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

cornernote
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by cornernote » Mon Sep 10, 2012 04:10

this clock code breaks in the latest version:

A is a button, which you leave on while you want the clock to run
C connects back to B, and is also the clock output

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
if(A&!B)after(2,"on(C)");if(A&B)after(2,"off(C)");


Edit, I am now using a loop to a mesecon torch as an inverter (which triggers an update on the microcontroller), and this code:
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
if(A&!B)off(C);if(A&B)on(C);
Last edited by cornernote on Mon Sep 10, 2012 04:20, edited 1 time in total.
 

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Jeija
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by Jeija » Mon Sep 10, 2012 11:44

The first code also works fine for me, but right, there was a problem with it before this commit:
https://github.com/Jeija/minetest-mod-mesecons/commit/500e95c3319536b293bd4545e54edf5a0ad39d1e

Would you mind if I post your code on µCScript-Database (or will you do it yourself?)?
Redstone for minetest: Mesecons (mesecons.net)
 

breinzter11
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by breinzter11 » Tue Sep 11, 2012 06:51

Jeija can you tell me how to working with microcontroller
:(
 

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Jeija
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by Jeija » Tue Sep 11, 2012 15:45

breinzter11 wrote:Jeija can you tell me how to working with microcontroller
:(

Why can't you just check for information on it on the website?
Look, it's that easy:
Go to mesecons.tk --> click Items --> click the microcontroller --> download the tutorial!
What can I do to make that more obvious?

Direct download link for Tutorial:
https://github.com/Jeija/minetest-mod-mesecons/blob/master/mesecons_microcontroller/MeseconMicro.pdf?raw=true
Redstone for minetest: Mesecons (mesecons.net)
 

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Fenris
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by Fenris » Tue Sep 11, 2012 15:55

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
ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "mesecons_extrawires:crossing" at (-108,17,12)
 (block (-7,1,0))

Getting alot of these with the insulated crossings at random(ish) spots. I've tried isolating by building smaller circuits that mimic the problem areas but cant seem to make the bug reproduce consistently with these test circuits.
One test had 3 identical circuits setup in a row, with a crossing going over all 3. Turning on the wire crossing over would only bug 1 out of the 3 crossings (all 3 crossings had east/west no power, test current going north/south).
So inconsistent since all 3 crossings and identical circuits were in the exact same state, but the one would always bug, server just keeps printing error messages trying to replace the node until I shut it down.
Love the crossings idea though makes for much cleaner wiring.
 

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GloopMaster
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by GloopMaster » Tue Sep 11, 2012 16:28

can the first post have a link to the github page itself?
Meow.

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Jeija
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by Jeija » Tue Sep 11, 2012 16:37

@GloopMaster: done
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GloopMaster
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by GloopMaster » Tue Sep 11, 2012 16:53

thanks, i hate to have to copy shortcut and chop the zipball part off xD
Meow.

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CTMN
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by CTMN » Mon Sep 17, 2012 13:37

The mesecon is like a super conductor, means it has no resistance and can conduct at infinite distances.

But I propose following:

There should be a cable that can be made out of steel and that conducts only at a specific distance.
Last edited by CTMN on Mon Sep 17, 2012 13:38, edited 1 time in total.
 

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by breinzter11 » Tue Sep 18, 2012 13:25

Jeija wrote:@GloopMaster: done


Can U Make Redstone repeater
 

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by Jordach » Tue Sep 18, 2012 15:06

breinzter11 wrote:
Jeija wrote:@GloopMaster: done


Can U Make Redstone repeater

It's called the mesecon delayer, next time, check the mod before pointing out useless things.

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by VanessaE » Tue Sep 18, 2012 16:30

More to the point, Mesecons doesn't need repeaters - they're superconductors ;-) and don't lose signal strength over distance like redstone does. We have delayers as mentioned above which, like Redstone repeaters, can introduce a delay into a signal, but they aren't usually needed unless you have multiple signals arriving at their destination out of sync.
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by sfan5 » Tue Sep 18, 2012 19:06

There are Repeaters, they are called Delayers
Mods: Mesecons | WorldEdit | Nuke
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CTMN
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by CTMN » Fri Sep 21, 2012 11:53

I think it shouldnt be so easy to produce electricity and the power plant and some other things should be removed.
 

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by Temperest » Fri Sep 21, 2012 12:38

The way I think of it, Mesecons are signals, not power lines. Personally, making power plants burn out after a while, or require some sort of fuel to operate would make Mesecons a lot more difficult to use. For example, we would need a VCC power rail and a ground rail to operate microcontrollers, gates, and long distance Mesecons.

Essentially, what I'm saying is that what it adds to the gameplay is not as fun as what it takes away, namely the ability to build circuits easily. Just my opinion, though, if you have any counterpoints I'd be glad to hear them.
WorldEdit 1.0 released

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

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by Koczkodazjasz » Fri Sep 21, 2012 17:46

Well that mod is really awesome but there is lots of bugs in logic i think... Even when there is only one wire between two uC it can hang on a true state and never work again... it should... I built 4-bit counter with reset on 10 (mod 10 binary counter). It has 3 uC, 2 are counters (mod 2), they are connected, 1 is for reset on bit 1 and 3 (1010), it has just an AND operation. What's the point: when i have 1010, it resets first counter uC, second as well, but - between 2nd counter reset input (A) and reseter-uC output (D) the wire remains "1" when output B is "0 and the code in the uC says clear: sbi(B, A&C); sbi(D, B); so please do anything you can to test/fix it, because that mod is great and Minecraft can go to hell with giant redstone circuits...
Thank you, I hope you understand anything I said here :D
 

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Jeija
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by Jeija » Fri Sep 21, 2012 18:55

Koczkodazjasz wrote:Well that mod is really awesome but there is lots of bugs in logic i think... Even when there is only one wire between two uC it can hang on a true state and never work again... it should... I built 4-bit counter with reset on 10 (mod 10 binary counter). It has 3 uC, 2 are counters (mod 2), they are connected, 1 is for reset on bit 1 and 3 (1010), it has just an AND operation. What's the point: when i have 1010, it resets first counter uC, second as well, but - between 2nd counter reset input (A) and reseter-uC output (D) the wire remains "1" when output B is "0 and the code in the uC says clear: sbi(B, A&C); sbi(D, B); so please do anything you can to test/fix it, because that mod is great and Minecraft can go to hell with giant redstone circuits...
Thank you, I hope you understand anything I said here :D



Could you please upload the world file and post a link? It will be much easier to understand then,
Redstone for minetest: Mesecons (mesecons.net)
 

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by Temperest » Fri Sep 21, 2012 19:32

Does it work if you omit the semicolons? If I recall correctly they are not to be put there.
WorldEdit 1.0 released

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

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by Koczkodazjasz » Fri Sep 21, 2012 21:02

 

cornernote
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by cornernote » Sat Sep 22, 2012 07:31

i downloaded your map and tried to get your clock working, however instead i recommend you try this one:

4bit-clock.wem

The file is a WorldEdit + Meta file. You can load it like this (after installing WorldEdit and putting the file into /worlds/yourworldname/schems/4bit-clock.wem)

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
//pos1
//metaload 4bit-clock


Let me know if that helps or not.
Last edited by cornernote on Sat Sep 22, 2012 07:33, edited 1 time in total.
 

CTMN
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by CTMN » Sat Sep 22, 2012 08:53

I agree with you that the mesecons are made to build circuits easily. But I dont think that its hard to build a turbine or a solar panel.

Maybe it could be splitted up into two versions: one to make circuits and one which simulates the electricity.

And PLS make something like a removestone that appears again when theres no signal.
Last edited by CTMN on Sat Sep 22, 2012 08:58, edited 1 time in total.
 

Koczkodazjasz
 

by Koczkodazjasz » Sat Sep 22, 2012 11:52

cornernote wrote:i downloaded your map and tried to get your clock working


Did you enable it? The switch is for on/off the counter ;)
 

cornernote
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by cornernote » Sat Sep 22, 2012 12:29

yep, i turned it on, but it didnt seem to "tick". i had to keep turning it on and off to get it to move
 

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by Koczkodazjasz » Sat Sep 22, 2012 12:31

cornernote wrote:yep, i turned it on, but it didnt seem to "tick". i had to keep turning it on and off to get it to move

That's weird, it should tick after every second when port A is true state... It works for me and not for you? :O
 

cornernote
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by cornernote » Sat Sep 22, 2012 12:56

maybe my mesecons is old, or yours is. probably mine. i'll check it later on

whatchya building there anyway? looks like you are planning something interesting
 

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by Koczkodazjasz » Sat Sep 22, 2012 13:50

cornernote wrote:whatchya building there anyway? looks like you are planning something interesting


Actually experimenting with mesecons and trying to find bugs but yeah i want to build a clock and make it as compressed as possible, plus some light-switch things with solars and so on for paths, but mostly I like to do circuits especially when i can program them ;)
 

cornernote
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by cornernote » Sat Sep 22, 2012 13:59

cool, you should get the latest worldedit, then you can //metasave your creations. i like playing with other people's gadgets. i put a few of mine up here:
https://github.com/cornernote/minetest-worlds/tree/master/mesecons_circuits/schems

i'm making a world with them all loaded, but havent had a chance to get it finished yet
 

Temperest
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by Temperest » Sat Sep 22, 2012 15:08

CTMN wrote:I agree with you that the mesecons are made to build circuits easily. But I dont think that its hard to build a turbine or a solar panel.

Maybe it could be splitted up into two versions: one to make circuits and one which simulates the electricity.

And PLS make something like a removestone that appears again when theres no signal.


It is not hard to build a turbine or solar panel, yes, but if you're trying to build a bigger machine with hundreds of components, it gets extremely unwieldy to have to power every single microcontroller.

I believe the technic mod for MineTest simulates electricity. Perhaps that is what you are looking for? Because of the more realistic system of electronics, it becomes a lot more difficult to build complex and compact structures. That's why I find that it detracts from gameplay.

Also I agree with you on the removestone thing, I use pistons for that where possible but it isn't always. Making the removestone behave this way by default would be acceptable as well since now we have RSI latches.
WorldEdit 1.0 released

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

Koczkodazjasz
 

by Koczkodazjasz » Sun Sep 23, 2012 13:36

Another bug I found: parser can't solve such things like:
sbi(C, (!B|A|D)&(B|A|!D));

or equivalent version:
if((!B|A|D)&(B|A|!D))on(C)>off(C);

both don't work, it says "code not valid!" but it should be.
Well I need expressions like that to my project :D
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Temperest
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by Temperest » Sun Sep 23, 2012 14:51

Seems like parenthesized expressions are not supported. Would be nice to have though.
Last edited by Temperest on Sun Sep 23, 2012 14:52, edited 1 time in total.
WorldEdit 1.0 released

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

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