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

User avatar
ratmix
Member
 
Posts: 96
Joined: Mon May 01, 2017 19:45
In-game: ratmix

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

by ratmix » Wed May 10, 2017 20:44

blackjack wrote:We did it like in 'Mad Max - Beyond Thunderdome"
< Two men enter, one man leave > :D

Thank you for the ideas. Any thoughts about how to keep the winner from sitting in the PvP arena and forcing others to wait?
Mintest server ratmix.com:30000
Ratmix Chat
 

User avatar
DS-minetest
Member
 
Posts: 968
Joined: Thu Jun 19, 2014 19:49
Location: in front of my pc (which is at home)
GitHub: DS-Minetest
In-game: DS

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

by DS-minetest » Thu May 11, 2017 16:52

bosapara wrote:
DS-minetest wrote:Also how did you make the music, did you write it in code?

Yes, any sound was decoded as an example note "c" of 1th octave = "a", "c#" = "b" and etc

Took it long to write the music and make it nice? Could you post one music table(I guess)?
(I have made my code, so, that there are sounds from "1"-"24" and extra sounds like "wood".)
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
bosapara
Member
 
Posts: 26
Joined: Fri Apr 07, 2017 08:49
In-game: Jozet

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

by bosapara » Thu May 11, 2017 21:57

DS-minetest wrote:
bosapara wrote:
DS-minetest wrote:Also how did you make the music, did you write it in code?

Yes, any sound was decoded as an example note "c" of 1th octave = "a", "c#" = "b" and etc

Took it long to write the music and make it nice? Could you post one music table(I guess)?
(I have made my code, so, that there are sounds from "1"-"24" and extra sounds like "wood".)


Im musician, so decoding for me is simple.

An example "Mission impossible":
"h","","h","","k","A","h","","h","","f","g","h","","h","","k","A","h","","h","","f","g","K","H","C",
"","","K","H","B","","","K","H","A","","","k","A","","","k","h","H","","","k","h","G","","","k","h",
"F","","","E","D","","hH","","hH","","kK","A","hH","","hH","","fF","gG","Hh"

here the track https://youtu.be/EZDCdbw9WDQ?t=1m15s
 

User avatar
bosapara
Member
 
Posts: 26
Joined: Fri Apr 07, 2017 08:49
In-game: Jozet
 

User avatar
bosapara
Member
 
Posts: 26
Joined: Fri Apr 07, 2017 08:49
In-game: Jozet

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

by bosapara » Wed May 24, 2017 04:05

Minetest Mesecons Game - Rock Paper Scissors building for 2 players

Thanx for code to "Cornernote"

https://www.youtube.com/watch?v=oP5zkWZWeh0

Image
 

User avatar
ulla
Member
 
Posts: 44
Joined: Wed Feb 04, 2015 09:22
GitHub: IIIullaIII
IRC: ulla
In-game: ulla

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

by ulla » Wed May 31, 2017 14:19

Hello, i would need to know the range of action of @nearest in the commandblock
And if you can set it from the command line, example: / teleport @nearest [r = 5] X Y Z?

Thanks in advance
 

User avatar
ulla
Member
 
Posts: 44
Joined: Wed Feb 04, 2015 09:22
GitHub: IIIullaIII
IRC: ulla
In-game: ulla

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

by ulla » Sat Jun 17, 2017 18:51

ulla wrote:Hello, i would need to know the range of action of @nearest in the commandblock
And if you can set it from the command line, example: / teleport @nearest [r = 5] X Y Z?

Thanks in advance

AND
I need to sum up, 2 digiline event.msg
example :
Code: Select all
if event.channel=="s" then
somma = event.msg
if event.channel=="d" then
sommb = event.msg
 interrupt(0.5,"w")
end
end 
if event.idd=="w" then
lupo= somma + sommb
digiline_send ("acd",lupo)
end

i need for sum up 5 channel event.msg of digiline
 

User avatar
Wuzzy
Member
 
Posts: 2765
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Wrong thread title

by Wuzzy » Fri Jun 23, 2017 19:11

This is now a modpack, please fix the thread title (Replace “[Mod]” with “[Modpack]”).
I'm creating MineClone 2, a Minecraft clone for Minetest. I made the Help modpack, adding in-game help to Minetest.
 

User avatar
DS-minetest
Member
 
Posts: 968
Joined: Thu Jun 19, 2014 19:49
Location: in front of my pc (which is at home)
GitHub: DS-Minetest
In-game: DS

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

by DS-minetest » Fri Jun 23, 2017 19:16

Heh, it's already a modpack for a long time. Another mistake: since it was moved to minetest-mods organization it is called "mesecons" now and not "minetest-mod-mesecons" anymore.
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
Grandolf
Member
 
Posts: 14
Joined: Sun Mar 26, 2017 23:23
Location: USA
GitHub: Grandolf
IRC: Grandolf
In-game: Grandolf

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

by Grandolf » Sat Jul 22, 2017 04:37

plz add a setting to turn off crafting recipies!
My mod: viewtopic.php?f=9&t=17655
My Bot: https://github.com/Grandolf/mybot
want to help me? join #Modders on inchra.net in irc!
 

depassages
New member
 
Posts: 5
Joined: Tue Mar 03, 2015 07:50

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

by depassages » Mon Sep 04, 2017 15:34

Hi,

I have an error when activating a switch (screenshot), I don't know if it's from mesecon or pipeworks. I run the git version of minetest and bth mods.

Code: Select all
2017-09-04 17:23:51: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'mesecons' in callback environment_Step(): /home/seb/.minetest/mods/pipeworks/wielder.lua:27: attempt to call global 'nodeupdate' (a nil value)
2017-09-04 17:23:51: ERROR[Main]: stack traceback:
2017-09-04 17:23:51: ERROR[Main]:    /home/seb/.minetest/mods/pipeworks/wielder.lua:27: in function 'wielder_on'
2017-09-04 17:23:51: ERROR[Main]:    /home/seb/.minetest/mods/pipeworks/wielder.lua:178: in function 'action_on'
2017-09-04 17:23:51: ERROR[Main]:    /home/seb/.minetest/mods/mesecons/mesecons/internal.lua:190: in function </home/seb/.minetest/mods/mesecons/mesecons/internal.lua:183>
2017-09-04 17:23:51: ERROR[Main]:    /home/seb/.minetest/mods/mesecons/mesecons/actionqueue.lua:93: in function 'execute'
2017-09-04 17:23:51: ERROR[Main]:    /home/seb/.minetest/mods/mesecons/mesecons/actionqueue.lua:84: in function </home/seb/.minetest/mods/mesecons/mesecons/actionqueue.lua:61>
2017-09-04 17:23:51: ERROR[Main]:    /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392>
Attachments
screenshot_20170904_172630.png
(550.16 KiB) Not downloaded yet
 

User avatar
DS-minetest
Member
 
Posts: 968
Joined: Thu Jun 19, 2014 19:49
Location: in front of my pc (which is at home)
GitHub: DS-Minetest
In-game: DS

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

by DS-minetest » Mon Sep 04, 2017 19:19

@depassages: It's pipworks, the PR is already opened: #200
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
choco
New member
 
Posts: 3
Joined: Wed Sep 27, 2017 15:58
In-game: choco
 

User avatar
ThomasMonroe
Member
 
Posts: 132
Joined: Tue Apr 04, 2017 16:21
GitHub: ThomasMonroe314
IRC: ThomasMonroe TMcSquared
In-game: ThomasMonroe TMcSquared

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

by ThomasMonroe » Sat Oct 07, 2017 18:02

Ok guys i have a bit of an idea, it might sound a bit weird, but hear, er read me out.

Ok i like making pure mesecons contraptions, meaning i dont like using lua controllers.
i have run into some problems with setups that need double pistons, ie hidden staircases.
I was wondering if adding an adjustable piston(one that can push a specified number of nodes out from its base) would be something able to be added.

Also i have noticed a peculiar mechanic for redstone that may be really, really usefull for mesecons
example:
G = wire or delayer
X = wool block, piston, or something related to redstone
O = empty

OOOOO
GGGXO
OOOGO
OOOGO

the signal would curve around this setup, and activate the piston too
would this be possible to implement?, it would make life a little easier XD
My home Server: MM-Survival
My New Server: Legends Of Survival.
I don't make messes, i just, uh, make disturbances in the local entropy.
I dont think, I KNOW "God's Not Dead"
Resolution One: I will live for God. Resolution Two: If no one else does, I still will.
Chess is awesome!!! Please like my study.
https://lichess.org/study/cxyKcIqT
 

User avatar
DS-minetest
Member
 
Posts: 968
Joined: Thu Jun 19, 2014 19:49
Location: in front of my pc (which is at home)
GitHub: DS-Minetest
In-game: DS

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

by DS-minetest » Sun Oct 08, 2017 10:14

ThomasMonroe wrote:Ok i like making pure mesecons contraptions, meaning i dont like using lua controllers.
i have run into some problems with setups that need double pistons, ie hidden staircases.
I was wondering if adding an adjustable piston(one that can push a specified number of nodes out from its base) would be something able to be added.

Adjustable pistons would be possible but shouldn't be added by mesecons modpack by itself imo. Maybe it would suit into moremesecons pack.
ThomasMonroe wrote:Also i have noticed a peculiar mechanic for redstone that may be really, really usefull for mesecons
example:
G = wire or delayer
X = wool block, piston, or something related to redstone
O = empty

OOOOO
GGGXO
OOOGO
OOOGO

the signal would curve around this setup, and activate the piston too
would this be possible to implement?, it would make life a little easier XD

It would only work with straight redstone, right? So, making eg. the piston also to a conductor wouldn't make sense.
But some special wire could perhaps be added, that has some special rules.
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
ThomasMonroe
Member
 
Posts: 132
Joined: Tue Apr 04, 2017 16:21
GitHub: ThomasMonroe314
IRC: ThomasMonroe TMcSquared
In-game: ThomasMonroe TMcSquared

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

by ThomasMonroe » Thu Oct 12, 2017 16:08

no, the piston doesnt conduct itself, but the signal curves around it, ie going diagonal but only if there are certain blocks in the spot where the piston is, wool for example
My home Server: MM-Survival
My New Server: Legends Of Survival.
I don't make messes, i just, uh, make disturbances in the local entropy.
I dont think, I KNOW "God's Not Dead"
Resolution One: I will live for God. Resolution Two: If no one else does, I still will.
Chess is awesome!!! Please like my study.
https://lichess.org/study/cxyKcIqT
 

Previous

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 3 guests