[Mod] MoreMesecons [moremesecons]

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Palige
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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Fri Sep 11, 2015 16:20

There is now a total mesecons jammer. It can disable mesecons conductors in a radius of 10 nodes. You can still switch off mesecons (because it is necessary to disable the jammer). But it can slow mesecons : Don't activate it on servers with limited resources.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

AceWill
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Re: [Mod] MoreMesecons [moremesecons]

by AceWill » Thu Nov 19, 2015 19:35

Would it be possible to make some thing that is sort of a combination between a Blinky plant and a switch torch? The intended use is that I want to be able to use an on/off switch to control filter injectors from pipeworks. Somethinks lik, if port 1 gets a signal, port 2 emits a Blinky plant signal should work. It is fairly easy to assemble a mesecons circuit that does this using a switch, a Blinky plant, and an AND gate (or a luacontroller), but it would be nice to have something more compact that doesn't require programming.
 

tbillion
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Re: [Mod] MoreMesecons [moremesecons]

by tbillion » Wed Nov 25, 2015 10:53

any use of mesecons while the more mesecons jammer is enabled throws this error

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
2015-11-25 04:44:49: ERROR[Main]: ServerError: Runtime error from mod 'mesecons' in callback environment_Step(): ...in/../mods/MoreMesecons/moremesecons_jammer/init.lua:21: attempt to call field 'unpack' (a nil value)
2015-11-25 04:44:49: ERROR[Main]: stack traceback:
2015-11-25 04:44:49: ERROR[Main]:       ...in/../mods/MoreMesecons/moremesecons_jammer/init.lua:21: in function 'is_jammed'
2015-11-25 04:44:49: ERROR[Main]:       ...in/../mods/MoreMesecons/moremesecons_jammer/init.lua:51: in function 'turnon'
2015-11-25 04:44:49: ERROR[Main]:       ...netest-master/bin/../mods/mesecons/mesecons/init.lua:90: in function '?'
2015-11-25 04:44:49: ERROR[Main]:       ...master/bin/../mods/mesecons/mesecons/actionqueue.lua:90: in function 'execute'
2015-11-25 04:44:49: ERROR[Main]:       ...master/bin/../mods/mesecons/mesecons/actionqueue.lua:84: in function '?'
2015-11-25 04:44:49: ERROR[Main]:       ...ads/minetest-master/bin/../builtin/game/register.lua:355: in function <...ads/minetest-master/bin/../builtin/game/register.lua:335>
 

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Re: [Mod] MoreMesecons [moremesecons]

by Diamond knight » Wed Nov 25, 2015 19:45

maybe a mesecons lighter that lights ajacent flammable nodes on fire and lights ajacent tnt
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Thu Nov 26, 2015 16:43

tbillion, the mod depends on vector_extras
 

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Re: [Mod] MoreMesecons [moremesecons]

by tbillion » Fri Nov 27, 2015 08:10

i have vector extras.. is vector extras one of those mods that there is really 7 different versions and they are all named the same? (:
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Fri Nov 27, 2015 15:57

tbillion wrote:i have vector extras.. is vector extras one of those mods that there is really 7 different versions and they are all named the same? (:

As far as l know my mod is the only one called so.
l guess the jammer mod became loaded before vector_extras, an added dependency should have fixed it.
Do you still experience the problem with the newest moremesecons?
 

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Re: [Mod] MoreMesecons [moremesecons]

by tbillion » Sat Nov 28, 2015 06:41

ill find out tommorrow and let you know...
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Fri Dec 11, 2015 18:36

Sorry for my long absence !
HybridDog, thank you for fixing the dependency problem !

Diamond knight wrote:maybe a mesecons lighter that lights ajacent flammable nodes on fire and lights ajacent tnt

AceWill wrote:Would it be possible to make some thing that is sort of a combination between a Blinky plant and a switch torch? The intended use is that I want to be able to use an on/off switch to control filter injectors from pipeworks. Somethinks lik, if port 1 gets a signal, port 2 emits a Blinky plant signal should work. It is fairly easy to assemble a mesecons circuit that does this using a switch, a Blinky plant, and an AND gate (or a luacontroller), but it would be nice to have something more compact that doesn't require programming.

Thank you very much for your (very) good ideas ! I will make that soon :)
Last edited by Palige on Sat Dec 12, 2015 16:01, edited 1 time in total.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

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Palige
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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Sat Dec 12, 2015 15:57

There are now two new nodes !

  • The Igniter : This is a lighter !
  • The Injector Controller : This is a combination between a blinky plant and an AND gate !
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

AceWill
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Re: [Mod] MoreMesecons [moremesecons]

by AceWill » Mon Dec 14, 2015 22:39

Palige wrote:There are now two new nodes !

  • The Igniter : This is a lighter !
  • The Injector Controller : This is a combination between a blinky plant and an AND gate !


I'll have to try it out. There's a few other circuits that I try to set up pretty frequently, but the on/off switch was the one I really needed.

Here's some of the other ones I thought of.

Inverse 2 way signal changer: two output ports, one active, one not. Input signal switches which port is active. (Intended use: on/off color coded indicator lights.)
Also, a 3 position variant that rotates between 1, 2, and off.)
Again, this is pretty easy to set up with a NOT gate or luacontroller, but this seems to have a pretty simple logic condition.

Variable speed blinker: mesecons operated version of the Adjustable Blinky plant. Brief Signal to port 1 increases blink rate, brief signal to port 2 decreases rate. (Intended use: controlling the speed at which a machine operates)


And, one other idea:
Mesecons transistor: a straight line mesecons wire with an input on the side. If side input receives signal, stop conducting signals through the wire.
Intended uses: among other things, emergency stop buttons.
 

Hybrid Dog
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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Wed Dec 16, 2015 17:48

AceWill wrote:Variable speed blinker: mesecons operated version of the Adjustable Blinky plant. Brief Signal to port 1 increases blink rate, brief signal to port 2 decreases rate. (Intended use: controlling the speed at which a machine operates)

How about using delayers?
Image

You can also use hydroturbines and pistons…
Attachments
delcirc.png
l hope your browser supports apng.
delcirc.png (34.61 KiB) Viewed 4083 times
 

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Re: [Mod] MoreMesecons [moremesecons]

by AceWill » Wed Dec 16, 2015 20:47

Hybrid Dog wrote:
AceWill wrote:Variable speed blinker: mesecons operated version of the Adjustable Blinky plant. Brief Signal to port 1 increases blink rate, brief signal to port 2 decreases rate. (Intended use: controlling the speed at which a machine operates)

How about using delayers?
Image

You can also use hydroturbines and pistons…


That's actually not a bad idea, but it doesn't solve my problem: I can't fit the circuitry in with all the pipes, cables, chests, pistons, filter injectors, and technic machines and still have the design be small enough to fit neatly inside a box shape.

Hence, the request for what are effectively preprogrammed luacontrollers with logic circuits that are frequently used. We have integrated circuit chips to do this kind of thing in real life, why not in mesecons?
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Thu Dec 17, 2015 06:39

Thank you for new ideas (I love that) !!!
I think I won't make a new node for the "two way signal changer", I just will change the actual node.
For the "transistor", actually you can make it with a switch torch (or a signal changer) and an AND gate, but the idea is really interesting and I think I will make a "conductor signal changer" wich can be used as a mesecons activatable/deactivatable wire.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

AceWill
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Re: [Mod] MoreMesecons [moremesecons]

by AceWill » Thu Dec 17, 2015 16:55

Palige wrote:Thank you for new ideas (I love that) !!!
I think I won't make a new node for the "two way signal changer", I just will change the actual node.
For the "transistor", actually you can make it with a switch torch (or a signal changer) and an AND gate, but the idea is really interesting and I think I will make a "conductor signal changer" wich can be used as a mesecons activatable/deactivatable wire.




It's not about what is possible, it's just a matter of convenience. It is actually possible to construct ANY logic circuit using nothing but NAND gates.

(Seriously, it is. You can duplicate the effect of any logic gate with a few NAND gates, depending on how you connect them.)

Its just that having the preconstructed components is so much more convenient.
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Thu Dec 17, 2015 17:17

Would you like some sort of configuration tool which shows a formspec when you use it on a luacontroller where you can load templates?
 

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Re: [Mod] MoreMesecons [moremesecons]

by Alienant1 » Thu Dec 17, 2015 17:39

That is a really good idea! Could you make it with a 'save' option and a folder where you can copy templates off the internet? This should really be part of default mesecons.
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Re: [Mod] MoreMesecons [moremesecons]

by AceWill » Thu Dec 17, 2015 20:21

Hybrid Dog wrote:Would you like some sort of configuration tool which shows a formspec when you use it on a luacontroller where you can load templates?


Yes, that would make luacontrollers much easier to deal with.
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Fri Dec 18, 2015 06:39

Hybrid Dog wrote:Would you like some sort of configuration tool which shows a formspec when you use it on a luacontroller where you can load templates?

The templates are a very good idea ! I think it's possible by overwriting some functions of the luacontroller !
Alienant1 wrote:Could you make it with a 'save' option and a folder where you can copy templates off the internet?

If you want to get templates off the internet, you'll need a server to store them... That's a bit difficult
I think it would be good that every templates are stored in a "templates" folder in the mod :)
Last edited by Palige on Fri Dec 18, 2015 21:58, edited 1 time in total.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Alienant1 » Fri Dec 18, 2015 07:01

yes, that would be nice. could you do an in-game 'save' button to save the current script to the template folder?
Merry Christmas Everyone!!!
 

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Re: [Mod] MoreMesecons [moremesecons]

by jan6 » Sat Dec 19, 2015 12:07

where is the vector_extras mod? viewtopic.php?f=9&t=8533 has no link to it...
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Re: [Mod] MoreMesecons [moremesecons]

by Alienant1 » Sat Dec 19, 2015 13:49

Has it been integrated into another mod? I don't know where it went. Is it just unnecessary with the new version of minetest?
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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Sat Dec 19, 2015 16:48

There is now a conductor signal changer, and the "normal" signal changer has an inverted output !
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Sat Dec 19, 2015 22:14

You can get vector_extras here (zip archive)
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Mon Dec 28, 2015 10:38

The luacontroller template tool should work now.
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Sun Apr 24, 2016 18:32

The wireless is now compatible with Digilines.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

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Re: [Mod] MoreMesecons [moremesecons]

by TheEpicJames » Mon Apr 25, 2016 18:33

It would be nice to have item droppers in minetest,
and I made you a texture for the wireless.

EDIT: I made some textures for the player killer.
Attachments
moremesecons_playerkiller_top.png
moremesecons_playerkiller_top.png (3.52 KiB) Viewed 4083 times
moremesecons_playerkiller_side.png
moremesecons_playerkiller_side.png (3.35 KiB) Viewed 4083 times
moremesecons_wireless.png
moremesecons_wireless.png (3.37 KiB) Viewed 4083 times
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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Wed Apr 27, 2016 10:28

TheEpicJames wrote:It would be nice to have item droppers in minetest,
and I made you a texture for the wireless.

EDIT: I made some textures for the player killer.


Thank you very much !
The wireless texture is now replaced by yours (which is absolutely better than the old texture!). Thank you for the new player killer texture, but I don't really like it, sorry ;) Obviously, you can propose another texture !

For the item droppers, take a look at Pipeworks !
Last edited by Palige on Wed Apr 27, 2016 18:01, edited 1 time in total.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

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Palige
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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Wed Apr 27, 2016 17:57

Just a note for server administrators about the player killer.

The player killer may be subject to abuse. I don't load the moremesecons_playerkiller mod on my server anymore, after a player used it abusively.
So, server administrator, you may not load the moremesecons_playerkiller mod too: choice is yours. Remember, MoreMesecons is a modpack and you can easily disable or enable a part.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
A few other things

I'm hosting the Mynetest server
 

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Re: [Mod] MoreMesecons [moremesecons]

by TheEpicJames » Wed Apr 27, 2016 18:00

Palige wrote:The wireless texture is now replaced by yours (which is absolutely better than the old texture!). Thank you for the new player killer texture, but I don't really like it, sorry ;) Obviously, you can propose another texture !

I tried something else, it's sort of more like the original.
Attachments
moremesecons_playerkiller_top.png
moremesecons_playerkiller_top.png (3.15 KiB) Viewed 4083 times
moremesecons_playerkiller_side.png
moremesecons_playerkiller_side.png (3.33 KiB) Viewed 4083 times
I like PIE.
Pumpkin pie to be exact.
5b is a game.
 

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