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

Temperest
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by Temperest » Tue Jan 03, 2012 17:33

Jeija wrote:@Temperest: First of all, huge thanks for (trying to) contribute/ing to the mod!!!


My pleasure. You've done a great job with this and I'd really like to see this go far.

Jeija wrote:1) Make a delay using an ABM or - much better the on_globalstep event. (Just create a timer and put timer=timer+dtime in the globalstep func). Create a like 1 second delay so that the server can't crash. Handle the turnoff/turnon after the 1 second has passed.


Well that's kind of the problem I was trying to solve - how to avoid delays in the logic. I don't think the one second delay would allow for more complicated stuff like adders and etc.

Jeija wrote:2) Make the inverter directional. The output is always on the other side of the input. Unfortunately, you would have to get the orientation of the node for this (im not sure if this is possible at all) or save your own orientation in param2 i guess of the inverter node.


I'll give this method a try. Actually, I had an idea - a diode made out of two blocks, the input and the output, and the output block would have two variations: normal and inverted. This seems to not need a delay, I'll write back soon with my results.

Once again, keep up the great work!
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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Jeija
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by Jeija » Tue Jan 03, 2012 17:37

Actually, I had an idea - a diode made out of two blocks, the input and the output, and the output block would have two variations: normal and inverted.

Isn't this what wireless receivers/inverters/transmitters actually do? Or what do you mean by that? Sorry if I just misunderstood you. Keep on!
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jordan4ibanez
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by jordan4ibanez » Tue Jan 03, 2012 17:48

jeija! go to redcrabs server! the one with port 30001!
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Jeija
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by Jeija » Tue Jan 03, 2012 17:51

wait... I'm compiling the latest git version right now
Last edited by Jeija on Tue Jan 03, 2012 17:52, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

Temperest
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by Temperest » Tue Jan 03, 2012 18:01

Jeija wrote:
Actually, I had an idea - a diode made out of two blocks, the input and the output, and the output block would have two variations: normal and inverted.

Isn't this what wireless receivers/inverters/transmitters actually do? Or what do you mean by that? Sorry if I just misunderstood you. Keep on!


Yeah it is pretty similar, actually, but without channels, and range limited to one block.

I'll study your wireless stuff for more inspiration.

Crafting should also be simpler for these blocks, I think - I'll try a steel + mesecon combo.
WorldEdit 1.0 released

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

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by Gatharoth » Tue Jan 03, 2012 18:32

Hey Jeija, is it possible for a single node to be both a receptor and an effector?
 

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Jeija
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by Jeija » Tue Jan 03, 2012 18:53

@Gatharoth: It is possible, but it will make the game crash if the signal is conducted immediately. You have to set a delay.
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by Gatharoth » Tue Jan 03, 2012 18:54

Alright. But that's kinda the point, delay :D
 

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Jeija
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by Jeija » Tue Jan 03, 2012 18:56

Why would you need a block to be receptor and effector at the same time? In some cases it is also possible without a delay.
Redstone for minetest: Mesecons (mesecons.net)
 

Temperest
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by Temperest » Tue Jan 03, 2012 18:58

Jeija wrote:Why would you need a block to be receptor and effector at the same time? In some cases it is also possible without a delay.


Same reason as me, I guess :)

Making single block logic gates need that capability, or they will have to be directional.
WorldEdit 1.0 released

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

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Staffs
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by Staffs » Tue Jan 03, 2012 18:58

I love mods :D
 

Gatharoth
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by Gatharoth » Tue Jan 03, 2012 18:58

To force a delay in power transfer.
 

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Jeija
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by Jeija » Tue Jan 03, 2012 19:00

Anyway, you should make these things directional.
@Staffs: Nice!!
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by Gatharoth » Tue Jan 03, 2012 19:06

Oh also Jeija. when you use two movestones and some random node in the middle, then send them to be moved off a location (trying a workaround for the sticky movestones) the node in the middle gets removed instead of pushed. Any thoughts on why?

And I will need to use piston rules correct?
Last edited by Gatharoth on Tue Jan 03, 2012 19:07, edited 1 time in total.
 

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Jeija
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by Jeija » Tue Jan 03, 2012 20:24

This was a filed bug that i (think I) fixed. Im not gonna implement that bug again, sorry ^^
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sfan5
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by sfan5 » Tue Jan 03, 2012 20:39

Just made a Piston Door: http://youtu.be/MUllePYjscY
Last edited by sfan5 on Tue Jan 03, 2012 20:39, edited 1 time in total.
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Staffs
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by Staffs » Tue Jan 03, 2012 20:55

sfan5 wrote:Just made a Piston Door: http://youtu.be/MUllePYjscY

I wanted to do that but then i'd have to fatten my house walls :(
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by Staffs » Tue Jan 03, 2012 20:56

Oh plus how did you record it ?
I mean with what program. I tried recordmydesktop but it ended with a quite buggy black video :(
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Temperest
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by Temperest » Tue Jan 03, 2012 23:28

It works!

I made a plug block, a socket block, and an inverter socket block. They are placed with a space between them, like so:

Image

Each plug allows four sockets or inverter sockets around them in the four cardinal directions. A plug and a socket makes a diode - energy can pass through one way but not the other. A plug and an inverter socket makes a NOT gate, which, combined with an OR gate, allows ANY type of gate to be made (NOR is a universal gate).

This implementation is a lot faster than using wireless transmitters and wireless inverters, so it should enable more complex machines to be built.

Here is a diagram showing usage:

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
--S--
--A--
SAPAS
--A--
--S--


S represents a socket or an inverter socket, P represents a plug, and A represents air.

Here is the code (insert it into the bottom of your init.lua file, right before the "--INIT" line):

UPDATE: this is now included as temperest.lua in the main mod. See that file for the latest version.

One problem: sockets behave erratically when there is more than one plug two blocks away in a cardinal direction. I recommend you avoid allowing this to happen.

@ Jeija: If you want to integrate this into the main mod, feel free to. It's a bit messy since I'm still learning Lua, but it's pretty usable right now.
Last edited by Temperest on Wed Jan 04, 2012 21:37, edited 1 time in total.
WorldEdit 1.0 released

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

Temperest
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by Temperest » Tue Jan 03, 2012 23:34

Oh and here are the textures I used:

Image (jeija_mesecon_plug.png)
Image (jeija_mesecon_socket_off.png)
Image (jeija_mesecon_socket_on.png)
Image (jeija_mesecon_inverter_off.png)
Image (jeija_mesecon_inverter_on.png)
WorldEdit 1.0 released

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

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redcrab
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by redcrab » Wed Jan 04, 2012 00:46

Can't make this mods working with latest git celeron master code (0.4 20120102 of 03/01/2012),
node definition loading fails..

Did you check with last version?
This mods looks really great , does celeron will accept to insert it into the mainstream?
Last edited by redcrab on Wed Jan 04, 2012 00:47, edited 1 time in total.
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Jeija
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by Jeija » Wed Jan 04, 2012 06:35

@redcrab: I checked the latest git version and it works for me. Could you please post your error?
@Temperest: Nice work! But this can make the game crash when connecting a socket and an inverter. I guess you should make a delay (Minecraft redstone does not have torches/repeaters with delay for no reason)
I will include this in my mod as soon as this is fixed.
Redstone for minetest: Mesecons (mesecons.net)
 

robin
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by robin » Wed Jan 04, 2012 09:31

I have the same problem, but only when I use [url=Hackeridzes https://github.com/Hackeridze/ru-true_minetest_mods_pack]ru-true_minetest_mods_pack[/url]. After logging into the server all nodes are Unknown Nodes.

With only Mesecon as single mod (and the default stuff of course) it is loading well.
 

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Jeija
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by Jeija » Wed Jan 04, 2012 09:37

There are some broken mods in RTMMP (please remove or change them!). Maybe this could help you: http://c55.me/minetest/forum/viewtopic.php?id=691
See my post there. I hope this helped you. If not, try to remove the mods one after the other to figure out what's wrong or just ask again.
Redstone for minetest: Mesecons (mesecons.net)
 

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by robin » Wed Jan 04, 2012 10:01

I can confirm that nparticle is the source of the problem. I removed it and its dependency dynamite.

Now mesecon runs fine.
 

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redcrab
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by redcrab » Wed Jan 04, 2012 13:23

redcrab wrote:Can't make this mods working with latest git celeron master code (0.4 20120102 of 03/01/2012),
node definition loading fails..

Did you check with last version?
This mods looks really great , does celeron will accept to insert it into the mainstream?


removing mods
dynamite
moreores
nparticle
doesn't help

There is no direct crash but a general faulty behavior
when I add your mods here what I see during login and in game

Login
Image

in Game
Image

NB here the list of existing mods used
  • add_tool
  • baking
  • bottle
  • bucket
  • cement
  • corn
  • dynamite
  • experimental
  • flowers
  • growing
  • hatches
  • hoe
  • home_mod
  • leaf_decay
  • mark_underground
  • moarcraft
  • moreblocks
  • morechests
  • moreores
  • mushrooms
  • nparticle
  • obsidian
  • pumpkin
  • ropes
  • rtmmp
  • seasons
  • villages
  • watermelon
  • wheat
  • worldedit
Last edited by redcrab on Wed Jan 04, 2012 13:38, edited 1 time in total.
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robin
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by robin » Wed Jan 04, 2012 13:55

This is my working combination. (PM me if you want the server credentials)

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
add_tool 
baking 
bucket 
corn     
experimental 
give_initial_stuff 
hatches 
home_mod 
leaf_decay 
moarcraft   
moreores   
obsidian   
pumpkin 
rtmmp     
watermelon
animals   
bottle 
cement 
default 
flowers       
growing             
hoe     
jeija     
legacy     
morechests 
mushrooms 
paintings 
ropes   
throwing 
wheat


Obviously I dont have (nparticle, dynamite,) seasons, worldedit and villages running.
 

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Jeija
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by Jeija » Wed Jan 04, 2012 14:41

Is there any error in the console? Do you use the latest git version? Try robin's working combination. Did you also try just using my mod and no other one?
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redcrab
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by redcrab » Wed Jan 04, 2012 16:10

Jeija wrote:Is there any error in the console? Do you use the latest git version? Try robin's working combination. Did you also try just using my mod and no other one?


I find out that "seasons" mods conflicts with "mesecons" mods..

But beside of this topic, when removing seasons mods, the world become wholly ugly with freaky textures everywhere... how to clean up without destroying the entire world ?
Last edited by redcrab on Wed Jan 04, 2012 16:13, edited 1 time in total.
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sfan5
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by sfan5 » Wed Jan 04, 2012 16:16

redcrab wrote:
Jeija wrote:Is there any error in the console? Do you use the latest git version? Try robin's working combination. Did you also try just using my mod and no other one?


I find out that "seasons" mods conflicts with "mesecons" mods..

But beside of this topic, when removing seasons mods, the world become wholly ugly with freaky textures everywhere... how to clean up without destroying the entire world ?

You could use WorldEdit, if you know how the wrong nodes are named
Mods: Mesecons | WorldEdit | Nuke
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