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

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Jeija
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by Jeija » Thu Mar 01, 2012 13:15

4.) Particles mod uses ABMs; This doesn't really work here for some reasons (a line of 10 repeaters would be the same delay as 1)
Redstone for minetest: Mesecons (mesecons.net)
 

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jordan4ibanez
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by jordan4ibanez » Thu Mar 01, 2012 13:33

how about have the circuit hold off? like delay pushing it out by 2 or 3 seconds?
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kahrl
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by kahrl » Thu Mar 01, 2012 13:33

4) Working on it :)
 

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Jeija
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by Jeija » Thu Mar 01, 2012 13:34

YAY, thanks a lot kahrl!!!!! :D
Redstone for minetest: Mesecons (mesecons.net)
 

Temperest
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by Temperest » Thu Mar 01, 2012 21:47

Jeija wrote:1) Should I split this mod (like animals) so that every single item is just an addon for the core mod?


I personally find it a bit unwieldy, but maybe bigger things like pistons or movestones should.

Jeija wrote:2) Is there someone who is able to create a "meseconlike" drawtype so that mesecons going up/down the hill look better (I tried that and failed :( )


Maybe "raillike" should be extended for this instead of creating a new drawtype? I think rails could use the same improvement mesecons needs in terms of drawing, namely to draw differently on sloped surfaces.

Jeija wrote:3) I think this mod is nearly finished, or what do you think? What new core features would you like to have apart from 2?


I agree that some sort of delay mechanism is needed, otherwise it looks great! One thing to consider for the future is faster circuit calculation, though; I'm working on a 2D mesecons simulator and I've worked out a "power source connectivity" method that's pretty darn fast. Pretty soon I hope I can have something I can show.

Jeija wrote:Of course I know that c55 and kahrl decide on the c++ stuff. So it is your decision if this can be added to minetest or not!


I for one would LOVE to see this included by default. Not only can you do some amazing things with it, but it also enhances normal gameplay since it makes MESE useful for something other than just tools.

Edit: Also more effectors! Integrate with your Throwing mod and have arrow shooters! The possibilities are expanded a lot with a few well designed mesecon devices.
Last edited by Temperest on Thu Mar 01, 2012 21:49, edited 1 time in total.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by jordan4ibanez » Thu Mar 01, 2012 22:02

I agree that some sort of delay mechanism is needed, otherwise it looks great! One thing to consider for the future is faster circuit calculation, though; I'm working on a 2D mesecons simulator and I've worked out a "power source connectivity" method that's pretty darn fast. Pretty soon I hope I can have something I can show.

good
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Death Dealer
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by Death Dealer » Fri Mar 02, 2012 00:51

i wont let me make a movestone.. what is it made of?
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by Temperest » Fri Mar 02, 2012 01:58

Death Dealer wrote:i wont let me make a movestone.. what is it made of?


Here's the craft recipe, as it is shown in the first post:

Image

If that does not work, try using the /giveme command.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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Death Dealer
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by Death Dealer » Fri Mar 02, 2012 02:31

Temperest wrote:
Death Dealer wrote:i wont let me make a movestone.. what is it made of?


Here's the craft recipe, as it is shown in the first post:

Image

If that does not work, try using the /giveme command.



tryed this again.... its the mod.
/giveme says" Server: -!- error: cannot give unknown item"
i dont know whats up. ill try with a fresh copy of minetest.

it was user error:/ blocks are stone.
Last edited by Death Dealer on Sun Mar 04, 2012 19:32, edited 1 time in total.
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by evildrummer » Sun Mar 04, 2012 19:27

make a zip for 0.5
 

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Jeija
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by Jeija » Sun Mar 04, 2012 19:30

Just download it from GitHub. See the links in the first post :) .
Last edited by Jeija on Sun Mar 04, 2012 19:40, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by evildrummer » Sun Mar 04, 2012 19:41

Jeija wrote:Just download it from GitHub. See the links in the first post :) .

thanks man
 

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by cosarara97 » Sun Mar 04, 2012 20:31

Temperest wrote:Here is a seven segment display with hexidecimal input, using line selectors and conductive patterns:

Image

On the right side you can see two of the four memory cell towers, holding 1 byte each. Here are the schematics for the memory cell:

Image

If anyone wants to see the world for themselves, I can upload it.


Hexadecimal input or output? :)
:D
 

Temperest
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by Temperest » Sun Mar 04, 2012 20:56

cosarara97 wrote:Hexadecimal input or output? :)


Binary input, hexidecimal display. The input is at the back of the tower.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by cosarara97 » Sun Mar 04, 2012 21:20

I have uploaded my (ugly) 8 bit adder, in a worldedit file (it's compressed in a .gz):
http://www.mediafire.com/?cusruh01lukka4o
http://dl.dropbox.com/u/57504822/8bit_adder.gz
Image
:D
 

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Death Dealer
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by Death Dealer » Sun Mar 04, 2012 22:36

why doesn't this work
X_________
0
----------------X

X=switch(on)
-- = cord
0= movestone

block goes crazy.
it should just stop the block where its at.
Last edited by Death Dealer on Sun Mar 04, 2012 22:37, edited 1 time in total.
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Jeija
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by Jeija » Mon Mar 05, 2012 11:57

You mean when the movestone stops or starts it sometimes jumps?
That's right and it may be fixed (See the first post).
First of all I got some major code reorganization for this mod to do.
Last edited by Jeija on Mon Mar 05, 2012 12:19, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Death Dealer » Mon Mar 05, 2012 15:35

Jeija wrote:You mean when the movestone stops or starts it sometimes jumps?
That's right and it may be fixed (See the first post).
First of all I got some major code reorganization for this mod to do.


i was saying it should just stop. this confiuation makes the bock kinda freak out and it either gets stuck inbetween blocks or it moves to a random location and pushes blocks out of the way. this has even corrupted my game doing this.
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Jeija
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by Jeija » Mon Mar 05, 2012 18:26

Commited MAJOR code reorganization - Check it out on GitHub!
That crap took me 3 hours. Finally!

I removed the wireless stuff (well just put it as "dev" and disabled - will be enabled as soon as it works again)
If you want to, check if
1) it is fully compatible with older mod versions
2) there are any bugs (especially in crafting recipes)

Now it is even easier to create your own module! Modules can be optionally removed and added.
I will add some description of these changes in the first post as soon as this gets
Last edited by Jeija on Mon Mar 05, 2012 18:27, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Jordach » Mon Mar 05, 2012 18:57

What!?!?!?!?!??!?!?!?!?!

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by Jeija » Mon Mar 05, 2012 19:17

Why What?
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by Jordach » Mon Mar 05, 2012 19:18

Is it faster, what exactly now works better??

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by Jeija » Mon Mar 05, 2012 19:19

No it is modular, just have a look at GitHub to find it out.
No new features, except from developer features.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Temperest » Mon Mar 05, 2012 22:07

I think we should have each mod include their own textures instead of splitting it into mesecons_textures, since the point of modularity is to be able to exchange, remove, or add modules at will.

Also, the new update looks great! This will also make it easier to implement the faster circuit calculation method I've been thinking about.
Last edited by Temperest on Mon Mar 05, 2012 22:08, edited 1 time in total.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Jordach » Mon Mar 05, 2012 22:42

hmm, i will have a look, just give us a tutorial. ;)

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by Jeija » Tue Mar 06, 2012 15:48

Well, Temperest, you're also right. I made an extra folder with mesecons_textures to make it simpler to install texture packs for mesecons. Addons can still use their own texture. What do you think about that? What do you others think?

@Temperest
How do you think that faster calculation of circuits should work? Yes, I read your post about it. How does this method work? At the moment I use recursion for the calculation. The only way I see to make it faster is 1) Use a loop (but I guess this would just make it like 1 ms faster) or save the circuit in a SQL database (this would be too complicated in my opinion).
So what do you propose?
Redstone for minetest: Mesecons (mesecons.net)
 

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by Lunarhiro » Tue Mar 06, 2012 16:26

Aww...I tried turning off a mesecon torch...by connecting it to another flowing energy conductor... however they don't turn off? ;_; So now I gotta use pistons/Water Turbines to make things that should be on to be like (closed doors), open when I activate the piston. Kinda annoying xD
 

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by Jeija » Tue Mar 06, 2012 16:27

Can you post the map? How did you try it?
It has to be
-O>

-=Mesecon
O=Some other block
>=mesecon torch
Did you try it that way?
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by Lunarhiro » Tue Mar 06, 2012 21:34

ah...no I did'nt.

Simply tried it

o>------
-
[off]

the o was a sticky piston that I wanted to be pushed out until the torch was turned off by using the [off] (Switch that I flipped to on). So eventually it looked like this.

[]=o>-------
-
[off] (The torch is still on, and the block is still pushed out)


then I flipped the switch

[]=o>-------
-
[on] (The torch is still on, and the block is still pushed out...... not what I wanted) xD

Okay so I'll try to remember your way of doing it. Mesecon[Dirt]Torch....got it xD
 

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by Temperest » Tue Mar 06, 2012 23:38

Jeija wrote:Well, Temperest, you're also right. I made an extra folder with mesecons_textures to make it simpler to install texture packs for mesecons. Addons can still use their own texture. What do you think about that? What do you others think?


I see why now, but I'm still a bit apprehensive about this method. There are valid reasons both ways.

Jeija wrote:@Temperest
How do you think that faster calculation of circuits should work? Yes, I read your post about it. How does this method work? At the moment I use recursion for the calculation. The only way I see to make it faster is 1) Use a loop (but I guess this would just make it like 1 ms faster) or save the circuit in a SQL database (this would be too complicated in my opinion).
So what do you propose?


Well since I originally had that idea for the standalone MeseconEdit program, it needs a bit of modification to work in the mod. Basically what I'm thinking is a table containing the coordinates of mesecon nodes as well as their power count (see that post for a more detailed explanation of power counts). Basically this table would start off empty and as nodes are turned on or off, it gradually fills up with node power counts and speeds up circuit calculation for those nodes (instead of using is_connected_to_power_src, which is called far too many times currently, we simply lookup the table entry and that will tell us whether it is connected to power). Of course, to maintain the power count we still must recalculate as we do now when we are removing mesecon, but normal operation should be faster.

The current code for MeseconEdit describes this better than I could write here. The relevant section is in the Mesecon.ahk file. I would like to help with this feature myself once I get a bit more familiar with Lua, but for now I'll do my best to describe this in as much detail as possible.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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