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[Mod] wireworld [wireworld]

PostPosted: Tue May 24, 2016 23:58
by pithy
Wireworld for Minetest. Punch mese with torch.

Re: [Mod] wireworld [wireworld]

PostPosted: Wed May 25, 2016 20:16
by MineYoshi
Screenshots?

Re: [Mod] wireworld [wireworld]

PostPosted: Wed May 25, 2016 21:44
by pithy
MineYoshi wrote:Screenshots?

here is a xor gate
Image

Re: [Mod] wireworld [wireworld]

PostPosted: Wed May 25, 2016 23:25
by MineYoshi
I tested it, works good for me...

Great Job!

Re: [Mod] wireworld [wireworld]

PostPosted: Thu May 26, 2016 01:56
by kaeza
Someone beat you to it by more than 3 years :P

Still nice. Not sure if the old one still works anyway.

Re: [Mod] wireworld [wireworld]

PostPosted: Thu May 26, 2016 02:30
by pithy
kaeza wrote:Someone beat you to it by more than 3 years :P

Still nice. Not sure if the old one still works anyway.

LOL maybe I should look for an existing mod before I try to make a new mod.
That way I don't have to ask stupid questions on how to do things on the forums,
and then find what i'm looking for on google any way.

Re: [Mod] wireworld [wireworld]

PostPosted: Thu May 26, 2016 15:26
by pithy
update: Wireworld can now detonate tnt.

Re: [Mod] wireworld [wireworld]

PostPosted: Thu May 26, 2016 16:06
by Naj
Fun !
With the same principle, you could implement Conway's Game of Life.

Re: [Mod] wireworld [wireworld]

PostPosted: Sun May 29, 2016 21:56
by pithy
update: you can now start and stop circuits in a non global manner.

To do so just place a wireworld switch node next to your circuit and rightclick it.

Re: [Mod] wireworld [wireworld]

PostPosted: Mon May 30, 2016 14:05
by cd2
+1