[Mod] Mesecons lamps and logic gates [mesegates, meselamps]

asie
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[Mod] Mesecons lamps and logic gates [mesegates, meselamps]

by asie » Mon May 05, 2014 19:59

Mesegates is a mod that adds logic gates to Mesecons which are superior to the built-in ones in three major ways:
- they have better textures,
- the input sides are all toggleable and configurable with a left-click,
- they have an API to easily add gate types! (see mesegates_default)

Meselamps adds RP2-esque cube and flat lamps in 16 gorgeous colours!

Image
Image

The code is licensed under the zlib license and is included in the repository. The textures are licensed under CC0 where applicable (some are based off other textures, in which case they retain their previous license).

Dependencies: default, mesecons.

Download Mesegates | GitHub

Download Meselamps | GitHub

+ Features added
Last edited by asie on Wed May 07, 2014 12:31, edited 4 times in total.
 

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minermoder27
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Re: [Mod] Mesegates - logic gates for Mesecons [mesegates]

by minermoder27 » Mon May 05, 2014 20:46

Very nice!

As for crafting, what about this: a normal gate surrounded by mesecons
 

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Re: [Mod] Mesegates - logic gates for Mesecons [mesegates]

by stormchaser3000 » Mon May 05, 2014 21:29

um one thing there have been logic gates in mesecons for around a year.
 

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Evergreen
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Re: [Mod] Mesegates - logic gates for Mesecons [mesegates]

by Evergreen » Mon May 05, 2014 21:53

stormchaser3000 wrote:um one thing there have been logic gates in mesecons for around a year.

You really aren't grasping the purpose of this mod are you? Did you even read the description?
 

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Re: [Mod] Mesegates - logic gates for Mesecons [mesegates]

by asie » Mon May 05, 2014 21:57

Evergreen wrote:
stormchaser3000 wrote:um one thing there have been logic gates in mesecons for around a year.

You really aren't grasping the purpose of this mod are you? Did you even read the description?


Don't be so mad. He just didn't notice.

The main reason Mesegates was made is to create logic gates which are better than the ones in Mesecons.
 

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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by Hybrid Dog » Tue May 06, 2014 17:25

I think, if these changes don't create big lag and also work with the current stable version of minetest, Jeija may add it to the mesecons mod.
 

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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by asie » Tue May 06, 2014 18:07

Hybrid Dog wrote:I think, if these changes don't create big lag and also work with the current stable version of minetest, Jeija may add it to the mesecons mod.


He's free to put them in as long as he follows the license's terms. Also, they don't seem to add big lag at all, but they lack the "stop working on overheat" feature of mesecons_gates - I didn't really like it.
 

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minermoder27
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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by minermoder27 » Tue May 06, 2014 20:29

asie wrote:
Hybrid Dog wrote:I think, if these changes don't create big lag and also work with the current stable version of minetest, Jeija may add it to the mesecons mod.


He's free to put them in as long as he follows the license's terms. Also, they don't seem to add big lag at all, but they lack the "stop working on overheat" feature of mesecons_gates - I didn't really like it.


The overheat turn-off is only really necessary in multiplayer, and probably not in singleplayer.
Why not add it back in, but have a config option to turn it on.
 

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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by asie » Wed May 07, 2014 11:42

@minermoder27: The next versions will bring further configurability.

Also, update!~ Added RS, T, D and JK flipflops, as well as a lot of useful API constructs. Next up: timers and repeaters, as well as some config options.

Edit: Image
 

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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by Inocudom » Wed May 07, 2014 14:57

Asie, you are breathing new life into an old mod that seemed like it was no longer being developed. I hope that servers will use your creations very soon.
 

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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by gsmanners » Thu May 08, 2014 21:03

Actually, what would be really super is if we could microblock in the mesecons. I would also love to be able to run wiring through a one-block thick wall.
 

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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by Hybrid Dog » Fri May 09, 2014 19:59

Jeija commented 21 days ago at github

This bug imo requires to make a decision concerning the whole overheat protection idea. As it seems to me, overheat protection is not really required anymore when using the ActionQueue. However, mesecons still maintains some compatibility for not using the ActionQueue and instead executing all actions right away (not wait until the next serverstep). That support however is hardly tested as it is disabled by default and rarely used.
Another problem might be, that having some kind of overheat support on servers at least will prevent the load to get too much, so idk if dropping it completely is good. Any experiences from the server owners on it (as gates don't overheat now - has that become a problem yet?).

Solutions might be:
1. Drop the non-ActionQueue system and overheat protection completely
2. Drop the non-ActionQueue system, but rework and maintain overheat support
3. Maintain a status quo that also supports direct execution (no ActionQueue), but fix the issue in another way

Fixes for this bug in 1 and 2 might be moving the cooldown to the ActionQueue and also rework the system so that gates, microcontrollers and luacontrollers all use the same functions.

I would go for 2; However, if noone had issues with higher load on servers due to no overheat protection I'd choose 1.

What option would you prefer?





looks like currently the discussion about mesecons happens somewhere there
https://github.com/Jeija/minetest-mod-mesecons/issues
 

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Re: [Mod] Mesecons lamps and logic gates [mesegates, meselam

by Inocudom » Tue Nov 25, 2014 17:15

These two mods will likely need to be updated, as the mesecons api changed recently.
 


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