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  3. Hello! With the situation being what it is, and many companies (including my employer) having remote meetings, I wanted something original for presenting slides. I was blown away by the Better Than Minecon presentation and I wanted to use that! So I took to Minecraft and recreated our meeting room. Problem was, the BTM program wasn't released publicly, so I needed to create my own solution. Luckily, Asie's CTIF Viewer was already doing all the heavy lifting (Actually showing pictures to the screen). Only thing missing was a way to cycle through multiple pictures. On Discord, Forecaster and The_Stargazer suggested to simply modify the Lua file... so... here we are! pastebin.com/fKpwFwfd It's REALLY basic, but it gets the job done. Instructions: Download the Lua file to your /bin or /usr/bin. Create a folder, put only your ctif images inside. Name them in numerical order you want them to appear (0.ctif, 1.ctif, 2.ctif...). From within the folder, run the program. Click/Touch the screen for next slide. Ctrl+C to interrupt (exit) The resolution is still REALLY low so make sure to use big letter (or avoid text on your slide if you can). I used the Aperture mod to lock the camera in place so my avatar would be in front of the screen and the view would stay fixed, then shared my screen on our video conferencing app. I've got to say it worked well! The hardest part in a virtual meeting is having people's attention, and ..well... people were intrigued. So.. mission accomplished?
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  6. ocdoc.cil.li, with a few rare exceptions, is a haphazard collection of archaic manuscripts preserved to remind us how not to do documentation. No wonder this particular method is missing its mention on the wiki. Your best friend in exploring OC's components is the OpenOS's built-in program "components". Here's how to use it: # print the names and addresses of all connected components: components # same, with scrolling if the list is too long (use the arrow keys to navigate): components | less # filter by name: the following lists all connected GPUs components gpu # list all methods and their docs: components -l gpu | less Another option is grepping through the OC's source code for @Callback annotations.
  7. I added a program: "Project Stardust", it allows using OpenOS software on Fuchas ! you just have to "sudo stardust <path of openos program>"
  8. I play on a server so I can't get you the save but all the mods are listed here https://www.technicpack.net/modpack/stargatemc.135186/mods
  9. Everything looks alright... It should work. Can you send me your save + the mods?
  10. Thank you for the help, but I resolved it. You are right, these are too many values, I resolved it by making it a single string that I concatenate over and over, generating a very big string but way easier in memory I can retrieve the exact number as long as I know what is the biggest and the smallest number on x,y,z Code say better than words For x=-a,a do For y=-b,b do For z=-c,c do ... End End End Assuming concatenate results, to retrieve it: Place=(x*b*c+y*c+z)*NumberDigits Counter=0 For digit in string.gmatch(value, "%d") do If place==counter than ... Else Counter=counter+NumberDigits End End If someone else has a similar problem, I hope this solution can help
  11. It works! It's a bit strange that this component API isn't in the documentation?
  12. The assembler is an OpenComputers component. If you connect it to a computer, component.assembler.start() should start assembling.
  13. Usually, if your code stops abruptly and prints no error (and you're not running it in a thread or an event listener), it's safe to assume you've run out of memory or got a "too long without yielding" error. I'm guessing it's the former. Your loop adds 65536 elements to a table. That's a lot. Lua numbers are 8 bytes long, so you'll need at least 512 kiB of memory. Actually, since you're using a table, it requires more than 1 MiB of RAM. That's the lower bound, and I haven't even considered the fact that you create 65536 more tables, one for each call to the Pairing function, so you should expect it to need even more memory. But first check if the error got written to /etc/event.log. It's the usual place for many hidden errors to go.
  14. Make sure you check every move/turn operation for errors. In case of lags, you'll get nil, "still moving", and you'll have to call the move method again.
  15. Earlier
  16. if i try to do robot.compare() or robot.swing it says file not found and need help. ps how do i make a robot when it dies it go's back to a charger and when it's full battery it go's back mining?
  17. Middle click works for me on FF 76.0.1 on Win10, as does Ctrl click. I would presume this was a browser bug.
  18. If you ported Minecraft graphics system (tho rest is prob good) to OpenComputers it could run Minecraft Oh and i would also need to make Lukyt run Java 8, shouldn't be that hard, no?
  19. Thanks for the converter. Maybe I'll try learn Lua some day.
  20. Due to quarantine, I got a bunch of time in my hands, I remember that since I first used this mod, back in MC 1.7 we had this phrase on Geolyzer description "It is theoretically possible to eliminate this noise by scanning repeatedly and finding an average. (Unconfirmed, needs further testing.)" Now, many years later, i do know quite some about statistics and got plenty of time So, lets begin We begin our dive in Statistics with an hypothesis, Does this number measured relate to an ore or stone, putting it in hardness terms, does the true number of hardness equal to 3(ores) or 1.5(stone), now we estabilish our null hypothesis. The null hypothesis is which one of them I want to minimize the most(it will make more sense in a bit), I prefer to avoid losing ores, therefore my null hypothesis is that the true hardness of the number measured=3 unless proven with enough evidence the contrary(again, more sense later) In statistic we have two kind of erros given in the table below, we want to minimize error type 1 even if type 2 grows, not so much as for example, mark every where as ore, 0 type 1 error and 100% of type 2. Or be it random where both errors are 50%, so we have to have a small type 1 error without gigantic type 2 error ,let's try. I will from now on ommit "error" in type1 error. Let's first analyze on what I believe is the most traditional way, checking if a number is bigger than a threshold , I made a code to help me with that(DataCollector), given a line of 32 blocks, it will go through each one of them, measure 1000 times, and separate in intervals of 0,25. The result is given as every number smaller than the first column It's quite hard to see it all, comparing it with a stone would be disastrous, but we can clearly see a pattern of every 4th increasing in one more row, so make it goes from 0 to 4, to 8 to... to 56, when possible I tried to use an exact distance, for example 40=sqrt(12^2+32^2) when not possible a very close number 56=sqrt(32^2+32^2+32^2), compare stones and ores side by side and we get this: based on this we can see the strengths and weakness of a single or multiple threshold, in my code I tried to give a general approach, so if you want to detect any other pair it's possible. In my code, I used 2 variables, one to know the value when they meet, the distance where they meet, given by (Hhard-Lhard)*8, the second one is Havg, (Hhard+Lhard)/2, it gives the number when they meet. If the distance is smaller than "meet", the value will be bigger or lower than Havg but I will be sure after this check If we use a single threshold of >2.25 we would be fine up to 12, after our errors would be: 16: type1=10.9% ; type2=11.4% | 20: type1=21.7% type2=19.2% | 24:type1=24.7% type2=23.9% | 28: type1=29.8% type2=26.7% | 32:type1=29.6% type2=32.7% As we can see, not good, not terrible if we want to be sure that its a stone or an ore, we must know what is the distance, find this new threshold, it could be done for each one of them but I dont see a particular distribution, but every 4 distance we have a good approximation of a uniform distribution( where every value is as likely to happen), but between them it wont affect that much the chance of being wrong, type1 and type2 errors are equal to: 16: 24% | 20: 42% | 24: 50.4% | 28: 58.1% | 32: 61.8% | 36: 65.8% | 40: 70.5% | 44:73.9% | 48: 75.4% | 56: 78.5% it seems bad to do it that way, we said earlier that our objective is to minimize type1 error, but we can use multiple measurements to decrease the error, we were already going to do that anyway for our second kind of analysis, I chose to do 6 but you can pick another number, I tried to make it easy to change in the code, butt keep in mind that every measurement takes a lot of time and energy, using the geolyzer is time consuming, for each time you add 55 seconds to scan, default(6) is about 5min 30s. The new errors after six times are, (error)^6: 16: 0.1% | 20: 0.5% | 24: 1.6% | 28: 3.8% | 32: 5.6% | 36: 8,1% | 40: 12.2% | 44: 16% | 48: 18% | 56: 23.4% This is already much better, lower error compared to previus test, but this is still very high, we always have 32 distance, the height, with each command and with this test we would have a high chance missing anything, the robot would have to go around or increase the number of tests that adds up for a lot of time and energy, for such a poor result Now we begin using statistical theory, for that we need to know how the variance behaves given a distance, using Variance.lua code changing x and y and Variance1.lua to Z axis. This code gives Standard Deviation this represents how much from the mean it can be. plotting it in a graph we get that the standard deviation is given by approximately 0.35*distance. https://www.khanacademy.org/math/statistics-probability/sampling-distributions-library#what-is-a-sampling-distribution as this free class explains, the distribution of samples is a normal distribution, doesn't matter the original distribution. to visualize it, using DataCollector.lua code add ore nSamples to your code, default is 1, therefore it shows the original distribution now I am doing it with 6 samples the threshold for the average to given the Z value on the Ztable below is given by -Z*StandardDeviation(0.035*distance)/sqrt(nSamples(6)) + oreHardness(3)=OreT, Z is my type 1 error, my type2 error is given by StoneHardness*sqrt(nSamples)/(Z{positive now}*SD)=OreT. This is all a mess I know, lets give it some numbers, let's get a Z value equivalent of 5% wich is about 1.64 or 1.65, I will go with 1.64, distance of 56, we get -1.64*1.96/2.44+3=1,68, to find our type2 error we have Z=1.5*2.44/(1.96*1.68)=1.116 which is equal to 13.1% 16: type1=5% type2=0.6% | 20: type2=1.9% | 24: 3.6% | 28: 5.3% | 32: 7.2% | 36: 8.8% | 40: 10% | 44: 11% | 48: 12% | 52: 13% | 56: 13,5% We can see that this is the best analysis until now overall, mainly on bigger distances, also even though its hard to understand, its super easy to implement it on code, but this analisys and the last one can be thought as independent events if we do both analysis we significantly lower the chance of any error for 56 distance we have type1=1.1% type2= 3.5%, wich is super low, but for my code I chose to do it until 40 of distance or 32^2+32^2+16^2=40^2, for me 1.1% is huge yet and 16*32*32 is enough volume but you can tune it to whatever you like I want to bring to attention that the code of both analysis was done with the ability of taking any pair in mind, be it dirt and stone or stone and ore, or ore and diamond block, it must have a decent enough interval tho. also it checks for anything lower than stone or bigger than ore, must do another analysis to remove the ones you want from it. https://github.com/gabiiel/GeolyzerOreFinder PS: I am not a professional coder or anything like that, I just wanted to burn some quarantine time, any questions or improvements or features, I am willing to help. I hope everyone could understand. Also I am leaving up to you guys how to get to the ores, this is a very low end program that can run on any machine, the ores are stored in a string there is a function to help write and read from it DataCollector.lua variance.lua variance1.lua
  21. So we have Java running inside Lua inside Java ? Can it run minecraft?
  22. Just updated the Lukyt Java VM for OpenComputers, i updated a few things and now integer, longs and objects can be printed to output stream. Object hash codes was also fixed.
  23. Hi everybody ! I'm really new to OpenComputer, and I try to understand the Inventory Controller upgrade. I placed it on an Adapter and placed a chest on west side of it. I also have a Galacticraft machine placed on north side. I want to transfer item from chest to galacticraft machine. Here my pastebin code : https://pastebin.com/rHWqhtiC I can see item stacks in my terminal, but the suckFromSlot return me an nil error... What is wrong ? Thanks ! Yazzou
  24. Oh wow, great work. I've tested the other side using 1.12. I filled an assembler by hand and tried different setups to get it started. Redstone signal did nothing. Would be great if it could though. You could give an assignment to a robot, and then the robot decides it needs coworkers and makes some more robots. :-)
  25. Seems to be almost possible! You can use the inventory controller upgrade to add items to the assembler. I figured out how the slots work, they're pretty weird. For the life of me I cannot figure out how to automatically set the assembler going though. I feel like it should accept redstone signals but it does not. Bear in mind that I'm using the 1.10.2 version of the mod so maybe the version you're using supports it!
  26. I know your pain. https://github.com/yanghuan/CSharp.lua This tool is a powerful converter, although you'd still need some basic lua knowledge to set it up on the machines. In the end, though. I found it expedient to simply learn how to use lua effectively (don't use OOP!) rather than setting up a complex library system.
  27. It works on Creatix! Takes a loong time to get there, but it makes it. Perhaps if you hop into a creative world and experiment with different builds of robot until you can isolate what component is causing the problem?
  28. Unfortunately, the only way to use absolute coordinates is to use the debug card. There have been plenty of conversations about this topic before but the decision has been made to use relative coordinates only. Of course the navigation upgrade make the process of using relative coordinates simpler. Forgive me for finding it difficult to believe that lag causes the counter to malfunction - could you upload your source code using the <code> button or by uploading your lua file?
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