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

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jordan4ibanez
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by jordan4ibanez » Mon Feb 27, 2012 14:14

just pushing it back to the front page where it belongs
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by sfan5 » Mon Feb 27, 2012 15:34

jordan4ibanez wrote:just pushing it back to the front page where it belongs

:D
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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by jordan4ibanez » Thu Mar 01, 2012 04:02

i find it quite amazing that i can use minecrafts tutorial to use your mod!
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by Jeija » Thu Mar 01, 2012 12:27

OK, some questions about the future of this mod:
1) Should I split this mod (like animals) so that every single item is just an addon for the core mod?
2) Is there someone who is able to create a "meseconlike" drawtype so that mesecons going up/down the hill look better (I tried that and failed :( )
3) I think this mod is nearly finished, or what do you think? What new core features would you like to have apart from 2?
4) Could someone please implement the node timer think that some guys talked about on IRC?
5) Could someone implement the node timer thing so that I can add real delayer.
6) Should this mod be renamed into mesecons? I mean, the folder is called jeija because my first plan was to put all different sorts of mods in this one. When I first released this, it was already a lot of code and I was tired of renaming ^^.

Of course I know that c55 and kahrl decide on the c++ stuff. So it is your decision if this can be added to minetest or not!

At least question 1+3+6 can be answered by everyone :D! Tell me your opinnion!
Last edited by Jeija on Thu Mar 01, 2012 12:51, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by jordan4ibanez » Thu Mar 01, 2012 12:55

1.) maybe
3.) yea i think it's almost done ..except for mesecon repeaters (delay switch)
4.) take a look at the particles mod and use its built-in timer for that ..you could use that for the delay switch!
6.) why not name it mesestone? :)
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by Jeija » Thu Mar 01, 2012 13:15

4.) Particles mod uses ABMs; This doesn't really work here for some reasons (a line of 10 repeaters would be the same delay as 1)
Redstone for minetest: Mesecons (mesecons.net)
 

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by jordan4ibanez » Thu Mar 01, 2012 13:33

how about have the circuit hold off? like delay pushing it out by 2 or 3 seconds?
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by kahrl » Thu Mar 01, 2012 13:33

4) Working on it :)
 

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by Jeija » Thu Mar 01, 2012 13:34

YAY, thanks a lot kahrl!!!!! :D
Redstone for minetest: Mesecons (mesecons.net)
 

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by Temperest » Thu Mar 01, 2012 21:47

Jeija wrote:1) Should I split this mod (like animals) so that every single item is just an addon for the core mod?


I personally find it a bit unwieldy, but maybe bigger things like pistons or movestones should.

Jeija wrote:2) Is there someone who is able to create a "meseconlike" drawtype so that mesecons going up/down the hill look better (I tried that and failed :( )


Maybe "raillike" should be extended for this instead of creating a new drawtype? I think rails could use the same improvement mesecons needs in terms of drawing, namely to draw differently on sloped surfaces.

Jeija wrote:3) I think this mod is nearly finished, or what do you think? What new core features would you like to have apart from 2?


I agree that some sort of delay mechanism is needed, otherwise it looks great! One thing to consider for the future is faster circuit calculation, though; I'm working on a 2D mesecons simulator and I've worked out a "power source connectivity" method that's pretty darn fast. Pretty soon I hope I can have something I can show.

Jeija wrote:Of course I know that c55 and kahrl decide on the c++ stuff. So it is your decision if this can be added to minetest or not!


I for one would LOVE to see this included by default. Not only can you do some amazing things with it, but it also enhances normal gameplay since it makes MESE useful for something other than just tools.

Edit: Also more effectors! Integrate with your Throwing mod and have arrow shooters! The possibilities are expanded a lot with a few well designed mesecon devices.
Last edited by Temperest on Thu Mar 01, 2012 21:49, edited 1 time in total.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by jordan4ibanez » Thu Mar 01, 2012 22:02

I agree that some sort of delay mechanism is needed, otherwise it looks great! One thing to consider for the future is faster circuit calculation, though; I'm working on a 2D mesecons simulator and I've worked out a "power source connectivity" method that's pretty darn fast. Pretty soon I hope I can have something I can show.

good
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by Death Dealer » Fri Mar 02, 2012 00:51

i wont let me make a movestone.. what is it made of?
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by Temperest » Fri Mar 02, 2012 01:58

Death Dealer wrote:i wont let me make a movestone.. what is it made of?


Here's the craft recipe, as it is shown in the first post:

Image

If that does not work, try using the /giveme command.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Death Dealer » Fri Mar 02, 2012 02:31

Temperest wrote:
Death Dealer wrote:i wont let me make a movestone.. what is it made of?


Here's the craft recipe, as it is shown in the first post:

Image

If that does not work, try using the /giveme command.



tryed this again.... its the mod.
/giveme says" Server: -!- error: cannot give unknown item"
i dont know whats up. ill try with a fresh copy of minetest.

it was user error:/ blocks are stone.
Last edited by Death Dealer on Sun Mar 04, 2012 19:32, edited 1 time in total.
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Jeija
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by Jeija » Sun Mar 04, 2012 19:30

Just download it from GitHub. See the links in the first post :) .
Last edited by Jeija on Sun Mar 04, 2012 19:40, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by evildrummer » Sun Mar 04, 2012 19:41

Jeija wrote:Just download it from GitHub. See the links in the first post :) .

thanks man
 

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by cosarara97 » Sun Mar 04, 2012 20:31

Temperest wrote:Here is a seven segment display with hexidecimal input, using line selectors and conductive patterns:

Image

On the right side you can see two of the four memory cell towers, holding 1 byte each. Here are the schematics for the memory cell:

Image

If anyone wants to see the world for themselves, I can upload it.


Hexadecimal input or output? :)
:D
 

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by Temperest » Sun Mar 04, 2012 20:56

cosarara97 wrote:Hexadecimal input or output? :)


Binary input, hexidecimal display. The input is at the back of the tower.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by cosarara97 » Sun Mar 04, 2012 21:20

I have uploaded my (ugly) 8 bit adder, in a worldedit file (it's compressed in a .gz):
http://www.mediafire.com/?cusruh01lukka4o
http://dl.dropbox.com/u/57504822/8bit_adder.gz
Image
:D
 

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by Death Dealer » Sun Mar 04, 2012 22:36

why doesn't this work
X_________
0
----------------X

X=switch(on)
-- = cord
0= movestone

block goes crazy.
it should just stop the block where its at.
Last edited by Death Dealer on Sun Mar 04, 2012 22:37, edited 1 time in total.
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by Jeija » Mon Mar 05, 2012 11:57

You mean when the movestone stops or starts it sometimes jumps?
That's right and it may be fixed (See the first post).
First of all I got some major code reorganization for this mod to do.
Last edited by Jeija on Mon Mar 05, 2012 12:19, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Death Dealer » Mon Mar 05, 2012 15:35

Jeija wrote:You mean when the movestone stops or starts it sometimes jumps?
That's right and it may be fixed (See the first post).
First of all I got some major code reorganization for this mod to do.


i was saying it should just stop. this confiuation makes the bock kinda freak out and it either gets stuck inbetween blocks or it moves to a random location and pushes blocks out of the way. this has even corrupted my game doing this.
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by Jeija » Mon Mar 05, 2012 18:26

Commited MAJOR code reorganization - Check it out on GitHub!
That crap took me 3 hours. Finally!

I removed the wireless stuff (well just put it as "dev" and disabled - will be enabled as soon as it works again)
If you want to, check if
1) it is fully compatible with older mod versions
2) there are any bugs (especially in crafting recipes)

Now it is even easier to create your own module! Modules can be optionally removed and added.
I will add some description of these changes in the first post as soon as this gets
Last edited by Jeija on Mon Mar 05, 2012 18:27, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Jordach » Mon Mar 05, 2012 18:57

What!?!?!?!?!??!?!?!?!?!
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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