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

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

by Cage » Sat Feb 04, 2017 03:16

Yes I know that but they don't stick together. So using them wouldn't work. I guess I will just have to live with the ugly glue sides showing. :(
 

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

by JoshMars » Mon Feb 06, 2017 20:28

I modified the node detector so that the distance between the detector and the node it's detecting could be changed. It has opened up so many possibilities for my builds. Incredible. I highly recommend it be added.
 

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

by fireglow » Sat Feb 18, 2017 07:23

On my servers there is an issue with the switches:
They do not keep their state.

Happens with both mesecon_switch_on and a mesecon_switch_off.
After toggling their state, they will switch back after about 2-10 seconds.

mesecons is at 03ab151c873fd6a4574a8490b17a48b4e9e65d76.
minetest_game is at 89c45993acae89ee1bc68f42e510f5304f13ffa9.

The issue can be observed on games.firc.de:30000 right outside of the spawn.

Has anybody else noticed that? What can I do to fix it?

Edit: When toggling multiple switches, they all flip back to their old state at the same time, globalstep.

Resolution here:
With the help of the great DS, we were able to isolate the problem, it's not at all related to mesecons, but stems from the advtrains mod.
DS suggested removing the mesecons_switch mod and advtrains bugged out at startup:

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
ERROR[Main]: ModError: Failed to load and run script from /srv/minetest/world/worldmods/advtrains/advtrains/advtrains_luaautomation/init.lua:
ERROR[Main]: ...ns/advtrains/advtrains_luaautomation/p_mesecon_iface.lua:6: Attempt to override non-existent item mesecons_switch:mesecon_switch_off

I'll be in touch with the advtrains guys to resolve the issue.
DS: Thank you for your help :)
 

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

by DS-minetest » Sun Feb 19, 2017 09:24

fireglow wrote:DS: Thank you for your help :)

No problem :)
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mase » Wed Mar 01, 2017 14:32

How about making the buttons and switches protectable and sharable?
 

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

by DS-minetest » Wed Mar 01, 2017 15:23

@mase: You can place a steel trapdoor in front of it.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by fireglow » Wed Mar 01, 2017 15:53

DS-minetest wrote:@mase: You can place a steel trapdoor in front of it.

With a bad enough connection you can dig the trap door and operate the switch behind it before the server can replace the trap door.
 

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

by DS-minetest » Wed Mar 01, 2017 16:40

fireglow wrote:
DS-minetest wrote:@mase: You can place a steel trapdoor in front of it.

With a bad enough connection you can dig the trap door and operate the switch behind it before the server can replace the trap door.

True.
But you could use a player detector and connect is via an and gate.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mase » Wed Mar 01, 2017 18:08

A trapdoor is no good idea. The switches are reachable from a higher distance.
A player detector could be a workaround.
 

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

by DS-minetest » Wed Mar 01, 2017 18:36

Heh, you could make something like a DNA/fingerprint/whatever scanner (or keyhole) mod since it makes no sense that the one person is able to press the button but the other one not
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mase » Wed Mar 01, 2017 19:04

I did it with an adjustable player detector with an and gate. But protection in mesecons would
be nice.
 

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

by mase » Thu Mar 02, 2017 11:10

I think, it is sometimes very complicated to make some wire connections.
Especially vertical. And it is not possible to draw a wire up a wall. You
have to build a stair system to get the wire to upper positions. You have to
build heavy workarounds most times.
 

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

by DS-minetest » Thu Mar 02, 2017 12:48

mase wrote:I think, it is sometimes very complicated to make some wire connections.
Especially vertical. And it is not possible to draw a wire up a wall. You
have to build a stair system to get the wire to upper positions. You have to
build heavy workarounds most times.

You can use mesecons_extrawires mod in minetest-mod-mesecons modpack. It provides vertical mesecon and makes mese blocks to conductors.

Also you might be interested in issue Wires going everywhere #128.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mase » Thu Mar 02, 2017 14:50

The vertical wire in extrawires connects only a height of 1 block. I'd like to draw wires
vertical as they can be drawn horizontal.
 

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

by cheapie » Fri Mar 03, 2017 07:34

mase wrote:The vertical wire in extrawires connects only a height of 1 block. I'd like to draw wires
vertical as they can be drawn horizontal.


You can use solid mese blocks for that.
 

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

by mase » Fri Mar 03, 2017 14:15

cheapie wrote:You can use solid mese blocks for that.

That's pretty expensive. But I got it now to put vertical mesecons on top of another.
Isolated vertical mesecons would be fine.
 

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

by DS-minetest » Fri Mar 03, 2017 15:56

mase wrote:Isolated vertical mesecons would be fine.

There is insulated mesecon wire.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mase » Fri Mar 03, 2017 15:59

DS-minetest wrote:There is insulated mesecon wire.

But no vertical one.
 

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

by JoshMars » Fri Mar 10, 2017 21:40

Hey, can we please make object detectors and player detectors owned? Their usefulness is limited if anyone can edit their contents.
 

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

by JoshMars » Fri Mar 17, 2017 20:03

JoshMars wrote:Hey, can we please make object detectors and player detectors owned? Their usefulness is limited if anyone can edit their contents.


I've got a pull request open rn that prevents users from editing data in detectors that are in an owned area, as well as support for scanning for multiple players from one player detector, and adding a "distance" parameter to the node detector.
 

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

by v-rob » Sat Mar 25, 2017 00:45

I was thinking about mesecons, and I think that they have one main problem. Power is produced strangely. It's produced from:

power plant
blinky plant
switch
water turbine
lever
button
pressure plate
solar panel
player detector
node detector.

The whole system for these is badly made.

Power should not come from a button, switch, pressure plate, object detector, or node detector or lever because they are not generators. They should turn on or off current from other sources. The levers could attach to "switch" wires, which don't give off normal mesecon power. They connect to a "switch gate" that doesn't conduct when no switch charge is given to it. When the charge from the switch wires touches this gate, it will allow power through. Once it does not have a switch charge, it does not. (Sorry that I can't provide a screenshot.)

Next is how I think that power should be produced. I already pointed out that power and blinky plants should be removed, and I think that I have a good replacement for them. There should be generators that are powered by any or all of these:

water turbine (sideways to connect to the generator)
windmills
coal
lava (thermal energy)
ect.

Also, there would be two types of generators: AC (Alternating Current) and DC (Direct Current). DC would power mesecons connected to it until they left a certain radius, like 50 units. This could be altered in the Lua file. AC would have two ports for mesecons to exit. It would alternate between each one every 3 seconds like the blinky plant, except it would never turn off, just switch between each wire. It would have a set radius like DC, but bigger. Lastly, there would be a transformer which you would put in a radius to extend it twice the size of its current state. Solar panels would act like DC, but with an even smaller radius to make them non-overpowered.

I think that this would greatly improve mesecons, and I hope that someone can code this for a branch of mesecons since many people wouldn't like it if mesecons was completely changed since it would mess up their worlds.
 

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

by Nore » Sat Mar 25, 2017 01:10

The whole mesecons system is intended more as supply electronics than electricity, that is, it is for logic circuits much more than electric stuff, so this will most probably never be changed to be like you say.
 

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

by burli » Sat Mar 25, 2017 07:35

It is intended to work like Minecraft Mesecons. And I think it would be impossible to place down logic AND power wires
 

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

by v-rob » Sat Mar 25, 2017 15:54

I didn't expect anything to happen. I was just wondering.

burli wrote:And I think it would be impossible to place down logic AND power wires


What do you mean?
 

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

by burli » Sat Mar 25, 2017 16:09

v-rob wrote:I didn't expect anything to happen. I was just wondering.

burli wrote:And I think it would be impossible to place down logic AND power wires


What do you mean?


Also, there would be two types of generators: AC (Alternating Current) and DC (Direct Current). DC would power mesecons connected to it...


Maybe I didn't understand you, but I think you want some kind of energy source and you want to connect the mesecons devices to the generator with wires like in the technic mod.

That would mean you need power wires and the logic wires.

And as the topic says: Mesecons (= redstone). And Redstone as no power too
 

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

by v-rob » Sat Mar 25, 2017 17:52

Actually, what I meant was that the generator is basically a power plant with a few different properties. It still uses the wires mesecons has always used. I just wanted something more reasonable than an electric plant.
 

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

by burli » Sat Mar 25, 2017 18:11

v-rob wrote:Actually, what I meant was that the generator is basically a power plant with a few different properties. It still uses the wires mesecons has always used. I just wanted something more reasonable than an electric plant.


Well, Redstone has a torch. And did you understand what "power plant" means? It's just a joke.
 

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

by DS-minetest » Sat Mar 25, 2017 18:15

This whole discussion isn't necessary, mese can produce huge amounts of energy itself.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by v-rob » Sun Mar 26, 2017 00:40

I did realize it was a joke, but never mind. I didn't expect it to be implemented.
 

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