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

User avatar
JoshMars
Member
 
Posts: 103
Joined: Sat May 17, 2014 23:24
In-game: rubber UbuntuJosh

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by JoshMars » Tue Jun 23, 2015 18:11

It would be awesome if the player detector could handle more than one player's name in the search
 

User avatar
programmingchicken
Member
 
Posts: 537
Joined: Sat Apr 18, 2015 02:20
GitHub: ProgrammingChicken
IRC: gamer chicken
In-game: gamerdude

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by programmingchicken » Fri Jun 26, 2015 17:00

GFX_Garage wrote:The node detector isn't working for me. I put the name in "default:dirt" and put a dirt block beside it and nothing.

Is the node detector FACING the block?
And it outputs mesecon signals, if you are wondering.
I'm bold. I'm sarcastic. I'm PChicken.
 

User avatar
GFX_Garage
Member
 
Posts: 27
Joined: Thu May 14, 2015 15:12
GitHub: GraphicsGarage
In-game: GFX

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by GFX_Garage » Tue Jun 30, 2015 03:40

Ok so the node detector only detects nodes placed in the coordinate directly in front of it? Is there a way to give it a radius like the player detector? I can't find this information online.
"Well it is an ambiguous enterprise, and fraught with contradiction, but forward, ever forward" ~ Terence McKenna

https://www.youtube.com/user/GraphicsGarage/featured

http://torywright.deviantart.com/
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by bbaez » Sat Jul 04, 2015 13:42

I too got the LIGHT_MAX error using the latest mesecons from github and Minetest Server 0.4.12 using Neuromancer world. I initially updated mesecons to support the latest pipeworks, then starting getting the LIGHT_MAX error.

Tried removing default.LIGHT_MAX but then got the same error in mesecons_button, then mesecons_powerplant.

What is the elegant way of resolving this?

Thanks!

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
06:27:12: ERROR[main]: ========== ERROR FROM LUA ===========
06:27:12: ERROR[main]: Failed to load and run script from
06:27:12: ERROR[main]: /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:
06:27:12: ERROR[main]: ...neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:79: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
06:27:12: ERROR[main]: stack traceback:
06:27:12: ERROR[main]:  ...neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:79: in main chunk
06:27:12: ERROR[main]: ======= END OF ERROR FROM LUA ========
06:27:12: ERROR[main]: Server: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua
06:27:12: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by bbaez » Sat Jul 04, 2015 14:00

Quick update, looks light LIGHT_MAX is set in minetest_game/mods/default/legacy.lua. I tried copying the default mod into Neuromancer mod, but got a nil error. Going to try to be surgical later today.
 

User avatar
programmingchicken
Member
 
Posts: 537
Joined: Sat Apr 18, 2015 02:20
GitHub: ProgrammingChicken
IRC: gamer chicken
In-game: gamerdude

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by programmingchicken » Sat Jul 04, 2015 14:13

GFX, sorry.
Only if the opening is facing the block.
The radius part would be complicated to the max, and so Jeija didn't add it in.
Ask a coder nicely to whip something up for you in the modding discussion subforums?
(i could make something if i knew how to make modified mesecons mods)
I'm bold. I'm sarcastic. I'm PChicken.
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by bbaez » Sat Jul 04, 2015 16:13

I took Hybrid Dog's suggestion and created a mod with

default.LIGHT_MAX = default.LIGHT_MAX or 14

in init.lua but get the following:

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
09:10:13: ERROR[main]: ========== ERROR FROM LUA ===========
09:10:13: ERROR[main]: Failed to load and run script from
09:10:13: ERROR[main]: /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/default/init.lua:
09:10:13: ERROR[main]: ...minetest-0.4.12-neuromancer/bin/../mods/default/init.lua:1: attempt to index global 'default' (a nil value)
09:10:13: ERROR[main]: stack traceback:
09:10:13: ERROR[main]:  ...minetest-0.4.12-neuromancer/bin/../mods/default/init.lua:1: in main chunk
09:10:13: ERROR[main]: ======= END OF ERROR FROM LUA ========
09:10:13: ERROR[main]: Server: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/default/init.lua
09:10:13: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/aa0001/minetest/minetest-0.4.12-neuromancer/bin/../mods/default/init.lua


Using defaults mod from minetest_game was not going anywhere since with default = {} was erasing all the other defaults.

Any suggestions?
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Sat Jul 04, 2015 17:19

this looks like the error happens in the default mod
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by bbaez » Sat Jul 04, 2015 17:49

Yes, but I only created the default mod to resolve the LIGHT_MAX nil value issue. I was trying your suggestion from Fri May 29, 2015 00:07.

Trying to resolve 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
06:27:12: ERROR[main]: ...neuromancer/bin/../mods/mesecons/mesecons_torch/init.lua:79: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Sat Jul 04, 2015 20:29

bbaez wrote:Yes, but I only created the default mod to resolve the LIGHT_MAX nil value issue. I was trying your suggestion from Fri May 29, 2015 00:07.

if you call the mod "default", the other "default" isn't loaded l think
you could also add 'default.LIGHT_MAX = default.LIGHT_MAX or 14' somewhere in the mesecons mod

bbaez wrote:0:07

l wrote that at 10:07, not at night.
ls your time zone UTC-8?
 

bbaez
Member
 
Posts: 50
Joined: Wed Jul 09, 2014 15:24

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by bbaez » Sun Jul 05, 2015 17:47

Thank you! I took the 0.4.12 minetest_game default mod folder and placed replaced the old one in the Neuromancer Game mods directory. The new minetest_game default mod folder basically has the line you were saying to add.
 

User avatar
GFX_Garage
Member
 
Posts: 27
Joined: Thu May 14, 2015 15:12
GitHub: GraphicsGarage
In-game: GFX

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by GFX_Garage » Tue Jul 07, 2015 23:52

@programmingchicken:

Thanks for the response. I may have to do some rethinking.
"Well it is an ambiguous enterprise, and fraught with contradiction, but forward, ever forward" ~ Terence McKenna

https://www.youtube.com/user/GraphicsGarage/featured

http://torywright.deviantart.com/
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by amadin » Mon Jul 20, 2015 18:34

Can anybody help me - force to work mod "carts" (modified by lag01 https://github.com/AndrejIT/carts) with mesecons (for exampe, now with the switch players can't push the cart). lag01 can't help me.
 

User avatar
SAMIAMNOT
Member
 
Posts: 363
Joined: Wed Sep 03, 2014 00:51
In-game: notanewbie

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by SAMIAMNOT » Sun Jul 26, 2015 00:43

AMAZING mod. Love how it follows all the rules of Minecraft Redstone. I got a Minecraft book on Redstone and use that to study your blocks. ;)
Two request though:
1) Bug fixes: Several items, including Redstone Torches, Power Plants and Buttons refuse to load, at least in Minetest 0.4.11
2) Dispensers from the More Mesecons mods. http://forum.minetest.net/t=7837

EDIT: I have the Light Max error too. Will the OP please fix this? Also, sorry for the dead link; HERE is the mod: http://forum.minetest.net/viewtopic.php?id=7837
I test mines.
 

User avatar
JoshMars
Member
 
Posts: 103
Joined: Sat May 17, 2014 23:24
In-game: rubber UbuntuJosh

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by JoshMars » Wed Aug 19, 2015 22:17

If two conditions were true the capabilities would expand immensely for player detectors:
1. Detectors locked (currently any player can edit them)
2. Detectors handle multiple player names

Then I could make SECURE doors with pistons ...
 

User avatar
JoshMars
Member
 
Posts: 103
Joined: Sat May 17, 2014 23:24
In-game: rubber UbuntuJosh

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by JoshMars » Wed Aug 19, 2015 22:19

Jeija wrote:This is definitely not the right place to ask, JoshMars.
You should ask that in the IRC or in some topic in Modding General. You will propably need to iterate through a list of all players and calculate their distances to your position manually.

I was wondering for use with the microcontrollers...
 

User avatar
SAMIAMNOT
Member
 
Posts: 363
Joined: Wed Sep 03, 2014 00:51
In-game: notanewbie

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by SAMIAMNOT » Thu Aug 20, 2015 02:38

Theres a site called [url]mesecons.net[/url] It should have all the info you need.
I test mines.
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by DoyleChris » Fri Aug 21, 2015 00:59

Trying to figure out how to use a stick piston with a controller, to control a fuel-fired generator in Technic mode.
The generator will burn fuel all the time even when there isnt a load on it, so i want to setup a on demand setup.
I made a post in the Technic forum and Hybrid Dog said "you could try using a mesecons node detector and a piston moving en/disabling the cable connection".
I would like to try that but im not sure how to code the controller on how to detect the load of the technic system.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Fri Aug 21, 2015 10:37

— place a node detector directing to the battery box
— press F5 and see the how the node at it's full state is called (sth like tech:lv_battery_box8)
— configure the detector to that node
— place a sticky piston directing to the cable connecting to the generator
— connect it with the detector (maybe add a not gate) and make it move the cable if the battery box is filled

l think to not waste fuel, adding a second node detector could help to avoid oscillating.
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by DoyleChris » Fri Aug 21, 2015 13:14

Is there a way to put it by the technic power switch, it shows you supply and demand.
WRight a IF/ELSE program, if demand > supply then Activate a Injector on a chest to send fuel. Then when genarator output is below 0 see if the switch still needs power if it does send another fuel.
 

User avatar
Samson1
Member
 
Posts: 92
Joined: Wed Apr 01, 2015 19:41
IRC: Samson1
In-game: Samson1

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Samson1 » Fri Aug 21, 2015 15:28

This is a very good all round mod also you can do more then you can with redstone but the thing is that redstone is much faster and had better controls. the switches are a but big and so are the buttons, and could you please make the pistons have an animation? it would make this mod so much better if you could:)
MT name: Samson1

MC name: MoJo4000
 

User avatar
benrob0329
Member
 
Posts: 1192
Joined: Thu Aug 06, 2015 22:39
GitHub: Benrob0329
In-game: benrob03

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by benrob0329 » Fri Aug 21, 2015 16:41

The ony way that pistons could currently have an animation would be if they were entities, and that would increase bandwith and would be laggy.
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by DoyleChris » Fri Aug 21, 2015 21:17

Hybrid Dog wrote:— place a node detector directing to the battery box
— press F5 and see the how the node at it's full state is called (sth like tech:lv_battery_box8)
— configure the detector to that node
— place a sticky piston directing to the cable connecting to the generator
— connect it with the detector (maybe add a not gate) and make it move the cable if the battery box is filled

l think to not waste fuel, adding a second node detector could help to avoid oscillating.


So i created a MV Generator, Switch, Battery, Furnace.
I put the node detector on top of the battery right clicked and entered technic:mv_battery_box8
but when the battery starts droping in chatge nothing happens to the piston.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Sat Aug 22, 2015 09:45

benrob0329 wrote:The ony way that pistons could currently have an animation would be if they were entities, and that would increase bandwith and would be laggy.

A long time ago they were objects. And the mese lamp looked like a fluorescent lamp l think.

DoyleChris wrote:So i created a MV Generator, Switch, Battery, Furnace.
I put the node detector on top of the battery right clicked and entered technic:mv_battery_box8
but when the battery starts droping in chatge nothing happens to the piston.
l thought about putting the detector next to the battery box, the red dot touches the node
Image
Attachments
screenshot_20150822_114430.png
screenshot_20150822_114430.png (382.88 KiB) Viewed 4313 times
 

User avatar
hb.operandi
Member
 
Posts: 24
Joined: Mon Sep 14, 2015 19:47
In-game: Belle

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by hb.operandi » Sat Sep 26, 2015 00:45

Does this mod have any compatibility issues with Pipeworks? Everytime I hit a switch or a lever, it disappears while playing the sound, comes back and flips green like it's on, then pop into my inventory.

Is there a config I need to change?
There is an art to flying, or rather a knack. Its knack lies in learning to throw yourself at the ground and miss. ... Clearly, it is this second part, the missing, that presents the difficulties."

my other life
http://hboperandi.blogspot.com/
 

User avatar
programmingchicken
Member
 
Posts: 537
Joined: Sat Apr 18, 2015 02:20
GitHub: ProgrammingChicken
IRC: gamer chicken
In-game: gamerdude

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by programmingchicken » Sat Sep 26, 2015 13:04

sounds like lag to me, turn off fancy settings.
I'm bold. I'm sarcastic. I'm PChicken.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Sat Sep 26, 2015 13:13

programmingchicken wrote:sounds like lag to me, turn off fancy settings.

ln my opinion there's no real fancy
 

User avatar
programmingchicken
Member
 
Posts: 537
Joined: Sat Apr 18, 2015 02:20
GitHub: ProgrammingChicken
IRC: gamer chicken
In-game: gamerdude

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by programmingchicken » Sat Sep 26, 2015 15:17

ya there is, its all the amazing graphics settings that the average computer can't handle fast enough for minetest's fans' wants.
I'm bold. I'm sarcastic. I'm PChicken.
 

DoyleChris
Member
 
Posts: 176
Joined: Sat Jul 25, 2015 19:54
In-game: DoyleChris

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by DoyleChris » Sun Sep 27, 2015 01:26

Question about running a Injector. I have my Grinders and Furnaces all hooked up with pipeworks and running all of them from one chest and a injector. The problem is that if i use a Blinky light, it feeds the pipeworks with to many items and Minetest starts to delete them. So i was wondering if there was a way i can do volume control with mesecons, I tried the moremesecons with the Adjustable Blinky light but i cant get it to slow down enough and also the delayer..
Mesecon1.jpg
Chest and injector
Mesecon1.jpg (368.54 KiB) Viewed 4313 times
Mesecon.jpg
Grinders
Mesecon.jpg (374.86 KiB) Viewed 4313 times
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Sun Sep 27, 2015 06:46

DoyleChris wrote:Question about running a Injector. I have my Grinders and Furnaces all hooked up with pipeworks and running all of them from one chest and a injector. The problem is that if i use a Blinky light, it feeds the pipeworks with to many items and Minetest starts to delete them. So i was wondering if there was a way i can do volume control with mesecons, I tried the moremesecons with the Adjustable Blinky light but i cant get it to slow down enough and also the delayer..
The attachment Mesecon1.jpg is no longer available
The attachment Mesecon.jpg is no longer available

this might help, you maybe want to put nodes that the water doesn't flow down
Image
Attachments
screenshot_20150904_163940.png
screenshot_20150904_163940.png (1008 KiB) Viewed 4313 times
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 9 guests

cron