1 posts
Posted 19 January 2013 - 06:48 PM
With the addition of the vanilla daylight sensor for 1.5, I think a CC light sensor would be warranted. Maybe just restricted to a day/night sensor, but I would personally enjoy being able to have a turtle used for excavation be able to detect when to place torches. The OP-ness of this autodetection would, I think, be easily balanced by the fact that a turtle 'casts a shadow'/affects the light level/is not a transparent block, thereby necessitating a (nonstandard) bit of voodoo to account for that fact.
I envision a forced top-mounting light sensor (the sensor is crafted with a nether quartz material, and it could easily be said that top-mounting must be the case because of fragility of a quartz component, or something - you have to place it upright in the vanilla world, anyway, rather than on a side or bottom of a block), so even the expedient of just flying a layer above torch placement level would not work. Maybe this top-mount forcing could be a config, rather than hard-coded?
If that's not enough balancing for the sensor, maybe limit its uses before breakage, or make it, after n uses, need to do some version of a lightSensor.refuel() call with Nether Quartz as the selected fuel? Maybe even, rather than returning an error/null from reads after the refuel threshold, instead return random readings between 0 and 15? Or make it, below a certain threshold on the way to repair necessity, begin to have a legitimate uncertainty, spitting values further and further afield of the true reading (e.g., when it's at 50% 'durability'/quartz fuel of the sensor, a reading where the true light level is 10 could return a value from 9-11, whereas at 40% it could return a random value from 8-12, etc)?
Yes, I wouldn't be surprised if OpenCCSensors implements something akin to this; but, I think with the addition of light sensing into vanilla, it is an opportune time to add light sensing to CC-vanilla.
1619 posts
Posted 19 January 2013 - 07:29 PM
os.time() returns the world time.
7508 posts
Location
Australia
Posted 19 January 2013 - 07:37 PM
os.time() returns the world time.
I think OP is meaning more like when its mining underground, instead of using
if distMoved % 12 then placeTorch() end
having something like
if sensor.getLightLevel() == 12 then placeTorch() end
1619 posts
Posted 19 January 2013 - 07:41 PM
And also, I believe the vanilla sensor outputs signal strength based on light level, does it not? The developers have confirmed that measuring signal strength will be added. Simply place a sensor and check the signal strength coming off of it.
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Location
Australia
Posted 19 January 2013 - 07:47 PM
And also, I believe the vanilla sensor outputs signal strength based on light level, does it not? The developers have confirmed that measuring signal strength will be added. Simply place a sensor and check the signal strength coming off of it.
On a turtle that is moving and mining? o.O
I can understand why this suggestion has been done, however I think the method I listed above is just as effective at placing torches… if you place a torch every 12 a mob wont spawn, so having it place every 12 would stop that… the only other use for a light sensor in CC would be useless since we do have os.time()
992 posts
Posted 19 January 2013 - 08:19 PM
And also, I believe the vanilla sensor outputs signal strength based on light level, does it not? The developers have confirmed that measuring signal strength will be added. Simply place a sensor and check the signal strength coming off of it.
On a turtle that is moving and mining? o.O
I can understand why this suggestion has been done, however I think the method I listed above is just as effective at placing torches… if you place a torch every 12 a mob wont spawn, so having it place every 12 would stop that… the only other use for a light sensor in CC would be useless since we do have os.time()
while true do
if os.time() == day and turtle.lightlevel() ~= bright then
dig.up()
end
goDown()
move forward()
end
yes there is no reason you would need it. This topic firmly falls in the WAIT till it happens category.
1111 posts
Location
Portland OR
Posted 19 January 2013 - 09:04 PM
There's also when it rains, its nice to have your lighting turn on when it starts to storm. Right now I use a RP2 light sensor for my automatic lights just for that reason. Would be nice if there was a way to do it with just CC.
1619 posts
Posted 20 January 2013 - 04:11 AM
There's also when it rains, its nice to have your lighting turn on when it starts to storm. Right now I use a RP2 light sensor for my automatic lights just for that reason. Would be nice if there was a way to do it with just CC.
OpenCCSensors does that.
1111 posts
Location
Portland OR
Posted 20 January 2013 - 01:39 PM
Yeah but I don't typically use the peripheral mods, the peripheral cables that Xfel made is the only one I use. I'm not going to add another peripheral for it when I can just stick with the sensor for RP2 and call it good. It's much easier to use as well.
144 posts
Location
Wellington, New Zealand
Posted 22 January 2013 - 08:16 PM
Well, once the ability of measuring redstone signals gets added in we could just use a vanilla solar panel.
Example:
if redstone.getStrength("right") < 7 then
redstone.setOutput("left", true)
else
redstone.setOutput("left", false)
end
sleep(5)
997 posts
Location
Wellington, New Zealand
Posted 22 January 2013 - 10:15 PM
Well, once the ability of measuring redstone signals gets added in we could just use a vanilla solar panel.
Example:
if redstone.getStrength("right") < 7 then
redstone.setOutput("left", true)
else
redstone.setOutput("left", false)
end
sleep(5)
Those only detect sunlight.
144 posts
Location
Wellington, New Zealand
Posted 22 January 2013 - 11:13 PM
Well, once the ability of measuring redstone signals gets added in we could just use a vanilla solar panel.
Example:
if redstone.getStrength("right") < 7 then
redstone.setOutput("left", true)
else
redstone.setOutput("left", false)
end
sleep(5)
Those only detect sunlight.
My post was directed a Luanub. But it's my fault for not quoting. Sorry :(/>