Search found 46 matches

by VoidLord
Mon Apr 21, 2014 23:05
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

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

Uh, no. Thank you for the answers, they were very useful. I guess I just didn't want a multi-stage vertical wire worth more than a house :), so I guess I'll decide to make gold conductive later then, seeing as it currently has about the lowest intrinsic value in the game.
by VoidLord
Mon Apr 21, 2014 20:20
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

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

Use the word rules from this website instead of range and you'll probably understand what I said better.
http://mesecons.net/developers.php
by VoidLord
Mon Apr 21, 2014 20:16
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

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

1. Well, if a block belongs to a group (just a list of blocks affected, not an actual group) and the mesecon is next to it and the block is "powered" (to be explained later), then the mesecon will turn on. Blocks are "powered" by having a conductive node next to them (might be a ...
by VoidLord
Sun Apr 20, 2014 22:55
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

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

To the Dev. team, could you implement somthing where blocks are powered (fakely)? I mean something along the lines of when a mesecon is next to a block that belongs to a conductive group or something, then it checks the block's surroundings for a mesecon conductable and has the same power state when...
by VoidLord
Sat Jul 20, 2013 15:42
Forum: Mod Releases
Topic: [Mod] Timber [0.1] [timber]
Replies: 61
Views: 32564

Great Mod! Saves tools, saves time.
by VoidLord
Fri Jul 05, 2013 23:30
Forum: Problems
Topic: Item Dropping
Replies: 1
Views: 762

Item Dropping

What is the syntax to get an item to drop, 'cause I have a bomb that removes nodes and I want to know how to turn the nodes into items. Here's the code: for x=-URANIUM_BOMB_RANGE,URANIUM_BOMB_RANGE do for y=-URANIUM_BOMB_RANGE,URANIUM_BOMB_RANGE do for z=-URANIUM_BOMB_RANGE,URANIUM_BOMB_RANGE do if ...
by VoidLord
Fri Jul 05, 2013 21:40
Forum: Problems
Topic: a "deep rooted" problem
Replies: 5
Views: 1343

sfan5, I've already tried that a long time ago and it didn't work.
PilzAdam, no, although I do have so many mods it takes the game 2 minutes to boot.
by VoidLord
Fri Jul 05, 2013 19:06
Forum: Problems
Topic: a "deep rooted" problem
Replies: 5
Views: 1343

a "deep rooted" problem

Whenever I go too far down my computer makes my game lag like crazy, knocking down the frame rate to about 2-3 per second, and it's horrible. If anyone could help with this problem it would be much appreciated because all the good minerals are just starting to emerge at this level.
by VoidLord
Mon Jun 17, 2013 17:31
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325225

Never Mind.
by VoidLord
Mon Jun 17, 2013 16:32
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325225

O.K., now I'm getting an error message for all of my worlds saying "some exception: "std::bad_alloc"". Obviously I screwed up something big.
by VoidLord
Mon Jun 17, 2013 16:20
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

The Problem came back.
by VoidLord
Mon Jun 17, 2013 16:06
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 760
Views: 325225

Um... VanessaE, for some reason the pipes in the edition I have aren't connecting to the chests or furnaces. Wha do I do?
by VoidLord
Sat Jun 15, 2013 17:48
Forum: WIP Mods
Topic: [POLL] What do you think about mesecons?
Replies: 53
Views: 9651

I think you mean w/a delayer. Oh well, just another one of those things that will (hopefully) get fixed next version.
by VoidLord
Sat Jun 15, 2013 17:10
Forum: WIP Mods
Topic: [POLL] What do you think about mesecons?
Replies: 53
Views: 9651

Wait! Someone I was talking to on another blog provided me with the correct version of mesecons (I thought the latest version was on the front page for mesecons) and somehow it still didn't work.
by VoidLord
Sat Jun 15, 2013 17:08
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

I re-downloaded it, and that is so bizzare that it worked! I downloaded the version on the homepage for mesecons and thought it was the latest. Thanks for the help Temperest!
by VoidLord
Sat Jun 15, 2013 16:44
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

You could use a certain type of memory (I can't remember which) in a microcontroller maybe, I've never used it. Check the documentation for more details. Still, no mese conducting! Help!
by VoidLord
Sat Jun 15, 2013 16:41
Forum: WIP Mods
Topic: [POLL] What do you think about mesecons?
Replies: 53
Views: 9651

I just re-downloaded the mod and, frankly, nothin doin'.
by VoidLord
Sat Jun 15, 2013 16:12
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

Hey! Still got a problem w/mese conductivity!
by VoidLord
Sat Jun 15, 2013 15:29
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

Well, the mod works but lasers won't because MESE won't conduct :)
by VoidLord
Sat Jun 15, 2013 14:58
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

Currently in use mods are as follows, bags boats (pilzadam) bobblocks (some code commented out) bones books (pilzadam?) carts (pilzadam, new version) chests_ogb_us default (somewhat edited texture pack) desert_uses diamond_fist dplus exchange (chest) give_initial_stuff gloopores hatches (ironzorg?) ...
by VoidLord
Sat Jun 15, 2013 14:46
Forum: WIP Mods
Topic: [POLL] What do you think about mesecons?
Replies: 53
Views: 9651

No, they won't connect electrically even when the mesecon is connected back to the piston itself (if it did work then there would be some crazy fast oscillations).
by VoidLord
Sat Jun 15, 2013 14:44
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

Yeah I won't do that just to upload an image. Anyway the circuit is like this
(powerplant)(mesecon)(MESE)(mesecon)(redglowstone)
anything past the first mesecon is off. The first mesecon comes to a stop at a half-block length.
by VoidLord
Sat Jun 15, 2013 14:37
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

How do I add an image? (I'm new)
by VoidLord
Sat Jun 15, 2013 14:31
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1932
Views: 687834

How do I get a screeshot? Better hurry, my mom's angry.
by VoidLord
Sat Jun 15, 2013 14:16
Forum: WIP Mods
Topic: [POLL] What do you think about mesecons?
Replies: 53
Views: 9651

Well I have the latest version too; I just tested it and the mesecons don't join back up when the sticky piston retracts.