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

theoluk
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by theoluk » Sun May 11, 2014 18:48

Are there any older versions of mesecons that would run on 0.4.7? I will install the one you said but I am just wondering.
Thank You
 

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Jeija
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Jeija » Sun May 11, 2014 19:03

There is this quite old one that might work: http://mesecons.net/stables/2012-08-16.zip

In general I recommend to use git reset (http://git-scm.com/docs/git-reset). You need to execute it in the mesecons folder to revert git commits made to mesecons. That way, you can revert to any version of mesecons. If you don't know how to do that, just download the version provided or update your minetest.
 

theoluk
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by theoluk » Sun May 11, 2014 19:07

Thank You So Much. I will try that.
 

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JoshMars
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Players in lua controller

by JoshMars » Sat May 17, 2014 23:32

Is there an easy way to get the nearest player in lua?
 

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Jeija
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Jeija » Sun May 18, 2014 05:57

This is definitely not the right place to ask, JoshMars.
You should ask that in the IRC or in some topic in Modding General. You will propably need to iterate through a list of all players and calculate their distances to your position manually.
 

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Re: Players in lua controller

by Evergreen » Sun May 18, 2014 11:59

JoshMars wrote:Is there an easy way to get the nearest player in lua?

You could use something like this: http://dev.minetest.net/get_objects_inside_radius
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by golthem » Mon May 19, 2014 17:34

Is the wireless setup working? I wasn't able to find crafting and when I opened the lua file up I noticed it was set to unlisted.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Inocudom » Mon May 19, 2014 23:15

Does mesecons use voxel manipulation for any reason? If not, are there plans for it too?
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Temperest » Mon May 19, 2014 23:18

Not really, it wouldn't help much since it deals with metadata so much. That said, it could potentially be used to keep the chunks of a circuit loaded so they still work when far away from any players. These "world anchors" could potentially be very useful, but we need to determine a good way to implement this without breaking gameplay first.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Achilles » Sat Jun 07, 2014 18:38

Can we get projectors on this mod?

I was thinking of having some sort of projector to project an image of a block. It would be helpful for traps and etc...
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Achilles » Mon Jun 09, 2014 20:59

Or maybe could we have ghost blocks that look like other blocks. So you put a ghost block in your inventory and say a mese block and you get a ghost mese block. It would work extremely well for hidden houses that need traps and etc...
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by lunisol » Wed Jun 18, 2014 08:23

I was wondering if someone could tell me how to create a working T flip-flop. I have no experience in working with circuits or coding but from what I've seen I need to do some sort of coding with the lua controller.
I tried making one the simple way like you can in MC but it just caused both pistons to extend at the same time pushing one back.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Wed Jun 18, 2014 18:05

You could put a delay on one of the pistons even more than one if needed.

I needed to put two delays on a piston after the power plant and put them in a loop with a nand gate in order to send the piston in and out in a manner that would allow it to be filled. I was trying XDGAMERZzZ skyblock map and one of the challenges was to set up a piston to move stone out in an auto cobblestone generator. The only problem is that it doesn't break the cobblestone and the limited set of mesecons he had in his mods didn't include the nodebreaker so it wasn't an auto cobblestone generator.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by lunisol » Wed Jun 18, 2014 20:29

I'm basically trying to build THIS, but in Minetest. I can make the auto-stone generator, but cant get the T-flipflop to work correctly. and putting a delay on it wouldn't toggle it would it? I would think that would make it both flip and flop with the same button press.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Evergreen » Wed Jun 18, 2014 22:44

lunisol wrote:I'm basically trying to build THIS, but in Minetest. I can make the auto-stone generator, but cant get the T-flipflop to work correctly. and putting a delay on it wouldn't toggle it would it? I would think that would make it both flip and flop with the same button press.

You really can't build that in minetest because "BUDs" don't exist. Torches don't work the same way in mesecons as they do in redstone either. As for the t-flipflop, just use a microcontroller.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by lunisol » Thu Jun 19, 2014 00:33

Evergreen wrote:
lunisol wrote:I'm basically trying to build THIS, but in Minetest. I can make the auto-stone generator, but cant get the T-flipflop to work correctly. and putting a delay on it wouldn't toggle it would it? I would think that would make it both flip and flop with the same button press.

You really can't build that in minetest because "BUDs" don't exist. Torches don't work the same way in mesecons as they do in redstone either. As for the t-flipflop, just use a microcontroller.

Well what would I need to do in order to make it? And I don't know how to use the microcontroller, I barely know any coding at all.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 4aiman » Fri Jun 20, 2014 15:50

There is a tutorial within mesecons mod folder :)
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Fri Jun 20, 2014 23:20

You can make a kind of flip-flop circuit if you want look at these two pictures, you can ignore the delays and nand gate that I have in there. Just put both on the same circuit and put the lead to one of them on a not gate. That way whenever the on piston is on, the other piston is off. To get it to work perfectly, you may need to adjust them with a delay or something but maybe not. Depends on the speed of your system and what you have going on. Here are the two images.

Regular piston is on:

Image


Not gated piston is now on:

Image
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by orexisx89 » Sun Jun 22, 2014 08:00

I'm having a problem getting mesecons to work properly, The mod will show in the list, I select it, hit activate, it will refuse to write to the world.mt file saying no changes would be made.

I can get the mod to work by modifying the file manually, but once I exit a world, I have to go and edit the file again because it will write the line back to false.

this happens both in windows and in Linux.

Verion is 0.4.9
NOTE: all other mods are deactivated during this process, I also tried removing all other present mods from the mods folder to see if there might have just been a weird conflict.

Here is a video of the problem I'm having

https://www.youtube.com/watch?v=o5oE1mk ... e=youtu.be

any help greatly appreciated
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Nore » Sun Jun 22, 2014 08:47

This is a bug with Minetest modpack handling, when the modpack has the same name as a mod.
You can try to rename the modpack folder to a different name, or to use a dev version of Minetest, since the bug has been fixed in it IIRC.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by orexisx89 » Sun Jun 22, 2014 10:31

I updated to the dev build and it solved several small problems I had been encountering with the mods, thank you for the heads up, glad to know it wasn't just me, and that it's been fixed.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by lunisol » Mon Jun 23, 2014 11:17

LionsDen wrote:You can make a kind of flip-flop circuit if you want look at these two pictures, you can ignore the delays and nand gate that I have in there. Just put both on the same circuit and put the lead to one of them on a not gate. That way whenever the on piston is on, the other piston is off. To get it to work perfectly, you may need to adjust them with a delay or something but maybe not. Depends on the speed of your system and what you have going on. Here are the two images.

Regular piston is on:

Image


Not gated piston is now on:

Image

that looks like it may work, but I'm not quite sure i understand what causes the switch in which piston is fired.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Mon Jun 23, 2014 16:39

The piston on the not gate is activated when there is no signal/power coming to it. The piston without the gate is only activated when there is a signal/power coming to it.

The part with the nand gate if you want a slight explaination is nest.

A nand gate is like a not gate and an and gate combined. It only lets the signal/power through when only one of the inputs is getting a signal/power. So with the constant signal/power to one of the inputs of the nand gate the other input is used to control whether it is on or off. In the picture you can see that I have a branch after the nand gate, one going to the pistons, the other to a couple of delays that have been punched to the maximum delay time. So when the signal/power is coming from the nand gate it goes and activates the regular piston and also send the signal/power to the first delay. After a set amount of time, the signal/power is passed on from the first delay to the second delay to make it last longer. After another set amount of time, the second delay passes the signal/power to the nand gate. This will then be providing the signal/power to the second input of the nand gate. Since there is a constant source of signal/power on the first input it will turn off the signal/power coming from the nand gates output. This will turn off the normal piston and activate the not piston since the not gate only provides signal/power when it isn't receiving any signal/power. Since the delays are still passing the signal/power from the last on cycle it will stay like this until the signal/power has finished moving through the delays. When the signal/power finishes it's path through the delays, the nand gate again has signal/power on only one of it's inputs so it starts outputting the signal/power again. The circuit just keeps repeating this pattern indefinitely.

Hope this explanation helps you out with what you are trying to do. For a bonus, I will talk about the or, and, xor, and the diode gate below.

The or gate will send a signal/power out of it's output whenever it is receiving a signal/power on one of it's inputs. It has two inputs.

The and gate will send a signal/power out of it's output whenever it is receiving a signal/power on both of it's inputs. It also has two inputs.

The xor gate will send a signal/power out of it's output whenever it is receiving a signal/power on only one of it's inputs. It also has two inputs. This is effectively just like the nand gate in effect so make whichever one is cheaper for you.

The diode gate is a little different in that it only has one input. The diode gate only lets the signal/power through one way. If you have a signal/power coming into it's input it will allow it to go through the output. But if you have a signal/power coming into it's output, it wont let it go through it's input and on. Calling a diode to have an input and output doesn't really make sense but since that is terminology that I have already used I figured I needed to use it on this as well. Basically a diode can be put in any direction but will only let the signal/power flow in one direction. There are reasons this is a good thing but tend to be useful only for advanced circuits.

Oh and the not gate is special in that it has only one input and one output. Sort of like the diode but is far more useful in even simple circuits.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by hampa16 » Wed Jun 25, 2014 03:42

Do these work for minetest 0.4.9?
Last edited by kaeza on Wed Jun 25, 2014 04:46, edited 1 time in total.
Reason: Please don't over-quote.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Wed Jun 25, 2014 21:11

I don't know about the stable release but I was using the indev version of sfan5's but also the modified version used in XDGAMERZzZ Skyblock map. It probably does work as I haven't heard of any recent changes but I haven't checked the github repository to see if there have been any.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by hampa16 » Thu Jun 26, 2014 07:35

LionsDen wrote:I don't know about the stable release but I was using the indev version of sfan5's but also the modified version used in XDGAMERZzZ Skyblock map. It probably does work as I haven't heard of any recent changes but I haven't checked the github repository to see if there have been any.
How do I download mods and enable them for my worlds with no errors
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by lunisol » Mon Jun 30, 2014 23:09

LionsDen wrote:
+ Spoiler


thank you, so am I correct in my understanding that the circuit will continue with or without any input from the player? I don't want the trapdoor opening unless I specifically hit the button.

also on an unrelated note, I like your texture, which one is it?
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Tue Jul 01, 2014 00:49

If the button produces a signal continuously when on and none when off, then yes. If it just sends a quick signal on and then off when the button is pushed then you need something that would start a continuous signal until it receives another signal to turn it off. If the button just passes any signal through when on then just have a power plant on the other side and it will pass it on.

As for the texture pack, it is Summerfields.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by DeepGaze » Mon Jul 14, 2014 19:19

Is it possible to make :
1: Diagonal piston; moves a block towards the player whilst being underneath
2: settable piston; when punched you can type a number for it to move the block
3: hologram; ghost-stone that imitates the texture of another block(when it is its "inventory"
there's no place like 127.0.0.1
The deep life Minetest text page
minetest cards
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Mon Jul 14, 2014 21:28

Maybe as a mod DeepGaze but I don't know about with mesecons, I kind of doubt it.
 

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