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  1. This is a simple Applied Energistics 2 Stock AutoCrafting monitor. With this programm you can say that you want to keep certain items and amounts in stock. You can specify how many processors you want the program to use. If ingredients are missing the program will tell you in the message column, but not which ingredients. If you want to change or delete an item you have to check the box infront of the item name and the press the change or delete button. The program creates automatically 2 config files, 1 for the items and the other one for some other values (at this time only max cpu usage is stored in this file). V1.3: https://pastebin.com/326Sh9Xe << Installer for AutoCrafting and GUI Lib (pastebin get 326Sh9Xe AE2AutoStockInstaller.lua) Changelog: Completely overwritten Code Added GUI for better editing of Crafting List Added Installer (Installer will set Startup to AE2 Auto Stock tool) V1.2: not Published V1.1: https://pastebin.com/wDup161T Changelog: Added more errors: No Recipe (if recipe is not in network) and All Cpus busy (if players/programs request/s occupied all cpus) V1.0: https://pastebin.com/JC3WewzK Have fun and enjoy... Sorry for my bad english...
  2. Yarkın

    AE2 API help

    Hello everyone! I want to use AE2 api. But i don't know the formats of the tables that functions take or return. Where can i learn these easily?
  3. I made this program in my single player SkyFactory 4 world and I thought I could share it here. I think it's a bit too big but I think it works. This is a program that allows you to check your NuclearCraft Fission Reactor stats and also has the ability to supply fuel to the reactor with the help of an ME System as well as having grid control for Mekanism's Induction Matrix. I'm not sure where to go with this program so if you have any suggestions, a comment would be greatly appreciated! https://pastebin.com/SDpjY7J2
  4. So I made myself a little lua script to read the inventory of my me storage system and also list the amount of bytes they require. Its my first script so I'm sure there are better ways to do all of this. The Me Network is connected to the Computer via an adapter on the me controller of the network. Pastebin here Now what it does is it uses the getItemsInNetwork function to list all items in a loop and display the name and amount of Bytes of each item in one line. A line counter goes up for each of the items added which is needed later. After all Items are listed it displays the total amount of Bytes available as well as the amount of bytes used and then the percentage of used storage. And finally at the very end a timer is displayed that counts down from 60. Once this timer is over the script refreshes and goes through the list of items again so that the item counts are updated. here is where I used the line counter so that the very last line could get cleared and replaced with the new timer that displays one second less on every loop until it hits zero and the script refreshes. This script has worked for me for quite a while and on a second me system that only holds 3 different types of items it still does. On my main me storage however this script is starting to break at the very end with the timer line no longer being overwritten and instead adding multiple lines alongside the new timer line like so: And here is how it looks on the other me system: Here the line "Time until refresh: n" is replaced the way its supposed to. The only difference between the two scripts is that the one that works uses the getFluidsInNetwork function instead. Is there a way for me to fix this or is it a problem of having too many items in storage ? Additionally tips on how to improve this script in general are welcome as its my first and could probably be improved a lot.
  5. It is possible this was implemented elsewhere and I failed to notice it, but I did this as an exercise as exploring OpenComputers. My son and I play The 1.7.10 Pack for our sandbox fun (in survival mode though), and I wanted to see if I could easily use OpenComputers to replace the typical-and-complex nest of level emitters and crafting cards to maintain minimum amounts of certain items in the AE2 ME network. This is not terribly sophisticated, and is just "fire-and-forget" with respects to requesting the crafting operations from the ME Network. As I continue to dabble I may add in checking on the status of the requested jobs and bound the looping to when all requested jobs per loop-pass have been completed. Edited to include versions (Minecraft 1.7.10) and remove a couple of potentially confusing commented-out lines: OpenComputers AE2 rv3 beta6 Lots of other stuff outside the scope of this program Here is what I wrote: local component = require("component") local meController = component.proxy(component.me_controller.address) local gpu = component.gpu -- Each element of the array is "item", "damage", "number wanted", "max craft size" -- Damage value should be zero for base items items = { { "minecraft:iron_ingot", 0, 512, 32 }, { "minecraft:gold_ingot", 0, 256, 32 }, { "IC2:itemIngot", 0, 512, 32 }, -- Copper { "IC2:itemIngot", 1, 256, 32 }, -- Tin { "IC2:itemIngot", 2, 512, 32 }, -- Bronze { "IC2:itemIngot", 3, 256, 64 }, -- Refined Iron { "appliedenergistics2:item.ItemMultiMaterial", 8, 128, 32 }, -- Fluix Dust { "appliedenergistics2:item.ItemMultiMaterial", 10, 128, 32 }, -- Pure Certus { "appliedenergistics2:item.ItemMultiMaterial", 11, 128, 32 }, -- Pure Nether { "appliedenergistics2:item.ItemMultiMaterial", 12, 128, 32 }, -- Pure Fluix { "appliedenergistics2:item.ItemMultiMaterial", 22, 128, 32 }, -- Logic Processor { "appliedenergistics2:item.ItemMultiMaterial", 23, 128, 32 }, -- Calculation Processor { "appliedenergistics2:item.ItemMultiMaterial", 24, 128, 32 }, -- Engineering Processor { "appliedenergistics2:item.ItemMultiMaterial", 52, 32, 32 }, -- Blank Pattern { "appliedenergistics2:item.ItemMultiPart", 16, 128, 32 }, -- Glass Cable - Fluix { "appliedenergistics2:item.ItemMultiPart", 21, 64, 32 }, -- ME Covered Cable - Orange { "appliedenergistics2:item.ItemMultiPart", 22, 64, 32 }, -- ME Covered Cable - Magenta { "appliedenergistics2:item.ItemMultiPart", 24, 64, 32 }, -- ME Covered Cable - Yellow { "appliedenergistics2:item.ItemMultiPart", 25, 64, 32 }, -- ME Covered Cable - Lime { "appliedenergistics2:item.ItemMultiPart", 29, 64, 32 }, -- ME Covered Cable - Cyan { "appliedenergistics2:item.ItemMultiPart", 30, 64, 32 }, -- ME Covered Cable - Purple { "appliedenergistics2:item.ItemMultiPart", 31, 64, 32 }, -- ME Covered Cable - Blue { "appliedenergistics2:item.ItemMultiPart", 34, 64, 32 }, -- ME Covered Cable - Red { "appliedenergistics2:item.ItemMultiPart", 36, 64, 32 }, -- ME Covered Cable - Fluix { "appliedenergistics2:item.ItemMultiPart", 140, 64, 32 }, -- Quartz Fiber { "appliedenergistics2:tile.BlockQuartzGlass", 0, 64, 32 }, -- Quartz Glass { "minecraft:glass", 0, 512, 256 }, { "minecraft:sand", 0, 512, 256 } } loopDelay = 60 -- Seconds between runs while true do for curIdx = 1, #items do curName = items[curIdx][1] curDamage = items[curIdx][2] curMinValue = items[curIdx][3] curMaxRequest = items[curIdx][4] -- io.write("Checking for " .. curMinValue .. " of " .. curName .. "\n") storedItem = meController.getItemsInNetwork({ name = curName, damage = curDamage }) io.write("Network contains ") gpu.setForeground(0xCC24C0) -- Purple-ish io.write(storedItem[1].size) gpu.setForeground(0xFFFFFF) -- White io.write(" items with label ") gpu.setForeground(0x00FF00) -- Green io.write(storedItem[1].label .. "\n") gpu.setForeground(0xFFFFFF) -- White if storedItem[1].size < curMinValue then delta = curMinValue - storedItem[1].size craftAmount = delta if delta > curMaxRequest then craftAmount = curMaxRequest end io.write(" Need to craft ") gpu.setForeground(0xFF0000) -- Red io.write(delta) gpu.setForeground(0xFFFFFF) -- White io.write(", requesting ") gpu.setForeground(0xCC24C0) -- Purple-ish io.write(craftAmount .. "... ") gpu.setForeground(0xFFFFFF) -- White craftables = meController.getCraftables({ name = curName, damage = curDamage }) if craftables.n >= 1 then cItem = craftables[1] retval = cItem.request(craftAmount) gpu.setForeground(0x00FF00) -- Green io.write("OK\n") gpu.setForeground(0xFFFFFF) -- White else gpu.setForeground(0xFF0000) -- Red io.write(" Unable to locate craftable for " .. storedItem[1].name .. "\n") gpu.setForeground(0xFFFFFF) -- White end end end io.write("Sleeping for " .. loopDelay .. " seconds...\n\n") os.sleep(loopDelay) end I have also attached a cropped screenshot of it running and the output. Naturally one will want to turn knobs on the crafting amounts and frequency. I find the 60 minute cycle to be more than enough for the crafting backlog to be cleared.
  6. I am currently in the midst of building a larger open computers project for which i need to go through a lot of blocks with very specific labels (x-y-z, where x,y and z are integers, 0-5-99 for example), which is the only difference that can be found between the blocks without looking at them, that are stored in an ae2 Me system. The problem: I only know the maximum values for x,y and z, but not which individual block exist. My question is now if there is a way to do a "fuzzy" search (something like "-32-" to find all items containing that string in their label) within the ae2 integration(searching for all of the blocks takes way to long(64000 blocks and more)), so far i have only come across getting all items or only items with an exactly matching label. In case there is no way to do this in the current ae2 integration i would like to request this feature. MC 1.12.2 OC
  7. hi i am okay to computercraft but a complete newb to openccomputers but here is my question I have made a program in cc and then ported it over to oc it works but for some unknown reason will it not read the data from my table or maybe from ae2 itself here is the code so what's wrong local component = require "component" local gpu = component.gpu local colors = require("colors") local term = require "term" local me = component.me_interface local monX,monY = gpu.getResolution() local low = 64 local meItems = { [1] = {"Iron Ingot","minecraft:iron_ingot","0"}, [2] = {"Sand", "minecraft:sand","0"}, [3] = {"Acasia Wood","minecraft:log2","0"}, [4] = {"Acasia Planks","minecraft:planks","4"}, [5] = {"SawDust","Mekanism:Sawdust","0"}, [6] = {"Paper","minecraft:paper","0"}, [7] = {"Cactus","minecraft:cactus","0"}, [8] = {"Cactus Green","minecraft:dye","2"}, [9] = {"Ink","minecraft:dye","0"}, [10] = {"Red Dye","minecraft:dye","1"}, [11] = {"Purple Dye","minecraft:dye","5"}, [12] = {"Gray Dye","minecraft:dye","8"}, [13] = {"Light Gray Dye","minecraft:dye","7"}, [14] = {"Light Blue Dye","minecraft:dye","12"}, [15] = {"Dandyline Yellow","minecraft:dye","11"}, [16] = {"Aluminium Ingots","TConstruct:materials","11"}, [17] = {"Stone","minecraft:stone","0"}, [18] = {"CobbleStone","minecraft:cobblestone","0"}, [19] = {"Gold Ingots","minecraft:gold_ingot","0"}, [20] = {"Copper Ingots","Mekanism:Ingot","5"}, [21] = {"GlowStone Dust","minecraft;glowstone_dust","0"}, [22] = {"Glass","minecraft:glass","0"} } function checkMe(checkName, name) melist = me.getAvailableItems() for a = 1, #melist do itemName = melist[a].fingerprint.id .. melist[a].fingerprint.dmg value = tostring(melist[a].size) if itemName == checkName then centerT(name, row+2, 0x000000, 0x0024BF, "lefty") if tonumber(value) <= low then centerT(value, row+2,0x000000, 0xBF0000, "righty") else centerT(value, row+2,0x000000, 0x0FBF00, "righty") end row=row+1 end end end function checkTable() row = 1 clearScreen() for i = 1, #meItems do checkName = meItems[2] .. meItems[3] name = meItems[1] checkMe(checkName, name) end end function clearScreen() gpu.setBackground(0x000000) term.clear() term.setCursor(1,1) centerT(" ME Inventory ",1 ,0x0F00BF , 0xFFFFFF,"head") end function centerT(text,line,txtback,txtcolor,pos) gpu.setBackground(txtback) gpu.setForeground(txtcolor) length = string.len(text) dif = math.floor(monX-length) x = math.floor(dif/2) if pos == "head" then term.setCursor(x+1, line) term.write(text) elseif pos == "lefty" then term.setCursor(2,line) term.write(text) elseif pos == "righty" then term.setCursor(monX-length, line) term.write(text) end end while true do checkTable() -- sleep(10) end
  8. I am working on a port of Sidoh's AE2 Stockpile program, originally for ComputerCraft. It allows for keeping a specific number of items in stock in an AE2 system, and has the ability to add and remove items without the user having to edit configuration files. I am writing this for the 1.10.2 version of OC / AE2, so it may or may not work on the 1.7.10 version. I also plan on adding ExtraCells compatibility for fluids and whatnot (I have a custom build from the ExtraCells 1.10.2 git code, because I like living on the edge). I am porting this file by file, so watch this space for new information / releases. The initial plan is for full feature parity with the original, then I will focus on adding new features. Side Note: The code is VERY well written, so porting shouldn't take too long. UPDATE: I have the initial port done and will upload it to my repository soon. UPDATE2: I am also planning a Refined Storage version. That may take a little longer. EDIT: Even though this is on my programs repo, it is still very WIP and shouldn't be used at this time. I currently do not have access to my system due to it having a bad power socket, so further work will have to wait until that is fixed.
  9. I'm playing FTB Beyond and I feel pretty dumb right now. Everything I'm reading states to slap a me interface next to an adapter and off you go. When I do this and list the components I see nothing. So I stick a inventory controller in the adapter and then I see an inventory_controller listed in the components, but no way to interact with it. when I use the LUA interpreter and type in =component.inventory_controller it returns nil Any guidance on what I'm doing wrong would be great
  10. Forgive me if I'm making some obvious mistakes, but I've only just started playing with Lua about 6 hours ago. Had some C/C++ classes in college years ago, but still. I'm playing on a 1.7.10 single player world with OpenComputers (Feed The Beast Infinity with a couple extra mods on top). I use level emitters to turn on and off machines and processes in my base. Say, I need more of a particular Thaumcraft essentia (stored using Thaumic Energistics). The level emitter goes high, a machine starts up and produces the essentia until there is enough, then the emitter goes low again. Works great, but having all these level emitters around is driving me nuts and eating up valuable AE channels. So, I want to use a single computer with an Interface on a ME Controller and a Redstone I/O where it is needed to act as 8 to 16 (or more) level emitters. Sudo code follows. while stop=0 stop=redstone input (as soon as a redstone input is applied to the computer, break loop) essentiatable=getEssentiaInNetwork() extract data about essentiaType1 from essentiatable, write to variable Type1 if Type1>some value, then emit redstoneBundle0 true, otherwise redstoneBundle0 false extract data about essentiaType2 from essentiatable, write to variable Type2 if Type2>some value, then emit redstoneBundle1 true, otherwise redstoneBundle1 false ... extract data about essentiaType16 from essentiatable, write to variable Type16 if Type16>some value, then emit redstoneBundle15 true, otherwise redstoneBundle15 false close while loop, return to top My problem is I can't wrap my head around tables. I've tried executing print(component.me_controller.getItemsInNetwork()) a couple times on a static network (no items in or out), and get back a 16 digit string of 16 bit numbers. Each time I run it, I get back a slightly different number. I don't know how to decode it. I don't know how to extract the data I need from it. Because it is changing, even though the stacks of items in the network aren't, I can't quite be sure that it is even working correctly. So how do you turn a table into usable information? How do I make it readable? Is there a function that easily takes a table and cuts it down to just the relevant parts you want?
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