[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Does anyone want to make a new video for the website? The current video is 1 year and 1/2 old, so it should be changed...
I can make the contraptions used in the video, if you want
Screenshots, if you want some:
I can make the contraptions used in the video, if you want
Screenshots, if you want some:
Last edited by Nore on Tue Oct 22, 2013 09:37, edited 1 time in total.
jojoa1997: item processing facilities are generally left to pipeworks. Pipeworks is pretty powerful and it would be a waste of effort to duplicate all of that functionality.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
Even more screenshots:
Running Conway's Game of Life in mesecons (http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life)
Running Conway's Game of Life in mesecons (http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life)
Last edited by Nore on Tue Oct 22, 2013 09:36, edited 1 time in total.
Oops I forgot about the sand tube. Yep minetest already has something like the minecraft hopper. I guess if you pair the detector tube with a sand one you get that.Temperest wrote:jojoa1997: item processing facilities are generally left to pipeworks. Pipeworks is pretty powerful and it would be a waste of effort to duplicate all of that functionality.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
I'm trying to have one of my outputs send a signal for half a second every 5 seconds or so... this code runs but slowly gets crazier and crazier (as in the port outputs more often, until it overheats... am I missing something fundamental here?)
Any help figuring this one out greatly appreciated!
Code: Select all
interrupt(0.5, "loop")
if mem.count == nil then
mem.count = 0
end
if event.iid == "loop" then
mem.count = mem.count + 1
if mem.count == 10 then
port.c = true
mem.count = 0
else
port.c = false
end
end
I was wondering if anyone else was interested in have this dispenser branch be added to mesecons?
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
jojoa1997: I believe it was decided that Pipeworks would handle all the item-related stuff and Mesecons would focus on digital logic.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
OK, a simpler example... even this code will not work for me and result in node C blinking crazy and eventually overheating.
what gives?
Code: Select all
interrupt(1, "loop")
if event.iid == "loop" then
port.c = not port.c
end
Last edited by Quackor on Tue Nov 26, 2013 00:16, edited 1 time in total.
That is great and dandy butTemperest wrote:jojoa1997: I believe it was decided that Pipeworks would handle all the item-related stuff and Mesecons would focus on digital logic.
1)Pipeworks is not with mesecons so it kinda is stupid.
2)Pipeworks has no items that work like a dispenser.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
Seems to be a bug with Mesecons. Can you submit this as an issue in the bugtracker?Quackor wrote:OK, a simpler example... even this code will not work for me and result in node C blinking crazy and eventually overheating.what gives?Code: Select all
interrupt(1, "loop") if event.iid == "loop" then port.c = not port.c end
Yes, pipeworks is an external mod. But then, so is Mesecons. Personally, it seems rather wasteful to duplicate all the effort put into pipeworks.jojoa1997 wrote:That is great and dandy but
1)Pipeworks is not with mesecons so it kinda is stupid.
2)Pipeworks has no items that work like a dispenser.
In fact, there is a very simple dispensor-like device. Place a chest and a filter/injector beside each other, with the suction end of the injector facing the chest. Now when you power the injector via Mesecons, it spits out items. If you use a MESE injector, it will spit out a whole stack.
The injector uses the default Mesecons rules. I described them briefly in the Mesecons Basics article.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
Yes but a dispenser allows you to do what is done with two blocks in one.Temperest wrote:
Yes, pipeworks is an external mod. But then, so is Mesecons. Personally, it seems rather wasteful to duplicate all the effort put into pipeworks.
In fact, there is a very simple dispensor-like device. Place a chest and a filter/injector beside each other, with the suction end of the injector facing the chest. Now when you power the injector via Mesecons, it spits out items. If you use a MESE injector, it will spit out a whole stack.
The injector uses the default Mesecons rules. I described them briefly in the Mesecons Basics article.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
- VanessaE
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- GitHub: VanessaE
- IRC: VanessaE
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- Contact:
A device to do this would be easy. In fact, when Filter-injectors were first introduced to Pipeworks, I could swear up and down that they did exactly as you propose when there was no chest (or it was empty). This is why I started calling them injectors, even though that behavior turned out to be a bug.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
I don't know if you want to implement this, as it probably wouldn't be used as much as your other features, but I just wanted to throw it out.
I have an idea of a new type of pressure plates that take a certain amount of time "stepped on" to actually send out "power".
One example usage for using in survival mini-games: a player must be standing on this pressure plate long enough to activate or expose something. (Could, for another example, make players more vulnerable when activating a "tower destruction" device of the other team)
Needed setup: to be able to configure (at placement, and later reconfigure with an item so mini-game players don't change it and ruin the game play) the necessary time standing on it to be sending "power".
This idea could also be used the other way: amount of time it will take until it no longer sends "power" after all pressure is gone.
Of course these ideas are easily implemented with pressure plates connected to "processing machines", but I thought I would put these ideas out anyway.
P.S. Thank you (everyone who helped, directly or indirectly) for all the hard work you have done to make such an awesome mod such as this. You deserve it.
I have an idea of a new type of pressure plates that take a certain amount of time "stepped on" to actually send out "power".
One example usage for using in survival mini-games: a player must be standing on this pressure plate long enough to activate or expose something. (Could, for another example, make players more vulnerable when activating a "tower destruction" device of the other team)
Needed setup: to be able to configure (at placement, and later reconfigure with an item so mini-game players don't change it and ruin the game play) the necessary time standing on it to be sending "power".
This idea could also be used the other way: amount of time it will take until it no longer sends "power" after all pressure is gone.
Of course these ideas are easily implemented with pressure plates connected to "processing machines", but I thought I would put these ideas out anyway.
P.S. Thank you (everyone who helped, directly or indirectly) for all the hard work you have done to make such an awesome mod such as this. You deserve it.
Current projects: [Mod][WIP] Auto kick/ban for many login attempts [too_many_logins]
Hey like2omg:
If you want to build one of these right now, here's a circuit that should do the trick. No luacontrollers required!
If you want to build one of these right now, here's a circuit that should do the trick. No luacontrollers required!
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
Thanks. Although I'm curious if it resets immediately after the player leaves the pressure plate (or if it keeps some charge in the final repeater(s))Temperest wrote:Hey like2omg:
If you want to build one of these right now, here's a circuit that should do the trick. No luacontrollers required!
http://i.imgur.com/UKUTvIn.png
Current projects: [Mod][WIP] Auto kick/ban for many login attempts [too_many_logins]
- VanessaE
- Moderator
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- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
It holds the output for a time more or less equal to the lesser of (panel stepped on time) vs (total time of the delayers).
If the total delay is 3 seconds and you stand on the panel for 5, it'll still only hold the output for about 3 seconds after you step off, though server <-> client communication lag will basically throw that estimate so far out of the window have to call you with the results from in the next town over. :-)
If the total delay is 3 seconds and you stand on the panel for 5, it'll still only hold the output for about 3 seconds after you step off, though server <-> client communication lag will basically throw that estimate so far out of the window have to call you with the results from in the next town over. :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- addi
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- Location: Black-Forest, Germany
here i must also post a bug.
due the new feature of minetest 0.4.8 all nodes wich have a formspec (playerdetector, luacontroler,microcontroler,...) dose
a) submitting all clicks twice
b) submitting if the formspec is cancled with the ESC key
EDIT:
found another bug too:
digging a vertical mesecon wire will sometimes not return a item
it would be great if you could fix it
thanks
addi
due the new feature of minetest 0.4.8 all nodes wich have a formspec (playerdetector, luacontroler,microcontroler,...) dose
a) submitting all clicks twice
b) submitting if the formspec is cancled with the ESC key
EDIT:
found another bug too:
digging a vertical mesecon wire will sometimes not return a item
it would be great if you could fix it
thanks
addi
Last edited by addi on Tue Dec 17, 2013 14:58, edited 1 time in total.
Thanks for reporting that addi, this has now been fixed.
Can you describe generally how you can reliably make the vertical mesecons not return an item?
Can you describe generally how you can reliably make the vertical mesecons not return an item?
Last edited by Temperest on Wed Dec 18, 2013 20:14, edited 1 time in total.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- addi
- Member
- Posts: 666
- Joined: Thu Sep 20, 2012 03:16
- GitHub: adrido
- Location: Black-Forest, Germany
thanks fo fixing it, it seems i cant reproduce it. i have it anymore it seems it works fine. maybe it was just a lagg.Temperest wrote:Thanks for reporting that addi, this has now been fixed.
Can you describe generally how you can reliably make the vertical mesecons not return an item?
thanks anyway
addi
- cheapie
- Member
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- Joined: Mon May 14, 2012 00:59
- GitHub: cheapie
- IRC: cheapie
- In-game: cheapie
Random traffic light controller code (for luacontrollers, requires digilines. for use with streets' traffic lights):
Attach traffic lights on the main street (set to channel 'main') and the side street (channel 'side') to a digiline, a player detector on the side street to pin A, and a reset button to pin C. An LCD can be added to the digiline on channel 'display'. Sending a mesecon signal on pin D or a digiline signal on channel 'fault' (the message should be an explanation) will cause the lights to flash yellow, and sending a signal on pin C or a digiline signal on channel 'reset' will clear the fault.
This code can be seen in action on VanessaE's survival server at the intersection of North St. and the ringroad. Earlier versions can be seen running other lights elsewhere on the server.
Code: Select all
--LUAC_Traffic Version 3.3
--Written by cheapie
--WTFPL
if (event.type=="digiline" and event.channel=="fault") then
mem.fault=true
digiline_send("display","Remote Fault "..event.msg)
digiline_send("main","warn")
digiline_send("side","warn")
end
if (pin.c) then
mem.fault=false
end
if (event.channel=="reset") then
mem.fault=false
end
if (event.type=="program")
then
mem.fault=true
digiline_send("display","LUAC_Traffic Version 3.3 PUSH RESET")
digiline_send("main","warn")
digiline_send("side","warn")
end
if(pin.d) then
mem.fault=true
digiline_send("display","External Fault")
digiline_send("main","warn")
digiline_send("side","warn")
end
port.b=mem.fault
if (mem.fault) then
digiline_send("main","warn")
digiline_send("side","warn")
else
if (pin.a) then
digiline_send("main","red")
digiline_send("side","green")
digiline_send("display","NORMAL OPERATION Side has Green")
else
digiline_send("main","green")
digiline_send("side","red")
digiline_send("display","NORMAL OPERATION Main has Green")
end
end
This code can be seen in action on VanessaE's survival server at the intersection of North St. and the ringroad. Earlier versions can be seen running other lights elsewhere on the server.
Last edited by cheapie on Sun Dec 22, 2013 04:20, edited 1 time in total.
-- This account is no longer active --
My mods have moved to: https://cheapiesystems.com/git
My mods have moved to: https://cheapiesystems.com/git
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