726 (edited by Jeija 2012-08-08 17:55:47)

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

I'd just like to tell you all that I finished a first experimental version of a microcontroller.
As soon as it works 100% and it's easy to create logic gates with it (with buttons in the menu) I was planning to remove the and gate (AND block by whiskers_75). Would that be OK for you whiskers?

More information
Just a stupid demo video:
YouTube
A mesecon microcontroller programming tutorial:
Download the latest tutorial version from GitHub (click on "View Raw")

Redstone for minetest: Mesecons (mesecons.net)

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

If it's obsolete, sure.

728

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

I made a paste Service for Code written for the µC
http://sfan.sf.funpic.de/ycpaste

My Mods: Nuke Mod WorldEdit Particles and working on Mesecons
Subscribe me on YouTube if you like my Stuff
My Minetest Builds for Windows

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

I have something like this after pressing button connected to the piston through inverter:

ServerError: LuaError: error: ...ome/radek/.minetest/mods/minetest/item_drop/init.lua:31: attempt to index a nil value
12:32:20: ERROR[main]: stack traceback:
12:32:20: ERROR[main]:     [C]: in function 'dig_node'
12:32:20: ERROR[main]:     ...ek/.minetest/mods/minetest/mesecons_pistons/init.lua:198: in function '?'
12:32:20: ERROR[main]:     ...ek/.minetest/mods/minetest/mesecons/internal_api.lua:79: in function 'deactivate'
12:32:20: ERROR[main]:     ...ek/.minetest/mods/minetest/mesecons/internal_api.lua:286: in function 'turnoff'
12:32:20: ERROR[main]:     ...ek/.minetest/mods/minetest/mesecons/internal_api.lua:304: in function 'turnoff'
12:32:20: ERROR[main]:     ...ek/.minetest/mods/minetest/mesecons/internal_api.lua:304: in function 'turnoff'
12:32:20: ERROR[main]:     ...home/radek/.minetest/mods/minetest/mesecons/init.lua:180: in function 'receptor_off'
12:32:20: ERROR[main]:     ...adek/.minetest/mods/minetest/mesecons_torch/init.lua:72: in function <...adek/.minetest/mods/minetest/mesecons_torch/init.lua:50>

It seems piston doesn't move wooden block and minetest crashing :(

730

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

The item_drop Mod doesn't works with Pistons.
You should update to the latest Mesecons Version too, because i made a Change to the Way how the Pistons remove Blocks

My Mods: Nuke Mod WorldEdit Particles and working on Mesecons
Subscribe me on YouTube if you like my Stuff
My Minetest Builds for Windows

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

Thanks. I upgraded mesecons and remove item_drop but now piston replicates every block which moves.

http://img339.imageshack.us/img339/68/blockmultiplicationbypi.jpg

Any idea?

732 (edited by GloopMaster 2012-08-10 14:41:07)

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

One problem: Microcontroller recipe overwrites IC recipe. Make Microcontroller take another mesecon in the corner ;)


EDIT: Ignore that, make the IC recipes use Microcontrollers, since ICs no longer exist apparently.

Meow.

That is all.

733

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

Ragnarok wrote:

Thanks. I upgraded mesecons and remove item_drop but now piston replicates every block which moves.

http://img339.imageshack.us/img339/68/blockmultiplicationbypi.jpg

Any idea?

I guess you're talking about sticky pistons. If so, I just fixed that bug.

Redstone for minetest: Mesecons (mesecons.net)

734

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

Is there anyy reason why I can't delete mesecons after I place them?

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

-2cool4me4- wrote:

Is there anyy reason why I can't delete mesecons after I place them?

Yes, probably it hasn't selectionbox.

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

Microcontrolers are the best thing in minetest :) they are quite easy to program also.

+1

Contributor: Plant aging library
Creator: (soon)

737

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

If you made any Programs please paste them with Description and Name at http://sfan.sf.funpic.de/ycpaste/index.php

My Mods: Nuke Mod WorldEdit Particles and working on Mesecons
Subscribe me on YouTube if you like my Stuff
My Minetest Builds for Windows

738 (edited by kotolegokot 2012-08-11 11:59:30)

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

http://dl.dropbox.com/u/53677973/tmp/3.png
Jeija, I hope you will fix it (if it's a bug).

I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.

739

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

Actually.. not it's not a bug. On the left the mesecon is 1 block behind (+above/below) the lever, on the right it is directly above/below the switch.

Redstone for minetest: Mesecons (mesecons.net)

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

thanks i made such a great door with these :D

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

code for a half adder:

off(C,D)if(A~B)on(C);if(A&B)on(D);: A and B are inputs, C and D are outputs

742

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

Tip:
You can paste code and find other's creations on sfan5's ycpaste:
http://sfan.sf.funpic.de/ycpaste/

Redstone for minetest: Mesecons (mesecons.net)

743 (edited by Jeija 2012-08-15 13:04:20)

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

Check out the new website for mesecons at mesecons.tk

There you can find
- craft recipes
- screenshots
- changelogs
- developer resources
- extensions
- µCPaste
- ...

Tell me what you think about it!

As (may) see, there are annoying ads on the website. If you know a hoster or If you have a server that hosts my website, I'd be very grateful.

Redstone for minetest: Mesecons (mesecons.net)

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

Thanks to a newer function Jeija added, half-adders can be done with a bit less code:

sbi(D, A~B) sbi(C, A&B)

A and B are inputs, C is the carry, D is the sum.

745 (edited by vtty0 2012-08-15 15:23:00)

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

I've tried to use microcontroller yesterday with object detection and sticky pistons. It awesome things to make interactive defence from griefers.

Also i've built power plant with solar- and hydroturbine which switches automatically from one power source to secondary if first inoperative. Thanks for microcontroller developing! I really like it. :-)

Just let's clear, please, how possible to craft batteries, buttons and levers? That's 'hack' to use it in creature mode, would be much better perform anything in survival mode manually.
UPD: I've found this on your site. Thanks!

Also there is an idea to make a coal power plant. Could you please tell if possible to include something looks as "coal furnance turbine" to mesecons mode?

Thanks again!

746 (edited by RealBadAngel 2012-08-15 15:44:18)

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

vtty0 wrote:

I've tried to use microcontroller yesterday with object detection and sticky pistons. It awesome things to make interactive defence from griefers.

Also i've built power plant with solar- and hydroturbine which switches automatically from one power source to secondary if first inoperative. Thanks for microcontroller developing! I really like it. :-)

Just let's clear, please, how possible to craft batteries, buttons and levers? That's 'hack' to use it in creature mode, would be much better perform anything in survival mode manually.
UPD: I've found this on your site. Thanks!

Also there is an idea to make a coal power plant. Could you please tell if possible to include something looks as "coal furnance turbine" to mesecons mode?

Thanks again!

what's the point for smelting coal if the torch or plant does the same for free?

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

I still think mesecon is a electronic system and not an energy sytem because there isn't really an amount of energy transferred but just an on/off signal. That's why i think the batteries are kind of strange and not really usefull (maybe i'm wrong) and that the solar panel and hydro-turbine should be renamed to light and flow detectors.

Contributor: Plant aging library
Creator: (soon)

748 (edited by vtty0 2012-08-15 16:12:16)

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

I'm not so friendly with an mesecons ideology (i'm newby in minetest at all), so I'm not sure if idea about coal powerplant is OK. I was thought that mesecons looks like an magic-electricity conversion or something like that.

UPD: anyway, mesecons mod is awesome and I like it. Thanks for you great job. :-)

749

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

Belgac wrote:

I still think mesecon is a electronic system and not an energy sytem because there isn't really an amount of energy transferred but just an on/off signal. That's why i think the batteries are kind of strange and not really usefull (maybe i'm wrong) and that the solar panel and hydro-turbine should be renamed to light and flow detectors.

energy is made it's not just puff oh look it's power it's made by water , sun or by the burning of fuel , even nuclear power it a conversion from one source to another to give us power

750 (edited by vtty0 2012-08-15 18:03:55)

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

Spots wrote:

energy is made it's not just puff oh look it's power it's made by water , sun or by the burning of fuel , even nuclear power it a conversion from one source to another to give us power

Mesecons mode's power plant, blinky plant, mesecon torch are nice "magic" items to generate energy. And interesting that when we place items as on screenshot:

http://img37.imageshack.us/img37/8940/screenshotcw.jpg

that meselamp will be lighted when we push lever and even if we'll not place power plant/torch close to lever. Same thing with weight-reaction panels, object detector - there is no necessity on power supply placed close to one.

Please, tell if that's alright or bug?