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

Temperest
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by Temperest » Sun Mar 18, 2012 17:49

xyz wrote:Meselamps do not work, fix it please.


Fixed.
WorldEdit 1.0 released

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

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bgsmithjr
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by bgsmithjr » Tue Mar 20, 2012 19:51

Idea for wireless.
Have a number on the inverter, transmitter, or receiver. Every time you punch the block it increases by one; this is it's channel. A transmitter on channel 1, is received by inverters and receivers on channel 1.
 

Temperest
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by Temperest » Tue Mar 20, 2012 22:12

bgsmithjr wrote:Idea for wireless.
Have a number on the inverter, transmitter, or receiver. Every time you punch the block it increases by one; this is it's channel. A transmitter on channel 1, is received by inverters and receivers on channel 1.


We already have channels; if you place a transmitter on glass, only receivers placed on glass will receive signals from this transmitter. I personally think this is easier to use than explicit numbers.
WorldEdit 1.0 released

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

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by Gatharoth » Tue Mar 20, 2012 22:27

Temperest wrote:
bgsmithjr wrote:Idea for wireless.
Have a number on the inverter, transmitter, or receiver. Every time you punch the block it increases by one; this is it's channel. A transmitter on channel 1, is received by inverters and receivers on channel 1.


We already have channels; if you place a transmitter on glass, only receivers placed on glass will receive signals from this transmitter. I personally think this is easier to use than explicit numbers.



Easier to use, yes. But purposes a limit, where as explicit numbers wouldn't have this limit, but wouldn't be very easy on the end-user.

With numbers, you could have a channel for every node in the entire world, which is roughly 238,328,000,000,000(1) channels. Course that would roughly be the entire world of nothing but transmitters, and no room for a player, or any other nodes.

Both cases have strong points and weak points.

notes:
(1): Rough estimate based on the statement "Almost infinite world (limited to +-31000 blocks in all directions at the moment)" 62,000^3
Last edited by Gatharoth on Tue Mar 20, 2012 22:30, edited 1 time in total.
 

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by Gatharoth » Tue Mar 20, 2012 22:57

Here's a bug I noticed while playing in singleplayer (not advanced!). For what ever reason, I cannot dig any of the mesecons' nodes. Tried all tools in default, as well as barehanded. Cannot dig them up.
 

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by bgsmithjr » Tue Mar 20, 2012 23:59

replace all the digprop blah blah stonelike
with groups = {snap=1, crackle=2, pop=3}
lol. cracky, snappy, crumbly
 

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by Sartan » Wed Mar 21, 2012 08:25

Can give on a reference on the working version of transmitters, receivers and Inverters?
 

Temperest
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by Temperest » Thu Mar 22, 2012 21:52

Gatharoth wrote:Here's a bug I noticed while playing in singleplayer (not advanced!). For what ever reason, I cannot dig any of the mesecons' nodes. Tried all tools in default, as well as barehanded. Cannot dig them up.


This has been fixed, and mesecons is now compatible with the latest build.
Last edited by Temperest on Thu Mar 22, 2012 21:53, 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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Jeija
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by Jeija » Fri Mar 23, 2012 15:24

Wow thanks a lot Temperest!! This must have been a lot of work!!!
Btw I'm back now and I'm really surprised and happy about the progress that minetest has made.
Redstone for minetest: Mesecons (mesecons.net)
 

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by mrgasp » Fri Mar 23, 2012 16:28

Temperest wrote:
Gatharoth wrote:Here's a bug I noticed while playing in singleplayer (not advanced!). For what ever reason, I cannot dig any of the mesecons' nodes. Tried all tools in default, as well as barehanded. Cannot dig them up.


This has been fixed, and mesecons is now compatible with the latest build.


Thank you, my server is fixed now :D
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by Temperest » Fri Mar 23, 2012 19:58

Jeija wrote:Wow thanks a lot Temperest!! This must have been a lot of work!!!
Btw I'm back now and I'm really surprised and happy about the progress that minetest has made.


Indeed, the new day/night cycles are simply awesome :)

Topic Title wrote:Minetest-c55 Forums » Mod Releases » [Mod] Mesecons (= redstone) [0.5] [jeija]


Maybe this title should be changed to reflect the new state of Mesecons? Seeing as how it's a modpack now and has the prefix "mesecons".
WorldEdit 1.0 released

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

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by sfan5 » Fri Mar 23, 2012 20:08

+1
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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Jeija
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by Jeija » Fri Mar 23, 2012 20:52

The title will be changed as soon as the new version is marked as "stable". I will then create a zip package and publish it as a download in the first post.
Redstone for minetest: Mesecons (mesecons.net)
 

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by sfan5 » Fri Mar 23, 2012 20:57

Is the Lightstone already updated?
Mods: Mesecons | WorldEdit | Nuke
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Jeija
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by Jeija » Fri Mar 23, 2012 20:59

Should be
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-  material = minetest.digprop_stonelike(0.5),
+  groups = {crackly=2},
-   material = minetest.digprop_stonelike(0.5)
+  groups = {crackly=2},
Redstone for minetest: Mesecons (mesecons.net)
 

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by sfan5 » Fri Mar 23, 2012 21:11

That's good!
Mods: Mesecons | WorldEdit | Nuke
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by sdzen » Sat Mar 24, 2012 23:52

crackly? doesnt work that well for me and this has been asked before im sure but how are pistons set vertically?
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by bgsmithjr » Sun Mar 25, 2012 03:02

Can you make XOR Gate with this mod? I mean, for example if a piston is connected to two switches, when one switch turns on the other turns off, and the piston expands? I can only think of using an inverter but your wireless inverter does not change the power state of switches. When I connect the piston to two switches, if one switch is 'on' the other doesn't function. I want the switches to alternate, is XOR Gate the correct term for what I want?
Last edited by bgsmithjr on Sun Mar 25, 2012 03:07, edited 1 time in total.
 

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Jeija
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by Jeija » Sun Mar 25, 2012 06:20

Switches can't be turned off or on, they are a receptor, but not an effector. You can only use e.g. a mesecon torch or Temperest's socket/plug inverter as an inverter.
Redstone for minetest: Mesecons (mesecons.net)
 

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by bgsmithjr » Sun Mar 25, 2012 07:50

A circuit breaker, turns power on and off but if overloaded shuts itself off, I am using buttons from previous version are those switches? I want to make an automatic door that has a button inside and outside but I can't do it.
 

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RabbiBob
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by RabbiBob » Sun Mar 25, 2012 11:49

I've learned how to swap the state of a node this morning to turn nodes in my bobblock on or off.

I would like to make them mesecon compatible and I've seen the following in temperest.lua

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
mesecon:add_receptor_node("jeija:mesecon_inverter_on")
mesecon:add_receptor_node_off("jeija:mesecon_inverter_off")


Would adding the following (one for each block type I have) be all that is needed to allow for an on/off state to be used with mesecons?

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
mesecon:add_receptor_node("bobblocks:redblock")
mesecon:add_receptor_node_off("bobblocks:redblock_off")
mesecon:add_receptor_node("bobblocks:blueblock")
mesecon:add_receptor_node_off("bobblocks:blueblock_off")
 

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Jeija
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by Jeija » Sun Mar 25, 2012 11:53

If you did that, the bobblocks would be a power source. Have a look at the beginning of the init.lua of 'mesecons'. There is some short documentation for mesecons developers. Your bobblock is an effector I guess (it can be turned on & off). Therefore I added these functions:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--EFFECTORS
--
--A receptor is a node that uses power and transfers the signal to a mechanical, optical whatever
--event. e.g. the meselamp, the movestone or the removestone.
--
--There are two callback functions for receptors.
--    # function mesecon:register_on_signal_on (action)
--    # function mesecon:register_on_signal_off(action)
--
--These functions will be called for each block next to a mesecon conductor.


Now you should define 2 types of bobblocks for each bobblock: An on-state one and an off-state one. Add these on a mesecons ignal change. You may want to have a look at the lightstone stuff or for a very easy example removestone.
Redstone for minetest: Mesecons (mesecons.net)
 

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RabbiBob
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by RabbiBob » Sun Mar 25, 2012 13:36

Thank you. From reading, I believe I would need something along the following, which I'll install everything later and test.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
mesecon:register_on_signal_on(function(pos, node)
    if node.name=="bobblocks:redblock_off" then
        <perform the swap>
    end

mesecon:register_on_signal_off(function(pos, node)
    if node.name=="bobblocks:redblock" then
        <perform the swap>
    end
 

Temperest
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by Temperest » Sun Mar 25, 2012 14:13

bgsmithjr wrote:Can you make XOR Gate with this mod? I mean, for example if a piston is connected to two switches, when one switch turns on the other turns off, and the piston expands? I can only think of using an inverter but your wireless inverter does not change the power state of switches. When I connect the piston to two switches, if one switch is 'on' the other doesn't function. I want the switches to alternate, is XOR Gate the correct term for what I want?


See here for a reference mesecons implementation of 6 different common logic constructs, including an XOR gate.

See here for a tutorial on how to derive these gates from their logical definitions.
WorldEdit 1.0 released

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

cosarara97
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by cosarara97 » Sun Mar 25, 2012 18:48

I can't remove pressure plates. Is this a bug or I'm doing something wrong?
Minetest version: 0.4.dev-20120320
Mesecons version: the last from github
If I remove the pressure plates folder, I can break the unknown blocks but they just become invisible, and when I install the folder again they reappear D:
:D
 

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Jeija
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by Jeija » Mon Mar 26, 2012 11:43

Might be a bug. Will check that later today or tomorrow.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Death Dealer » Mon Mar 26, 2012 14:47

cosarara97 wrote:I can't remove pressure plates. Is this a bug or I'm doing something wrong?
Minetest version: 0.4.dev-20120320
Mesecons version: the last from github
If I remove the pressure plates folder, I can break the unknown blocks but they just become invisible, and when I install the folder again they reappear D:

I had the same ver. With the same problem but with switches and move stones.
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Jeija
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by Jeija » Mon Mar 26, 2012 14:56

Switches and Movestones should work when using the latest git version.
Pressure Plate bug confirmed.
Redstone for minetest: Mesecons (mesecons.net)
 

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by cosarara97 » Mon Mar 26, 2012 15:52

:D
They can be destroyed with an ax. I think they have to be breakable by hand, anyway.
Last edited by cosarara97 on Mon Mar 26, 2012 16:31, edited 1 time in total.
:D
 

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Jeija
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by Jeija » Mon Mar 26, 2012 16:50

Bug with pressure plates fixed. Movestones and switches look like stone, so I think they should only be breakable with tools.
Redstone for minetest: Mesecons (mesecons.net)
 

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