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

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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?
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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".)
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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
 

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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
 

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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
 

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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]”).
My projects: MineClone 2. Hades Revisited. Help modpack. A ton of other mods, see here.
 

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

by D0PIK » Fri Feb 16, 2018 20:07

Found a server crashing bug with mesecons. Already opened an issue on https://github.com/minetest-mods/mesecons/issues/404.
Just want to get some more attention to this, as I haven't read to much into mesecons and hope that somebody with better coding skills can figure this out.
 

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

by christoferlevich » Sun May 20, 2018 01:24

Im running a server for a school, but command blocks don't work unless the user that placed them is logged in? Is this a bug or intentional? Can it be 'always on'?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by hajo » Mon May 28, 2018 19:54

christoferlevich wrote:command blocks don't work unless the user that placed them is logged in

The commandblocks on Birgit's techworld have been working fine when she wasn't logged on.
Have you tried with commandblocks placed by the admin ?
 

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

by DoogMitt » Fri Jun 15, 2018 21:00

I've come up with an interesting node variation which facilitates the 6 cardinal points connection wise. This does not change or modify the functionality of any other nodes, and does nothing more than add 37 lines to the mesecons_extrawires/mesewire.lua file with three 16x16 texture files added. As you'll see in the images, for aesthetic reasons I re-coloured the on state variant of the mese block while adding the on and off variant of connector block.

https://drive.google.com/file/d/1PqAAiN ... sp=sharing

https://drive.google.com/file/d/1IZWr2G ... sp=sharing

https://drive.google.com/file/d/1ln2f22 ... sp=sharing

https://drive.google.com/file/d/12T7qBF ... sp=sharing

Am very slow at wrangling the git process for submitting code. Will see what happens.

*edit - Pull request is up. I'm sure I'll get better at that with practice. Wow. Oh, and in the lower left corner of the pictures linked above, the three by three pattern, is of course the recipe.

*last edit - Some of the coders have seen what was offered. Sorry about all the random fluff (you know who you are). I've removed my hands from the pie. We'll see what happens. Thank you all for putting up with me. I feel very sorry for you. Lol! Woohoo!! <3

Oh, before I go, someone at the pull and greet suggested making the block look a bit more like a connection of sorts. I'm guessing that's to avoid the "just another fancy block" thing? That sounded like a pretty good idea, so here's a screenshot of a portion of the control room I've recently built showing the hydro generators and the upper entry (spoiler alert, ghost stone obscures the doorway when de-activated, sneaky sneaky :).

https://drive.google.com/file/d/1IN7j03 ... sp=sharing

And here's an image from the floor of the main chamber. The build of what goes within has yet to have begun. And again show casing the connections embedded in the walls. Sporting the new connect like look.

https://drive.google.com/file/d/1ndK7va ... sp=sharing

There was even a mention of a concrete block looking 6 point connection. What if there was a way to standardize an overlay so that the end user can decide which construction material they want to make into a mese connecting material? The 6 point version seems to be quite cpu friendly and this would open up a whole new area for people to explore and build on. Well, that's enough "what if"'s to choke a whole... you get the picture. Have fun! Keep dreaming! Don't be a Doog. He's a pain.
 

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