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

Thanks for notifying me, Wuzzy. Since this is not very urgent, I have created a GitHub Issue to discuss this topic. Do you happen to know what the difference between the old and new fire sounds even is?
by Jeija
Sat Dec 10, 2016 06:42
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

You don't need to rename it, mesecons is not just a mod, but a "modpack", so you can name it whatever you want. Just place it in the "mods" folder and you should be good. If you still feel like renaming it, I usually just call it "minetest-mod-mesecons".
by Jeija
Thu Oct 27, 2016 18:58
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

Use "mesecons_switch:mesecon_switch_off" instead of "mesecons_switch:mesecon_switch".
by Jeija
Sun Oct 23, 2016 15:14
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

Re: Mesecons and use switch to activate Micro-controller

port is for output, pin is for input. Don't use port.a == true, use pin.a == true instead. Also see Chapter II over here: http://mesecons.net/luacontroller/

A shorter way to write your code would be:
Code: Select all
port.b = pin.a
port.d = pin.a
by Jeija
Tue Oct 18, 2016 17:03
 
Forum: General Discussion
Topic: Mesecons and use switch to activate Micro-controller
Replies: 1
Views: 84

Re: Minetest on a spherical planet

I have updated the first post to answer some of your questions, like what the planet_radius setting really does. If you can't see across the planet "edges", the first post should also explain how to fix that. Unfortunately, I don't think I can continue working on spheretest or integrating ...
by Jeija
Sun Oct 09, 2016 08:50
 
Forum: Minetest-related projects
Topic: Minetest on a spherical planet
Replies: 57
Views: 4091

Re: Minetest on a spherical planet

I have now updated the first post with a precompiled Microsoft Windows version of the game, including all necessary changes to minetest.conf to make the planet happen as well as minetest_game, the satellite mod and several other mods and the demo world from the videos. Thanks to sfan5 and Krock who ...
by Jeija
Sat Oct 08, 2016 11:49
 
Forum: Minetest-related projects
Topic: Minetest on a spherical planet
Replies: 57
Views: 4091

Minetest on a spherical planet

I have made two YouTube videos on the (im)possibility of making the minetest world look and behave somewhat like a spherical planet. I thought I might share them with you. The title says Minecraft (because that is the more commonly known game and the math applies to both games), but this is acutally...
by Jeija
Thu Oct 06, 2016 19:59
 
Forum: Minetest-related projects
Topic: Minetest on a spherical planet
Replies: 57
Views: 4091

Re: ESP8266 Smartwatch as Controller

Something like this should get you started: local http_api = minetest.request_http_api() if not http_api then print("ERROR: in minetest.conf, this mod must be in secure.http_mods!") end minetest.after(5, function() http_api.fetch({ url = "http://example.org", timeout = 1 }, funct...
by Jeija
Wed Sep 21, 2016 09:43
 
Forum: Minetest-related projects
Topic: ESP8266 Smartwatch as Controller
Replies: 10
Views: 803

ESP8266 Smartwatch as Controller

Since my Lua HTTP API code has been merged just recently, I thought I could make a little video that shows how these features can be used. In my case, I am using a DIY ESP8266-based WIFI Smartwatch with integrated gyroscope and accelerometer as a controller for minetest. I hope this is an inspiratio...
by Jeija
Wed Mar 02, 2016 18:59
 
Forum: Minetest-related projects
Topic: ESP8266 Smartwatch as Controller
Replies: 10
Views: 803

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

Announcement:
From now on use the RIGHT mouse button instead of the left one to toggle switches and levers and to press buttons. This change was made so that you can't accidentally toggle a switch/button/lever while digging it (or dig it while you only want to toggle it).
by Jeija
Sun Oct 04, 2015 10:15
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

For the custom signal toggle delay: Have a look at the Luacontroller documentation , specifically the interrupt() function. Before mesecons was on GitHub, it wasn't hosted on a repository anywhere, but only developed by minerd247 (textures) and me (all code). You could download the mod from Ubuntu O...
by Jeija
Tue Mar 17, 2015 16:27
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

12Me21, if you want to allow mesecons to be placed at the ceiling and on the floor, you might want to install the wire mod by Novatux. It is not in the main mesecons mod since it seriously slows down game initialization. https://github.com/Novatux/wires https://camo.githubusercontent.com/8f9ead9d0ac...
by Jeija
Thu Feb 26, 2015 15:02
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

It will improve any mods that do the kind of node manipulation that mesecons does: Update not very many nodes, but possibly at places far away from the player. It won't improve worldedit or anything like that though. Mesecons is actually very performant on the server side, but the client just doesn'...
by Jeija
Thu Feb 19, 2015 09:47
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

I sometimes (quite often) hear people complaining how mesecons performance is bad compared to redstone. I need to keep telling them, that the issue is not with mesecons, but with the minetest engine itself. I made a pull request to engine with a small patch that improves performance (https://github....
by Jeija
Tue Feb 17, 2015 19:45
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

Inocudom, this should have fixed the issue. It's kind of embarassing, I had already fixed that bug locally, but forgot to
Code: Select all
git add .
before git commit. I hope everything works now for you, thanks for telling me!
by Jeija
Tue Nov 25, 2014 18:55
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

Re: Lua Threads for Computer Mod

Just wanted to tell you that if you want to add HDDs, more sensors, peripherals etc. to digilines, I'm open for it! Also, if my pull request for minetest (https://github.com/minetest/minetest/pull/1869) gets merged, the luacontroller can have an internet database for code snippets and such and it wo...
by Jeija
Tue Nov 25, 2014 18:42
 
Forum: Modding Discussion
Topic: Lua Threads for Computer Mod
Replies: 95
Views: 9125

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

Hi Dave, sure you can fork mesecons to include your changes. Rather than licensing stuff I'd be More concerned about people installing your fork on servers. It would be great if you could make a note telling people what changes you made and that these changes may permit people to basically destroy t...
by Jeija
Mon Nov 17, 2014 23:08
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

Hi davegoopot, I'd then recommend you to edit the mesecons_luacontroller/init.lua file yourself to add minetest.chat_send_all to the safe commands. Due to obvious reaons I can't make that change upstream. For instance, you could just add minetest = minetest to the return value of create_environment ...
by Jeija
Sun Nov 16, 2014 20:43
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

You could just use the command block instead of the luacontroller for that purpose.
If you want to send something to everyone, just use
say [TEXT]
and if you want send something to just one person, use
tell [PERSON] [TEXT]
by Jeija
Sun Nov 16, 2014 16:41
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

Hi Megaf, nice to hear that. I support your idea of creating a fork. Even though I'd love to work more on mesecons, I just don't have the time for it. I encourage you to maintain a fork of mesecons that might not only implement new fences, but also other features you or other people like to have. Th...
by Jeija
Thu Sep 18, 2014 13:52
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

Re: [Web Service] Minetest customizer

Noone used it, few support and I was missing new Windows builds. Now that minetest has this ingame Modstore, I don't feel like this is still necessary. I abandoned the project for now, but you can have the code if you want to continue it.
by Jeija
Wed May 21, 2014 15:14
 
Forum: Minetest-related projects
Topic: [Web Service] Minetest customizer [Abandoned]
Replies: 11
Views: 3826

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

This is definitely not the right place to ask, JoshMars.
You should ask that in the IRC or in some topic in Modding General. You will propably need to iterate through a list of all players and calculate their distances to your position manually.
by Jeija
Sun May 18, 2014 05:57
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

There is this quite old one that might work: http://mesecons.net/stables/2012-08-16.zip In general I recommend to use git reset (http://git-scm.com/docs/git-reset). You need to execute it in the mesecons folder to revert git commits made to mesecons. That way, you can revert to any version of meseco...
by Jeija
Sun May 11, 2014 19:03
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

Your minetest version is far too old to be supported by the current mesecons. Can't you use this one: viewtopic.php?f=3&t=9190 ?
by Jeija
Sun May 11, 2014 18:40
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033

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

@ZachyGames: In order to get started with Mesecons, check out http://uberi.mesecons.net/projects/MeseconsBasics/index.html. You can make doors with pistons or by connected mesecon wire to a wooden door. For more advanced stuff, go to http://uberi.mesecons.net/ . If you want to find out about certain...
by Jeija
Fri Apr 25, 2014 16:40
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1784
Views: 386033
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