Page 1 of 3

[Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 16:16
by Palige
This mod adds some Mesecons items, like "adjustable blinky plant", "wireless" and more !
The mod video : https://www.youtube.com/watch?v=iSm4BhUbXXU
Image


License : LGPLv2
Mod dependencies : Mesecons, vector_extras
Authors : Palige/paly2, with the contribution of Mg (bugfix), Ataron (textures), JAPP (texture), TheEpicJames (texture) and Hybrid Dog (many things)
Dowload zip : https://github.com/paly2/MoreMesecons/archive/master.zip
Or browse the code on GitHub : https://github.com/paly2/MoreMesecons

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 16:49
by Hybrid Dog
Edit: l saw the abm and removed the question.
What happens if two wireless have the same RID?

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 16:50
by Palige
Yes, the wireless works after the server restarted !
EDIT: Hmm, normally, two wireless can not have the same RID, because the RID of a wireless is its position in the table...

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 16:55
by Hybrid Dog
Palige wrote:Yes, the wireless works after the server restarted !

It may work faster if you store the positions of the wireless into a table and search for the position in the table every second instead of searching the meta for it.

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 17:04
by Palige
Hybrid Dog wrote:
Palige wrote:Yes, the wireless works after the server restarted !

It may work faster if you store the positions of the wireless into a table and search for the position in the table every second instead of searching the meta for it.

Hmm, I'll test that

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 17:05
by Hybrid Dog
Palige wrote:EDIT: Hmm, normally, two wireless can not have the same RID, because the RID of a wireless is its position in the table...

If you join, place a wireless (so it gets the RID 1), then move 1000 nodes away, after that rejoin and then place another wireless, it gets the RID 1, too, because the other one wasn't found yet by the abm.
If you walk to the older one, it doesn't get registered because the new one already has RID 1

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 17:09
by Palige
Hybrid Dog wrote:
Palige wrote:EDIT: Hmm, normally, two wireless can not have the same RID, because the RID of a wireless is its position in the table...

If you join, place a wireless (so it gets the RID 1), then move 1000 nodes away, after that rejoin and then place another wireless, it gets the RID 1, too, because the other one wasn't found yet by the abm.

Oh... So, if two wireless have the same RID, If one is destroyed, it is another that may not work until the abm registers it again
EDIT : Ah, I now understand !

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 17:14
by Hybrid Dog
Palige wrote:If you place another wireless, it will be register and it will have the RID 2 because there will be 2 wireless in the table...

if you rejoin, the table is empty and if then the abm doesn't register the old one because it's far away…

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 17:21
by Palige
So you're right : If I don't use metadatas to store RID, this problem is solved

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Aug 31, 2015 17:25
by Hybrid Dog
l made a mod offering fast functions for that: https://github.com/HybridDog/vector_ext ... t.lua#L600


Some time ago l made a simple mesecons teleporter mod, the sound is from freesound.org l think
https://github.com/HybridDog/mesecons_teleporter

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Tue Sep 01, 2015 08:56
by Palige

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Tue Sep 01, 2015 21:46
by Minetestforfun
Great mod, every mesecons lovers need to test it ! :)

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 02, 2015 00:17
by Martno
Wow this is awesome. Especially the teleport.

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 02, 2015 10:20
by Palige
@Martno @Minetestforfun : Thank you very much for your compliments !

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 02, 2015 23:03
by GFX_Garage
It looks like you've done some integration and added some new functionality. I really like this, especially the wireless. I'm going to check it out.

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Thu Sep 03, 2015 17:37
by Palige
Today, many news !
  • Added the node "sayer" : This node sends a message to player within a radius of 8 nodes.
  • Added the node "adjustable player detector" : As a mesecons player detector, but you can change its detection radius !
  • Added a functionnality to the teleporter : If it doesn't find another teleporter, it teleports the player on itself !
  • Added restrictions to the craftable command block : By default, the only accepted command is "tell" (the server admin chooses the others). Only "@nearest" can be used in the commands (no "@farthest" or "@random"), and the server admin can choose the max distance of "@nearest", by default 8 nodes.

@GFX_Garage : Thank you for your test !

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Fri Sep 04, 2015 11:06
by Palige
@Hybrid Dog : Thank you very very much for your contributions and pull requests on the github repository ! (sorry for not having seen them earlier)

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Fri Sep 04, 2015 18:46
by Martno
Palige wrote:
  • Added the node "sayer" : This node sends a message to player within a radius of 8 nodes.
  • Added the node "adjustable player detector" : As a mesecons player detector, but you can change its detection radius !
  • Added a functionnality to the teleporter : If it doesn't find another teleporter, it teleports the player on itself !
  • Added restrictions to the craftable command block : By default, the only accepted command is "tell" (the server admin chooses the others). Only "@nearest" can be used in the commands (no "@farthest" or "@random"), and the server admin can choose the max distance of "@nearest", by default 8 nodes.

+1 :)

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Sun Sep 06, 2015 18:42
by DS-minetest
very cool mod

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Mon Sep 07, 2015 17:07
by Palige
DS-minetest wrote:very cool mod

Thank you !
Martno wrote:+1 :)

Thank you, and if you have others ideas, don't hesitate to tell me them !

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Tue Sep 08, 2015 12:42
by Martno
Palige wrote:Thank you, and if you have others ideas, don't hesitate to tell me them !


Actually I have an idea. I don't know if it's possible to do.
Would be great if we have a detector which detects items (dropped on the ground), not blocks. Or a pressure plate which give a signal if an item is dropped on it. (I think I saw something like this in a Minecraft video)

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Tue Sep 08, 2015 15:38
by Hybrid Dog
Martno wrote:
Palige wrote:Thank you, and if you have others ideas, don't hesitate to tell me them !


Actually I have an idea. I don't know if it's possible to do.
Would be great if we have a detector which detects items (dropped on the ground), not blocks. Or a pressure plate which give a signal if an item is dropped on it. (I think I saw something like this in a Minecraft video)

You could use pipeworks' vacuum pipe and as far as l know the pressure plates of mesecons also notice if items are dropped onto them.
How about a mesecons jammer, which disables emitting mesecons signals in its radius?

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Tue Sep 08, 2015 16:22
by Palige
Martno wrote:
Palige wrote:Thank you, and if you have others ideas, don't hesitate to tell me them !


Actually I have an idea. I don't know if it's possible to do.
Would be great if we have a detector which detects items (dropped on the ground), not blocks. Or a pressure plate which give a signal if an item is dropped on it. (I think I saw something like this in a Minecraft video)


For the pressure plate, HybridDog is right :
Hybrid Dog wrote:the pressure plates of mesecons also notice if items are dropped onto them.


For the detector, why not ? But, I don't really see its utility... But, I am going to create a detector wich detects ALL entitys (items dropped, monsters, etc) !

Hybrid Dog wrote:How about a mesecons jammer, which disables emitting mesecons signals in its radius?


"Emitting mesecons signals", only for wireless "virtual signal" or for all mesecons conductors ?
For wireless, it's possible (and it's a very good idea !), I am going to do that too !
For mesecons, it's very difficult (I would have to override the mesecons code), and mesecons will be more slowly... I think it's not good.

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Tue Sep 08, 2015 18:30
by mtmodder148
+1
Awesome mod!
It'd be cool if you could adjust the delay of each port of the dual delayer, in game.

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 09, 2015 06:15
by Martno
Hybrid Dog wrote:the pressure plates of mesecons also notice if items are dropped onto them.

Oh my god, I totally forgot that :) Thanks!

Another idea (related to the previous): wallmounted pressure plates, or some kind of sensors, that send a mesecon signal, when hit by an arrow (from throwing mod). Is that possible?

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 09, 2015 10:40
by Hybrid Dog
Palige wrote:For the detector, why not ? But, I don't really see its utility... But, I am going to create a detector wich detects ALL entitys (items dropped, monsters, etc) !

How about a detector which you can configure to detect specific items?

Palige wrote:"Emitting mesecons signals", only for wireless "virtual signal" or for all mesecons conductors ?
For wireless, it's possible (and it's a very good idea !), I am going to do that too !
For mesecons, it's very difficult (I would have to override the mesecons code), and mesecons will be more slowly... I think it's not good.

l actually thought about overwriting some mesecons emit signal function but l don't know if it exists. So wires would still transfer the signal through the jammer's area but can't enable a piston (if it works this way).

Martno wrote:
Hybrid Dog wrote:the pressure plates of mesecons also notice if items are dropped onto them.

Oh my god, I totally forgot that :) Thanks!

Another idea (related to the previous): wallmounted pressure plates, or some kind of sensors, that send a mesecon signal, when hit by an arrow (from throwing mod). Is that possible?

Try the crossbow of the shooter mod, idk exactly, maybe it can be used to enable switches.
https://github.com/stujones11/shooter

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 09, 2015 10:54
by Palige
Now there is a entity detector ! You can precise the entity to detect with its itemstring (for example, "mobs:rat").
To detect a dropped item, write "__builtin:item".
To detect a specific dropped item, write the itemstring of the item (for example "default:cobble").
I think you can use it to detect arrows (set the radius to 1 and write the itemstring of the arrow, "throwing:arrow" I think).

mtmodder148 wrote:It'd be cool if you could adjust the delay of each port of the dual delayer, in game.

Hmm, the dual delayer time is designed to make "double extenders" with pistons. I think if you connect dual delayer to mesecons delayer or moremesecons temporarygate, you can adjust the delay of each port.

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 09, 2015 12:03
by mtmodder148
Ah I didn't even think about that. Thanks!

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Wed Sep 09, 2015 18:58
by Martno
Palige wrote:Now there is a entity detector ! You can precise the entity to detect with its itemstring (for example, "mobs:rat").
To detect a dropped item, write "__builtin:item".
To detect a specific dropped item, write the itemstring of the item (for example "default:cobble").
I think you can use it to detect arrows (set the radius to 1 and write the itemstring of the arrow, "throwing:arrow" I think).

Awesome! Thanks!

Re: [Mod] MoreMesecons [moremesecons]

PostPosted: Thu Sep 10, 2015 18:03
by Palige
Now there is a wireless jammer !
It can disable wireless receptors in a radius of 15 nodes (changeable by the server admin).
I will test a total mesecons jammer (in fact it would be quite simple to do) to see if it really slows mesecons.

mtmodder148 wrote:Ah I didn't even think about that. Thanks!
Martno wrote:Awesome! Thanks!

You're welcome ;-)