Advantages and Disadvantages of merging Mesecons

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Inocudom
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Re: Advantages and Disadvantages of merging Mesecons

by Inocudom » Fri Oct 17, 2014 14:56

How well do the following two forks of Minetest work in terms of framerate in the eyes of you guys?
http://voxelands.com/-Has something like mesecons in it.
http://freeminer.org/-Experimental circuits mod included in its default sub-game. Use the latest development version in the forums of its website, not the outdated stable version on the home page.
 

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Vazon
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Re: Advantages and Disadvantages of merging Mesecons

by Vazon » Fri Oct 17, 2014 15:48

Guys, we have turned to talking about our own problems and that was not my goal. I will make a new topic so we don't clutter this one.
 

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george
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Re: Advantages and Disadvantages of merging Mesecons

by george » Fri Oct 17, 2014 16:04

Sol wrote:
Zeno wrote:With 6 cores of a Xeon, 15-20 players, the CPU sits at 100% just about the entire time.

Excuse me, but how did you achieve that? Our server is running on a cheap VPS and it's CPU utilization rarely exceeds 25% independent of player count.


Specifically, we have these two cores:
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
# grep 'model name' /proc/cpuinfo
model name   : Intel(R) Xeon(R) CPU E5-2630L v2 @ 2.40GHz
model name   : Intel(R) Xeon(R) CPU E5-2630L v2 @ 2.40GHz


Server activity is graphed at http://grafana.ayntest.net/
Our db is almost 4GB right now (leveldb). Idk it could be because of that.
 

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jp
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Re: Advantages and Disadvantages of merging Mesecons

by jp » Fri Oct 17, 2014 16:11

Megaf's server is powered by a cheap ARM and runs Mesecons/Pipeworks fairly well. But its settings are at the forefront of optimization.
 

CWz
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Re: Advantages and Disadvantages of merging Mesecons

by CWz » Fri Oct 17, 2014 17:23

Mesecons is pretty bloated might be better to make a lightweight version
 

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Re: Advantages and Disadvantages of merging Mesecons

by 4aiman » Fri Oct 17, 2014 23:20

+ Spoiler


5. It looks like people DO want shrunk version to be included. So, maybe we are to discuss the features to be implemented?
I believe there are enough people who are reading this and capable of implementing any features expected from a mesecons counterpart\shrunk ver.

Personally I expect a light version to have the following features:
- Wires that can be placed vertically on a side of a block. Redstone in MC can't do it in the vanilla game. Can't see why not to outsmart MC in this way.
- No need to use repeaters to connect adjacent blocks to a power line. Node should be automatically receive power signal if they're next to a wire.
- Because of the previous, wires should be able to transmit power only when there's no blocking. I'll try to explain.
right now mesecons can transmit signal from A to B 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
_ 1234
a NNNN
b NNBN
c NANN
d NNNN

As one can see, even though there's a block @ 2b, the signal passes from A to B. I'd rather have it to not pass in a setup like this. Then, to make a signal pass, one will be obliged to do 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
_ 1234
a NNNN
b N BN
c NANN
d NNNN

Yep, there's air now, and nothing blocks the signal. This feature will help to isolate circuits while vertical placement will save us from making huge stairs to get the wire some nodes below the surface.
- Logic, based on mesetorches. No controllers or components for logic.
- Levels of signal. Will raise up the cost of wiring and slow down the increase of affected nodes. Also, which is faster: set_node() or meta:set_int()? Maybe we can trade off the visual effects? I mean, wires in our homes do not glow when we turn on the lights.
- Pistons & sticky pistons. Making mechanisms and huge doors with 'em is a good feature.
- Several sources of a signal: torches, levers (not wall-levers only), blinky plants (or another pulsing source), buttons (activate a circuit only for a couple of seconds), pressure plates (to detect players/mobs), repeaters (in MC those are combined with delayers) - to powerup existing signal and be a source of a signal only if there is a signal on input, Solar panel that outputs signal which power depends on the minetest.get_node_light() (to build automatic lighting systems and detect a nearby mob\player (useful for traps)). Turbines and the other stuff is not necessary - the above sources can be used instead.
- Wires should be compatible with rails. In fact, carts_boost + lightened mesecons is smth I'm looking forward to (acceleration rails, brake rails).
- Lamps are unnecessary, but at least 1 node that emits light while powered should exist.
- No aliases or compatibility stuff - new mesecons are to be a new feature and therefore there won't be any "leftovers" from the other nodes.

Well, I guess that's all I want of mesecons.
 

minetest2003
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Re: Advantages and Disadvantages of merging Mesecons

by minetest2003 » Sat Oct 18, 2014 08:03

how to download it
 

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Topywo
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Re: Advantages and Disadvantages of merging Mesecons

by Topywo » Sat Oct 18, 2014 08:19

minetest2003 wrote:how to download it


Minetest:
http://minetest.net/download

or for recent window versions:
viewforum.php?f=42

or build it yourself (easier for Linux, see under readme.txt):
https://github.com/minetest/minetest


Mesecons:
viewtopic.php?id=628#p4785
Choose 1 of the downloads from GitHub (links) and extract the downloaded file in:
Minetest/mods (no need to rename it, since it is a modpack)
 

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rubenwardy
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Re: Advantages and Disadvantages of merging Mesecons

by rubenwardy » Sat Oct 18, 2014 08:42

I agree with 4aiman. It doesn't have to be laggy.

Visual feedback of wires glowing is needed for gameplay.
 

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Re: Advantages and Disadvantages of merging Mesecons

by Dragonop » Sat Oct 18, 2014 22:30

...Maybe something like a switch, a wire, a presure plate, a piston, and a power torch
 

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