00 AM
Much more likley it's to do with a server restart or similar.

Can you remove and replace the pedestal?
Bonkie #1100
Posted 01 January 1970 - 01:00 AM
Much more likley it's to do with a server restart or similar.

Can you remove and replace the pedestal?
I tried replacing both the pedestal and the turtle. no success

–edit: I noticed the direwolf pack just now released an update. Will update the server when i'm home and get back to this topic if it works or not :)/>
–edit 2: I tested with void jars and they do give me the aspect functions.
–edit 3: I just updated the server to dire 1.0.14 and it seems to be working again. Strange it worked one day and not the next on the same server. For now i am happy and there is no more problem :)/>
Edited by
D3matt #1101
Posted 01 January 1970 - 01:00 AM
There doesn't seem to be any actual documentation anymore on the new site.
Bomb Bloke #1102
Posted 01 January 1970 - 01:00 AM
See here. Look for a script called "docs" in your computer's "openp" folder, while its next to a valid peripheral. Depending on your installed version you may or may not have it.

This situation has gotten a bit silly though, yes.
Edited by
awsmazinggenius #1103
Posted 01 January 1970 - 01:00 AM
See here. Look for a script called "docs" in your computer's "openp" folder, while its next to a valid peripheral. Depending on your installed version you may or may not have it.

This situation has gotten a bit silly though, yes.
Yeah, it is worth putting something on your website or at least a simple page saying "Documentation has Moved - Run "docs" on Your Computer to See Information". I followed the link to try and find docs on OpenBlocks, but it just redirects to the home page.
Bomb Bloke #1104
Posted 01 January 1970 - 01:00 AM
Apparently Mikee doesn't want that (though even THAT wouldn't be sufficient, given that the command isn't in all versions). Nor does he want the OP of this thread updated.

So what I don't get is why there isn't a new thread. Is it because no one's had the time to write out something suitable which covers it all? I could probably assemble something myself and PM it to a team member, if that's all it is.

But it's starting to feel like the answer is "Mikee doesn't want a new thread either", in which case it sounds like he's left OpenPeripheral to die a slow death - regardless as to whether the other team members want to carry on attempting to support it.
theoriginalbit #1105
Posted 01 January 1970 - 01:00 AM
Apparently Mikee doesn't want that (though even THAT wouldn't be sufficient, given that the command isn't in all versions). Nor does he want the OP of this thread updated.

So what I don't get is why there isn't a new thread. Is it because no one's had the time to write out something suitable which covers it all? I could probably assemble something myself and PM it to a team member, if that's all it is.

But it's starting to feel like the answer is "Mikee doesn't want a new thread either", in which case it sounds like he's left OpenPeripheral to die a slow death - regardless as to whether the other team members want to carry on attempting to support it.
Mikee isn't doing anything OpenPeripheral related, he's "taking a break", I've asked him many-a-time to update the thread he's not done so. there's no point making a duplicate thread as they'd just be merged by a moderator, and it doesn't really make sense to make a second thread.

All this being said I have asked Lyqyd if it is possible that I send him a new thread and he update it for us, however it will be void of any version specific details so that there is no need for it to be updated ever again.
Bomb Bloke #1106
Posted 01 January 1970 - 01:00 AM
It'd be great if Lyqyd's willing to do that, and it should indeed solve the immediate problem. (Though I'd strongly suggest pointing out some version-specific details - like how "docs" is available for later builds, but earlier ones require other methods to get help. Otherwise expect a slew of posts along the lines of "where's the docs script??".)

But if he'd rather leave Mikee's post alone, then I'd assume he wouldn't be against locking this thread and allowing the creation of a new one. Otherwise this thread will likely continue to fill up with page after page of people asking much the same question. :(/>
theoriginalbit #1107
Posted 01 January 1970 - 01:00 AM
It'd be great if Lyqyd's willing to do that, and it should indeed solve the immediate problem. (Though I'd strongly suggest pointing out some version-specific details - like how "docs" is available for later builds, but earlier ones require other methods to get help. Otherwise expect a slew of posts along the lines of "where's the docs script??".)
well of course, I just meant void of details that are likely to change in the future.

Otherwise this thread will likely continue to fill up with page after page of people asking much the same question. :(/>
yes it is getting quite annoying that people cannot learn to read the several pages before them and keep posting the same question over and over. but I suppose thats what you get from the Minecraft demographic.
Bomb Bloke #1108
Posted 01 January 1970 - 01:00 AM
Any demographic, I'd say - really it's just a sign of being popular. :)/>
theoriginalbit #1109
Posted 01 January 1970 - 01:00 AM
As just one example of a good demographic: /real/ programmers would be a very different story, bug reports would be perfect and there's be no /stupid/ questions. :P/>
Edited by
Lyqyd #1110
Posted 01 January 1970 - 01:00 AM
I'll have to think about it. Generally, peripheral threads are maintained by the owner of the peripheral (or the primary maintainer in case of open source/collaborative projects). As far as I'm aware, Mikee is still the primary maintainer of the OpenP mod code, correct? If he's fine with relinquishing control of the forum topic, I don't mind doing the post merge to transfer ownership. If he is still the maintainer of the mod, I'm not entirely comfortable editing the post or okaying alternate topics at this time. I'm not sure what the best solution is at this point.
theoriginalbit #1111
Posted 01 January 1970 - 01:00 AM
As far as I'm aware, Mikee is still the primary maintainer of the OpenP mod code, correct?
I think its technically SinZ or boq at the moment. Mikee is 'taking a break(ish) from OpenPeripheral. and in terms of activity its NeverCast and myself (mainly myself) that have been maintaining the replies.
SnowsongWolf #1112
Posted 01 January 1970 - 01:00 AM
To those who have been wondering about the Peripheral Proxy/modem issue, this is present in Direwolf20 1.6.4 v1.0.14 but does work correctly in the current release of OpenPeripheralCore/OpenPeripheralAddons so we need either manually update or wait for an updated version of the modpack to be released. I went ahead and posted this info on the DW20 bug thread already.
adamsonich #1113
Posted 01 January 1970 - 01:00 AM
http://www.computercraft.info/forums2/index.php?/topic/13063-mc-16x-openperipheral/page__view__findpost__p__128355

Any chance to restore NEI support for current version of mod?
theoriginalbit #1114
Posted 01 January 1970 - 01:00 AM
Any chance to restore NEI support for current version of mod?
we never removed NEI support. well actually we never added NEI support to begin with. NEI doesn't need mods to add support it just goes through the recipes list.
Edited by
adamsonich #1115
Posted 01 January 1970 - 01:00 AM
Suggestion:get the EU flowing through cables.
No one can't make it, as the autor of IC2 Exp can't do it. :-(

we never removed NEI support. well actually we never added NEI support to begin with. NEI doesn't need mods to add support it just goes through the recipes list.
Ok, i'll try recheck it evening
swehunter2000 #1116
Posted 01 January 1970 - 01:00 AM
Problem: when running "getPlayerData("username")" the power sometimes gets cleared from the users modular power armor.

Versions:
Open Peripherals: 0.1.0 snapshot-41
Modular Power Suits: 0.9.0-84

FTB pack: Monsters 1.0.9
awsmazinggenius #1117
Posted 01 January 1970 - 01:00 AM
Problem: when running "getPlayerData("username")" the power sometimes gets cleared from the users modular power armor.

Versions:
Open Peripherals: 0.1.0 snapshot-41
Modular Power Suits: 0.9.0-84

FTB pack: Monsters 1.0.9

Have you tried replacing the OpenP version in FTB with the alternate download on this thread for MPS? Or does FTB Monster already use that download, in which case you might either have to live with it until it gets fixed, or use the other download which completely removes MPS integration.
theoriginalbit #1118
Posted 01 January 1970 - 01:00 AM
Spoiler
Problem: when running "getPlayerData("username")" the power sometimes gets cleared from the users modular power armor.

Versions:
Open Peripherals: 0.1.0 snapshot-41
Modular Power Suits: 0.9.0-84

FTB pack: Monsters 1.0.9

Have you tried replacing the OpenP version in FTB with the alternate download on this thread for MPS? Or does FTB Monster already use that download, in which case you might either have to live with it until it gets fixed, or use the other download which completely removes MPS integration.
MPS integration was removed a very long time ago as it was too buggy.

For future `bug` reports please supply the versions of the following:
  • Forge
  • OpenModsLib
  • OpenPeripheralCore (sometimes renamed to just OpenPeripheral)
  • OpenPeripheral-Addons
Edited by
adamsonich #1119
Posted 01 January 1970 - 01:00 AM
we never removed NEI support. well actually we never added NEI support to begin with. NEI doesn't need mods to add support it just goes through the recipes list.
Ok, i'll try recheck it evening
Ok, i checked NEI recepts.
And i was right there is no NEI support for turtles. For example we have sensor, turtle and sensor turtle. I know how to craft sensor turtle. But if click on sensor turtle i dont see recept for "sensor turtle"
allquan #1120
Posted 01 January 1970 - 01:00 AM
Would it be possible to re-add the support for GregTech setX/Y/Z, getX/Y/Z methods to the teleporter?
Would be very nice :)/>
theoriginalbit #1121
Posted 01 January 1970 - 01:00 AM
And i was right there is no NEI support for turtles. For example we have sensor, turtle and sensor turtle. I know how to craft sensor turtle. But if click on sensor turtle i dont see recept for "sensor turtle"
Ahh yeah okay that's not us, thats ComputerCraft, any peripheral that can be attached to a Turtle that isn't vanilla doesn't show in NEI. but there is no need anyway, its always the same, place a peripheral on the left or right side of the Turtle in the crafting table, its not difficult.

Would it be possible to re-add the support for GregTech setX/Y/Z, getX/Y/Z methods to the teleporter?
Would be very nice :)/>
GregTech == Nope.
Mikeemoo #1122
Posted 01 January 1970 - 01:00 AM
Right, lets clear some things up.

Firstly, there isn't on-line documentation, nor will there ever be any official on-line documentation while I'm 'in charge' of the mod/website. All documentation is in-game and needs to stay there.

OpenPeripheral supports interfaces, not specific blocks. We don't *know* what the methods are on the majority of blocks, because we don't have a list of exactly what interfaces each block supports. Hell, we don't even know all the mods and blocks out there! Mods are constantly changing, new blocks are regularly getting added.
We've tried to have online documentation in the past and it was a nightmare to keep updated. It was a pointless task, especially when mods occasionally change what interfaces they support. No, there will never be an official wiki either. Wikis fall out of date.

Feel free to make your own documentation websites, I don't mind/care - Although I warn you it'll start to get very time consuming and messy when you have to cope with multiple versions of mods, multiple versions of OpenPeripheral, mods that only implement certain interfaces if they detect other mods are installed.. etc..

The docs are in-game. Instructions on reading the docs are in the original post in this thread. If you're not happy with them being in-game then write a program that'll pastebin the docs for you.
p.getAdvancedMethodsData() has *all* the information you'll ever need.
If you're not happy with the stock documentation program then feel free to write your own or use one of the many programs out there that people have made.

If anyone has any bugs with OpenPeripheral, post them on our bug tracker if you're reasonably sure it's not already posted and fixed.

And before anyone says it: No. Having outdated on-line docs is not better than having no on-line docs. In game docs are accurate and up to date.

Thanks
Edited by
Bomb Bloke #1123
Posted 01 January 1970 - 01:00 AM
Thanks for updating the op. :)/>
unobtanium #1124
Posted 01 January 1970 - 01:00 AM
The "new" .getAdvancedMethodsData() and in-game documentation is perfect, because you accually can used it for your programs.
Furthermore, i allready saw programs which read the documentation and upload files to pastebin. Even thought i dont find that useful :S
adamsonich #1125
Posted 01 January 1970 - 01:00 AM
Thank You that You update first page!!!

also it may be great if You add this three blocks of text "clearing" info for newbies

"OpenPeripheral supports interfaces, not specific blocks. We don't *know* what the methods are on the majority of blocks, because we don't have a list of exactly what interfaces each block supports. Hell, we don't even know all the mods and blocks out there! Mods are constantly changing, new blocks are regularly getting added.
We've tried to have online documentation in the past and it was a nightmare to keep updated. It was a pointless task, especially when mods occasionally change what interfaces they support. No, there will never be an official wiki either. Wikis fall out of date.

Although I warn you it'll start to get very time consuming and messy when you have to cope with multiple versions of mods, multiple versions of OpenPeripheral, mods that only implement certain interfaces if they detect other mods are installed.. etc.."
Edited by
MechE_ #1126
Posted 01 January 1970 - 01:00 AM
I am currently having trouble with pushing items into adjacent chests. I can push items up or down, but i cannot push items into trapped chests which would be connected either to the North,South,East , or West. I am using the latest versions on openperipheral.info 0.3.1, 0.2, 0.1.1. It attempts to push, but will only push to the inventory it is currently in, basically works as swapStacks. Also i wish for the functionality of pushItem, and pullItem to push to first available slot.

upon further testing. I can push items into trapped chests if they are directly in front or behind of one another. For double chests that would be on the long edge. both chests must either be double chests, or a double chest and a single chest in front or behind located in the right position: xx xx
x xx
ph1x3r #1127
Posted 01 January 1970 - 01:00 AM
If anyone is looking for the old page with the documentation, I found something like this:
http://www.dnacraft....l/documentation

Back up on a local drive before it disappears from the internet :P/>

This information is already out of date!

For example, the Thermal Expansion tesseracts. Now there is only one combined tesseract, not the three separate ones.

The trouble with having thousands of information sources on the internet is figuring out which ones are correct!

OK. It isn't quite that bad and the site does have good examples for people to work on, but it is a good indication of why mikeemoo took the position he has and insisted that information about the methods a peripheral accepts is avalable in-game.
BellwarM #1128
Posted 01 January 1970 - 01:00 AM
Mikkeemoo can you add Api on formus or somewhere so i can see external from Minecraft? thx

Or if it is there please can you put link here?

Mikeemoo can you put API on forums i like to scroll over them and i cant find where they are on internet :(/>
Mikeemoo #1129
Posted 01 January 1970 - 01:00 AM
Removed
Edited by
Bomb Bloke #1130
Posted 01 January 1970 - 01:00 AM
Mikkeemoo can you add Api on formus or somewhere so i can see external from Minecraft? thx
I don't think that's going to happen.

I suggest reading the last few pages of this thread, there are a few methods thrown around as to how you can rig up an external view for yourself.
Edited by
theoriginalbit #1131
Posted 01 January 1970 - 01:00 AM
Removed
Mikeemoo responding tired and/or drunk === not a good idea :P/>
adamsonich #1132
Posted 01 January 1970 - 01:00 AM
U can try to use outdate wiki:
http://www.dnacraft.info/open.info/web/app.php/openperipheral/documentation

But it's outdate and U still must check ingame.
From some version mod dont support mods blocks.

When mod makers makes new blocks in mods, they says to minecraft how game must interact with blocks. And OP make a shell to this information to CC functions.
So OP even do not know witch block it interact.
dstensnes #1133
Posted 01 January 1970 - 01:00 AM
Feature request: Can we have a raytrace function? I wish to be able to look at something, and tell the bot to interact with that object. It would be nice to be able to look at something, and tell the bot to go there as well, which i suspect would be a similar issue, but might require a slightly different function, since you would look at a side of a block, and obtain the position next to the block actually looked at…

Pretty please? Love what you have done with it so far by the way :)/>
theoriginalbit #1134
Posted 01 January 1970 - 01:00 AM
U can try to use outdate wiki:
http://www.dnacraft....l/documentation

But it's outdate and U still must check ingame.
From some version mod dont support mods blocks.

When mod makers makes new blocks in mods, they says to minecraft how game must interact with blocks. And OP make a shell to this information to CC functions.
So OP even do not know witch block it interact.
Thank you for stating the obvious? Thank you for regurgitating what Mikee said? … Was that what I was meant to say there?

Feature request: Can we have a raytrace function? I wish to be able to look at something, and tell the bot to interact with that object. It would be nice to be able to look at something, and tell the bot to go there as well, which i suspect would be a similar issue, but might require a slightly different function, since you would look at a side of a block, and obtain the position next to the block actually looked at…

Pretty please? Love what you have done with it so far by the way :)/>
Sounds like a really cool idea for someone to implement using a little block we like to call the Sensor.
Gorfel #1135
Posted 01 January 1970 - 01:00 AM
Hello

Thank you Mikeemoo, for this wonderful Mod!
At the Moment I'm playing with the glasses.
To avoid the flickering, I would like to try to use the Objects, returned by the Methods like addBox.
To get the API of these Methods I wanted to use the docs-Program from Mikemoo's first Post in this Thread.

But then something strange happens. (see Picture)

I use server and client ChaosVille, provided via the ATLauncher.
Computercraft Version:1.5.8
OpenPeripheral Version: 0.2.1, Snapshot 112

Can Someone help me with this Problem?

Thanx
Martin

edit:
Hello again

I tested some more things.

I knew alredy, that the base-features of the glass works.
By reading trough the Forum I found some Methods of the addBox-Object. I Meanwhile tested out if they work, and they do. (For example boxobj.setX(value))
I can change the parameters of the obj while runtime.
But I dont know all the features the object would provide. And that's quite hard…

Perhaps this Info helps one of the lua-gurus… :-)

thanx
Martin

Edited by
unobtanium #1136
Posted 01 January 1970 - 01:00 AM
I have a question for the devs about the glasses. What is more efficient if i am updating the screen every two seconds:
Clear the whole screen and draw every single object e.g. box, text, ect. again or updating all the objects again.
Updating the objects would not clear the screen, but i would set all the properties of e.g. the box again (box.setX(5) box.setY(5) ect.)
Engineer #1137
Posted 01 January 1970 - 01:00 AM
I have a question for the devs about the glasses. What is more efficient if i am updating the screen every two seconds:
Clear the whole screen and draw every single object e.g. box, text, ect. again or updating all the objects again.
Updating the objects would not clear the screen, but i would set all the properties of e.g. the box again (box.setX(5) box.setY(5) ect.)
Update the objects. I'm not a dev but I know the mechanics where this is based on.
unobtanium #1138
Posted 01 January 1970 - 01:00 AM
Well, is deleting 10 objects and creating 10 objects better then creating them once and calling every single method of it again just to possibly change the coordination color or text ect? That would be (depending of the complexity) 4-10 calls per object every two seconds instead of once initializing the object with all the parameter needed.
theoriginalbit #1139
Posted 01 January 1970 - 01:00 AM
-snip-
Just use the following code

for k,v in pairs( textObj ) do
  print(k, " : ", v)
end
replacing textObj with any object that you wish to see the functions on. it won't tell you the arguments but it tells you the functions — which are all setters anyway so you don't need to know the args.

Well, is deleting 10 objects and creating 10 objects better then creating them once and calling every single method of it again just to possibly change the coordination color or text ect? That would be (depending of the complexity) 4-10 calls per object every two seconds instead of once initializing the object with all the parameter needed.
I doubt that it is highly unlikely that you're going to be changing all the values on them at once.
If you don't want screen flicker definitely do not clear. If you want to update the object use the setters, however if you do know that you'll be changing a few at once and want to be a little more efficient on a servers bandwidth usage then consider deleting the element and recreating it; you don't need to clear the screen to remove an object!
unobtanium #1140
Posted 01 January 1970 - 01:00 AM
-snip-
I doubt that it is highly unlikely that you're going to be changing all the values on them at once.
If you don't want screen flicker definitely do not clear. If you want to update the object use the setters, however if you do know that you'll be changing a few at once and want to be a little more efficient on a servers bandwidth usage then consider deleting the element and recreating it; you don't need to clear the screen to remove an object!

Well, i dont have real detection of which values have been changed. Would be an other logistic work to do thought.
How do i delete the elements on screen without clearing it?
Gorfel #1141
Posted 01 January 1970 - 01:00 AM
-snip-
Just use the following code

for k,v in pairs( textObj ) do
  print(k, " : ", v)
end
replacing textObj with any object that you wish to see the functions on. it won't tell you the arguments but it tells you the functions — which are all setters anyway so you don't need to know the args.

yaiii… that worked
thanx

Martin

-snip-
I doubt that it is highly unlikely that you're going to be changing all the values on them at once.
If you don't want screen flicker definitely do not clear. If you want to update the object use the setters, however if you do know that you'll be changing a few at once and want to be a little more efficient on a servers bandwidth usage then consider deleting the element and recreating it; you don't need to clear the screen to remove an object!

Well, i dont have real detection of which values have been changed. Would be an other logistic work to do thought.
How do i delete the elements on screen without clearing it?

As I newly know how to get the List oft the objects Methods… there is a object.delete() function :-)
theoriginalbit #1142
Posted 01 January 1970 - 01:00 AM
How do i delete the elements on screen without clearing it?
each element has a method delete. it's definitely the most efficient way (in terms of server network usage) if you think you're going to be updating properties a lot; it uses two packets (deletion and creation), whereas each time you change a property a packet is sent.
unobtanium #1143
Posted 01 January 1970 - 01:00 AM
And clearing the screen just calls the delete() method for every object on the screen?
theoriginalbit #1144
Posted 01 January 1970 - 01:00 AM
yes. but removing all objects just to redraw them can and will cause flicker.
Gorfel #1145
Posted 01 January 1970 - 01:00 AM
The way you do things like that in other places is to have a virtual screen-buffer of the same Size as the Screen you paint on.
First you clear your vscreen, draw some things on it and when you're done, you copy the whole screenbuffer to the Display.
Would be cool If something like that would be possible here aswell.

The Only Problem here in Computercraft is: If you use a Glass on a Monitor with a resolution of 1920x1080… To write the whole screen, you need a screen-buffer of approximatly 2MBytes
Thats much Data to write!

The Benefit of this System is to minimize the Time you need to draw all your things on the Screen. You can just clear the memory and draw just the things you need. You dont have to handle drawing and clearing certain pixels.

Perhaps the question to Mikeemoo if something like that could be a feature of a future release. :rolleyes:/> (and a proper setPixel() Method, so I dont have to abuse the addBox() Method)
theoriginalbit #1146
Posted 01 January 1970 - 01:00 AM
Perhaps the question to Mikeemoo if something like that could be a feature of a future release.
I don't see a buffer as anything we would plan on doing, especially with the way we've designed OpenPeripheral to work (and how Minecraft works).

and a proper setPixel() Method, so I dont have to abuse the addBox() Method
abuse of the addBox method would be identical to use of a setPixel method. You may as well just use the former.
Gorfel #1147
Posted 01 January 1970 - 01:00 AM
Perhaps the question to Mikeemoo if something like that could be a feature of a future release.
I don't see a buffer as anything we would plan on doing, especially with the way we've designed OpenPeripheral to work (and how Minecraft works).

I understand that point.
The way I could see this feature, is in a built-in vscreen-buffer in the Glass.
So you would have the concept of the OpenPeripheral, that you only show the Methods of the attached Block.
One of the Methods would then simply be
glass.Update()

But that's just one way to go. And if its not according to your Philosophy then that's absolutly ok…

and a proper setPixel() Method, so I dont have to abuse the addBox() Method
abuse of the addBox method would be identical to use of a setPixel method. You may as well just use the former.

What's the "former"? (heard the first time of it) (missunderstanding due to linguistic disability :)/> )
Edited by
theoriginalbit #1148
Posted 01 January 1970 - 01:00 AM
-snip-
I understand what you're saying, but I don't really see it working, plus it breaks everything again — especially if we implemented you needing to invoke an update method — and people are starting to complain about the changes.

What's the "former"? (heard the first time of it)
Definition #2
Azhdev #1149
Posted 01 January 1970 - 01:00 AM
hey mikee,
i can remeber that you could put the terminal glasses in a powersuit helmet but now I cant see it.
is this removed or am i missing something?
theoriginalbit #1150
Posted 01 January 1970 - 01:00 AM
hey mikee,
i can remeber that you could put the terminal glasses in a powersuit helmet but now I cant see it.
is this removed or am i missing something?
Yes MPS support was removed a long time ago. MPS was too buggy.
NeverCast #1151
Posted 01 January 1970 - 01:00 AM
Or more accurately I believe, they didn't have a consistent API, they kept changing it. So we decided that if they wanted Terminal Glasses, THEY could add it. Not us.
That's my understanding anyway.
blunty666 #1152
Posted 01 January 1970 - 01:00 AM
I've been playing around with the glasses and I keep encountering an issue where setting the alpha on text becomes a bit temperamental. It will stay at full opacity for all values of alpha between 0.1 and 1, then for any value less than 0.1 it just disappears completely, i.e. has full transparency. Like I said it doesn't always happen so I can't give a reliable way to replicate it. This might just be down to me using setAlpha() incorrectly, am I right that it works the same way setOpacity() works (values 0 <= alpha <= 1), your documentation on it is a little thin on the ground.

Thanks in advance.
SkyWeapons #1153
Posted 01 January 1970 - 01:00 AM
Hi !
I would like to pass parameters on terminal glasse's command. Is there away to do it so ?
CometWolf #1154
Posted 01 January 1970 - 01:00 AM
Yes there is, but it has nothing to do with openP, that's all CC side. What you need is to convert what the glasses send(strings) into whatever variables it is you need using the string librairy.
http://lua-users.org/wiki/StringLibraryTutorial
Go to ask a pro if you need more help
CreeperGoBoom #1155
Posted 01 January 1970 - 01:00 AM
hi me and a friend are using a 1.5.2 server

where exactly do i put the methods script?

does it go into Scripts.txt or do i need to make a file in /lua then put in the script name?
MechE_ #1156
Posted 01 January 1970 - 01:00 AM
Hi so i have run into an issue with the latest update for open peripherals.

If i use the method getAllStacks() it returns a table of tables for items in each slot, and for a double chest it returns up to slot 54. This works as normal

However, when I attempt to use the method getStackInSlot(54) it returns the error, slot id(53) must be less than size (27)….
So while I can create a table for all the slots, if i want information on just one slot and the slot happens to be greater than 27, it will throw me that error. It does not matter which side the computer is on slots(1)-(27) are always the top 27 slots within the chest.

theoriginalbit #1157
Posted 01 January 1970 - 01:00 AM
-snip-
Please do this!
MechE_ #1158
Posted 01 January 1970 - 01:00 AM

Got it for the future, and here as well. Thanks.
  • Forge: forge-1.6.4-9.11.1.965
  • OpenModsLib: OpenModsLib-0.3.jar
  • OpenPeripheralCore: OpenPeripheralCore-0.3.2.jar
  • OpenPeripheral-Addons: OpenPeripheralAddons-0.1.2.jar
Pharap #1159
Posted 01 January 1970 - 01:00 AM
Looks like a useful mod, it's a shame the documentation isn't better though.
theoriginalbit #1160
Posted 01 January 1970 - 01:00 AM
-snip-
I can't seem to confirm this in our code, I'll have to try and test this later in my environment, can you please also test it for any other mod that adds an inventory that's larger than a single chest, just to see if its a problem unique with a double chest or not.

Looks like a useful mod, it's a shame the documentation isn't better though.
The problem with documentation is that even we don't know everything our mod does, so its impossible to write an extensive, accurate, and up-to-date online documentation; what we've got is the only way to be able to do this.
Larroke #1161
Posted 01 January 1970 - 01:00 AM
Hey Mikee

How about an enchantment version of the terminal glasses with an activate keybinding? Going along the same lines of the convenience of the reading glasses / reading I enchant from bibliocraft.


Thanks
Pharap #1162
Posted 01 January 1970 - 01:00 AM
Looks like a useful mod, it's a shame the documentation isn't better though.
The problem with documentation is that even we don't know everything our mod does, so its impossible to write an extensive, accurate, and up-to-date online documentation; what we've got is the only way to be able to do this.

Is that because it's just a wrapper for another API or because it uses reflection to investigate other mods or something?

Surely using peripheral.getMethods() would be enough to tell you what methods are exposed and then you can just list them along with what they do and what parameters/returns are involved in calling them.
Shotexpert #1163
Posted 01 January 1970 - 01:00 AM
Showing of terminal glasses just as an Example of what is possible when You combine Mods and Plugins together for cool results.
(Do not bother asking for the Code as its privite at this time due to a lot of specific back end code).

[media]https://www.youtube.com/watch?v=I7Z4b_aHi3U[/media]
Engineer #1164
Posted 01 January 1970 - 01:00 AM
Looks like a useful mod, it's a shame the documentation isn't better though.
The problem with documentation is that even we don't know everything our mod does, so its impossible to write an extensive, accurate, and up-to-date online documentation; what we've got is the only way to be able to do this.

Is that because it's just a wrapper for another API or because it uses reflection to investigate other mods or something?

Surely using peripheral.getMethods() would be enough to tell you what methods are exposed and then you can just list them along with what they do and what parameters/returns are involved in calling them.
They check if a tileentity has a certain interface, then they add the registered peripherals which mounts that block. Considering there are tonnes of mod it's undoable to document everything.
Pharap #1165
Posted 01 January 1970 - 01:00 AM
Looks like a useful mod, it's a shame the documentation isn't better though.
The problem with documentation is that even we don't know everything our mod does, so its impossible to write an extensive, accurate, and up-to-date online documentation; what we've got is the only way to be able to do this.

Is that because it's just a wrapper for another API or because it uses reflection to investigate other mods or something?

Surely using peripheral.getMethods() would be enough to tell you what methods are exposed and then you can just list them along with what they do and what parameters/returns are involved in calling them.
They check if a tileentity has a certain interface, then they add the registered peripherals which mounts that block. Considering there are tonnes of mod it's undoable to document everything.

Looking at the 'documentation script' all open peripherals are guaranteed to have the getAdvancedMethodsData() function.
Instead of just providing a script that people have to read through to figure out which function(s) all open peripherals expose, it would be nice if there was a list of the functions with their parameters/returns on this thread.
I'm not saying get rid of the script or list all the tile entity exposed functions, nor am I saying get rid of the mod's internal documentation.
What I am saying is that it would be good to have clearer documentation without having to download the mod first or having to sit and watch a 17 minute video.

Also, the first post in the thread doesn't actually say what the mod does (discounting the videos).
theoriginalbit #1166
Posted 01 January 1970 - 01:00 AM
Is that because it's just a wrapper for another API or because it uses reflection to investigate other mods or something?
We register all TileEntites as a peripheral, we then check if they conform to an Interface, then use the interface (or reflection) to interact with the tile.

Looking at the 'documentation script' all open peripherals are guaranteed to have the getAdvancedMethodsData() function.

Yes they are, that function provides a list of all the methods, a small description of the methods purpose, the arguments it needs, and a small description for each argument.

Instead of just providing a script that people have to read through to figure out which function(s) all open peripherals expose, it would be nice if there was a list of the functions with their parameters/returns on this thread.

No, nothing will be added to this thread, Mikee isn't active enough, it'd have the same problem as previously, it'd get outdated and be the cause of massive headaches. As for providing "a list of functions" I've said it before and I'll say it again, this is impossible. Why? Well it is because we look for interfaces that are present in Mods APIs, meaning that any mod can inherit these; for example, we look for Buildcrafts IPowerReceptor, which allows machines to interact with a BuildCraft power network. What machines use this interface? we have no clue! I know there's machines in Buildcraft that use it and theres machines and storage in ThermalExpansion that use it, but what about all those other mods out there that use the Buildcraft API? we simply do not have the time to go through every single possible mod and all its items each time we add a new interface to see if we now support it or not, not to mention the we had problems with keeping the last website up-to-date! If you want this magical list of everything our open-ended mod supports, feel free to go ahead and make it, you won't go unappreciated. but one thing is for sure, we won't be doing it any time in the foreseeable future.

nor am I saying get rid of the mod's internal documentation.

well that's good, 'cause we wouldn't anyway, that documentation is there for us, which has the other effect of being there for you guys through the getAdvancedMethodData function

What I am saying is that it would be good to have clearer documentation without having to download the mod first or having to sit and watch a 17 minute video.
oh believe me, the video would be much longer than 17 minutes!

Also, the first post in the thread doesn't actually say what the mod does (discounting the videos).
Chances are by now that if someone doesn't know what this mod does, they won't want to use it, also we do have a description on the website, which is where a lot of users get it from. The reason that all information has been removed from the original post is that prior to its recent update it was massively behind, it was more outdated than our online documentation (when it was around), and the problem was that Mikee was no longer active on the forums so it had no way to be updated — I'd been pestering him for months to update it, and I'm on the OpenMods team! It took the power of Lyqyd to get him to come on and update it.
MechE_ #1167
Posted 01 January 1970 - 01:00 AM
So, I have done some additional testing. The format for my report: initial conditions/ parameters, inventories tested, results.

Test 1:

Initial Conditions: Minecraft with addtional mods installed, apart from computercraft; open peripherals

Parameters:
  • Forge: forge-1.6.4-9.11.1.965
  • OpenModsLib: OpenModsLib-0.3.jar
  • OpenPeripheralCore: OpenPeripheralCore-0.3.2.jar
  • OpenPeripheral-Addons: OpenPeripheralAddons-0.1.2.jar
Inventories Tested:

Double chest; forestry Apiarists Chest

Results:

Failed for the double chest as mentioned earlier, however it was successful for the Apiarists chest. The apiarists chest has an inventory of 125 slots, and returned items without errors for the slots which i tested ( 25, 27,60,125)
———————
Test 2:

Initial Conditions: Minecraft with addtional mods installed, apart from computercraft; open peripherals

Parameters:
  • Forge: forge-1.6.4-9.11.1.965
  • OpenModsLib: OpenModsLib-0.4b.jar
  • OpenPeripheralCore: OpenPeripheralCore-0.3.3.jar
  • OpenPeripheral-Addons: OpenPeripheralAddons-0.1.3.jar
Inventories Tested:

Double chest; forestry Apiarists Chest

Results:

Same as above
———————
Test 3:

Initial Conditions: Clean version of Minecraft with only computercraft; open peripherals

Parameters:
  • Forge: forge-1.6.4-9.11.1.965
  • OpenModsLib: OpenModsLib-0.3.jar
  • OpenPeripheralCore: OpenPeripheralCore-0.3.2.jar
  • OpenPeripheral-Addons: OpenPeripheralAddons-0.1.2.jar
Inventories Tested:

Double chest.

Results:

Failed for the double chest, and does not appear to be an issue created by another mod.
———————
Test 4:

Initial Conditions: Minecraft with addtional mods installed, apart from computercraft; open peripherals

Parameters:
  • Forge: forge-1.6.4-9.11.1.965
  • OpenModsLib: OpenModsLib-0.2.jar
  • OpenPeripheralCore: OpenPeripheralCore-0.3.1.jar
  • OpenPeripheral-Addons: OpenPeripheralAddons-0.1.1.jar
Inventories Tested:

Double chest; forestry Apiarists Chest

Results:

Successful for both inventories tested.

————-
As a side question. For the latest version using OpenModsLib 0.4b, how is the new feature below intended to work?
I called the method using the in game documentation and it displayed 2 new arguments using strings both of which state -(string)from: direction. Is it supposed to display a to string?
  • Feature: added InventoryUtils.swapStack (normal and sided inventory version)

theoriginalbit #1168
Posted 01 January 1970 - 01:00 AM
-test snip-
Awesome! Thank you very much! So it looks like the problem has popped up somewhere in the last few versions, I'll see if I can track it down :)/>

-snip question-
okay so as stated by the 'feature' it means that you can give it slot numbers to swap, however you can also give it the direction (when dealing with certain inventories) as a string such as "up", "down", etc.

-image snip-
how do you play with that horrible font bug?! haha.
Pharap #1169
Posted 01 January 1970 - 01:00 AM

No, nothing will be added to this thread, Mikee isn't active enough.

Fair enough

we simply do not have the time to go through every single possible mod and all its items each time we add a new interface to see if we now support it or not
At no point did I ask you to do that, I have no idea why people are getting the idea that I am asking for other mod's interfaces to be documented.
If there are absolutely no functions that are exposed by all TileEntity-Peripherals then there is nothing to document other than the mod's functionality.

If you want this magical list of everything our open-ended mod supports,
Again, I was never asking for that

nor am I saying get rid of the mod's internal documentation.

well that's good, 'cause we wouldn't anyway, that documentation is there for us, which has the other effect of being there for you guys through the getAdvancedMethodData function
I shall ignore that comment

also we do have a description on the website
If you mean http://www.openmods.info/, I for one cannot find it.

Chances are by now that if someone doesn't know what this mod does, they won't want to use it
In that case I shall completely forget about this mod.
Lyqyd #1170
Posted 01 January 1970 - 01:00 AM
Why on earth would you even consider approaching the documentation problem from the perspective of individual machines? You've already as much as said the correct answer, so it seems odd that you keep talking about how it is impossible! :P/>

The solution would seem to be to document your support for the interfaces. Formatted comments in the code supporting those interfaces (unless you expose them directly somehow? That would kill this idea) that could be used to generate the documentation. It wouldn't be quite as user-friendly as a machine-by-machine breakdown, but something like, "All tile entities with Fluid tanks support these peripheral methods:" might be nice.
MaienM #1171
Posted 01 January 1970 - 01:00 AM
I'm not sure the actual error - it's not bubbling up to the running thread. Coroutine.resume(…) is returning a status of false, and first argument of a line number. In this case, arg1 is 'coroutineTest:5: 0'. Line 5 refers to the condenseItems call. I have no idea what the 0 refers to.
Ugh that stupid bug with the error messages, that was fixed SO long ago :(/> can you check the server's (or client if its not on a server) log and see if there is any more information there (I cannot remember if there is or not)

Also what version of OpenPeripheral do you have, I'll run my own tests.

I'm having the same issue. A call (to getAllStacks on a player interface/chest, presumable other as well) is working fine in the main thread, but is returning the error '1' when called from a coroutine.

I've tested this on both SMP and SSP.

I'm running FTB Monster 1.1.0, which uses:
MC 1.6.4
FML 6.4.49.965
Forge 9.11.1.965
CC 1.5.8
OpenMods 0.2
OpenPeripheralCore 0.3.1
OpenPeripheralAddons 0.1.1

No relevant error messages are shown on the server/client.

I've also tried the latest versions from jenkins, but this made my MC crash. I guess they need 1.7.4? Or I did something wrong, I honestly didn't spend all that long trying.

If there is anything relevant that I missed, or anything I can do to test this/work around this, let me know.
MechE_ #1172
Posted 01 January 1970 - 01:00 AM
-test snip-
Awesome! Thank you very much! So it looks like the problem has popped up somewhere in the last few versions, I'll see if I can track it down :)/>

-snip question-
okay so as stated by the 'feature' it means that you can give it slot numbers to swap, however you can also give it the direction (when dealing with certain inventories) as a string such as "up", "down", etc.

-image snip-
how do you play with that horrible font bug?! haha.

Hopefully its not too hard to track down.

Ill have to play around with that feature. I was hoping it was a fix to another issue i have been having with the method pushItemIntoSlot, although it was a strecth since its swapStacks method…,at any rate, I cannot push into Invenotries on the short side of double chests.

There's a font bug? what font bug? :P/>

Lol Normally I dont play with the bug, but I was just testing so I didnt bother with the extra step.

theoriginalbit #1173
Posted 01 January 1970 - 01:00 AM
Hopefully its not too hard to track down.
So the other day I didn't have the time to track the problem down with my large workload at uni, so I made an issue so another developer could look at it; it was fixed not long after.
MechE_ #1174
Posted 01 January 1970 - 01:00 AM
Also, sorry for making you endure the pain that ensues,the horrible font bug.
theoriginalbit #1175
Posted 01 January 1970 - 01:00 AM
Also, sorry for making you endure the pain that ensues,the horrible font bug.
haha that's okay, it wasn't a problem for me, I just didn't know how you put up with it long term! :P/>
MechE_ #1176
Posted 01 January 1970 - 01:00 AM
Hopefully its not too hard to track down.
So the other day I didn't have the time to track the problem down with my large workload at uni, so I made an issue so another developer could look at it; it was fixed not long after.

Hoozah! Thanks
MechE_ #1177
Posted 01 January 1970 - 01:00 AM
Also, sorry for making you endure the pain that ensues,the horrible font bug.
haha that's okay, it wasn't a problem for me, I just didn't know how you put up with it long term! :P/>

Yeah. Still looking for a more permanent solution, but as you know…..other things tend to keep one busy, and semi broken things get pushed to the bottom of the to do list. Ive got a whole week off though, so its time for me to tackle those things; i also have to figure out how to get back into my server, i locked myself out of ssh. I accidentally changed the passwords from within samba…. apparently the server didn't like that. By accidentally i mean i didnt know any better. lol >< Oh the list goes on. lol
mckerrnel #1178
Posted 01 January 1970 - 01:00 AM
Would it be possible to add some Google Glasses or something that you had to make with a wireless modem? Something you could link to another wireless modem, and that you could tag?

For example, you give out up to 16 Wireless Glasses to two players. One is tagged either with a number or colour, let's say black, and the other is tagged with white. From the glasses we could read the black ones from the linked modem into the computer and determine things like X, Y Z (decimal cords, not just integer), chunk cords, player name, item ID's in armour slots, and item ID's in the hotbar slots, health, armour level, etc.

This would make mini-game creation a dream.
CometWolf #1179
Posted 01 January 1970 - 01:00 AM
It's like you didn't bother to read up on this mod at all lol. The terminal glasses already cover most of that, while sensors could be used for the rest.
mckerrnel #1180
Posted 01 January 1970 - 01:00 AM
It's like you didn't bother to read up on this mod at all lol. The terminal glasses already cover most of that, while sensors could be used for the rest.

Where exactly should I be looking? http://www.openperipheral.info/ has nothing but download links and change logs. Computercraft.info doesn't provide anything for openperipherals in the Peripherals and AddOns, FTB wiki has a stub page for the entire mod. The only info I have is from NEI and it doesn't tell you how to use it.

Google search for OpenPeripherals provides a couple of forum threads for the general mod, some youtube videos, and a link to openperipheral.info. For someone coming in new, there isn't a lot of easily identifiable sources of info.

Maybe I didn't look hard enough, I don't know, but if you can point me to somewhere I can read up on this, I'd be happy to do so.
Edited by
CometWolf #1181
Posted 01 January 1970 - 01:00 AM
That is actually a fair point, the mod is lacking some general documentation aswell, aside from the whole methods debacle.

The solution would seem to be to document your support for the interfaces. Formatted comments in the code supporting those interfaces (unless you expose them directly somehow? That would kill this idea) that could be used to generate the documentation. It wouldn't be quite as user-friendly as a machine-by-machine breakdown, but something like, "All tile entities with Fluid tanks support these peripheral methods:" might be nice.
And so much this, along with online documentation for the blocks which openP itself adds.
WaterCrafter #1182
Posted 01 January 1970 - 01:00 AM
I've been missing the ability to add my terminal glasses to my power armor,

Is this a bug? or has it just been removed ?

(Playing DW20 1.0.18)
theoriginalbit #1183
Posted 01 January 1970 - 01:00 AM
I've been missing the ability to add my terminal glasses to my power armor,

Is this a bug? or has it just been removed ?

(Playing DW20 1.0.18)
Yes MPS support was removed a long time ago. MPS was too buggy.
Or more accurately I believe, they didn't have a consistent API, they kept changing it. So we decided that if they wanted Terminal Glasses, THEY could add it. Not us.
That's my understanding anyway.
dan200 #1184
Posted 01 January 1970 - 01:00 AM
I've closed this thread on the request of Mikee. Don't shoot the messenger!
Mikeemoo #1185
Posted 01 January 1970 - 01:00 AM
I've updated the first post with information. Thanks!