Page 1 of 2
[Mod] Frickin' Laser Beams [laser]

Posted:
Tue May 14, 2013 18:38
by Hybrid Dog
See also:
viewtopic.php?p=17988#p179881. Place a mese block
2. Add a bobblock next to it
3. Let the bob block, then the mese block, get a mesecons signal
Depends: bobblocks, default, mesecons, minetest > 0.4.9
License: WTFPL
Download: zip,
tar.gzgithub: laser

Posted:
Wed May 15, 2013 02:21
by InfinityProject
How far do the lasers go?

Posted:
Wed May 15, 2013 12:47
by 12Me21
Cool, there should be a laser detector

Posted:
Wed May 15, 2013 15:38
by rubenwardy
Nice!

Posted:
Wed May 15, 2013 18:15
by lonely
It can't load and run bobblocks, even if i rename it!

Posted:
Wed May 15, 2013 18:24
by rubenwardy
Hybrid Dog wrote:12Me21 wrote:Cool, there should be a laser detector
What should it do?
Enable a mesecons wire.
You can use minetest.get_modpath(modname) to check to see if mesecons is installed.

Posted:
Wed May 15, 2013 18:25
by lonely
Hybrid Dog wrote:12Me21 wrote:Cool, there should be a laser detector
What should it do?
rubenwardy wrote:Nice!
thanks
New version:— vertical lasers added
— textures rotated
— more colours (except white, actually this isn't a colour) added

Posted:
Wed May 15, 2013 19:47
by 12Me21
rubenwardy wrote:Hybrid Dog wrote:12Me21 wrote:Cool, there should be a laser detector
What should it do?
Enable a mesecons wire.
You can use minetest.get_modpath(modname) to check to see if mesecons is installed.
yes, and there should be mirrors, too

Posted:
Fri May 17, 2013 00:57
by 12Me21
Hybrid Dog wrote:lonely wrote:It can't load and run bobblocks, even if i rename it!
bobblocks has depends, too
12Me21 wrote:rubenwardy wrote:
Enable a mesecons wire.
You can use minetest.get_modpath(modname) to check to see if mesecons is installed.
yes, and there should be mirrors, too
I won't add mirrors without reflections and they aren't possible yet. Maybe I'll add a laser detector.
All a mirror would need to do is when a laser beam hits it, send another laser beam at a 90 degree angle.

Posted:
Sun May 19, 2013 13:24
by Zeg9
Great ! Looking forward to the laser detector, if possible, make entities (especially players) don't let the laser go through them, but that may be hard
By the way you should add mesecons to depends in your post since it now needs mesecons power.

Posted:
Sun May 19, 2013 13:34
by Zeg9
Hybrid Dog wrote:Zeg9 wrote:Great ! Looking forward to the laser detector, if possible, make entities (especially players) don't let the laser go through them, but that may be hard
I could do it but it would cause big lags and it wouldn't work in the right time.
By the way you should add mesecons to depends in your post since it now needs mesecons power.
good idea.
Only checking for players wouldn't be that laggy on small servers or singleplayer if you use a globalstep.
EDIT: maybe update the laser with an abm so when you dig in front of it you don't have to restart the mesecons signal

Posted:
Sun May 19, 2013 15:27
by nextmissinglink
Hybrid Dog wrote:1. Place a mese block
2. Add a bobblock (red or yellow) next to it
3. Let the mese block get mesecons energy
Depends: bobblocks, default
License: [img]pic[/img]
Download: zip,
tar.gzCode: https://github.com/HybridDog/laser[img]pic[/img]
At first my laser was flammable (yes, the tree burned down):
The wool was flammable so you'll not see this again:
The nodebox looks like the shot particles of wz2100:
I changed this texture later to 1x
h:
This is not my bug! It's from bobblocks!:
I didn't know that there are 2 caves...:
Here 2 lasers are crossing:
Vertical lasers added:
+100 on a scale of 1 to 10

Posted:
Thu May 23, 2013 12:46
by GJH105775
Nice mod.

Posted:
Wed Jun 12, 2013 18:47
by Inocudom
The laser detector will make both this mod and mesecons more fun to play with.

Posted:
Thu Jun 13, 2013 22:03
by Aqua
Epic mod! Keep up the great work with your mods!
+1

Posted:
Wed Jun 19, 2013 14:36
by arsdragonfly
Can you add mirrors to change its route?

Posted:
Fri Jun 21, 2013 10:28
by aron1263
I cant open it it says" failed to load and run \minetest-0.4.7\bin\..\mods\laser_master\init.lua

Posted:
Fri Jun 21, 2013 10:32
by Topywo
aron1263 wrote:I cant open it it says" failed to load and run \minetest-0.4.7\bin\..\mods\laser_master\init.lua
If it isn't a modpack you'll need to rename it. In this case from
laser_master to
laser.
A check is looking in the init.lua, for example:
minetest.register_node("
laser:detector", {

Posted:
Mon Jul 22, 2013 10:53
by Bas080
+1 This is really cool. For long distances i will use the lasers instead of mesecons.
+1 And they look pretty as decoration.
+1 When i'm far from home i just have to look for lasers pointing up.
Why can't lasers cross path? I understand that that would mean much more nodes as you have to make a crossed laser section for every color crossing with another color. Why not make it work with the similar colored lasers? Or you could make a very bright shining light node and place that in the laser intersections and let the lasers continue.
Anyways, +3, i like this mod!

Posted:
Mon Jul 22, 2013 18:53
by Bas080
Actually you can only see the lasers because of the fog in minetest...
I don't understand.
Some less wanted features:- Lasers should continue when node that interrupted the laser is removed.
- If interrupting node is a bobblock it removes the similar color laser completely!
- And what if you have two different colors lasers pointing towards each other?
I am trying to fix some of these unwanted features

Posted:
Tue Jul 23, 2013 04:47
by Element
i tried renaming it laser but it says there is a error
Topywo wrote:aron1263 wrote:I cant open it it says" failed to load and run \minetest-0.4.7\bin\..\mods\laser_master\init.lua
If it isn't a modpack you'll need to rename it. In this case from
laser_master to
laser.
A check is looking in the init.lua, for example:
minetest.register_node("
laser:detector", {

Posted:
Tue Jul 23, 2013 10:15
by Topywo
Element wrote:i tried renaming it laser but it says there is a error
It's possible you didn't enable the (most up to date) dependencies:
- Jeija's mesecons:
https://forum.minetest.net/viewtopic.php?pid=4785#p4785- RabbiBob's bobblocks:
https://forum.minetest.net/viewtopic.php?id=1274Else you"ll need to paste the ERROR here in a post to help you.
Exit minetest. Delete the debug.txt file. Start minetest, start the game with lasers in it. End the game and exit minetest. Open debug.txt. Copy the all the ERROR lines and paste them here.

Posted:
Sat Apr 05, 2014 13:22
by Hybrid Dog
New version:
— voxel manipulation is used → faster
— minetest.after is used, too → the signal is sent before the laser is shown
— nodes are allowed to define functions which get executed if a laser touches them or disappears next to them
— adding mirrors should be possible now

Posted:
Sat Apr 05, 2014 15:04
by Krock
Good work!
Gonna download this mod.

Posted:
Sat Apr 05, 2014 17:00
by Inocudom
Very good to see you still working on this mod.
Re: [Mod] Lasers [laser]

Posted:
Mon Apr 21, 2014 12:18
by Hybrid Dog
Re: [Mod] Lasers [laser]

Posted:
Fri May 09, 2014 19:29
by balthazariv
Hello,
I'm novice to minetest. I have tested your mods but i have this error.
"G:\Minetest\minetest-0.4.9\bin\..\mods\laser\init.lua:186: attempt to call method 'get_param2_data' (a nil value)"
1. Place a mese block
2. Add a bobblock next to it
3. Let the bob block, then the mese block, get mesecons energy
Can you explain part 3, what's " mesecons energy " ? I can't find it in mesecon objects , what's it's name exactly. I have put a switch and when i put it on, i have this error.
This is a screenshot of my structure .
http://www.hostingpics.net/viewer.php?id=701288screenshot34120217.pngThanks
Re: [Mod] Lasers [laser]

Posted:
Fri May 09, 2014 20:23
by Hybrid Dog
balthazariv wrote:Hello,
I'm novice to minetest. I have tested your mods but i have this error.
"G:\Minetest\minetest-0.4.9\bin\..\mods\laser\init.lua:186: attempt to call method 'get_param2_data' (a nil value)"
1. Place a mese block
2. Add a bobblock next to it
3. Let the bob block, then the mese block, get mesecons energy
Can you explain part 3, what's " mesecons energy " ? I can't find it in mesecon objects , what's it's name exactly. I have put a switch and when i put it on, i have this error.
This is a screenshot of my structure .
http://www.hostingpics.net/viewer.php?id=701288screenshot34120217.pngThanks
With "mesecons energy" I mean just a mesecons signal.
I think if the error message appears, the laser would be created.
It looks like this mod requires the newest minetest (0.4.9-dev).
I think
here you can download the newest version for windows and for linux you can get it
here (ubuntu/mint) and
here (Arch linux)Sorry, I didn't knew that and didn't look for it and so I didn't mention it yet.
Re: [Mod] Lasers [laser]

Posted:
Fri May 09, 2014 20:39
by balthazariv
Hello,
My minetest version is 0.4.9 for windows.
I'm novice in minetest and you have many mesecon objects. I'm not sure for switch for mesecon signal.
My structure with 1 ) "mese block", 2 ) "bobblock" and 3) switch for mesecon signal is correct or no ?
Thanks
Re: [Mod] Lasers [laser]

Posted:
Fri May 09, 2014 20:47
by Hybrid Dog
balthazariv wrote:Hello,
My minetest version is 0.4.9 for windows.
I'm novice in minetest and you have many mesecon objects. I'm not sure for switch for mesecon signal.
My structure with 1 ) "mese block", 2 ) "bobblock" and 3) switch for mesecon signal is correct or no ?
Thanks
here's an example of a structure which should create a "laser"

to use this mod you need
minetest 0.4.9-dev, I think.