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

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12Me21
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 12Me21 » Thu Feb 26, 2015 19:17

Hybrid Dog wrote:
12Me21 wrote:Hmm.. how many different nodes does that use?

I had an idea for a conductor that would act the same as a MESE block, but would be more economical to use (in survival). It could automatically connect like the pipes in the Pipeworks mod, but instead of transporting stuff, they would act like wires.

you could try the mese_fence mod
https://github.com/Megaf/mese_fence


Hmm... that's almost exactly what I wanted!
Can it connect to other mesecons nodes, like logic gates and pistons?
 

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

by 12Me21 » Fri Feb 27, 2015 15:08

Why do the levers have curved parts?
 

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

by Hybrid Dog » Fri Feb 27, 2015 15:50

12Me21 wrote:
Hmm... that's almost exactly what I wanted!
Can it connect to other mesecons nodes, like logic gates and pistons?

l think yes.

12Me21 wrote:Why do the levers have curved parts?

As far as l know, it's because VaE made the meshnodes.
https://github.com/Jeija/minetest-mod-m ... 55ca68e4ce
 

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

by 12Me21 » Fri Feb 27, 2015 16:21

It's kind of random, because none of the other things have any curved parts. I don't really like meshnodes.
 

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

by Hybrid Dog » Fri Feb 27, 2015 16:48

12Me21 wrote:It's kind of random, because none of the other things have any curved parts. I don't really like meshnodes.

l don't know how to make the texture for the model. (some time ago l wanted to make a tv with flickering/ants caused by z fighting)
my mushrooms don't use the nodebox drawtype
viewtopic.php?f=11&t=3862&p=53530#p53530
 

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

by 12Me21 » Sun Mar 01, 2015 21:32

I'm making a modification of the Conducting Pneumatic Tubes in pipeworks so that they act just like mesecons. I've mostly finished removing the other features in pipeworks, and soon I'll make the "tubes" connect to other mesecon stuff, like pistons and levers, and add logic gates that can face in all 6 directions.
Image
Image
https://www.dropbox.com/s/86metvp9yt49d ... e.zip?dl=0

hopefully this will fix the problems with transmitting power upwards.
 

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

by Nomis » Tue Mar 03, 2015 02:53

This is such a gorgeous Mod.

I have now got a computer deep deep deep deep in a cavern, where I learn my craft. No-one ever seems to find me, but alas, I am alone in my work.

I struggle to find a way to make a white light block, but I've got red and green, Maybe blue later.

Also working out how to make them blink in cycle.
 

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

by Hybrid Dog » Tue Mar 03, 2015 19:09

Nomis wrote:Also working out how to make them blink in cycle.

try delayers
 

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Re:

by 12Me21 » Wed Mar 04, 2015 02:39

neko259 wrote:I'd make mesecons like a block, not a line. Then you wouldn't need to worry about it's direction.
Off - like glass plus some color. On - like off, but some light. Or make it green/red when on/off.


You're right (sorry about quoting such an old post). Sometimes, simplicity is best. I think I'll make an add-on for mesecons that adds a block that acts like mese, but is transparent and climbable. And also those vertical logic gates I've been talking about. How do you make it so blocks can be placed facing in any of the 6 directions?
 

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

by stormchaser3000 » Thu Mar 05, 2015 07:25

um where was the code kept before github?
 

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

by stormchaser3000 » Sat Mar 14, 2015 05:12

bump
 

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

by Hybrid Dog » Sat Mar 14, 2015 15:14

solar flowers (no flower towers)
Image
note that you can't hear the clap sounds when you look at the animated screenshot
Attachments
solar_flowers.apng.png
solar_flowers.apng.png (538.56 KiB) Viewed 2642 times
 

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

by 12Me21 » Mon Mar 16, 2015 13:17

Hybrid Dog wrote:solar flowers (no flower towers)
image
note that you can't hear the clap sounds when you look at the animated screenshot


That's awesome!!
 

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

by Hybrid Dog » Mon Mar 16, 2015 17:34

12Me21 wrote:
Hybrid Dog wrote:solar flowers (no flower towers)
image
note that you can't hear the clap sounds when you look at the animated screenshot


That's awesome!!

thanks
after I placed the trapdoors when the sun was shining I placed the solar panel and it was a bit buggy I think
they weren't clapping right after they got the power by placing the panel

and when I made a chandelier with mesecons conducting fences I placed a mesecon torch so that it gives a signal to the fences on 2 places and for any reason it was blinking like a hot-wired not gate and it didn't stop
 

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

by 12Me21 » Mon Mar 16, 2015 17:51

Hybrid Dog wrote:
12Me21 wrote:
Hybrid Dog wrote:solar flowers (no flower towers)
image
note that you can't hear the clap sounds when you look at the animated screenshot


That's awesome!!

thanks
after I placed the trapdoors when the sun was shining I placed the solar panel and it was a bit buggy I think
they weren't clapping right after they got the power by placing the panel

and when I made a chandelier with mesecons conducting fences I placed a mesecon torch so that it gives a signal to the fences on 2 places and for any reason it was blinking like a hot-wired not gate and it didn't stop

What was the torch placed on?
 

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

by poet.nohit » Mon Mar 16, 2015 21:07

Would it be possible to have blinky plants that take input (and can be configured to a specific delay within the game)? That would make a lot of my wiring far more compact (using a standard 2x3+1 delayer/not/diode to do the same thing at the moment).
 

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

by 12Me21 » Tue Mar 17, 2015 00:07

poet.nohit wrote:Would it be possible to have blinky plants that take input (and can be configured to a specific delay within the game)? That would make a lot of my wiring far more compact (using a standard 2x3+1 delayer/not/diode to do the same thing at the moment).


I think you can connect the blinky plant to a lua- or micro- controller, and have it only output every other pulse.
if(A)sbi(B,-B) I think would be the microcontroller code.
A=input (blinky plant)
B=output_
 

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

by stormchaser3000 » Tue Mar 17, 2015 11:19

stormchaser3000 wrote:um where was the code kept before github?


lol still havn't gotten an answer
 

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

by 12Me21 » Tue Mar 17, 2015 11:44

stormchaser3000 wrote:
stormchaser3000 wrote:um where was the code kept before github?


lol still havn't gotten an answer


It seems that nobody knows...
 

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

by 12Me21 » Tue Mar 17, 2015 12:12

We should do another mesecons contest!

maybe have one of the categories be to build something as small as possible..

anyway, I have this really awesome SR latch:

V/< : nand gate
x= not gate
(in front of the not gates are buttons)
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
╔V╗
╠<╣
▒xx
 

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

by Hybrid Dog » Tue Mar 17, 2015 15:24

stormchaser3000, there's an old mesecons version: http://minetest.org/data/modzips/index.html

12Me21: idk, now the mesecons torch just behaves like a bIinky pIant
 

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

by 12Me21 » Tue Mar 17, 2015 15:49

Hybrid Dog wrote:stormchaser3000, there's an old mesecons version: http://minetest.org/data/modzips/index.html

12Me21: idk, now the mesecons torch just behaves like a bIinky pIant


that mean's it's short-circuited.
 

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

by Jeija » Tue Mar 17, 2015 16:27

For the custom signal toggle delay: Have a look at the Luacontroller documentation, specifically the interrupt() function.
Before mesecons was on GitHub, it wasn't hosted on a repository anywhere, but only developed by minerd247 (textures) and me (all code). You could download the mod from Ubuntu One, but since that service closed, links to Ubuntu One no longer work.

If you want to have a look at some of these really old mesecons versions (the early ones were just called "jeija" mod, e.g. jeija.zip, jeija04.zip), I still have them: You can download a zip file that contains all my early minetest mods / other minetest stuff I used to to such as the flamethrower mod, the nyanland mod, the timber mod, the oldmese mod and a (propably no longer working??) mesecons adventure map:
Just grab http://mesecons.net/random/jeija_old_minetest_stuff.zip
 

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

by poet.nohit » Tue Mar 17, 2015 19:29

The lua controller works great, but I just prefer to do things visually, and having a repeater (to blunt about it) would actually be pretty cool, I think. Or maybe I should just add one and shut up about it. :)
 

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

by 12Me21 » Wed Mar 18, 2015 11:44

poet.nohit wrote:The lua controller works great, but I just prefer to do things visually, and having a repeater (to blunt about it) would actually be pretty cool, I think. Or maybe I should just add one and shut up about it. :)


the delayer is basically the same as the repeater, except the delayer's delay times are not evenly spaced. I think 0.3, 0.5, 0.7, and 1 second.
 

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

by mtmodder148 » Wed Mar 18, 2015 12:56

The delayers' time difference should be 1, 2, 3, 4 IMO.
 

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

by 12Me21 » Wed Mar 18, 2015 13:30

mtmodder148 wrote:The delayers' time difference should be 1, 2, 3, 4 IMO.

That's kind of long, how about 0.25, 0.5, 0.75, and 1. that way it will be close enough not to completely break everything that uses them.
 

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

by mtmodder148 » Wed Mar 18, 2015 14:18

Good point.
 

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

by Hybrid Dog » Wed Mar 18, 2015 15:22

you could also make the delayer support every time difference without using a formspec to write the delay (a not linear rotation delayer)
 

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

by 12Me21 » Wed Mar 18, 2015 16:06

If you really want a delayer that can have any delay time, just use a microcontroller. You can also use one instead of any logic gate
 

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