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

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Jeija
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by Jeija » Thu Dec 20, 2012 17:38

Nice, monty_oso, can you send a pull request on GitHub please?

@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.
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Jeija
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by Jeija » Fri Dec 21, 2012 15:50

Added a new crafting recipe for mesecons:
Image
Use this if you don't have the old mese anymore. Just melt a mese crystal in the furnace and get 16 mesecons.
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by jordan4ibanez » Sat Dec 22, 2012 23:10

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?

Also:
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.
Last edited by jordan4ibanez on Sat Dec 22, 2012 23:11, edited 1 time in total.
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Jeija
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by Jeija » Sun Dec 23, 2012 06:35

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)
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by jordan4ibanez » Sun Dec 23, 2012 07:18

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)

Nice, could you also include mesecons powered teleporters?
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Jeija
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by Jeija » Sun Dec 23, 2012 08:14

I'm not sure, but I think you can create them using the command block (not craftable).
Redstone for minetest: Mesecons (mesecons.net)
 

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by snakevenom » Mon Dec 24, 2012 11:23

is there a command so that the command block can say something?
if not then please can you add it jeija
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by Temperest » Mon Dec 24, 2012 17:32

At the moment there is no command that can do that. I will implement a /say and /whisper command soon, probably today.
WorldEdit 1.0 released

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

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Jeija
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by Jeija » Mon Dec 24, 2012 22:33

Mesecons is around one year old now!
Happy Birthday!
Redstone for minetest: Mesecons (mesecons.net)
 

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by Josh » Tue Dec 25, 2012 02:04

Jeija wrote:Mesecons is around one year old now!
Happy Birthday!

And mesecons was published at christmas, and its christmas now, so mesecons should get a present. A new mesecons object!
 

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by Jeija » Tue Dec 25, 2012 06:13

Make mesecons one...
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by Jeija » Tue Dec 25, 2012 23:19

I gave mesecons a present which is propably better than just another useless item: A real, ad-free domain: http://mesecons.net
Last edited by Jeija on Tue Dec 25, 2012 23:20, edited 1 time in total.
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by Temperest » Wed Dec 26, 2012 00:13

I implemented /say and /tell today! Now go make something awesome with command blocks.

Also, good job Jeija! How much did the domain name cost?
Last edited by Temperest on Wed Dec 26, 2012 00:14, 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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by Iqualfragile » Wed Dec 26, 2012 01:03

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?
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

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by Josh » Wed Dec 26, 2012 02:04

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?

Or a present that powers mesecons
 

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Jeija
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by Jeija » Wed Dec 26, 2012 09:40

Domain is a level 1 hosting at hetzner online: http://www.hetzner.de/hosting/produkte_webspace/level1
Redstone for minetest: Mesecons (mesecons.net)
 

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by Nore » Thu Dec 27, 2012 14:28

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 !
 

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by PilzAdam » Thu Dec 27, 2012 14:35

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!
 

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by Jeija » Thu Dec 27, 2012 14:47

Amazing! Mesecons says thanks to you, Nore.

Here's a screenshot for those that didn't see it yet:

Image

Nice! Now enter the 3rd dimension!

I would keep it 2d but have some export tool for worledit (Maybe Temperest or sfan5 can help you with that)

This might become official, but imo should be in Python 3 (Is there any way to deliver a windows build that doesn't require installation of tk?)
If you want to, you can have your own section on mesecons.net (but yet only as "extension", later in the navigation bar)
Last edited by Jeija on Thu Dec 27, 2012 14:48, edited 1 time in total.
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by Nore » Thu Dec 27, 2012 14:54

Well, it is already in 3 dimensions ! (I just forgot to say it)

Use < and > to move up and down, and r to change the plane (XY, YZ, XZ)
Last edited by Nore on Thu Dec 27, 2012 14:55, edited 1 time in total.
 

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by Nore » Thu Dec 27, 2012 15:00

Just for some documentation :

The fisrt button adds cells in the directions you want (if you find the grid too small)
The second only makes some stats about what materials you are using (if you want to build it without creative mode)
The third one allows you to toggle switches (and later to program microcontrollers)
The fourth is to rotate gates and insulated mesecons (anything that can be rotated).
 

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by PilzAdam » Thu Dec 27, 2012 15:48

Nore, maybe make an own thread for this.
 

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by Ragnarok » Thu Dec 27, 2012 23:38

I noticed if I make inverters using block and torch and I connect them in a chain horisontally, reaction time is different than if I put them vertically. Any idea how to change this? Guess it's easy, but I can't find a solution.
Last edited by Ragnarok on Thu Dec 27, 2012 23:38, edited 1 time in total.
 

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Jeija
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by Jeija » Fri Dec 28, 2012 06:59

I can totally reproduce that bug, but I don't think I can fix it. As workaround try using NOT-Gates + Delayers instead or if you want to have vertical transmission, try the nextgen branch on GitHub with vertical wires.
Last edited by Jeija on Fri Dec 28, 2012 06:59, edited 1 time in total.
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by Nore » Fri Dec 28, 2012 08:24

The problem is with ABM... (it doen't update all torches at once)

I think it could be good to use on_global_timestep for updating all mesecons conductors, then updating all mesecons : then it will never crash and be far faster than torches.
 

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by Temperest » Fri Dec 28, 2012 19:49

Hey Nore, great simulator!

If you need any help working with the WorldEdit format, I'd be happy to do so. You will need to export to the WEMeta format for now, but hopefully we can make the WE standard format usable with metadata soon, since it is significantly easier to export and read.

Also, the on_globalstep callback is not practical to use for updating circuits, since larger circuits can make this quite CPU intensive. Node timers are a possibility but as Jeija said, they are still somewhat buggy.

Edit: also, might there be a Py3k version in the future? I had to use a portable build of Python 2 to get it to work.
Last edited by Temperest on Fri Dec 28, 2012 19:59, 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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by Nore » Sat Dec 29, 2012 18:07

Well, I'd like some help for WorldEdit file format, because I will add WorldEdit support soon...

And you can now use the simulator with Python 3 (but sorry, saves are NOT compatible with the ones made by the Python 2 simulator (it is Pickle...), in either way)
 

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by sapier » Sat Jan 05, 2013 02:13

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!
Last edited by sapier on Sat Jan 05, 2013 02:14, edited 1 time in total.
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by kaeza » Sat Jan 05, 2013 05:52

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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by sapier » Sat Jan 05, 2013 09:36

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


This will only work if your mod happens to be loaded AFTER mesecons as you need to use "mesecon.status.on/off" in your node registrations.

EDIT1:
" -- add your mesecon registration calls here" fails as there are no function calls anymore you need to specify mesecon data on register_node ...

I've found a hacky way to work this around by specifying a empty table to mesecon node variable being modified later depending on mesecon present or not ... don't know if its legit to modify a node definition while game is running but atm it seems to work.

Still in prior versions of mesecons this could be done with as less as 3 lines of code :-(
Last edited by sapier on Sat Jan 05, 2013 09:59, edited 1 time in total.
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