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

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

Hybrid Dog wrote:
12Me21 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.
you could try the mese_fence mod
https://github.com/Megaf/mese_fence
Hmm... that's almost exactly what I wanted!
Can it connect to other mesecons nodes, like logic gates and pistons?

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

Why do the levers have curved parts?

User avatar
Hybrid Dog
Member
Posts: 2836
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

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

by Hybrid Dog » Post

12Me21 wrote:
Hmm... that's almost exactly what I wanted!
Can it connect to other mesecons nodes, like logic gates and pistons?
l think yes.
12Me21 wrote:Why do the levers have curved parts?
As far as l know, it's because VaE made the meshnodes.
https://github.com/Jeija/minetest-mod-m ... 55ca68e4ce

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

It's kind of random, because none of the other things have any curved parts. I don't really like meshnodes.

User avatar
Hybrid Dog
Member
Posts: 2836
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

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

by Hybrid Dog » Post

12Me21 wrote:It's kind of random, because none of the other things have any curved parts. I don't really like meshnodes.
l don't know how to make the texture for the model. (some time ago l wanted to make a tv with flickering/ants caused by z fighting)
my mushrooms don't use the nodebox drawtype
viewtopic.php?f=11&t=3862&p=53530#p53530

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

I'm making a modification of the Conducting Pneumatic Tubes in pipeworks so that they act just like mesecons. I've mostly finished removing the other features in pipeworks, and soon I'll make the "tubes" connect to other mesecon stuff, like pistons and levers, and add logic gates that can face in all 6 directions.
Image
Image
https://www.dropbox.com/s/86metvp9yt49d ... e.zip?dl=0

hopefully this will fix the problems with transmitting power upwards.

Nomis
Member
Posts: 26
Joined: Tue Dec 02, 2014 23:30

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

by Nomis » Post

This is such a gorgeous Mod.

I have now got a computer deep deep deep deep in a cavern, where I learn my craft. No-one ever seems to find me, but alas, I am alone in my work.

I struggle to find a way to make a white light block, but I've got red and green, Maybe blue later.

Also working out how to make them blink in cycle.

User avatar
Hybrid Dog
Member
Posts: 2836
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

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

by Hybrid Dog » Post

Nomis wrote:Also working out how to make them blink in cycle.
try delayers

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

Re:

by 12Me21 » Post

neko259 wrote:I'd make mesecons like a block, not a line. Then you wouldn't need to worry about it's direction.
Off - like glass plus some color. On - like off, but some light. Or make it green/red when on/off.
You're right (sorry about quoting such an old post). Sometimes, simplicity is best. I think I'll make an add-on for mesecons that adds a block that acts like mese, but is transparent and climbable. And also those vertical logic gates I've been talking about. How do you make it so blocks can be placed facing in any of the 6 directions?

User avatar
stormchaser3000
Member
Posts: 422
Joined: Sun Oct 06, 2013 21:02
GitHub: stormchaser3000

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

by stormchaser3000 » Post

um where was the code kept before github?

User avatar
stormchaser3000
Member
Posts: 422
Joined: Sun Oct 06, 2013 21:02
GitHub: stormchaser3000

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

by stormchaser3000 » Post

bump

User avatar
Hybrid Dog
Member
Posts: 2836
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

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

by Hybrid Dog » Post

solar flowers (no flower towers)
Image
note that you can't hear the clap sounds when you look at the animated screenshot
Attachments
solar_flowers.apng.png
solar_flowers.apng.png (538.56 KiB) Viewed 1329 times

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

Hybrid Dog wrote:solar flowers (no flower towers)
image
note that you can't hear the clap sounds when you look at the animated screenshot
That's awesome!!

User avatar
Hybrid Dog
Member
Posts: 2836
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

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

by Hybrid Dog » Post

12Me21 wrote:
Hybrid Dog wrote:solar flowers (no flower towers)
image
note that you can't hear the clap sounds when you look at the animated screenshot
That's awesome!!
thanks
after I placed the trapdoors when the sun was shining I placed the solar panel and it was a bit buggy I think
they weren't clapping right after they got the power by placing the panel

and when I made a chandelier with mesecons conducting fences I placed a mesecon torch so that it gives a signal to the fences on 2 places and for any reason it was blinking like a hot-wired not gate and it didn't stop

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

Hybrid Dog wrote:
12Me21 wrote:
Hybrid Dog wrote:solar flowers (no flower towers)
image
note that you can't hear the clap sounds when you look at the animated screenshot
That's awesome!!
thanks
after I placed the trapdoors when the sun was shining I placed the solar panel and it was a bit buggy I think
they weren't clapping right after they got the power by placing the panel

and when I made a chandelier with mesecons conducting fences I placed a mesecon torch so that it gives a signal to the fences on 2 places and for any reason it was blinking like a hot-wired not gate and it didn't stop
What was the torch placed on?

poet.nohit
Member
Posts: 55
Joined: Fri Mar 06, 2015 00:50
GitHub: poet-nohit

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

by poet.nohit » Post

Would it be possible to have blinky plants that take input (and can be configured to a specific delay within the game)? That would make a lot of my wiring far more compact (using a standard 2x3+1 delayer/not/diode to do the same thing at the moment).

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

poet.nohit wrote:Would it be possible to have blinky plants that take input (and can be configured to a specific delay within the game)? That would make a lot of my wiring far more compact (using a standard 2x3+1 delayer/not/diode to do the same thing at the moment).
I think you can connect the blinky plant to a lua- or micro- controller, and have it only output every other pulse.
if(A)sbi(B,-B) I think would be the microcontroller code.
A=input (blinky plant)
B=output_

User avatar
stormchaser3000
Member
Posts: 422
Joined: Sun Oct 06, 2013 21:02
GitHub: stormchaser3000

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

by stormchaser3000 » Post

stormchaser3000 wrote:um where was the code kept before github?
lol still havn't gotten an answer

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

stormchaser3000 wrote:
stormchaser3000 wrote:um where was the code kept before github?
lol still havn't gotten an answer
It seems that nobody knows...

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

We should do another mesecons contest!

maybe have one of the categories be to build something as small as possible..

anyway, I have this really awesome SR latch:

V/< : nand gate
x= not gate
(in front of the not gates are buttons)

Code: Select all

╔V╗
╠<╣
▒xx

User avatar
Hybrid Dog
Member
Posts: 2836
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

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

by Hybrid Dog » Post

stormchaser3000, there's an old mesecons version: http://minetest.org/data/modzips/index.html

12Me21: idk, now the mesecons torch just behaves like a bIinky pIant

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

Hybrid Dog wrote:stormchaser3000, there's an old mesecons version: http://minetest.org/data/modzips/index.html

12Me21: idk, now the mesecons torch just behaves like a bIinky pIant
that mean's it's short-circuited.

User avatar
Jeija
Member
Posts: 686
Joined: Fri Dec 23, 2011 21:46
Location: Nürtingen, Germany

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

by Jeija » Post

For the custom signal toggle delay: Have a look at the Luacontroller documentation, specifically the interrupt() function.
Before mesecons was on GitHub, it wasn't hosted on a repository anywhere, but only developed by minerd247 (textures) and me (all code). You could download the mod from Ubuntu One, but since that service closed, links to Ubuntu One no longer work.

If you want to have a look at some of these really old mesecons versions (the early ones were just called "jeija" mod, e.g. jeija.zip, jeija04.zip), I still have them: You can download a zip file that contains all my early minetest mods / other minetest stuff I used to to such as the flamethrower mod, the nyanland mod, the timber mod, the oldmese mod and a (propably no longer working??) mesecons adventure map:
Just grab http://mesecons.net/random/jeija_old_minetest_stuff.zip

poet.nohit
Member
Posts: 55
Joined: Fri Mar 06, 2015 00:50
GitHub: poet-nohit

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

by poet.nohit » Post

The lua controller works great, but I just prefer to do things visually, and having a repeater (to blunt about it) would actually be pretty cool, I think. Or maybe I should just add one and shut up about it. :)

User avatar
12Me21
Member
Posts: 873
Joined: Tue Mar 05, 2013 00:36
GitHub: 12Me21
Location: (Ignore all of my posts before 2018)

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

by 12Me21 » Post

poet.nohit wrote:The lua controller works great, but I just prefer to do things visually, and having a repeater (to blunt about it) would actually be pretty cool, I think. Or maybe I should just add one and shut up about it. :)
the delayer is basically the same as the repeater, except the delayer's delay times are not evenly spaced. I think 0.3, 0.5, 0.7, and 1 second.

Post Reply

Who is online

Users browsing this forum: No registered users and 34 guests