[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

davegoopot
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by davegoopot » Mon Nov 17, 2014 19:44

Hi Jeija,

Thanks for the reply. Love2d looks *really* useful. I'll ignore the comment about Lua being good because it is *more* like JS than python ;-)

I'm toying with the idea of packaging up a few mods into a Minetest game. Does that make sense? I could then include the minor modifications to the init.lua with that game pack.

Ideally I'd copy your code over to a new github repo and make the changes in public there. Would that be okay with you? I'd mark it clearly with the CC-BY-SA 3.0 and LGPL version 3 licenses that you put on Mescons already. Don't worry if you'd rather I didn't make a public repo -- just let me know and I'll work round it.

Thanks again,

Dave.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Jeija » Mon Nov 17, 2014 23:08

Hi Dave,

sure you can fork mesecons to include your changes. Rather than licensing stuff I'd be More concerned about people installing your fork on servers. It would be great if you could make a note telling people what changes you made and that these changes may permit people to basically destroy the map (like placing nodes all over the place in the luacontroller).

And concerning my JS comment: From a beginner's perspective, it is actually a big deal whether you use e.g. indents or brackets / keywords, whether you use classes all the time or rather not. And even though JS is not a particularly good language, it is quite likely people will get in contact with it in web development (which can be, btw, also quite nice for kids because one can show creations to other people on websites).

- Jeija
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by davegoopot » Thu Nov 20, 2014 20:31

Hi Jeija,

Yes I'm all fine with that. I hope to have some time to work on this over the weekend.

Dave.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Inocudom » Tue Nov 25, 2014 18:47

I got this error today:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
13:41:53: ERROR[main]: ServerError: ...test-mod-mesecons-master/mesecons_luacontroller/init.lua:176: attempt to perform arithmetic on global 'print_count' (a nil value)
13:41:53: ERROR[main]: stack traceback:
13:41:53: ERROR[main]:    ...test-mod-mesecons-master/mesecons_luacontroller/init.lua:176: in function <...test-mod-mesecons-master/mesecons_luacontroller/init.lua:175>
 

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Jeija
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Jeija » Tue Nov 25, 2014 18:55

Inocudom, this should have fixed the issue. It's kind of embarassing, I had already fixed that bug locally, but forgot to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
git add .
before git commit. I hope everything works now for you, thanks for telling me!
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Krock » Tue Nov 25, 2014 19:06

Good to see some activity here again :)

Thanks for fixing all those bugs!
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Megaf » Tue Nov 25, 2014 22:27

Hi everyone. I know that some of you were using my fork of mesecons, because it was being maintained and because it had the very nice adition of the mese fences (conducting fence).
I would like you to know that I will no longer maitain my fork of mesecons and I advize you to use Jeija's Mesecons. He is back and have done fantastic job on it.
Mese Fence users worry not! I will keep maitining and developing mese fences on it's own mod!
mese_fence It's a fantastic mod that allow you to build elaborate sings and lamp post, ilumination systems. It depends on mesecons, so use the latest mesecons and mese_fence mod.

Thanks!

Megaf wrote:Hi, I make a fork and added a grey fence that is able to conduct mese signals.
I've done that because we like to use fences to build lamp posts and it would be so much better if fences could conduct electricity.

Also, the conducting fence is a good alternative to vertical mese wires.

I made a pull request already and hopefully Jeija will merge it.

Image

Image
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Zeno Effect » Sat Nov 29, 2014 06:08

Wanted to ask how you are suppose to use the command block exactly. I am not sure if it needs to be powered, how you are suppose to write the commands in the block or how it gets triggered (i.e being right clicked, hit or stepped on). Any help with how to use the command block and what I can do with it would be appreciated. :)
 

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[DELETED]

by Rui » Sun Dec 28, 2014 01:51

[DELETED]
Last edited by Rui on Fri Nov 04, 2016 12:45, edited 2 times in total.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by TheEpicJames » Sat Jan 03, 2015 05:46

one of the gates does that for you. You don't need a moonlight sensor.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Linuxdirk » Sat Jan 03, 2015 06:28

TheEpicJames wrote:one of the gates does that for you. You don't need a moonlight sensor.

Having a single node being placed on a lamp that outputs a signal and thus turns on the lamp when it’s night would be great anyways :D
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Afton » Fri Jan 30, 2015 00:42

So, here is my problem. I love messing with things like this but you can't place a block on another block with a wire on top of it. Is there anyway around this?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LazerRay » Fri Jan 30, 2015 15:59

Anyone know how to program the LUA controller or have good documentation on it?

I trying to use one to make a variable speed, continuous pulse generator. It would use one input rigged to a switch for an on/off toggle and the outputs send pulsing signals to control other items like Pipeworks filter injectors, the speed can be adjusted with it's variable in the code.

Any help with this confusion will be gladly appreciated.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mtmodder148 » Fri Jan 30, 2015 18:48

LazerRay, here is the tutorial http://mesecons.net/luacontroller/

This might also be helpful http://uberi.mesecons.net/
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Don » Sat Jan 31, 2015 16:56

Afton wrote:So, here is my problem. I love messing with things like this but you can't place a block on another block with a wire on top of it. Is there anyway around this?

Did you try holding shift when you place it?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LazerRay » Tue Feb 03, 2015 16:05

Thanks for that info on programing the LUA controller, I managed to get a working timer running. (I'm not much of a programer myself, so the script is very crude, if anyone knows a good way to clean it up, feel free to) This can be used for anything that requires a pulsing signal to operate it.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if event.iid == "on" and pin.d then
     port.b = true
     interrupt (0.5, "off")
elseif event.iid == "off" and pin.d then
     port.b = false
     interrupt (0.5, "on")
else
     port.b = false
     interrupt (0.5, "off")
end



I also did find a weird duplication bug with Mese cable and placement of two devices.

Image

Placing a mese cable on top of the switch with a lever on the back of a nearby block causes the cable to change to an insulated one and drop a bare one, but when you break the cable, it becomes a bare one again.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mtmodder148 » Tue Feb 03, 2015 23:58

LazerRay, that code looks perfect to me. I am just beginning to program lua so someone else might disagree :)
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LazerRay » Fri Feb 06, 2015 16:07

Feel free to use it in contraptions, that is one of the reasons why I put it there. There are many uses for pulsing timers that can have thier speeds adjusted.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mtmodder148 » Fri Feb 06, 2015 20:56

Thanks!
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Jeija » Tue Feb 17, 2015 19:45

I sometimes (quite often) hear people complaining how mesecons performance is bad compared to redstone. I need to keep telling them, that the issue is not with mesecons, but with the minetest engine itself.

I made a pull request to engine with a small patch that improves performance (https://github.com/minetest/minetest/pull/1884), so if you want better singleplayer performance for your mesecons, I recommend you to build your own minetest with that patch included.

Here are some videos to demonstrate the big difference this patch makes:
https://www.youtube.com/watch?v=0c-5KvXqxXc
https://www.youtube.com/watch?v=B0YwfGVp3o8
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mtmodder148 » Tue Feb 17, 2015 19:58

Brilliant!
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Nathan.S » Wed Feb 18, 2015 18:08

Wow, that is excellent. I hope that pull gets merged into trunk soon. I might just start playing with mesecons then.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Linuxdirk » Wed Feb 18, 2015 20:21

Wow! Is this just a tweak in conjunction with Mesecons or will this improve overall performance of the engine?
 

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Jeija
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Jeija » Thu Feb 19, 2015 09:47

It will improve any mods that do the kind of node manipulation that mesecons does: Update not very many nodes, but possibly at places far away from the player. It won't improve worldedit or anything like that though.
Mesecons is actually very performant on the server side, but the client just doesn't get updated often enough to make things visible. All this PR does is increase the update rate of nodes in singleplayer mode.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Mon Feb 23, 2015 18:56

Somehow l got an enabled piston which doesn't get a mesecons signal:
Image

@LazerRay laser ray? my laser mod has bad looking mirrors in the newest version
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 12Me21 » Thu Feb 26, 2015 14:39

It would be nice if mesecons could be placed on the sides of blocks, or vertical mesecons could connect along the whole wire, not just the top and bottom plates. Now I usually use mese blocks to transmit power up and down.

Also, the mesecon torch should be another type of plant, since all the other types of power sources are.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Jeija » Thu Feb 26, 2015 15:02

12Me21, if you want to allow mesecons to be placed at the ceiling and on the floor, you might want to install the wire mod by Novatux. It is not in the main mesecons mod since it seriously slows down game initialization.
https://github.com/Novatux/wires
Image
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 12Me21 » Thu Feb 26, 2015 15:57

Hmm.. how many different nodes does that use?

I had an idea for a conductor that would act the same as a MESE block, but would be more economical to use (in survival). It could automatically connect like the pipes in the Pipeworks mod, but instead of transporting stuff, they would act like wires.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Thu Feb 26, 2015 17:34

ivalin wrote:The mod is so good . You could create cool things like hidden underground base with the pistons

https://lh5.googleusercontent.com/ez5F1 ... w1246-h520

https://lh6.googleusercontent.com/W2bgj ... w1246-h520

https://lh5.googleusercontent.com/D3aIW ... w1246-h520


Your images aren't coming through, not even when I go to the url inside your image tags. It gives a 403 error and says "Your client does not have permission to get URL from this server. " so you can't link to the direct images there. Maybe there is a setting that will allow it but at the moment, you cant.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Thu Feb 26, 2015 19:07

12Me21 wrote:Hmm.. how many different nodes does that use?

I had an idea for a conductor that would act the same as a MESE block, but would be more economical to use (in survival). It could automatically connect like the pipes in the Pipeworks mod, but instead of transporting stuff, they would act like wires.

you could try the mese_fence mod
https://github.com/Megaf/mese_fence
 

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