
Jeija wrote:@Leroy:
The wireless feature was in "mesecons_dev" for a long time and was removed a few days ago. However it may be added back in quite soon.
Could you make receivers and senders for wireless mesecons use a frequency with a gui to set the frequency?
i request that you update obj:get_player_name() in the player detector to obj:is_player() so that npcs are not confused with players.
Jeija wrote:Could you make receivers and senders for wireless mesecons use a frequency with a gui to set the frequency?
That was the plan.i request that you update obj:get_player_name() in the player detector to obj:is_player() so that npcs are not confused with players.
It should also detect NPCs, but you're right: I think I'll put some GUI on it where you can select if it should detect both players and NPCs or players only.
Thanks for these suggestions, even if I cannot implement them very soon (busy with the ingame mod manager again)
Jeija wrote:Mesecons is around one year old now!
Happy Birthday!
Josh wrote:And mesecons was published at christmas, and its christmas now, so mesecons should get a present. A new mesecons object!
Iqualfragile wrote:Josh wrote:And mesecons was published at christmas, and its christmas now, so mesecons should get a present. A new mesecons object!
s'ploding present?
Nore wrote:Mesecons should get a present...
A simulator !
It is written in Python, and here it is !
https://github.com/Novatux/Mesecons_simulator
Right now, the microcontroller is not supported, nor are saving/opening, but it is only the beginning !

Nice! Now enter the 3rd dimension!
sapier wrote:It's not possible to create a mod with "optional" mesecon support anymore.
Node registrations have to be on load so in any case you need to have mesecon loaded prior to your mod.
Knowing if mesecon is installed or not won't help as you can't register your nodes.
This WAS possible in prior mesecon versions!
local mesecons_path = minetest.get_modpath("mesecons_foobar")
if (mesecons_path) then
dofile(mesecons_path.."/init.lua")
-- add your mesecon registration calls here
end
kaeza wrote:sapier wrote:It's not possible to create a mod with "optional" mesecon support anymore.
Node registrations have to be on load so in any case you need to have mesecon loaded prior to your mod.
Knowing if mesecon is installed or not won't help as you can't register your nodes.
This WAS possible in prior mesecon versions!
How about 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
local mesecons_path = minetest.get_modpath("mesecons_foobar")
if (mesecons_path) then
dofile(mesecons_path.."/init.lua")
-- add your mesecon registration calls here
end
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