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

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

by captpete » Sun Jan 08, 2017 15:48

Thanks, that _would_ do the 2-Block space and underground "wiring" would be more aesthetically pleasing though vertical mesecon wires are an eyesore and I would need them to connect top and bottom pistons. I could try and hide them in the construction which _might_ make them too bulky though.
 

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

by Minetest Sam » Wed Jan 11, 2017 15:06

My try at the double piston door.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Baryhobal » Sat Jan 14, 2017 15:14

You can do it more simply.
p = piston
b = block
d = delay

b d = 0 tick
p d = 2 + 1 ticks (not 3 ticks)
p d = 1 tick
Sorry if my english isn't good.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Cage » Wed Feb 01, 2017 02:41

Does anyone know how to rotate movestones if so how to do it?
 

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

by Cage » Wed Feb 01, 2017 19:57

Tried that, they only face North and South. The screw driver has no effect, and perspective does not change it either. I found a way to use them to create very large gates, but I need to be able to rotate them. Maybe it's a version that is out of date with the newest MineTest version.
 

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

by Nore » Wed Feb 01, 2017 20:00

IIRC it is not the orientation shown that is important, but the position of the conductors next to it.
 

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

by Cage » Thu Feb 02, 2017 03:07

I realize the orientation is not important but I would like to rotate it for ascetic reasons. A wall of movestones facing East and West do not look as good as the North and South orientations. What I have done is create a 4X10 node gate using them. I works really well, but I would prefer to have the side without the glue showing. I know I could use ghoststones but it just doesn't look as good.
 

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

by GreenDimond » Sat Feb 04, 2017 00:10

Cage wrote:I would prefer to have the side without the glue showing.

You do know there are normal movestones without glue, right?
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Cage
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Cage » Sat Feb 04, 2017 03:16

Yes I know that but they don't stick together. So using them wouldn't work. I guess I will just have to live with the ugly glue sides showing. :(
 

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

by JoshMars » Mon Feb 06, 2017 20:28

I modified the node detector so that the distance between the detector and the node it's detecting could be changed. It has opened up so many possibilities for my builds. Incredible. I highly recommend it be added.
 

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

by fireglow » Sat Feb 18, 2017 07:23

On my servers there is an issue with the switches:
They do not keep their state.

Happens with both mesecon_switch_on and a mesecon_switch_off.
After toggling their state, they will switch back after about 2-10 seconds.

mesecons is at 03ab151c873fd6a4574a8490b17a48b4e9e65d76.
minetest_game is at 89c45993acae89ee1bc68f42e510f5304f13ffa9.

The issue can be observed on games.firc.de:30000 right outside of the spawn.

Has anybody else noticed that? What can I do to fix it?

Edit: When toggling multiple switches, they all flip back to their old state at the same time, globalstep.

Resolution here:
With the help of the great DS, we were able to isolate the problem, it's not at all related to mesecons, but stems from the advtrains mod.
DS suggested removing the mesecons_switch mod and advtrains bugged out at startup:

Code: Select all
ERROR[Main]: ModError: Failed to load and run script from /srv/minetest/world/worldmods/advtrains/advtrains/advtrains_luaautomation/init.lua:
ERROR[Main]: ...ns/advtrains/advtrains_luaautomation/p_mesecon_iface.lua:6: Attempt to override non-existent item mesecons_switch:mesecon_switch_off

I'll be in touch with the advtrains guys to resolve the issue.
DS: Thank you for your help :)
 

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

by DS-minetest » Sun Feb 19, 2017 09:24

fireglow wrote:DS: Thank you for your help :)

No problem :)
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