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

Nore
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by Nore » Fri Feb 08, 2013 18:29

If you don't do it, I have another useful idea: a synchronizer circuit. It would fire at every server step, save state and after all synchonizers have saved state, it would update its state.
 

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by Temperest » Fri Feb 08, 2013 19:53

Nore: you can make synchronizers using multiple edge-triggered D-FFs connected to the same clock.

Here is a basic circuit diagram:

Image
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socramazibi
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by socramazibi » Fri Feb 08, 2013 23:40

Bug piston sticks , I can not create it .

Image

thanks
Last edited by socramazibi on Fri Feb 08, 2013 23:41, edited 1 time in total.
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by Temperest » Sat Feb 09, 2013 00:58

Thanks for reporting that!

I fixed it in commit 536c77330b7628cfdf17223cffa8d78b516f239d. If you download the mod again, you will have the fix.
WorldEdit 1.0 released

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

Nore
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by Nore » Sat Feb 09, 2013 13:20

Yes, but how do you create edge-triggered D flip-flops without synchronizers?
 

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by Nore » Sat Feb 09, 2013 14:42

What you could do instead of a queue is instant delayer (with minetest.after(0,...)), so that it is updated right after everything else has finished.
 

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by Temperest » Sat Feb 09, 2013 15:17

Edge triggered D FFs can be made using a microcontroller/luacontroller. Alternatively, by using a faster internal clock on an MS FF plus XORing the two internal values (if you don't want to use microcontrollers).
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

Nore
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by Nore » Sat Feb 09, 2013 15:20

Could you explain the second more precisely please? I can't figure it out.
 

Temperest
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by Temperest » Mon Feb 11, 2013 02:14

Sure thing, here is a logic diagram of an edge triggered D-FF:

Image

Each of the D-FFs in the diagram are level triggered, but the MS-FF feeds into the enable pin of the D-FF only upon an edge. Therefore the net result is that the circuit acts like an edge triggered D-FF.

Let me also mention that it triggers in both rising AND falling edges.

INTOSC should be about twice or more the frequency of the synchronizer clock to be effective.

This circuit could probably be made smaller, I just made it up as I went along.

In any case I strongly recommend the luacontroller for this. Recent git versions get their output states queued, in fact.
Last edited by Temperest on Mon Feb 11, 2013 02:16, edited 1 time in total.
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Latest article: Mesecons Basics.
 

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by Jeija » Mon Feb 11, 2013 06:53

Anyway keep in mind that the queue is experimental - needs a lot of testing, and I cannot promise it will stay. I hope I can release at least some documentation about the luac today.
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by Jeija » Tue Feb 12, 2013 12:58

I just wanted to inform you that mesecons.net/luacontroller is now online.
There you can find lots of information about the luacontroller and programming it. We still need some testing, but the luacontroller will hopefully get merged quite soon.

I am looking for screenshots or little videos for promotion of mesecons, just in case someone has something they want to share.
Last edited by Jeija on Tue Feb 12, 2013 12:59, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by BenAmaranth » Wed Feb 13, 2013 19:00

Interesting dual piston bug, I was trying to push up a steel door on two up pistons and when I turned the pistons off, the door stayed in place and became completely undiggable, leaving the bottom half of a door that doesnt even open. Im guessing it has to do with the node ownership properties of a steel door. (I was reading about the dual piston sand bug earlier in the thread)

Also, now how do I get rid of this damn half door?

EDIT:

I tried putting another door under it and it pushed the piston down instead of pushing both up. o.o

I dont know what this means, but I find it fascinating.
Last edited by BenAmaranth on Wed Feb 13, 2013 19:08, edited 1 time in total.
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by rarkenin » Wed Feb 13, 2013 20:23

Is the bug where two stacked pistons powered from the same circuit will crash Minetest, and won't allow the server to safel restart, still a bug?
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by Temperest » Wed Feb 13, 2013 20:55

It's been fixed for a while now. If you come across any other piston bugs, though, do let us know.
WorldEdit 1.0 released

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Latest article: Mesecons Basics.
 

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by Jordach » Fri Feb 15, 2013 19:36

Hehe, I've been working on a 3x 7 segment display two byte adder.

http://imgur.com/a/9Sl4O Concurrently its WIP so dont expect much.
Last edited by Jordach on Fri Feb 15, 2013 19:36, edited 1 time in total.

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by jojoa1997 » Tue Feb 19, 2013 12:11

could you please make the recipe for pressure plates so it doesnt interfere with other mods.
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Jeija
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by Jeija » Tue Feb 19, 2013 15:34

What mod do the pressure plate recipes conflict with?
Your suggestion somewhat looks like the current recipes...
Redstone for minetest: Mesecons (mesecons.net)
 

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jojoa1997
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by jojoa1997 » Tue Feb 19, 2013 16:09

It conflicts with stairs plus. I am saying make that recipe override the one spot of stairplus's recipe
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by Jeija » Sat Feb 23, 2013 07:11

Well, it's the same recipe like in minecraft, so I'm not going to change it.
When comparing forum topic length (44 pages mesecons vs 3 pages stairsplus) you also need to notice that likely more people use mesecons than stairsplus.
Why wouldn't stairsplus change its recipe?
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meldrian
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by meldrian » Sat Feb 23, 2013 12:24

I just want to say, great mod. I'll build some indoor light-system in my cave so i can switch the light on and off. mesecons enhances minetest a lot and i just want to say: Thank you :)
 

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by dj22 » Wed Feb 27, 2013 18:45

how do u set up on_punch with drop to make a harvestable plant plz show me
 

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by Temperest » Wed Feb 27, 2013 21:14

This is not the right topic to ask that. Perhaps you might want to take a look at the [url=tinyurl.com/mt-tut]modding tutorial[/url]
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Tedypig » Wed Mar 06, 2013 15:00

Hi, I was wondering if it would be possible o make the player detector work in reverse. Near=off / Far=on. If so how would I do it?

Also, The solar panel. Sun=off / Night=on. For automatic lights.

Any help is appreciated. Thank you.
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by kaeza » Wed Mar 06, 2013 15:12

Player Detector + NOT Gate is what you want.
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by Tedypig » Wed Mar 06, 2013 16:51

kaeza wrote:Player Detector + NOT Gate is what you want.

Thank you. Also, would that be the same for solar panel? Panel+NOT Gate=auto night light. Never mind i will test it. Thanks again. :)
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by BrandonReese » Wed Mar 06, 2013 19:41

Tedypig wrote:
kaeza wrote:Player Detector + NOT Gate is what you want.

Thank you. Also, would that be the same for solar panel? Panel+NOT Gate=auto night light. Never mind i will test it. Thanks again. :)


I've used this several times for lights that come on at night, gates that close at night, etc...

Panel --- NOT GATE ---- [ LIGHTS / PISTONS / WHATEVER ]

Lights on only at night when a player is near (if I remember correctly)


PANEL ---- NOT GATE -------- |
|
AND GATE ----- LIGHTS
|
|
PLAYER DETECTOR ------------|
 

Temperest
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by Temperest » Thu Mar 07, 2013 01:53

Sounds updated! Break a lamp and hear it shatter! Push a button and hear it click!

Punching buttons, levers, and switches all make sounds now. Enjoy!

Redownload to obtain the latest changes.
WorldEdit 1.0 released

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

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Calinou
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by Calinou » Thu Mar 07, 2013 12:34

Temperest wrote:Sounds updated! Break a lamp and hear it shatter! Push a button and hear it click!

Punching buttons, levers, and switches all make sounds now. Enjoy!

Redownload to obtain the latest changes.


Like in all the mods (gain=1.0 by default ftw), are these sounds loud as hell (eg. noteblocks are 4 times as loud as footsteps, which only make them acceptable at volume 10 while footsteps are almost impossible to hear)?
 

Temperest
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by Temperest » Thu Mar 07, 2013 18:20

In my testing of the buttons with gain being one, footstep sounds were far louder than the node sounds. Perhaps the sound files themselves vary in loudness.

Hopefully, the sounds are not be too loud for others..
WorldEdit 1.0 released

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

mendozajustin105
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by mendozajustin105 » Sat Mar 09, 2013 11:02

thanks for the great mod hey can you make a battery extension for the mesecons mod
 

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