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Showing results for tags 'openglasses'.
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Hello everyone! Direwo... eh, not quite right. Well, OpenGlasses for 1.12 is out! And I noticed there were no public button API for it, so I made one myself! I have a few functions built-in to make it easier to change stuff, but it was created with simplicity in mind. So if you simply just initialize a button and bind a function to it, it won't do any fancy stuff except for activating the function when you press it, so you have to add your own functionality to it: But with a little bit of extra code: Ok, not that big a difference, you guys are probab
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Hi! I have been working on a program for a few days on and off. But I kind of hit a wall on what I should do to make it work. It's supposed to be a program that scans the environment through a geolyzer installed inside a tablet, and thereafter sends the scan data through a linking card to a stationary computer with a OpenGlasses' terminal. It will then go through each entry and check its value to determine whenever or not it's an ore, a liquid or if it's indestructible.The tablet program will ask for the player's location and how a large area it should scan, then asks if the p
- 2 replies
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- openglasses
- 1.12.2
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Hi! I have some problems with getting this library to work that should add buttons to the hud of the mod OpenGlasses: I made it first as a program and then converted it to a library for better organization of the code (and for later use). It worked fine when it was a program that called it's own functions, but now it throws errors when it calls them from another program. It says it can't insert the value to the empty table "API.buttonsName". When it was a standalone table it worked fine to insert the value into it, but it keeps saying the that spot is "bad" (that it doesn't exist?).
- 3 replies
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- openglasses
- lib
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Hi! I'm trying to do buttons in a OpenComputers addon OpenGlasses. But it seem to have problems with calling the element from the table. I am not very used to Lua and this is my first big project I'm working on in Lua. local component = require("component") local glasses = component.glasses local buttons = {} local function newButton(name,x,y,w,h,cR,cG,cB) buttons[name] = { rect = glasses.addRect(), pos = {x,y}, size = {w,h}, colo = {cR,cB,cG} } buttons[name][rect].setPosition(buttons[name][pos][1],buttons[name][pos][2]) --Here it says the value is null. butto
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Hello everyone! This is Direwo... wait, no... But, since I've caught your attention now, I'd like to show you a mod that I've been creating for some time now. The Mod is called OpenGlasses ans is an extension to OpenComputers.It is analogous to glasses from the OpenPeripherals add-on for ComputerCraft, but adds a few more nifty features. Download: LINK Wiki: LINK Issues: LINK
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I have created a library for OpenGlasses that allows for sending push notifications. It can be installed using the following command: pastebin get huJePEwB /lib/ognotify.lua It (optionally) depends on another library that defines several color presets (one per Minecraft dye color) that must be installed using this command: pastebin get vVB06vMj /lib/ogcolor.lua The main library provides one function, used for (you guessed it) sending push notifications, the syntax of which is as follows: ognotify.send(title,desc,timeout,bcolor,balpha,tcolor,talpha,dcolor,dalpha) Each notif
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[OpenGlasses] Create varying number of OpenGlasses widgets?
PwnagePineapple posted a question in Programming
How might one go about creating a varying number of OpenGlasses widgets in a single block of code?