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

frenchfan=binou
 

by frenchfan=binou » Sat Dec 15, 2012 05:33

Hello to all

Would it be possible please, thank you very much in advance, to make blocks with electrical wire in their center, inside the blocks ? For all types of blocks and also with other things than just the electrical wire. There may also have, please, more 'wire' to have 'electronic logic gate' in the blocks.

This should help to make many more machines and things, naturally compact and hidden.

With all directions like a bit of that, thank you :

All directions ; with the possibility of rotating the blocks (but grass remains in the top of the block, for example) ; is that the wires are rotated with a system of external indicator or xray, to see the circuit during manufacture of the block and during the construction of the electronic circuit with a plurality of blocks. Thank you please.

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
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Thank you very much in advance.

+ add please :

Add this please, with Windows 7 here :

Please, add two shortcuts ; to put in the game start menu folder ; "C:\Fonctionne sans installation\Minetest\bin\minetest.exe" + "C:\Fonctionne sans installation\Minetest".
+
Please, add a folder "C:\Works with no installation", in the language of the user, for users who do not have this folder, with asking permission. I use this folder for all program total without installation.
English / French (model or source by defaut) / ...
C:\Works with an installation
C:\Works with no installation
20120130-03h00
C:\Fonctionne avec installation
C:\Fonctionne sans installation
+
Please, add CRC32 in the filename of your contributions (with an dash before the first parenthesis but then remove the two parenthesis = e.i. "minetest-0.4.4-win32-CRC32=FB9B9F9A.zip" or "minetest-mod-mesecons-master-CRC32=A732607F.zip". The parenthesis are present, because it was me who made the addition, i'd like this to be the case by default, thank you).
+
Please, standardize the names of mods ; for example, rename "minetest-craft_guide-master-CRC32=998E650B.zip" as "minetest-mod-craft_guide-master-CRC32=998E650B.zip" or as "minetest-mod-craftguide-master-CRC32=998E650B.zip " (without the underscore) and add crc32 please.
+
But CRC32=998E650B (UPPER case) or crc32=998e650b (lower case) ? I prefer the CRC32 capitalized (uppercase) ; because more clean and easy to read.
+
Please, offer backup files the first time (with request) and then after, asks to overwrite copy (if the copy already exists) = or just auto open folder Minetest (user make manually a or more copys).
+
Please, add file minetest-ZZZZ-memo-perso.txt with copy after first edit. "ZZZZ" for sorting this file by name, must to be at the end of the list.

C:\FONCTIONNE SANS INSTALLATION\MINETEST
| Minetest (Folder).lnk
| minetest - Copie (2).conf
| minetest - Copie.conf
| minetest-0.4.4-win32(CRC32=FB9B9F9A) - Copie.zip
| minetest-0.4.4-win32(CRC32=FB9B9F9A).zip
| minetest-craft_guide-master(CRC32=998E650B) - Copie.zip
| minetest-craft_guide-master(CRC32=998E650B).zip
| minetest-mod-mesecons-master(CRC32=A732607F) - Copie.zip
| minetest-mod-mesecons-master(CRC32=A732607F).zip
| minetest-ZZZZ-memo-perso - Copie.txt
| minetest-ZZZZ-memo-perso.txt
| minetest.conf
| minetest.conf.example
| Minetest.lnk
|
+---bin
(...)
+---builtin
(...)
+---cache
(...)
+---client
(...)
+---doc
(...)
+---games
(...)
+---mods
(...)
+---textures
(...)
+---worlds
(...)
+---worlds - Copie
(...)
\---worlds - Copie (2)
(END)


((My previous message ; fix the bug and improve the code and functions (and fork the code of the mod CraftGuide, if it is abandoned by the original author) please and thank you very mush by advance : http://minetest.net/forum/viewtopic.php?pid=56663#p56663 ; 2012-12-13-21h38m45 UTC+0100 (20:38:45 = forum)))

Yes ; thank you very much in advance.
 

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monty_oso
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by monty_oso » Sat Dec 15, 2012 19:23

A bug in the last https://github.com/Jeija/minetest-mod-mesecons (master)

The insulated wires change their positions when they are used which micro controllers.
Video of the bugs: http://youtu.be/dR1PqBxrfCs
Map: http://ubuntuone.com/222J8kHXuPGslHCyMMbzU2
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by neko259 » Sat Dec 15, 2012 20:19

@jeija
Why don't you use tags in the repository? Tag the stable versions and give them numbers so we can see if there is a new version, and if it is stable already.
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Jeija
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by Jeija » Sat Dec 15, 2012 20:29

The master branch is supposed to be stable, but there can be some bugs that I couldn't find.
I will propably tag versions before merging a branch next time, thanks neko259 for telling me.

@monty_oso: The bug should now be fixed. Thanks for your report!
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by neko259 » Sat Dec 15, 2012 20:33

Thanks!
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by Temperest » Sun Dec 16, 2012 00:18

Update!

I made up/down pistons get added automatically if you're looking down or up when placing the piston! Now you no longer need to or can craft up/down pistons, just place pistons while looking the proper way. That means over 45 degrees above/below the horizontal, by the way.

Oh, and now up/down pistons behave the exact same way as horizontal pistons do. That means you can push some lit mesecon, and it will turn off when you push it away.
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Jeija
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by Jeija » Sun Dec 16, 2012 07:46

Wow nice, Temperest!
But for some reason it doesn't seem to work for me, I have to investigate further.
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 math.abs(dir.y) > math.sqrt(dir.x ^ 2 + dir.z ^ 2)
(line 195)
Why don't you just use placer:get_pitch() > 45°?
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
on_place = function(itemstack, placer, pointed_thing)

Why don't you use after_place_node? Then you don't have to bother with fakestack, but you can just replace the wrong node.
As you may have seen I put some more developer information in internal.lua in the nextgen branch:
https://github.com/Jeija/minetest-mod-mesecons/blob/nextgen/mesecons/internal.lua
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by Jeija » Sun Dec 16, 2012 09:26

It suddenly started to work, so once again really well done.
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by kaeza » Sun Dec 16, 2012 11:51

frenchfan=binou wrote:Hello to all
Would it be possible please, thank you very much in advance, to make blocks with electrical wire in their center, inside the blocks ? For all types of blocks and also with other things than just the electrical wire. There may also have, please, more 'wire' to have 'electronic logic gate' in the blocks.
This should help to make many more machines and things, naturally compact and hidden.
With all directions like a bit of that, thank you :
All directions ; with the possibility of rotating the blocks (but grass remains in the top of the block, for example) ; is that the wires are rotated with a system of external indicator or xray, to see the circuit during manufacture of the block and during the construction of the electronic circuit with a plurality of blocks. Thank you please.

This has bugged me also. I'd also like to know if there are any plans for adding vertical wires.

P.S: This mod is awesome Jeija!
Last edited by kaeza on Sun Dec 16, 2012 11:51, edited 1 time in total.
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by Jeija » Sun Dec 16, 2012 14:53

Vertical mesecons have been added, but there is no craft recipe yet and no really good textures. But you can still get them in creative mode (you may want to download the nextgen branch for textures)

Normal blocks as conductors:
That actually is really easy, but I won't provide it.
You don't have to know that much about lua and the api to do that,
Just put this piece of code in the definition of the node that is supposed to become a conductor:
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
mesecons = {conductor = {
    state = mesecon.state.on,
    offstate = nodename_off
}}

and register a second node with the same properties, but use this code:
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
mesecons = {conductor = {
    state = mesecon.state.off,
    offstate = nodename_on
}}


nodename_off = the name of the second node you registered
nodename_on = the name of the first node you registered
the nodenames must differ, e.g. call one "mesecons:fake_dirt_on"
and the other "mesecons:fake_dirt_off"

See mesecons.tk --> Developers for more information.
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by Temperest » Sun Dec 16, 2012 20:13

Jeija wrote:
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 math.abs(dir.y) > math.sqrt(dir.x ^ 2 + dir.z ^ 2)
(line 195)
Why don't you just use placer:get_pitch() > 45°?


I had no idea that existed! Thanks for pointing that out :)

Jeija wrote:
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
on_place = function(itemstack, placer, pointed_thing)

Why don't you use after_place_node? Then you don't have to bother with fakestack, but you can just replace the wrong node.


I'll do that, sounds a lot simpler.

Jeija wrote:As you may have seen I put some more developer information in internal.lua in the nextgen branch:
https://github.com/Jeija/minetest-mod-mesecons/blob/nextgen/mesecons/internal.lua


Looks great so far. I'm planning some sort of updated version of OGAM when I can find the time to, except it will be more comprehensive and cover more types of devices.

Update: suggestions implemented in https://github.com/Jeija/minetest-mod-mesecons/commit/c50b68cf8327b5c79eb1723f45b8fb46d4f6d3c9
Last edited by Temperest on Sun Dec 16, 2012 20:13, edited 1 time in total.
WorldEdit 1.0 released

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Latest article: Mesecons Basics.
 

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by PilzAdam » Sun Dec 16, 2012 20:36

The first better piston place code seems somehow copied from the default slabs code.
 

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by Temperest » Sun Dec 16, 2012 21:58

Yes, I got the general concept from your pull request PilzAdam, though there was no copying of the code. Thanks for the idea!

If you want me to credit you in the commit message, do tell me and I will amend it.
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Latest article: Mesecons Basics.
 

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by Doc » Mon Dec 17, 2012 02:25

I found a bug that prevents me from making a circuit...

The insulated crossings and insulated tees will sometimes continue to stay on even with power off, when put into a compact circuit... Can you take a look at their code?
 

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by monty_oso » Mon Dec 17, 2012 07:00

¿Why in the last version of mesecons there is not crossing insulated?
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by Jeija » Mon Dec 17, 2012 13:02

The insulated crossings and insulated tees will sometimes continue to stay on even with power off, when put into a compact circuit... Can you take a look at their code?

Could you please post a map with the bug?

¿Why in the last version of mesecons there is not crossing insulated?

Because it didn't really work. But it is being worked on.
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by Temperest » Mon Dec 17, 2012 21:53

Insulated crossings have been disabled in this version due to difficulties in upgrading it to the new nodedef system. They are probably going to be added back into the mod if I or someone else can figure out how to do it properly.
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by RAPHAEL » Mon Dec 17, 2012 22:13

It seems with latest download of mesecons (about a day or so ago) I can no longer properly place sticky pistons. Unsure about other pistons. When I place them, they always end up pointing up.

Screenshot: http://ompldr.org/vZ3FpcQ
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by VanessaE » Mon Dec 17, 2012 22:34

Stand farther away from the spot you're placing them on. The mod now tries to calculate which piston to place based on which way you're facing, including up/down. If you're too close to the target node, the mod thinks you're looking down, and so it places an 'up' piston.
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by RAPHAEL » Mon Dec 17, 2012 23:09

VanessaE wrote:Stand farther away from the spot you're placing them on. The mod now tries to calculate which piston to place based on which way you're facing, including up/down. If you're too close to the target node, the mod thinks you're looking down, and so it places an 'up' piston.


How far does one have to stand away? I tried about 4-5 blocks away (as much room as I have in the area I want to place it). I even tried flying to make myself more level. Still points up.
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by Temperest » Mon Dec 17, 2012 23:16

You need to face between 45 degrees below the horizontal and 45 degrees above the horizontal. In this case it looks like you're doing this, so I would recommend you upgrade Mesecons again, it was updated quite a few times recently.
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Latest article: Mesecons Basics.
 

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by Kryuko » Tue Dec 18, 2012 14:37

This mod caused one crash in my server:
http://screencloud.net/v/dZer
 

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by Jeija » Tue Dec 18, 2012 15:11

Thanks Kryuko for your Bug report, it should now have been fixed.
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by jojoa1997 » Tue Dec 18, 2012 16:09

Could you permantly change the source code to have pistons _remove_ instead of _dig_ does not go with whole survival idea
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by jojoa1997 » Tue Dec 18, 2012 22:06

jojoa1997 wrote:Could you permantly change the source code to have pistons _remove_ instead of _dig_ does not go with whole survival idea


cuase i keep getting tons of blocks that it dug and that defeats the purpose of survival imagine steel blocks that keeps on coping or water or lava it is very anoying. also i had drop mod on so every time i went near it with it being automated i would get 99 flowing water and such
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Temperest
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by Temperest » Tue Dec 18, 2012 22:06

I'm not sure what that means, pistons already remove rather than dig nodes.

Maybe you have an old version?
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by jojoa1997 » Tue Dec 18, 2012 22:08

oh i did not know that was already changed
it happened before update but i go rid of drop before update too
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by VanessaE » Thu Dec 20, 2012 04:45

Here's another one for ya:

A player placed a few mesecon wires and a switch, turned it on, and then placed a movestone next to the wires, which resulted in this crash:

23:39:55: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...s/minetest-mod-mesecons/mesecons_movestones/init.lua:141: attempt to call global 'addPosRule' (a nil value)
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by Leroy » Thu Dec 20, 2012 05:10

Jeija wrote::
# Wireless mesecons (Already works, but still some bugs)
# Inverted wireless receivers

This gives you the possibility to create even more circuits/gates.
I already planned this before releasing the first version, but it wasn't ready.
Wireless transmission uses two blocks,
- Receivers (or inverted receivers)
and
- Transmitters (Senders)
--> It is directional.
It will take like one second to transmit (using abm, so transmission speed may vary). I think this will give you the ability to create more logic gates (although I'm not a redstone expert).




What happened to the wireless feature?
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by monty_oso » Thu Dec 20, 2012 06:06

I want that the insulated wires to have a different texture if those are on.
This is my texture proposal: http://ubuntuone.com/5MxFTi5OWA8ywViSiUsbPw (sides) http://ubuntuone.com/2iTSoCVJqln6jxmCOFSTdV (ends)

The code changes for this: http://ubuntuone.com/54L3dkxbTwOYQWi9xNkAvK (insulated) http://ubuntuone.com/1WKNRiCKBajloFo6DPsTxg (tjunction) http://ubuntuone.com/4LaMZjhvQaEYoKe3GAbfdN (crossing)

Insulated wire on:
Image
Insulated wire off:
Image
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