This is a read-only snapshot of the ComputerCraft forums, taken in April 2020.
Mikeemoo's profile picture

[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