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

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

by DoyleChris » Sun Sep 27, 2015 14:43

I dont know how you got water out of ny post.
The problem is the injector is feeding to many lump stacks to the grinders and furnace. Which cause a clog on the pipeworks.
 

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

by bark » Fri Oct 02, 2015 08:15

Mods in use: [money] [mesecons]

I'm trying to accomplish something I could really use some help with. I want to sell privs to players using a luacontroller, three commandblocks and one button.
Example: "Hit this button to pay 50'000 credits and get the 'fly' priv".

My Luacontroller is connected to three commandblocks that does the following:
*port.c shows the balance of the players account.
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
-- commandblock.c:
money @nearest

--returns the following:
"Account: <player>
Money: <amount> credits."


*port.b rejects the purchase because of insufficient funds
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
-- commandblock.b
msg @nearest You have insufficient funds


*port.a accepts purchase
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
--commandblock.a
money dec @nearest 50000
grant @nearest fly


To put it all together, I guess I need the luacontroller to:
1. Define "account-balance" as a value, and tell it to get it's number from port.c
2. Compare the numbers if it's equivalent to, or greater than the number
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
-- 1. output-of-port.c = account-balance** or something **
-- 2.
if  account-balance >= 50000
   port.a = true
   else
   port.b = true


Can anyone help me achieve 1.? Or maybe I'm going about this all wrong? Any input is greatly appreciated!
 

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

by Jeija » Sun Oct 04, 2015 10:15

Announcement:
From now on use the RIGHT mouse button instead of the left one to toggle switches and levers and to press buttons. This change was made so that you can't accidentally toggle a switch/button/lever while digging it (or dig it while you only want to toggle it).
 

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

by rubenwardy » Sun Oct 04, 2015 12:07

Bug: A delayer doesn't turn on again if the input wire is triggered by a sticky piston:

Image

I'm trying to make a tick for a CPU clock.


EDIT: if you replace the delayer with a wire, it still breaks.
 

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

by Hybrid Dog » Sun Oct 04, 2015 12:27

 

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

by DoyleChris » Wed Oct 28, 2015 18:08

Is it possible with a tube detector to active a injector after 2 items pass by the detector.
Example detector connected to a controller then to a injector, a lump passes by the detector activates one port then a 2 goes by the same detector and trigger a second port connected to a AND gate to send the singnal to the injector.
 

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

by DoyleChris » Wed Oct 28, 2015 20:34

Here is a picture of what im trying to do.
Trying to get the detector to power line A on one lump pass then, line B on the second lump pass, then have a AND,OR gate or a controller trigger the Injector.
Untitled.jpg
Untitled.jpg (370.84 KiB) Viewed 3617 times
 

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

by AceWill » Thu Oct 29, 2015 19:56

DoyleChris wrote:Question about running a Injector. I have my Grinders and Furnaces all hooked up with pipeworks and running all of them from one chest and a injector. The problem is that if i use a Blinky light, it feeds the pipeworks with to many items and Minetest starts to delete them. So i was wondering if there was a way i can do volume control with mesecons, I tried the moremesecons with the Adjustable Blinky light but i cant get it to slow down enough and also the delayer..
Mesecon1.jpg
Mesecon.jpg



The closest I'be been able to get us having a single item injector for input connected to a detecting pipe on the output. It's agonizingly slow, but it does work. Every time an item passes through the pipe, the injector sends another item into the machine.

If you can't adjust the speed, adjust the number of items instead.


Alternatively, if you're up for a bit of programming, a luaController would do the job if set up correctly.

Something along the lines of "if A gets a signal, check if B is active. if B is not active, activate B. If B is active, send signal to C and deactivate B," with C connected to the injector and A connected to the detector. B doesn't really need to be connected to anything - it's just a counter. (even if it only counts to one.)

I would post the code, but I'm still a bit new to Lua.
Last edited by AceWill on Wed Nov 04, 2015 02:12, edited 2 times in total.
 

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

by JoshMars » Fri Oct 30, 2015 00:52

To the player detector I added support for multiple player detection. This is a badly needed feature, and as I am too lazy to do anything further to publish this, here it is:

This section was modified in the file .minetest/mods/mesecons/mesecons_detector/init.lua (github: https://github.com/Jeija/minetest-mod-mesecons/blob/master/mesecons_detector/init.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
-- returns true if player was found, false if not
local object_detector_scan = function (pos)
   local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", 6))
   for k, obj in pairs(objs) do
      local isname = obj:get_player_name() -- "" is returned if it is not a player; "" ~= nil!
      local scanname = minetest.get_meta(pos):get_string("scanname")
      local sep = "," -- Begin code to split scaname into array
      local t={} ; i=1
      for str in string.gmatch(scanname, "([^"..sep.."]+)") do
         t[i] = str:gsub("%s+", "")
         i = i + 1
      end -- end split code
      for l = 1, i do
         if (isname == t[l] and isname ~= "") or (isname  ~= "" and scanname == "") then -- player with scanname found or not scanname specified
            return true
         end
      end
   end
   return false
end
Last edited by JoshMars on Thu Jan 07, 2016 22:32, edited 1 time in total.
 

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

by Serh Arien » Tue Nov 03, 2015 20:22

Hi everybody

I have a problem and i need your help :

I want to do an aventur maps : "Fort boyard". At the end, we need a code.

This code, i want to make it like the tv show ( on the floor)

so Is it possible to use pressure plates that we would connect to a Luacontroller which, when it will receive the energy of 3 plates (in the port a / c/ d), will give energi by the port b to the piston (only if a/c and d are right)

If you can help me, thanks to use simple word, i'm french
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by programmingchicken » Fri Nov 13, 2015 23:39

Serh Arien wrote:Hi everybody

I have a problem and i need your help :

I want to do an aventur maps : "Fort boyard". At the end, we need a code.

This code, i want to make it like the tv show ( on the floor)

so Is it possible to use pressure plates that we would connect to a Luacontroller which, when it will receive the energy of 3 plates (in the port a / c/ d), will give energi by the port b to the piston (only if a/c and d are right)

If you can help me, thanks to use simple word, i'm french

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
if port.a and port.c and port.d then
pin.b = true
else
pin.b = false
end
I'm bold. I'm sarcastic. I'm PChicken.
 

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

by SaKeL » Mon Nov 16, 2015 06:55

Hi guys,
Yesterday i have come accross of interesting new behaviour of sticky pistons. My question is: is this a bug or a new feature? So i found out that when the sticky piston is closed - it's not sticky anymore. This will make the double (or more) sticky pistons not working anymore like here http://uberi.mesecons.net/projects/Doub ... index.html currently the stone will not be pulled all the way until the first piston (next to the 2nd piston) is closed, it will stop where the 2nd piston closes (next to the stone) because this piston (next to the stone) will not be sticky anymore once it's closed - so the 1st piston will pull only the 2nd piston without the stone. Hope it makes sence to you a bit guys :). Thanks
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by JoshMars » Thu Nov 19, 2015 23:14

Update: the code I posted earlier has a mistake I didn't catch.
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
for l = 1, 3 do

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
for l = 1, i do

Also I submitted pull request on github
 

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

by SaKeL » Fri Nov 20, 2015 07:04

Cool thanks man ;) i will check it out..
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by benrob0329 » Sun Dec 06, 2015 03:53

how do I make a pause between events?
 

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

by benrob0329 » Mon Dec 07, 2015 21:24

 

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

by Hybrid Dog » Thu Dec 10, 2015 16:31

benrob0329 wrote:https://duck.co/ideas/idea/6784/mesecons-digilines-and-digilines-stuff-modpack-i

Do you mean when typing /giveme?
https://github.com/HybridDog/giveme_completion
 

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

by benrob0329 » Thu Dec 10, 2015 17:50

I was saying that I made an Instant Answer request on the DuckDuckGo forums, however transilating that to give me or having an in game wiki would be really cool!
 

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Five stars!

by zalkiaent » Fri Jan 08, 2016 16:45

This mod is amazing! I love the concept! I hope you can add some more stuff in the future!
Im zalkia entertainment... my older profile was hacked and banned, so I made a new account!

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

by SaKeL » Sun Jan 10, 2016 01:01

Pushing item frames/stands with piston will throw the item out of the frame, but then you can get the item out of the frame by punching it - duplicating items for sure :/ is this something what can get fixed it this mod ?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Sun Jan 10, 2016 12:55

SaKeL wrote:Pushing item frames/stands with piston will throw the item out of the frame, but then you can get the item out of the frame by punching it - duplicating items for sure :/ is this something what can get fixed it this mod ?

l couldn't duplicate the item, the only problem was the object wasn't moved.
download/file.php?mode=view&id=4720
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by SaKeL » Sun Jan 10, 2016 14:01

what mod for itemframes are you using ? i have the one from Vanessa
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Sun Jan 10, 2016 14:04

SaKeL wrote:what mod for itemframes are you using ? i have the one from Vanessa

l use Zeg9's one. l guess this commit added the problem:
https://github.com/VanessaE/homedecor_m ... 6c91a80f84
 

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

by SaKeL » Sun Jan 10, 2016 14:40

you are right ! i have reverted it in my code, thanks a lot.

https://youtu.be/kKDMClqCnW0?list=PLhJU ... _GBQiESwKI
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by SaKeL » Sun Jan 17, 2016 15:46

is it possible to add more names in player detector ?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by amadin » Thu Jan 21, 2016 09:07

Can mesecon remember and then recover the area of map?
 

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

by Minetestforfun » Thu Jan 21, 2016 12:25

SaKeL wrote:is it possible to add more names in player detector ?


Done on our servers, you can clone the code :)

https://github.com/MinetestForFun/serve ... f317fdad57
 

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

by SaKeL » Thu Jan 21, 2016 16:54

Cool, thanks a lot.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by DoyleChris » Sun Jan 24, 2016 15:48

Is there a way to add a formspec to the single injector to specify a certain number of items to be removed from a chest. Example if you want just 4 items to come out each command, then when you hit it 4 items come out. And make a maximum of 20, so you just cant use the single injector as a stack injector.
 

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

by fireglow » Mon Jan 25, 2016 19:48

Minetestforfun wrote:
SaKeL wrote:is it possible to add more names in player detector ?


Done on our servers, you can clone the code :)

https://github.com/MinetestForFun/serve ... f317fdad57


That's awesome!
I have a challenge for you:
Add negations, i.e. "!player" will match anybody but player.
What do you think? :-D
 

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