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

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by sfan5 » Fri Apr 06, 2012 18:10

Mods: Mesecons | WorldEdit | Nuke
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by Jordach » Fri Apr 06, 2012 18:13

Awesome, will test.

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by Jeija » Fri Apr 06, 2012 18:14

Noteblocks done and on github.
Note can be changed by clicking the block & the block below.

Sounds:
Block Below: Sound:
Glass Hihat
Stone Kick
Chest (unlocked) Snare
Tree Crash
Wood Higher Crash
Any other block Piano

Only the Piano's sound can be modified by punching the block.
See the sound files in the sounds directory.
Use the mesecon delayer for music creation (breaks).

CONTEST
-----------
The best noteblock song within the next week will be published on jordan4ibanez' YouTube channel!
Last edited by Jeija on Fri Apr 06, 2012 18:22, edited 1 time in total.
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by Jordach » Fri Apr 06, 2012 18:15

Sweet time to make tetris and make a redstone version of it.

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by sfan5 » Fri Apr 06, 2012 18:17

Lol
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by Jordach » Fri Apr 06, 2012 19:23

Pros of Noteblocks:

Good for music, juke boxes etc...

Cons:

Sometimes laggs so note don't play right,

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by jordan4ibanez » Sat Apr 07, 2012 22:46

please release 0.6 with fixed delay switch position & when noteblock is punched it sounds the last note instead of current
Last edited by jordan4ibanez on Sat Apr 07, 2012 22:49, edited 1 time in total.
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by Jordach » Sat Apr 07, 2012 23:07

jordan4ibanez wrote:please release 0.6 with fixed delay switch position & when noteblock is punched it sounds the last note instead of current

on git it says 0.9. and this is a bug.

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by Jeija » Sun Apr 08, 2012 07:23

jordan4ibanez wrote:please release 0.6 with fixed delay switch position & when noteblock is punched it sounds the last note instead of current

Makes no sense to me... Is it like that in minecraft?
EDIT: You're right, will be fixed.

on git it says 0.9. and this is a bug.

Read commit on GitHub. There won't be 0.6 0.7 and 0.8 because this mod should be in a stable status, which means 1.0 release. 0.9 Stable will be released next Wednesday.
Please report bugs and try the GitHub, bugs that have not been reported, cannot be fixed for the stable!
Last edited by Jeija on Sun Apr 08, 2012 07:28, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Stef » Tue Apr 10, 2012 05:47

make a redstone repeater pleas
Sorry for my crappy english, im dutch :D
 

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by Jeija » Tue Apr 10, 2012 06:13

There is something like a redstone repeater. But as there is no need to repeat the signal, it is called mesecon delayer. Mind it is in an experimental state.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Stef » Tue Apr 10, 2012 08:03

thanx
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by VanessaE » Sat Apr 14, 2012 17:46

Jeija:

I have some recommendations for your mesecons mod (I'm using 0.9).

First, a terminology issue. To me at least, the word "socket" strongly suggests a data output or mains outlet, while "plug" suggests the counterpart on a receiving or powered device (printer, lamp, etc). I suspect this is the case for most locales where English is the primary language. The in-game objects act in an opposite manner, which is confusing. I'd like to suggest that they be renamed in your mod (it might be a good idea to include a server command that will convert existing objects in the current world to match).

After such renaming, a diode would be constructed as:

[...upstream]----[socket] (air) [plug]----[downstream...]

A NOT gate would then be:

[...upstream]----[socket] (air) [inverted plug]----[downstream...]

(current flows logically left to right, of course)

If that won't work, then maybe alter the relevent textures instead. The way they're drawn now, they look like arrows pointing toward or away from a central receiver or transmitter (respectively), which looks confusing when you consider the current directions in the adjoining mesecons wires. If you look at [url=http://minetest.net/forum/viewtopic.php?pid=19702#p19702"]my texture pack[/url], you'll see where I've drawn these with arrows to indicate current direction, with the central object acting like a transitter/receiver.

Different issue: whenever any object (switch, delay-line, etc.) that can connect to a mesecon wire is placed next to one, the wire should automatically rotate, bend, or form a T-junction or crossing as needed, so that the wires turn to connect to those objects. New users will be confused if the wires don't (appear to) connect.

Next: Wall buttons look wrong in the inventory (just a small, black object) and in hand (highly skewed/bad perspective).

Last but not least: I would like to suggest changes to the way some wired devices are drawn. First, redraw delay lines, sockets, plugs, and inverters (and other similar objects) so that they're a bit smaller and centered on the image canvas, but without any dangling wire stubs, matching the style with which wall levers and wall buttons are drawn. Then, add eight new partial images of mesecons wires, which would be of the four cardinal directions, in each of the two power states. Each would be drawn from the center of the canvas to an edge. Then you would just composite these objects onto as many partial wires as needed to connect to their surroundings. I'm not sure how you'd handle mese torches and lamps under this scheme, since they're rendered differently.

I'll be happy to update my texture pack to accommodate these changes. I'd code these things myself, but I don't know the LUA language. Imagery is my focus. :-)
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by Jeija » Sat Apr 14, 2012 18:33

1) Sockets/Plugs...
Renaming and aliasing would not work. This would break compatibility. Although this is a good suggestion, I can't do it, sorry. Anyway, this is Temperest's part (and is not supported by me). Maybe he knows how to deal with that.
2) Mesecons connect to objects:
I would love to do that, but it is not possible to do that only with lua. If any minetest spin (like minetest++) uses mesecons, I could do this.
3) Different textures: Just need textures for this. As your tp is 64px, I can't use it.
If you can provide good 16px textures, I'd love to use them.

Thx for your proposals! 3) and 2) will be done earlier or later
1) is temperest's decision.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Temperest » Sat Apr 14, 2012 19:23

VanessaE wrote:Jeija:

I have some recommendations for your mesecons mod (I'm using 0.9).

First, a terminology issue. To me at least, the word "socket" strongly suggests a data output or mains outlet, while "plug" suggests the counterpart on a receiving or powered device (printer, lamp, etc). I suspect this is the case for most locales where English is the primary language. The in-game objects act in an opposite manner, which is confusing. I'd like to suggest that they be renamed in your mod (it might be a good idea to include a server command that will convert existing objects in the current world to match).

After such renaming, a diode would be constructed as:

[...upstream]----[socket] (air) [plug]----[downstream...]

A NOT gate would then be:

[...upstream]----[socket] (air) [inverted plug]----[downstream...]

(current flows logically left to right, of course)

If that won't work, then maybe alter the relevent textures instead. The way they're drawn now, they look like arrows pointing toward or away from a central receiver or transmitter (respectively), which looks confusing when you consider the current directions in the adjoining mesecons wires. If you look at [url=http://minetest.net/forum/viewtopic.php?pid=19702#p19702"]my texture pack[/url], you'll see where I've drawn these with arrows to indicate current direction, with the central object acting like a transitter/receiver.


I ran into this issue, and it indeed is one of terminology. Having done a bit of research, I assumed that "plug" was generally accepted to mean "upstream", while "socket" was generally accepted to mean "downstream", even though both words can be used for both purposes interchangeably, according to my dictionary.

Essentially the names are incorrect either way; many people consider the current plugs and sockets to be named correctly. If you have another set of suggestions for the names, however, I'd be glad to hear them.
WorldEdit 1.0 released

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

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by VanessaE » Sun Apr 15, 2012 04:39

Well, since plugs/sockets are used to make diodes, and mesecons seem to be used more for shuttling data around than carrying "power", how about just "anode", "cathode", and "inverted cathode" in place of plug, socket, and inverted socket, respectively.

As for textures, I just made another update to my packs, and created/uploaded a 16 pixel version. All versions include those partial wires and their central nodes, just in case they can be used later. I didn't remove the wire stubs from the other objects as previously mentioned; figured I should wait for your "okay" on that.
Last edited by VanessaE on Sun Apr 15, 2012 05:24, edited 1 time in total.
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by Hackeridze » Sun Apr 15, 2012 06:03

VanessaE, +1
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by RabbiBob » Sun Apr 15, 2012 18:08

After reading the init.lua in mesecons\, I tried unsuccessfully this morning to make a node was a conductor (allow power to flow through it to another node). Is there a register nodetype value for mesecon api to allow this to be done? If not, could is_conductor be implemented?
 

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by Jeija » Sun Apr 15, 2012 18:25

There is no such register_conductor(onstate, offstate) or sth like that yet. Anyway, I should finally get such a thing done, maybe next week.
Last edited by Jeija on Sun Apr 22, 2012 05:57, edited 1 time in total.
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by VanessaE » Wed Apr 18, 2012 03:03

Jeija: I don't know the LUA language, but after doing some reading, I think compositing several images together is done with the "^" symbol. It's how the default grass side, most ores, etc. are drawn, and looks like it's used like this:

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
tile_images = { "some_image.png^another_image.png" },


Where "some_image.png" gets drawn on the bottom of the stack. I don't know if this will go beyond just two images, but if it does, I think this is the solution.

All regular mesecons wires, then, would be constructed from two or more of the 8 "partial wires" images and one of the central nodes. A delayer would be built up from two wire stubs, a central body image, a timer image, and a decorative object on top that shows the signal direction and responds to on/off state. The orientation of the final object when placed would be decided by which wire stubs were used.

It won't reduce the total number of images one has to maintain (in fact, it would increase slightly), but it would increase the long-term flexibility of your mod and it would allow for a greater range of painting styles while still maintaining a uniform look across the whole mod, regardless of how many new objects are added in the future. Wires could have a gemstone-like asymmetric finish and still tile seamlessly. This is probably also what's needed for the wall buttons/levers to look right.

Yes the existing method breaks my preferred texture style. :-) Still, just trying to help.
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by sudobash » Wed Apr 18, 2012 22:19

@Temperest

Proof that Minetest has all the potential minecraft does. Great work!
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by Hackeridze » Thu Apr 19, 2012 18:52

Please, update your mod to newest API!
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by Jordach » Thu Apr 19, 2012 18:56

It already is.

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by sfan5 » Thu Apr 19, 2012 19:13

Mods: Mesecons | WorldEdit | Nuke
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by Hackeridze » Thu Apr 19, 2012 19:27

My game: RTMG
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by Jeija » Sun Apr 22, 2012 05:58

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
--You can specify custom conductors using
--# mesecon:register_conductor(onstate, offstate)
--    onstate=the conductor's nodename when it is turned on
--    offstate=the conductor's nodename when it is turned off


Have fun! Version with this feature on GitHub.
Last edited by Jeija on Sun Apr 22, 2012 05:59, edited 1 time in total.
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by RabbiBob » Sun Apr 22, 2012 19:34

Jeija wrote:
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
--You can specify custom conductors using
--# mesecon:register_conductor(onstate, offstate)
--    onstate=the conductor's nodename when it is turned on
--    offstate=the conductor's nodename when it is turned off


Have fun! Version with this feature on GitHub.


Sweetness! Thank you
 

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by RabbiBob » Sun Apr 22, 2012 20:43

Ignore this for a bit, I may have something wrong in my mod directory. I'll start fresh

Gave it a go and am getting a stack overflow point at mesecons_delayer\init.lua:136 when attempting the following (or any) configuration:

SWITCH-MESECON-MESECON-MESECON-MESECON-BOBPOLE:RED where bp:red is

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_conductor("bobblocks:redpole","bobblocks:redpole")


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
16:33:44: VERBOSE[main]: error_message = ServerError: LuaError: error: ....\games\minetest_game\mods\mesecons_delayer\init.lua:136: stack overflow
16:33:44: VERBOSE[main]: stack traceback:
Last edited by RabbiBob on Sun Apr 22, 2012 20:46, edited 1 time in total.
 

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by Temperest » Sun Apr 22, 2012 21:01

RabbiBob wrote:Ignore this for a bit, I may have something wrong in my mod directory. I'll start fresh

Gave it a go and am getting a stack overflow point at mesecons_delayer\init.lua:136 when attempting the following (or any) configuration:

SWITCH-MESECON-MESECON-MESECON-MESECON-BOBPOLE:RED where bp:red is

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_conductor("bobblocks:redpole","bobblocks:redpole")


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
16:33:44: VERBOSE[main]: error_message = ServerError: LuaError: error: ....\games\minetest_game\mods\mesecons_delayer\init.lua:136: stack overflow
16:33:44: VERBOSE[main]: stack traceback:


I think the two blocks need to have different names.

Something like this:

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_conductor("bobblocks:redpole_off","bobblocks:redpole_on")


Change the names as needed.
WorldEdit 1.0 released

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

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by RabbiBob » Sun Apr 22, 2012 22:02

Yeah, that was it. Found it a little later when going back over it. Thanks :)
 

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