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

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Death Dealer
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by Death Dealer » Mon Mar 26, 2012 16:52

Jeija wrote:Bug with pressure plates fixed. Movestones and switches look like stone, so I think they should only be breakable with tools.

Oh ok thanks.
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RabbiBob
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by RabbiBob » Wed Mar 28, 2012 09:26

Image

Got it to work this morning.

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

mesecon:register_on_signal_on(function (pos, node)
    if node.name=="bobblocks:redblock_off" or node.name=="bobblocks:yellowblock_off" then
        update_bobblock (pos, node, state)
        end
    end)
   
mesecon:register_on_signal_off(function (pos, node)
    if node.name=="bobblocks:redblock" or node.name=="bobblocks:yellowblock" then
        update_bobblock (pos, node, state)
        end
    end)
       
 

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Death Dealer
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by Death Dealer » Wed Mar 28, 2012 11:52

RabbiBob wrote:Image

Got it to work this morning.

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

mesecon:register_on_signal_on(function (pos, node)
    if node.name=="bobblocks:redblock_off" or node.name=="bobblocks:yellowblock_off" then
        update_bobblock (pos, node, state)
        end
    end)
   
mesecon:register_on_signal_off(function (pos, node)
    if node.name=="bobblocks:redblock" or node.name=="bobblocks:yellowblock" then
        update_bobblock (pos, node, state)
        end
    end)
       

FREAKIN SWEEEEEEEEEET! been waiting for this:D time to make a dance floor that flashs; )
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RabbiBob
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by RabbiBob » Wed Mar 28, 2012 13:24

Random thought: a proximity sensor could work towards turning on nodes near you (dance floor could follow you). The code in my health block would work to this end.
 

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Death Dealer
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by Death Dealer » Wed Mar 28, 2012 13:25

RabbiBob wrote:Random thought: a proximity sensor could work towards turning on nodes near you (dance floor could follow you). The code in my health block would work to this end.

the code you made for the health block would work for that interesting... how about a auto turret then:D just a thought.
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by jordan4ibanez » Wed Mar 28, 2012 13:32

RabbiBob wrote:Random thought: a proximity sensor could work towards turning on nodes near you (dance floor could follow you). The code in my health block would work to this end.

thats a pretty good idea..too bad we can't actually dance in minetest yet..but you could also make auto blink tiles..tiles that blink on a certain dtime counter so all the same colour blinks at the same time

Just throwing that out there!
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by RabbiBob » Wed Mar 28, 2012 13:41

Death Dealer wrote:
RabbiBob wrote:Random thought: a proximity sensor could work towards turning on nodes near you (dance floor could follow you). The code in my health block would work to this end.

the code you made for the health block would work for that interesting... how about a auto turret then:D just a thought.


That thought came immediately after my pit trap. I think the code for the animal DM could be.referenced, just remove the ability for it to move and custom texture the node.
 

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Death Dealer
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by Death Dealer » Wed Mar 28, 2012 13:49

RabbiBob wrote:
Death Dealer wrote:
RabbiBob wrote:Random thought: a proximity sensor could work towards turning on nodes near you (dance floor could follow you). The code in my health block would work to this end.

the code you made for the health block would work for that interesting... how about a auto turret then:D just a thought.


That thought came immediately after my pit trap. I think the code for the animal DM could be.referenced, just remove the ability for it to move and custom texture the node.


Great minds think alike^-^
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Jeija
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by Jeija » Thu Mar 29, 2012 20:19

For those wondering when the next stable of this mod will be released:

I just added the mesecons delayer which is actually a copy of the redstone repeater. This has been made possible thanks to minetest.after();
The next thing is sound: Can anyone provide piano sounds (the same notes like minecraft) so that I can make noteblocks?
If no, please at least test the GitHub version. The changes today have been HUGE so that there might be some bugs, please report.
After testing and eventually adding the notblock thing, the stable will be released.
Redstone for minetest: Mesecons (mesecons.net)
 

kahrl
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by kahrl » Thu Mar 29, 2012 20:31

The problem with minetest.after() is that if you register a callback and, while the timer is running, restart the server, it will lose the callback. So if you have some circuit with repeaters in it it might get out of sync on server restarts.

I have some initial work done on node timers (which would fix that problem) but currently have no time at all so it'll be at least a week (possibly more) into April until it's done.
 

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Jeija
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by Jeija » Fri Mar 30, 2012 04:36

Yes, I already noticed that problem. Looking forward to see the node timer!
Redstone for minetest: Mesecons (mesecons.net)
 

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by sfan5 » Fri Mar 30, 2012 05:07

Jeija wrote:For those wondering when the next stable of this mod will be released:

I just added the mesecons delayer which is actually a copy of the redstone repeater. This has been made possible thanks to minetest.after();
The next thing is sound: Can anyone provide piano sounds (the same notes like minecraft) so that I can make noteblocks?
If no, please at least test the GitHub version. The changes today have been HUGE so that there might be some bugs, please report.
After testing and eventually adding the notblock thing, the stable will be released.

You could just use the sounds from Minecraft
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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Jeija
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by Jeija » Fri Mar 30, 2012 05:08

Are they Creative Commons?!?
Last edited by Jeija on Fri Mar 30, 2012 05:09, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by sfan5 » Fri Mar 30, 2012 05:35

Jeija wrote:Are they Creative Commons?!?

I don't know
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by Ragnarok » Fri Mar 30, 2012 07:42

Hi, I can't remove switch (and much other stuff too) by hand. Is adding

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
groups = { oddly_breakable_by_hand = 1 }


in minetest.register_node section in switch.lua file is good idea?
 

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by Death Dealer » Fri Mar 30, 2012 17:45

Ragnarok wrote:Hi, I can't remove switch (and much other stuff too) by hand. Is adding

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
groups = { oddly_breakable_by_hand = 1 }


in minetest.register_node section in switch.lua file is good idea?

Use a pick or axe to remove switchs.
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by bgsmithjr » Fri Mar 30, 2012 17:52

use dig_immediate= num
Then you can remove them like torches/
 

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Ragnarok
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by Ragnarok » Fri Mar 30, 2012 18:15

Use a pick or axe to remove switchs.
I used and... nothing. Only state change. I'll try with dig_immediate.

EDIT:
dig_immediate = 2 looks good
Last edited by Ragnarok on Fri Mar 30, 2012 18:20, edited 1 time in total.
 

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RabbiBob
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by RabbiBob » Fri Mar 30, 2012 18:41

Ragnarok wrote:
Use a pick or axe to remove switchs.
I used and... nothing. Only state change. I'll try with dig_immediate.

EDIT:
dig_immediate = 2 looks good


This is in the init.lua for switch if you download the latest github version and unpack it:

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
groups = {dig_immediate=2},
 

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by bgsmithjr » Fri Mar 30, 2012 18:43

jordan4ibanez wrote:
RabbiBob wrote:Random thought: a proximity sensor could work towards turning on nodes near you (dance floor could follow you). The code in my health block would work to this end.

thats a pretty good idea..too bad we can't actually dance in minetest yet..but you could also make auto blink tiles..tiles that blink on a certain dtime counter so all the same colour blinks at the same time

Just throwing that out there!


LOL, imagine mode that changes the yaw to a random number 100 different times, that happens after you use the vodka mod.
 

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by Temperest » Fri Mar 30, 2012 19:49

sfan5 wrote:
Jeija wrote:For those wondering when the next stable of this mod will be released:

I just added the mesecons delayer which is actually a copy of the redstone repeater. This has been made possible thanks to minetest.after();
The next thing is sound: Can anyone provide piano sounds (the same notes like minecraft) so that I can make noteblocks?
If no, please at least test the GitHub version. The changes today have been HUGE so that there might be some bugs, please report.
After testing and eventually adding the notblock thing, the stable will be released.

You could just use the sounds from Minecraft


They are incompatible with Minetest's license.
WorldEdit 1.0 released

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

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by Jordach » Fri Mar 30, 2012 20:04

I've been making sounds for them.

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by Jordach » Fri Mar 30, 2012 20:16

Heres the sounds:

http://www.mediafire.com/?nmq72459osc3u8u

Has 5 drum sounds and C5-B5 in piano scale. (Includes sharps.)

Licencing: For usage with MineTest projects.
Last edited by Jordach on Fri Mar 30, 2012 20:26, edited 1 time in total.

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by Jeija » Sun Apr 01, 2012 09:30

I received an eMail from Mojang AB this morning saying:

Dear developer of the minetest "mesecons" mod,

we discovered your mod a few weeks ago and its immense potential. Now, a few weeks later, we started migration of your mod to minecraft. Users request features like solar panels and movestones, which were already present in minetest.
As your mod has been put under the WTFPL, we would just like to inform you about the recent development, but mind that you can not demur the migration.
The current status of development is the migration of the power plant, the mesecon torch and the mesecon delayer. Until the mesecons themselves have been pushed towards minecraft, those items will power the generic redstone.
As a little present for you, we would like to offer you a free minecraft account and the latest code of the mesecons migration. We would appreciate any help from your side.
Yours sincerely,
Jens Bergensten


Wow that's really cool! I took a screenshot of the power plant in minecraft:
Image

Anyway I don't like the way they treat with the licensing stuff. They could have asked, that would have been more polite. What do you think?

This was an april fool joke!
Last edited by Jeija on Wed Apr 04, 2012 05:53, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Jordach » Sun Apr 01, 2012 09:34

Jeija wrote:I received an eMail from Mojang AB this morning saying:

Dear developer of the minetest "mesecons" mod,

we discovered your mod a few weeks ago and its immense potential. Now, a few weeks later, we started migration of your mod to minecraft. Users request features like solar panels and movestones, which were already present in minetest.
As your mod has been put under the WTFPL, we would just like to inform you about the recent development, but mind that you can not demur the migration.
The current status of development is the migration of the power plant, the mesecon torch and the mesecon delayer. Until the mesecons themselves have been pushed towards minecraft, those items will power the generic redstone.
As a little present for you, we would like to offer you a free minecraft account and the latest code of the mesecons migration. We would appreciate any help from your side.

Yours sincerely,
Jens Bergensten


Wow that's really cool! I took a screenshot of the power plant in minecraft:
Image

Anyway I don't like the way they treat with the licensing stuff. They could have asked, that would have been more polite. What do you think?

dont get tempted by the dark Side.

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by RabbiBob » Sun Apr 01, 2012 09:53

That's great! This is probably the best April Fool's post yet, ;-) And look, no 'edited on' this post either.
 

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by RabbiBob » Sun Apr 01, 2012 09:56

If I'm correct, the published versions of the mod have a single folder structure (jeija\<individual .lua>) and the github version has multiple (jeija\<individual folders>\init.lua). If I unpack the github one it doesn't work (no init link to the individual folders) on my install.

Is there a way that I should be converting the github latest version or should it work out of the package?
 

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by Jeija » Sun Apr 01, 2012 09:58

The github version are multiple mods in fact. It is like
mods/mesecons/init.lua
/mesecons_mvps/init.lua
/mesecons_movestones/init.lua
/mesecon_.../init.lua

No jeija or something like that before!
Redstone for minetest: Mesecons (mesecons.net)
 

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by Jordach » Sun Apr 01, 2012 10:01

So to make it clear its: /giveme mesecons:power_plant ?

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by RabbiBob » Sun Apr 01, 2012 10:17

Jordach wrote:So to make it clear its: /giveme mesecons:power_plant ?


No, there appears to be an alias so you don't have to do that (mesecons\init.lua):

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
-- This file registers aliases for the /give /giveme commands.

minetest.register_alias("jeija:power_plant", "mesecons_powerplant:power_plant")


However, right off I realized that my recent Bobblocks has Jeija as a dependency and it broke.

Curious to the direction of mesecons now for future official releases (mesecon vs Jeija) so I can be ready for that change.

p.s. Making the folder change worked and the latest update does allow me to remove all of the objects I could not before. Thanks!
Last edited by RabbiBob on Sun Apr 01, 2012 10:18, edited 1 time in total.
 

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