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[Mod] Meseconductors [meseconductors]

PostPosted: Sat Nov 14, 2015 18:40
by rubberduck
Download: https://platen-software.de/sebastian/mi ... ors-v3.zip
Source: https://notabug.org/rbduck/minetest-meseconductors

license:
code GPL, art mostly CC0, see included README.md

depends on: mesecons, default, dye
recommends: technic

done since version 2: lots of bugfixes, more supported mods, added lamps and lights activated by mesecon-signals


this is a mesecons-conducting block mod, it adds a mesecon conducting version of different blocks
it supports a lot of blocks/nodes from other mods too, you can also disable the integration of various mods

you can hide the mesecon wires this way, you could even add mesecon-lamps on ceiling or wall and you don't need expensive meseblocks, recipes are less expensive.

currently supported mods for conducting nodes:
default, moreblocks, building_blocks (part of homedecor_modpack), glooptest, gloopblocks, quartz
moretrees, technic, ethereal, moreores, castle

this version has different lamps and lights that work with mesecons, there are mesecon-activated versions of existing light emitting nodes (for example the default meselamp or homedecors glowlights)

there is a setting if conducting (state on!) blocks are highlighted like meseblocks, but this is disabled by default.
Since Version 3 there is a setting: use_creative_inventory, default enabled. In future there will be some kind of crafting guide (extra node) showing the recipes.

the recipes have changed a bit, they are divided into groups (soft, wood, stone, block), nodes inside a group use the same type of recipe. you can view the recipes in the game (if the setting "use_creative_inventory" not disabled) or you can view it in crafting.lua



a few of the supported nodes
Image

lights /lamps added in version 0.3, some lights come from other mods, which only emit light, when they get a mesecon-signal

Image

Re: [Mod]Meseconductors[meseconductors]

PostPosted: Tue Nov 17, 2015 19:04
by Hybrid Dog
rubberduck, l guess to fix the texture bug, you need to use table.copy() for the tiles of the original node, else you modify its tiles too, l guess the changed tiles only affect those nodes if they get redefined, e.g. via minetest.override_node

Re: [Mod]Meseconductors[meseconductors]

PostPosted: Sat Nov 21, 2015 14:34
by rubberduck
Hybrid Dog wrote:rubberduck, l guess to fix the texture bug, you need to use table.copy() for the tiles of the original node, else you modify its tiles too, l guess the changed tiles only affect those nodes if they get redefined, e.g. via minetest.override_node


thx, that fixed it. i start with making crafting recipes now, some can only be alloyed (when technic is installed)

Re: [Mod]Meseconductors[meseconductors]

PostPosted: Fri Dec 04, 2015 18:50
by rubberduck
i updated this mod now, for more information see the first post.

Re: [Mod]Meseconductors[meseconductors]

PostPosted: Sat Oct 22, 2016 19:07
by azekill_DIABLO
awesome mod!!

Re: [Mod] Meseconductors [meseconductors]

PostPosted: Fri Oct 28, 2016 15:54
by rubberduck
i updated this mod again, with more supported nodes and with light nodes that emit light when they get a mesecon-signal.