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

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Jeija
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by Jeija » Sat Mar 23, 2013 21:29

A 3d scanner and printer with 3 different inks?? Holy *!
I can't wait for an article on the laboratory...
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playzooki
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by playzooki » Sat Mar 23, 2013 21:52

There should be a memory cell
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Jeija
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by Jeija » Sat Mar 23, 2013 22:10

memory cell = rs flop; Can be made using microcontrollers (deprecated) or luacontrollers, via gates and mesecon torches. Here is an example for an RS-Flop (propably a pretty large and bad one):
Image
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by Temperest » Sat Mar 23, 2013 22:12

Memory cells can be implemented already in multiple ways:

  • Luacontroller
  • Microcontroller
  • Latches made of logic gates
  • Latches made of plugs/sockets/inverters

You might find microcontrollers to be the easiest and most compact though, just right click it and press the "D-FF" button, and it will be programmed to be a memory cell.
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Latest article: Mesecons Basics.
 

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by playzooki » Sun Mar 24, 2013 18:28

Jeija wrote:memory cell = rs flop; Can be made using microcontrollers (deprecated) or luacontrollers, via gates and mesecon torches. Here is an example for an RS-Flop (propably a pretty large and bad one):
Image

Thanks!
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by rarkenin » Mon Mar 25, 2013 00:01

Jeija wrote:A 3d scanner and printer with 3 different inks?? Holy *!
I can't wait for an article on the laboratory...


These exist in the meatworld(one is running on my basement, printing parts for a robotics competition, but are slow, heavy, and annoying.
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by Nore » Sat Mar 30, 2013 11:30

There is again the bug of pistons pushing sand upwards drop sand:
I have 2 pistons (normal ones), the first pushs sand upwards and the second pushs sand on the first one (so it creates a sand elevator). I have a microcontroller, with port B connected to the first piston, port D to the second one, and code sbi(B,A)sbi(D,!A). I put a few sand for the second piston, toggled a few times port A with some delay, and the pistons created sand out of nowhere.
 

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by Luke123 » Sun Mar 31, 2013 20:12

This is the best Mod I have ever downloaded! It is all very wonderful to work with. this mod has more features than the redstone in minecraft which is great! Continue adding more features because I love them! Thx a lot. Keep up the great work.

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by Jeija » Sun Mar 31, 2013 20:32

Glad you like it :) !
Just request features if you miss any!
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by jojoa1997 » Sun Mar 31, 2013 20:48

what about a dispenser that drops out items like when you press 'q'
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by Temperest » Sun Mar 31, 2013 21:27

That's more in the domain of the pipeworks mod, which can do this and much, much more.

Nore, I can't seem to reproduce the issue. Can you make a WE save or world download? A picture is alright too.
WorldEdit 1.0 released

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

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by rarkenin » Mon Apr 01, 2013 00:56

I'd love to see a multiplexer that takes in 2 or 3 signals(digilines or otherwise), and converts them into one digiline on the fourth side that can be sent to a demultiplexer to separate the signals out again.

Example:
(equals is digiline, --- is mesecon)
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
"AAA">===                                     =====>"AAA"
        [Multiplexer]===========[Demultiplexer]
"BBB">===                                     =====>"BBB"


These can also be nested so you get 4 or so signals, called A, B, C, D, and first multiplexed into (AB) and (CD) and then fed into another multiplexer that gives ((AB)(CD)). This could be implemented with luacontrollers but a simple node would be better.
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by winaster » Mon Apr 01, 2013 02:34

I keep getting moderror: failed to load and run c:\minetest\minetest-0.4.5\minetest-.0.4.5\bin\..\mods\minetest\jeija-mietest-mod-mesec and it wont show rest but it wont work when I try to run it. I also get this kind of error with my other mods too. also just gor minetest and mod today as of 3/31/2013
Last edited by winaster on Mon Apr 01, 2013 02:45, edited 1 time in total.
 

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by Luke123 » Mon Apr 01, 2013 02:48

winaster wrote:I keep getting moderror: failed to load and run c:\minetest\minetest-0.4.5\minetest-.0.4.5\bin\..\mods\minetest\jeija-mietest-mod-mesec and it wont show rest but it wont work when I try to run it. I also get this kind of error with my other mods too. also just gor minetest and mod today as of 3/31/2013

That happens to me when I download some mods like the traps mod etc. This mod works fine though
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by kaeza » Mon Apr 01, 2013 03:17

winaster wrote:I keep getting moderror: failed to load and run c:\minetest\minetest-0.4.5\minetest-.0.4.5\bin\..\mods\minetest\jeija-mietest-mod-mesec and it wont show rest but it wont work when I try to run it. I also get this kind of error with my other mods too. also just gor minetest and mod today as of 3/31/2013

http://forum.minetest.net/viewtopic.php?id=5073
Do that but instead of creating a new topic post the error here.
Last edited by kaeza on Mon Apr 01, 2013 03:18, edited 1 time in total.
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by Temperest » Mon Apr 01, 2013 04:50

rarkenin wrote:I'd love to see a multiplexer that takes in 2 or 3 signals(digilines or otherwise), and converts them into one digiline on the fourth side that can be sent to a demultiplexer to separate the signals out again.

Example:
(equals is digiline, --- is mesecon)
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
"AAA">===                                     =====>"AAA"
        [Multiplexer]===========[Demultiplexer]
"BBB">===                                     =====>"BBB"


These can also be nested so you get 4 or so signals, called A, B, C, D, and first multiplexed into (AB) and (CD) and then fed into another multiplexer that gives ((AB)(CD)). This could be implemented with luacontrollers but a simple node would be better.


A multiplexer? Digilines signals are transmitted instantaneously and are always synchronous. The concept of multiplexing doesn't apply here. Basically, it is impossible to send two Digilines signals at exactly the same time.
WorldEdit 1.0 released

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

Nore
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by Nore » Mon Apr 01, 2013 11:47

I can't reproduce it, even with the same setting as last time. Strange.
 

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by Nore » Wed Apr 03, 2013 12:42

We have a problem: mese is now more rare, so that makes mesecons expensive.
 

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by neron » Wed Apr 03, 2013 12:53

What about making mesecons out of mese crystals now?
 

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by keneticquartz » Wed Apr 03, 2013 12:53

Just a thought: Why not have the craft be a line in crystal fragments.
Like so:
_X_
_X_ Where X is Mese Crystal Fragment
_X_

Just a thought....
 

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by neron » Wed Apr 03, 2013 12:58

keneticquartz wrote:Just a thought: Why not have the craft be a line in crystal fragments.
Like so:
_X_
_X_ Where X is Mese Crystal Fragment
_X_

Just a thought....

That's a great thought!
 

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Jeija
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by Jeija » Wed Apr 03, 2013 16:16

neron wrote:What about making mesecons out of mese crystals now?

Wut? The current craft recipe uses crystals, update your mesecons version!!
http://mesecons.net/items/mesecon.php

16 mesecons per crystal also looks quite fair to me...
And anyway, more mesecons out of crystals doesn't really change too much, once you dug down you will find enough mese; better would be being able to get mesecons from other ores and materials, e.g. from bronze.
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by jojoa1997 » Wed Apr 03, 2013 18:28

what about 1 or 2 mesecon per crystal fragment. i would like that cause you would get 9-18 mesecons per crystal
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by playzooki » Fri Apr 05, 2013 19:17

How do I change how many nodes the pistons can push?
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Jeija
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by Jeija » Fri Apr 05, 2013 21:17

Go to minetest-mod-mesecons/mesecons/ and open settings.lua
This is where you can change the variable
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
PISTON_MAXIMUM_PUSH = 15

15 Is the number of nodes.
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by Temperest » Fri Apr 05, 2013 23:28

On a related note, the setting MOVESTONE_MAXIMUM_PUSH defines how many nodes a MOVESTONE can push. I generally like to keep this at the same setting as the piston, 15 nodes.

If you plan on sharing your finished creations, try to avoid changing these settings - your machines may not work on a default distribution of Mesecons.
WorldEdit 1.0 released

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

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by jordan4ibanez » Sun Apr 07, 2013 05:44

Jeija: http://youtu.be/qb3SNKK-GIE?t=2m6s WE NEED IT! WE NEED IT! Now that we can control the gravity and velocity of a player, we can make falling nodes fly! :D
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by Kacey » Sun Apr 07, 2013 16:42

jordan4ibanez wrote:Jeija: http://youtu.be/qb3SNKK-GIE?t=2m6s WE NEED IT! WE NEED IT! Now that we can control the gravity and velocity of a player, we can make falling nodes fly! :D

YES!!!!!!!!
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playzooki
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by playzooki » Sun Apr 07, 2013 20:37

Jeija wrote:Go to minetest-mod-mesecons/mesecons/ and open settings.lua
This is where you can change the variable
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
PISTON_MAXIMUM_PUSH = 15

15 Is the number of nodes.

thanks!
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by 12Me21 » Mon Apr 08, 2013 20:47

Mesecons is definitely my favorite mod, but the one thing that NEEDS to be fixed is piston movement, because now when you send electricity to a piston, it instantly changes to be extended, it doesn't move smoothly like in minecraft. That would make pistons look a lot cooler when they are moving. Plus, how come movestones move smoothly but pistons don't? Also, for both of them, nodes that they are pushing do not move smoothly (at least I don't THINK so). It seems possible, because falling nodes move smoothly (sort of)
If those 2 things are fixed, then mescons will be 1000 times more awesome.
Another thing that would be cool is pistons that could pull more than one node, like they are magnetic or something.
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