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

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VoidLord
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by VoidLord » Sat Jun 15, 2013 14:37

How do I add an image? (I'm new)
Last edited by VoidLord on Sat Jun 15, 2013 14:38, edited 1 time in total.
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Inocudom
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by Inocudom » Sat Jun 15, 2013 14:39

VoidLord wrote:How do I add an image? (I'm new)


Try uploading the image to a site like Photobucket, Tinypic, or Imageshack. You might have to register with the site of your choice first.
 

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VoidLord
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by VoidLord » Sat Jun 15, 2013 14:44

Yeah I won't do that just to upload an image. Anyway the circuit is like this
(powerplant)(mesecon)(MESE)(mesecon)(redglowstone)
anything past the first mesecon is off. The first mesecon comes to a stop at a half-block length.
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Nore
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by Nore » Sat Jun 15, 2013 14:47

What mods have you installed?
 

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VoidLord
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by VoidLord » Sat Jun 15, 2013 14:58

Currently in use mods are as follows,
bags
boats (pilzadam)
bobblocks (some code commented out)
bones
books (pilzadam?)
carts (pilzadam, new version)
chests_ogb_us
default (somewhat edited texture pack)
desert_uses
diamond_fist
dplus
exchange (chest)
give_initial_stuff
gloopores
hatches (ironzorg?)
inventory_plus
lottores (somewhat modified)
jumping (jeija)
jungletree
laser (hybrid dog)
legacy
light_meter
maptools
mesecons (jeija)
digilines
moreblocks
noncubic
papyrus_bed
perlinore
pipeworks (VanessaE)
player_radar
player_spawn
rubiks
screwdriver (modified for no wear)
sea
sethome
skins-master (skins added)
snow
sponge
superpick (slightly edited)
throwing (pilzadam, no remove node arrow)
titanium
traps (edited? maybe long time ago)
uranium
walking_light
worldedit0.6
worldtime
So I can see why you asked about the mods. Also, currently on a modding spree.
Last edited by VoidLord on Sat Jun 15, 2013 14:58, edited 1 time in total.
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Nore
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by Nore » Sat Jun 15, 2013 15:08

Do the lasers work? If so, mese should be conductive, since it needs it.
 

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VoidLord
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by VoidLord » Sat Jun 15, 2013 15:29

Well, the mod works but lasers won't because MESE won't conduct :)
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by PilzAdam » Sat Jun 15, 2013 16:02

VoidLord wrote:books (pilzadam?)

This one? That is by me.
Last edited by PilzAdam on Sat Jun 15, 2013 16:03, edited 1 time in total.
 

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VoidLord
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by VoidLord » Sat Jun 15, 2013 16:12

Hey! Still got a problem w/mese conductivity!
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Ragnar6645
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by Ragnar6645 » Sat Jun 15, 2013 16:27

Hey, just wondering do wireless transmiters/receivers still exist in this mod?
 

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by sfan5 » Sat Jun 15, 2013 16:34

No, theyre outdated
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by Ragnar6645 » Sat Jun 15, 2013 16:38

sfan5 wrote:No, theyre outdated

is there any way to turn something on/off wirelessly?
 

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VoidLord
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by VoidLord » Sat Jun 15, 2013 16:44

You could use a certain type of memory (I can't remember which) in a microcontroller maybe, I've never used it. Check the documentation for more details. Still, no mese conducting! Help!
Last edited by VoidLord on Sat Jun 15, 2013 16:44, edited 1 time in total.
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Temperest
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by Temperest » Sat Jun 15, 2013 17:00

VoidLord wrote:Yeah I won't do that just to upload an image. Anyway the circuit is like this
(powerplant)(mesecon)(MESE)(mesecon)(redglowstone)
anything past the first mesecon is off. The first mesecon comes to a stop at a half-block length.


The last sentence is key here. You definitely have either an old version of Mesecons, or a mod that redefines the MESE block. To determine which is the problem, download the latest supported version even if you think you have the latest version. The last revision was less than a week ago, it is very likely that your version is out of date. Even mine is out of date, now that I checked.

If it works after that, great. If not, it's a mod conflict, or possibly even multiple mod conflicts. You probably don't want to check every single mod for conflicts, so here is how you can do it in only 6 runs (ceil(log[2](47)) = 6):

  1. Disable the first half of the mods in your mod list. The mod manager is probably the fastest way to do this.
  2. Run the game and test out the MESE block for conductivity.
  3. If it works, the problem is in the second half of the mods. Otherwise, it's in the first half.
  4. Now we know which half it is in. Repeat step 1 to 3, but instead of taking half of the whole mod list, take half of the half we identified earlier as the one containing problematic mod.
  5. When you have only one mod to check, that is the problematic mod.

Post here with the results. I think the issue is probably not a mod conflict, though, since nothing in your list seems to redefine MESE.

Edit: from what you wrote here, you definitely have an old version. 0.5 Stable is already very outdated; it is less stable than the latest development version.
Last edited by Temperest on Sat Jun 15, 2013 17:05, 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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VoidLord
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by VoidLord » Sat Jun 15, 2013 17:08

I re-downloaded it, and that is so bizzare that it worked! I downloaded the version on the homepage for mesecons and thought it was the latest. Thanks for the help Temperest!
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Ragnar6645
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by Ragnar6645 » Sat Jun 15, 2013 18:14

hmmm, well I need learn what all is in this mod as well as learn how all the items that come with this mod work to find out if my idea will even work lol. It may take a bit longer to make this idea coherent than I thought it would since I now know that I need to get it working and learn this mod.
Last edited by Ragnar6645 on Sat Jun 15, 2013 18:16, edited 1 time in total.
 

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by Temperest » Sat Jun 15, 2013 18:38

Ragnar6645: there are no currently working wireless Mesecons. There's nobody really working on it now, but I can take a look later if I finish my todo list early.

VoidLord: glad to hear it. The site is working fine over here, I think the file is either being cached on your end, or you have the wrong file.
WorldEdit 1.0 released

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

Nore
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by Nore » Sat Jun 15, 2013 18:46

Temperest: If wireless mesecons were to be added, the simplest would be to use to code from teleport tubes from pipeworks... I might make a pull request later for that.
 

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by Ragnar6645 » Sat Jun 15, 2013 22:23

Temperest wrote:Ragnar6645: there are no currently working wireless Mesecons. There's nobody really working on it now, but I can take a look later if I finish my todo list early.

Well it would make what all I'm coming up with work if there was nameable receivers that turn on/off with transmiters that have a list of all receivers placed in a 50 block area around it. Thus allowing people to choose which one to control(kind of like a universal remote lol)

Some things will work without them but many possibilities would become available not just for my idea with these items at our disposal.
 

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by VoidLord » Mon Jun 17, 2013 16:20

The Problem came back.
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by Inocudom » Mon Jun 17, 2013 16:35

The vertical mesecons don't seem to conduct any signals. Will this be fixed?

I think this mod would have an easier time functioning if Minetest's modding api supported it better. There would then be less lag, thus this mod's full potential would be achieved.
 

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by PilzAdam » Mon Jun 17, 2013 16:37

Inocudom wrote:I think this mod would have an easier time functioning if Minetest's modding api supported it better. There would then be less lag, thus this mod's full potential would be achieved.

What needs to be changed in the API?
 

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by Temperest » Mon Jun 17, 2013 17:39

VoidLord: can you re download the latest version and then open the following file:

MESECONS_FOLDER/mesecons_mvps/init.lua

Then, copy and paste the contents of the file into a pastebin, like pasteall.org. Post the resulting URL here.

I am trying to verify which version you have, since evidence suggests you have an old version.
WorldEdit 1.0 released

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

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by Rancon » Tue Jun 18, 2013 23:54

I can't destroy the solar panels?
Any tips on blender, gimp, or codea?
 

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by Temperest » Wed Jun 19, 2013 00:37

You can. Punch them just like any other block. If you're on a public server, you might not have interact privs, in which case you can't destroy anything at all.
WorldEdit 1.0 released

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

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by Inocudom » Wed Jun 19, 2013 13:19

PilzAdam wrote:
Inocudom wrote:I think this mod would have an easier time functioning if Minetest's modding api supported it better. There would then be less lag, thus this mod's full potential would be achieved.

What needs to be changed in the API?


This is a question that only those working on mesecons would be able to answer. Try asking Jeija first.
 

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by PilzAdam » Wed Jun 19, 2013 13:21

Inocudom wrote:
PilzAdam wrote:
Inocudom wrote:I think this mod would have an easier time functioning if Minetest's modding api supported it better. There would then be less lag, thus this mod's full potential would be achieved.

What needs to be changed in the API?


This is a question that only those working on mesecons would be able to answer. Try asking Jeija first.

But how do you know that a change in the API is needed then?
 

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by Inocudom » Wed Jun 19, 2013 13:27

When I use mesecons or see it used (especially on servers,) it does create a small amount of lag. This was most noticeable when I once saw someone make a device that played noteblocks in an infinite loop. Because of this, I suspected that the API might need a few improvements.

If there is a way to reduce the lag, Jeija should know what to do.
 

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by Temperest » Wed Jun 19, 2013 14:12

This lag may be caused by a number of things.

First, server lag, which is pretty much unavoidable.

Second, the new server step delay, which is introduced on purpose in order to make circuits more reliable and predicatable. You can turn it off, of course, in the settings.lua file.

Third, the unavoidable computation lag, caused by the code running slowly. LuaJIT is enormously helpful for this though.

There mig also be other delays per item, such as delayers and microcontrollers. The latest versions also no longer suffer from the note block out of sync issues.
WorldEdit 1.0 released

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

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by VanessaE » Wed Jun 19, 2013 14:58

The biggest source of lag when using mesecons isn't in mesecons itself. It's in the rendering engine or somewhere else in the Minetest client, in that every time some object is swapped out for something else, the client will briefly stall depending on how much is changed.

Example: Build a wall of light stones, say 10m long, 2m high, 1m thick, wire them all together and connect them to a blinky plant. Now pan your view slowly back and forth across the structure while the plant is blinking (you may have to make a delayer-based clock circuit instead, if the blinky plant is too slow). Every time the plant cycles and the wires and wall turn on or off, the client will stall for a split second. This is most noticable with a high-resolution texture pack.
You might like some of my stuff:
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