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

Temperest
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by Temperest » Fri Jan 27, 2012 22:17

Done. You might want to try deleting your entire project folder, then using "git clone" to redownload it. Or use the "git reset" command.
WorldEdit 1.0 released

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

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Jeija
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by Jeija » Sat Jan 28, 2012 06:17

I finally figured out how to upload things on git. Development can be a lot faster now!

Btw @c++ devs or whoever knows it: Is there another facdir that can make blocks also face the sky and the ground? So a facedir that allows bottom and top placements of the node.
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sfan5
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by sfan5 » Sat Jan 28, 2012 18:08

Mods: Mesecons | WorldEdit | Nuke
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dannydark
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by dannydark » Sat Jan 28, 2012 18:32



Awesome going to try this out as previously I just couldn't get them to work at all, btw with the above patch does this mean I can now use them to make an inverter?

Last time I tried it kinda worked but I had to place the torch horizontally on a block and then once I had hit the switch twice (to test the inverter) the torch would reset on the ground :S
 

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Jeija
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by Jeija » Sat Jan 28, 2012 19:23

Good Job, sfan5!
Now we just need delay-repeaters to really compete with minecraft. For this, we need a better delay with timers (abm doesn not work as you can see if you put several torches one behind the other).

Time for a release?
Last edited by Jeija on Sat Jan 28, 2012 19:25, edited 1 time in total.
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sfan5
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by sfan5 » Sat Jan 28, 2012 19:29

Yes!
BTW.:Torches are slow enough for clocks
Last edited by sfan5 on Sat Jan 28, 2012 19:39, edited 1 time in total.
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Jeija
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by Jeija » Sun Jan 29, 2012 06:05

Meselamps look strange in the new version of minetest. Any hint why and how to fix?
Last edited by Jeija on Sun Jan 29, 2012 06:05, edited 1 time in total.
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sfan5
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by sfan5 » Sun Jan 29, 2012 08:14

Jeija wrote:Meselamps look strange in the new version of minetest. Any hint why and how to fix?

This happens with Mese Torches and Buttons too, I'll try to fix that
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Renato_Ferreira
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by Renato_Ferreira » Sun Jan 29, 2012 14:03

Hi!

I would like to know what is the right directory to put mods in: is it minetest_folder/usermods/ or minetest_folder/data/mods? I use the former, but this mod only worked when I copied the folder to the latter.

Thanks.
 

Temperest
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by Temperest » Sun Jan 29, 2012 16:34

Renato_Ferreira wrote:Hi!

I would like to know what is the right directory to put mods in: is it minetest_folder/usermods/ or minetest_folder/data/mods? I use the former, but this mod only worked when I copied the folder to the latter.

Thanks.


Try using the latest GitHub version, here's a download link:

Download

It should work in either of the folders you mentioned.
WorldEdit 1.0 released

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

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dannydark
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by dannydark » Mon Jan 30, 2012 01:49

I just tried the new pistons that use facedir much easier to make doors now without having to trail mesecons everywhere ^_^, however, I did noticed one thing the pistons still won't push up or down.

For example if you look directly at the ground and place a piston it should ideally be pointed up, same for if you place a piston looking straight up it should ideally push down, Is this possible? or is it a limitation of the facedir param?
 

kahrl
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by kahrl » Mon Jan 30, 2012 02:44

Yes, the current facedir only allows 4 orientations.

Making a more generic parameter would be possible, probably even easy. The question is: which of the 24 possible orientations of a cube should it support? (There is not one possibility to rotate a piston so that it faces up, there are actually four. Same for down, and actually all the other directions the piston can be facing. So in total there are 6*4 possibilities. If you're mathematically inclined, the group of rotations of a cube is isomorphic to the symmetric group of degree 4, that might be an elegant way to index the rotations.)

I guess for pistons 6 orientations would be enough. But maybe having a more generic orientation feature (with all 24 or at least 12 orientations) in the engine would be useful for other mods.

What might be a bit hard is getting the meshgen to rotate the textures correctly. The current facedir doesn't attempt to do that, no matter how you place a chest or furnace, its top and bottom textures will always be rotated the same way relative to the world.
Last edited by kahrl on Tue Jan 31, 2012 04:51, edited 1 time in total.
 

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dannydark
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by dannydark » Tue Jan 31, 2012 04:35

@Jeija In the movestone.lua there is two craft recipe's for sticky movestones.

@kahrl I'm not really sure but like you said 6 should be enough for pistons however, if that means doing a lot of work on the meshgen then I guess its not worth it. lol I just wanted to build a lift haha, although saying that I can think of a load of other ways pistons that can push up/down would be useful.
 

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Jeija
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by Jeija » Tue Jan 31, 2012 11:54

@dannydark: There IS another way to make pistons push up/down:
In the init.lua you can find this line:
OLD_PISTON_DIRECTION=0
Just set it to 1 and place a mesecon above/below the piston and it will push/pull in the opposite direction.

about the movestone.lua: I removed the 2nd craft recipe for sticky movestones
Redstone for minetest: Mesecons (mesecons.net)
 

daniel
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by daniel » Wed Feb 01, 2012 03:07

One possible power source for circuits in minetest could be rat wheels connected up to a generator.
 

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sfan5
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by sfan5 » Wed Feb 01, 2012 05:59

daniel wrote:One possible power source for circuits in minetest could be rat wheels connected up to a generator.

:D Good Idea
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Calinou
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by Calinou » Wed Feb 01, 2012 22:12

I added a few days ago almost full support of your mod into my texture pack. :D
 

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sfan5
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by sfan5 » Thu Feb 02, 2012 06:02

Calinou wrote:I added a few days ago almost full support of your mod into my texture pack. :D

Thanks! :D
Last edited by sfan5 on Thu Feb 02, 2012 06:03, edited 1 time in total.
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Jeija
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by Jeija » Thu Feb 02, 2012 12:14

:D Cool!
I'm not sure if I should maybe scale down and adapt some textures (am I allowed to?)
These textures are really amazing! (I only don't get the IC?? ^^)
Merci beaucoup, Calinou!
Redstone for minetest: Mesecons (mesecons.net)
 

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Jeija
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by Jeija » Sat Feb 04, 2012 17:49

Released Version 0.5!
Any ideas for the next release?
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sfan5
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by sfan5 » Sat Feb 04, 2012 20:47

Jeija wrote:Released Version 0.5!
Any ideas for the next release?

Levers!
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neko259
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by neko259 » Sat Feb 04, 2012 21:38

Ideas: real button, not a switch. Additional - shock block, that hurts a player if connected to power. Maybe raillike or signlike to make it less notable :3
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Jeija
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by Jeija » Sat Feb 04, 2012 21:40

There are real buttons that just keep activated for 1 second. Shock block.... Why not?!

I guess i should add crafting recpies for buttons...
Last edited by Jeija on Sat Feb 04, 2012 21:41, edited 1 time in total.
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sfan5
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by sfan5 » Sun Feb 05, 2012 07:02

Jeija wrote:There are real buttons that just keep activated for 1 second. Shock block.... Why not?!

I guess i should add crafting recpies for buttons...

It's not 1 Second, it's 0.1 Second
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Jeija
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by Jeija » Sun Feb 05, 2012 07:05

Anyway, it always takes ~1/2 Second to turn off again, because ABMs are not that fast.
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sfan5
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by sfan5 » Sun Feb 05, 2012 09:13

Mods: Mesecons | WorldEdit | Nuke
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Gatharoth
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by Gatharoth » Tue Feb 07, 2012 00:13

You can change how long the buttons stay on by changing the interval, I currently have mine set to 3. :3
 

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by jordan4ibanez » Tue Feb 07, 2012 13:01

jeija today.. -quivers in fear- ..i think i will...review your mod :P
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by Gatharoth » Wed Feb 08, 2012 22:47

Temperest wrote:Here's a screenshot showing usage of the inverter and sockets to make common logic gates (showing OR, XOR, AND, NOT, and a diode):

Image

It needed a fix to my plugs and sockets that I'll be perfecting and posting tomorrow. In the meantime there is a bug in it so I would not use it for now.


Questions
Do plugs/inverter/sockets work vertically?

Also, does it have to be an "air" node?

If no to the 2nd question, why does it not work when there's water between?
Last edited by Gatharoth on Wed Feb 08, 2012 22:50, edited 1 time in total.
 

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dannydark
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by dannydark » Wed Feb 08, 2012 22:56

Gatharoth wrote:Questions
Do plugs/inverter/sockets work vertically?

Also, does it have to be an "air" node?

If no to the 2nd question, why does it not work when there's water between?


Not sure about them working vertically, but yes it has to be an air node between them (at least it was the if statements might have changed since I last looked)
Last edited by dannydark on Wed Feb 08, 2012 22:57, edited 1 time in total.
 

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