[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Krock
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Good to see some activity here again :)
Thanks for fixing all those bugs!
Thanks for fixing all those bugs!
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- Megaf
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hi everyone. I know that some of you were using my fork of mesecons, because it was being maintained and because it had the very nice adition of the mese fences (conducting fence).
I would like you to know that I will no longer maitain my fork of mesecons and I advize you to use Jeija's Mesecons. He is back and have done fantastic job on it.
Mese Fence users worry not! I will keep maitining and developing mese fences on it's own mod!
mese_fence It's a fantastic mod that allow you to build elaborate sings and lamp post, ilumination systems. It depends on mesecons, so use the latest mesecons and mese_fence mod.
Thanks!
I would like you to know that I will no longer maitain my fork of mesecons and I advize you to use Jeija's Mesecons. He is back and have done fantastic job on it.
Mese Fence users worry not! I will keep maitining and developing mese fences on it's own mod!
mese_fence It's a fantastic mod that allow you to build elaborate sings and lamp post, ilumination systems. It depends on mesecons, so use the latest mesecons and mese_fence mod.
Thanks!
Megaf wrote:Hi, I make a fork and added a grey fence that is able to conduct mese signals.
I've done that because we like to use fences to build lamp posts and it would be so much better if fences could conduct electricity.
Also, the conducting fence is a good alternative to vertical mese wires.
I made a pull request already and hopefully Jeija will merge it.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Wanted to ask how you are suppose to use the command block exactly. I am not sure if it needs to be powered, how you are suppose to write the commands in the block or how it gets triggered (i.e being right clicked, hit or stepped on). Any help with how to use the command block and what I can do with it would be appreciated. :)
- TheEpicJames
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
one of the gates does that for you. You don't need a moonlight sensor.
I'm honestly not sure why I had "I like PIE." in my signature when I don't even really like it that much.
- Linuxdirk
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Having a single node being placed on a lamp that outputs a signal and thus turns on the lamp when it’s night would be great anyways :DTheEpicJames wrote:one of the gates does that for you. You don't need a moonlight sensor.
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
So, here is my problem. I love messing with things like this but you can't place a block on another block with a wire on top of it. Is there anyway around this?
Life is short.....eat dessert first!
When people hurt you over and over, think of them like sandpaper. They may scratch and hurt you a bit, but in the end, you end up polished and they end up useless. - Chris Colfer (Actor, singer, 1990-)
Christian Metal rocks!!! \m/
When people hurt you over and over, think of them like sandpaper. They may scratch and hurt you a bit, but in the end, you end up polished and they end up useless. - Chris Colfer (Actor, singer, 1990-)
Christian Metal rocks!!! \m/
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Anyone know how to program the LUA controller or have good documentation on it?
I trying to use one to make a variable speed, continuous pulse generator. It would use one input rigged to a switch for an on/off toggle and the outputs send pulsing signals to control other items like Pipeworks filter injectors, the speed can be adjusted with it's variable in the code.
Any help with this confusion will be gladly appreciated.
I trying to use one to make a variable speed, continuous pulse generator. It would use one input rigged to a switch for an on/off toggle and the outputs send pulsing signals to control other items like Pipeworks filter injectors, the speed can be adjusted with it's variable in the code.
Any help with this confusion will be gladly appreciated.
- mtmodder148
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
LazerRay, here is the tutorial http://mesecons.net/luacontroller/
This might also be helpful http://uberi.mesecons.net/
This might also be helpful http://uberi.mesecons.net/
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Did you try holding shift when you place it?Afton wrote:So, here is my problem. I love messing with things like this but you can't place a block on another block with a wire on top of it. Is there anyway around this?
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Thanks for that info on programing the LUA controller, I managed to get a working timer running. (I'm not much of a programer myself, so the script is very crude, if anyone knows a good way to clean it up, feel free to) This can be used for anything that requires a pulsing signal to operate it.
I also did find a weird duplication bug with Mese cable and placement of two devices.
Placing a mese cable on top of the switch with a lever on the back of a nearby block causes the cable to change to an insulated one and drop a bare one, but when you break the cable, it becomes a bare one again.
Code: Select all
if event.iid == "on" and pin.d then
port.b = true
interrupt (0.5, "off")
elseif event.iid == "off" and pin.d then
port.b = false
interrupt (0.5, "on")
else
port.b = false
interrupt (0.5, "off")
end
I also did find a weird duplication bug with Mese cable and placement of two devices.
Placing a mese cable on top of the switch with a lever on the back of a nearby block causes the cable to change to an insulated one and drop a bare one, but when you break the cable, it becomes a bare one again.
- mtmodder148
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
LazerRay, that code looks perfect to me. I am just beginning to program lua so someone else might disagree :)
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Feel free to use it in contraptions, that is one of the reasons why I put it there. There are many uses for pulsing timers that can have thier speeds adjusted.
- mtmodder148
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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.com/minetest/minetest/pull/1884), so if you want better singleplayer performance for your mesecons, I recommend you to build your own minetest with that patch included.
Here are some videos to demonstrate the big difference this patch makes:
https://www.youtube.com/watch?v=0c-5KvXqxXc
https://www.youtube.com/watch?v=B0YwfGVp3o8
I made a pull request to engine with a small patch that improves performance (https://github.com/minetest/minetest/pull/1884), so if you want better singleplayer performance for your mesecons, I recommend you to build your own minetest with that patch included.
Here are some videos to demonstrate the big difference this patch makes:
https://www.youtube.com/watch?v=0c-5KvXqxXc
https://www.youtube.com/watch?v=B0YwfGVp3o8
- mtmodder148
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- Nathan.S
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Wow, that is excellent. I hope that pull gets merged into trunk soon. I might just start playing with mesecons then.
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- Linuxdirk
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Wow! Is this just a tweak in conjunction with Mesecons or will this improve overall performance of the engine?
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't get updated often enough to make things visible. All this PR does is increase the update rate of nodes in singleplayer mode.
Mesecons is actually very performant on the server side, but the client just doesn't get updated often enough to make things visible. All this PR does is increase the update rate of nodes in singleplayer mode.
- Hybrid Dog
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Somehow l got an enabled piston which doesn't get a mesecons signal:
@LazerRay laser ray? my laser mod has bad looking mirrors in the newest version
@LazerRay laser ray? my laser mod has bad looking mirrors in the newest version
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- 12Me21
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
It would be nice if mesecons could be placed on the sides of blocks, or vertical mesecons could connect along the whole wire, not just the top and bottom plates. Now I usually use mese blocks to transmit power up and down.
Also, the mesecon torch should be another type of plant, since all the other types of power sources are.
Also, the mesecon torch should be another type of plant, since all the other types of power sources are.
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://github.com/Novatux/wires
- 12Me21
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hmm.. how many different nodes does that use?
I had an idea for a conductor that would act the same as a MESE block, but would be more economical to use (in survival). It could automatically connect like the pipes in the Pipeworks mod, but instead of transporting stuff, they would act like wires.
I had an idea for a conductor that would act the same as a MESE block, but would be more economical to use (in survival). It could automatically connect like the pipes in the Pipeworks mod, but instead of transporting stuff, they would act like wires.
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Your images aren't coming through, not even when I go to the url inside your image tags. It gives a 403 error and says "Your client does not have permission to get URL from this server. " so you can't link to the direct images there. Maybe there is a setting that will allow it but at the moment, you cant.ivalin wrote:The mod is so good . You could create cool things like hidden underground base with the pistons
https://lh5.googleusercontent.com/ez5F1 ... w1246-h520
https://lh6.googleusercontent.com/W2bgj ... w1246-h520
https://lh5.googleusercontent.com/D3aIW ... w1246-h520
- Hybrid Dog
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
you could try the mese_fence mod12Me21 wrote:Hmm.. how many different nodes does that use?
I had an idea for a conductor that would act the same as a MESE block, but would be more economical to use (in survival). It could automatically connect like the pipes in the Pipeworks mod, but instead of transporting stuff, they would act like wires.
https://github.com/Megaf/mese_fence
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