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OC Sensors

Mod

by davenonymous

Sensor Addon for OpenComputers

Downloads

3,481,423

Type

Mod

CurseForge ID

269054

Last Updated

Apr 9, 2026

Description

ocsensors

Sensor Addon for OpenComputers

Similiar to the old OpenCCSensors mod this mod adds a sensor block that allows
computers to scan surrounding blocks.

Available Methods

Method Description scan(x:number, y:number, z:number, [side:number]) Scans a block relative to the sensor search([name:string=”“], [meta:number=-1], [section:string=”“], [range:number=]) Search for blocks matching the given criteria in the given range searchEntities(x1:number, y1:number, z1:number, x2:number, y2:number, z3:number) Scans a region relative to the sensor for entities

Examples

Get stored energy of all energy-capable nearby blocks

local component = require('component') local sensor = component.sensor local totalCapacity = 0 local totalStored = 0 print("Searching for blocks handling energy") local positions = sensor.search("", -1, "energy") print("Scanning " .. #positions .. " blocks") for _,pos in ipairs(positions) do local info = sensor.scan(pos.x, pos.y, pos.z) print(" " .. info.block.label .. " @ " .. pos.x .. "," .. pos.y .. "," .. pos.z) totalStored = totalStored + info.data.energy.energyStored totalCapacity = totalCapacity + info.data.energy.maxEnergyStored end print("") print("Energy summary:") print(" Total capacity: " .. totalCapacity); print(" Total stored: " .. totalStored);

Output a redstone signal when all nearby extra utilities 2 generators are ready to run

local component = require("component") local sides = require("sides") local sensor = component.sensor local redstone = component.redstone local redstoneSide = sides.back -- Search for generators once local generators = sensor.search("", -1, "extrautils2") while(true) do -- Loop over nearby machines and see if they are all satisfied local missing = 0 for _,pos in ipairs(generators) do local info = sensor.scan(pos.x, pos.y, pos.z) local xu = info.data.extrautils2 -- Is the generator already running? local alreadyRunning = info.data.extrautils2.processTime > 0 -- Is the Generator satisfied with items? local enoughItems = info.data.items.n == 0 or info.data.items.n == #info.data.items -- Is it satisfied with fluid? local enoughFluid = true if(info.data.fluid.n > 0) then for _,tank in ipairs(info.data.fluid) do if(tank.contents == nil or tank.contents.amount == 0) then enoughFluid = false end end end if(alreadyRunning or (enoughItems and enoughFluid)) then --print(info.block.label .. ": " .. serialization.serialize(info.data)) print("Ready: " .. info.block.label) else print("Missing: " .. info.block.label) -- Immediately turn off all other generators redstone.setOutput(redstoneSide, 0) missing = missing + 1 end end -- React accordingly if(missing == 0) then print("--> All generators good to go") redstone.setOutput(redstoneSide, 15) else print("--> Missing " .. missing .. " generators") end os.sleep(1) end

Dump the fluid of all nearby MooFluid cows

local component = require('component') local serialization = require('serialization') local sensor = component.sensor local range = 5 local foundFluids = {} for _, entity in ipairs(sensor.searchEntities(-range, -range, -range, range, range, range)) do if(entity.type == "neutral" and entity.moofluids ~= nil) then foundFluids[#foundFluids+1] = entity.moofluids.fluid.name end end print(serialization.serialize(foundFluids)) -- {"lava", "lava", "lava", "water", "water", "lava"}

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