[Mod] MoreMesecons [moremesecons]

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Palige
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[Mod] MoreMesecons [moremesecons]

by Palige » Mon Aug 31, 2015 16:16

This mod adds some Mesecons items, like "adjustable blinky plant", "wireless" and more !
The mod video : https://www.youtube.com/watch?v=iSm4BhUbXXU (quite much outdated now...)
Image


License : Mozilla Public License 2.0
Mod dependencies : Mesecons, vector_extras
Authors : Palige/paly2, with the contribution of Mg (bugfix), Ataron (textures), JAPP (texture), TheEpicJames (texture) and Hybrid Dog (many things)
Dowload zip : https://github.com/paly2/MoreMesecons/archive/master.zip
Or browse the code on GitHub : https://github.com/paly2/MoreMesecons

The mod will run on Minetest 0.4.15-stable, but the recommended version is Minetest 0.4.15-dev. It will not run on older versions.
Last edited by Palige on Tue May 02, 2017 18:33, edited 10 times in total.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Mon Aug 31, 2015 16:49

Edit: l saw the abm and removed the question.
What happens if two wireless have the same RID?
Last edited by Hybrid Dog on Mon Aug 31, 2015 16:52, edited 2 times in total.
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Mon Aug 31, 2015 16:50

Yes, the wireless works after the server restarted !
EDIT: Hmm, normally, two wireless can not have the same RID, because the RID of a wireless is its position in the table...
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Mon Aug 31, 2015 16:55

Palige wrote:Yes, the wireless works after the server restarted !

It may work faster if you store the positions of the wireless into a table and search for the position in the table every second instead of searching the meta for it.
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Mon Aug 31, 2015 17:04

Hybrid Dog wrote:
Palige wrote:Yes, the wireless works after the server restarted !

It may work faster if you store the positions of the wireless into a table and search for the position in the table every second instead of searching the meta for it.

Hmm, I'll test that
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Mon Aug 31, 2015 17:05

Palige wrote:EDIT: Hmm, normally, two wireless can not have the same RID, because the RID of a wireless is its position in the table...

If you join, place a wireless (so it gets the RID 1), then move 1000 nodes away, after that rejoin and then place another wireless, it gets the RID 1, too, because the other one wasn't found yet by the abm.
If you walk to the older one, it doesn't get registered because the new one already has RID 1
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Mon Aug 31, 2015 17:09

Hybrid Dog wrote:
Palige wrote:EDIT: Hmm, normally, two wireless can not have the same RID, because the RID of a wireless is its position in the table...

If you join, place a wireless (so it gets the RID 1), then move 1000 nodes away, after that rejoin and then place another wireless, it gets the RID 1, too, because the other one wasn't found yet by the abm.

Oh... So, if two wireless have the same RID, If one is destroyed, it is another that may not work until the abm registers it again
EDIT : Ah, I now understand !
Last edited by Palige on Mon Aug 31, 2015 17:15, edited 1 time in total.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Mon Aug 31, 2015 17:14

Palige wrote:If you place another wireless, it will be register and it will have the RID 2 because there will be 2 wireless in the table...

if you rejoin, the table is empty and if then the abm doesn't register the old one because it's far away…
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Mon Aug 31, 2015 17:21

So you're right : If I don't use metadatas to store RID, this problem is solved
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Mon Aug 31, 2015 17:25

l made a mod offering fast functions for that: https://github.com/HybridDog/vector_ext ... t.lua#L600


Some time ago l made a simple mesecons teleporter mod, the sound is from freesound.org l think
https://github.com/HybridDog/mesecons_teleporter
 

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Re: [Mod] MoreMesecons [moremesecons]

by Martno » Wed Sep 02, 2015 00:17

Wow this is awesome. Especially the teleport.
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Wed Sep 02, 2015 10:20

@Martno @Minetestforfun : Thank you very much for your compliments !
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by GFX_Garage » Wed Sep 02, 2015 23:03

It looks like you've done some integration and added some new functionality. I really like this, especially the wireless. I'm going to check it out.
"Well it is an ambiguous enterprise, and fraught with contradiction, but forward, ever forward" ~ Terence McKenna

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Thu Sep 03, 2015 17:37

Today, many news !
  • Added the node "sayer" : This node sends a message to player within a radius of 8 nodes.
  • Added the node "adjustable player detector" : As a mesecons player detector, but you can change its detection radius !
  • Added a functionnality to the teleporter : If it doesn't find another teleporter, it teleports the player on itself !
  • Added restrictions to the craftable command block : By default, the only accepted command is "tell" (the server admin chooses the others). Only "@nearest" can be used in the commands (no "@farthest" or "@random"), and the server admin can choose the max distance of "@nearest", by default 8 nodes.

@GFX_Garage : Thank you for your test !
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Fri Sep 04, 2015 11:06

@Hybrid Dog : Thank you very very much for your contributions and pull requests on the github repository ! (sorry for not having seen them earlier)
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

Martno
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Re: [Mod] MoreMesecons [moremesecons]

by Martno » Fri Sep 04, 2015 18:46

Palige wrote:
  • Added the node "sayer" : This node sends a message to player within a radius of 8 nodes.
  • Added the node "adjustable player detector" : As a mesecons player detector, but you can change its detection radius !
  • Added a functionnality to the teleporter : If it doesn't find another teleporter, it teleports the player on itself !
  • Added restrictions to the craftable command block : By default, the only accepted command is "tell" (the server admin chooses the others). Only "@nearest" can be used in the commands (no "@farthest" or "@random"), and the server admin can choose the max distance of "@nearest", by default 8 nodes.

+1 :)
 

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Re: [Mod] MoreMesecons [moremesecons]

by DS-minetest » Sun Sep 06, 2015 18:42

very cool mod
Do not call me -minetest.
Call me DS or DS-minetest.
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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Mon Sep 07, 2015 17:07

DS-minetest wrote:very cool mod

Thank you !
Martno wrote:+1 :)

Thank you, and if you have others ideas, don't hesitate to tell me them !
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by Martno » Tue Sep 08, 2015 12:42

Palige wrote:Thank you, and if you have others ideas, don't hesitate to tell me them !


Actually I have an idea. I don't know if it's possible to do.
Would be great if we have a detector which detects items (dropped on the ground), not blocks. Or a pressure plate which give a signal if an item is dropped on it. (I think I saw something like this in a Minecraft video)
 

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Re: [Mod] MoreMesecons [moremesecons]

by Hybrid Dog » Tue Sep 08, 2015 15:38

Martno wrote:
Palige wrote:Thank you, and if you have others ideas, don't hesitate to tell me them !


Actually I have an idea. I don't know if it's possible to do.
Would be great if we have a detector which detects items (dropped on the ground), not blocks. Or a pressure plate which give a signal if an item is dropped on it. (I think I saw something like this in a Minecraft video)

You could use pipeworks' vacuum pipe and as far as l know the pressure plates of mesecons also notice if items are dropped onto them.
How about a mesecons jammer, which disables emitting mesecons signals in its radius?
 

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Re: [Mod] MoreMesecons [moremesecons]

by Palige » Tue Sep 08, 2015 16:22

Martno wrote:
Palige wrote:Thank you, and if you have others ideas, don't hesitate to tell me them !


Actually I have an idea. I don't know if it's possible to do.
Would be great if we have a detector which detects items (dropped on the ground), not blocks. Or a pressure plate which give a signal if an item is dropped on it. (I think I saw something like this in a Minecraft video)


For the pressure plate, HybridDog is right :
Hybrid Dog wrote:the pressure plates of mesecons also notice if items are dropped onto them.


For the detector, why not ? But, I don't really see its utility... But, I am going to create a detector wich detects ALL entitys (items dropped, monsters, etc) !

Hybrid Dog wrote:How about a mesecons jammer, which disables emitting mesecons signals in its radius?


"Emitting mesecons signals", only for wireless "virtual signal" or for all mesecons conductors ?
For wireless, it's possible (and it's a very good idea !), I am going to do that too !
For mesecons, it's very difficult (I would have to override the mesecons code), and mesecons will be more slowly... I think it's not good.
Sorry for my english : I am french...

Some of my minetest stuff:
MoreMesecons
Throwing Redo
PvP-Plus
A few other things

I'm hosting the Eurythmia server
 

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Re: [Mod] MoreMesecons [moremesecons]

by mtmodder148 » Tue Sep 08, 2015 18:30

+1
Awesome mod!
It'd be cool if you could adjust the delay of each port of the dual delayer, in game.
 

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Re: [Mod] MoreMesecons [moremesecons]

by Martno » Wed Sep 09, 2015 06:15

Hybrid Dog wrote:the pressure plates of mesecons also notice if items are dropped onto them.

Oh my god, I totally forgot that :) Thanks!

Another idea (related to the previous): wallmounted pressure plates, or some kind of sensors, that send a mesecon signal, when hit by an arrow (from throwing mod). Is that possible?
 

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