[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
And other languages support. People don't normally live in the US or the UK.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
If someone will review my code I can do some optimizing and make stuff more deterministic. I've removed a bunch of unintended behavior from my copy, surely I can do so for the actual code.
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MISSING init.lua file.
I think we should fix the fact that this doesn't run AT ALL,
beause it is missing the init.lua file.
Every time I try to run it it always throws an error at me!
"/usr/share/games/minetest_game/mods/meesecons couldn't load /usr/share/games/minetest_game/mods/meesecons/init.lua no such file, or directory"
beause it is missing the init.lua file.
Every time I try to run it it always throws an error at me!
"/usr/share/games/minetest_game/mods/meesecons couldn't load /usr/share/games/minetest_game/mods/meesecons/init.lua no such file, or directory"
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Re: MISSING init.lua file.
Mesecons is a modpack, not a mod, so it needs a modpack.conf file rather than an init.lua.avi wrote: ↑Mon Jul 13, 2020 06:44I think we should fix the fact that this doesn't run AT ALL,
beause it is missing the init.lua file.
Every time I try to run it it always throws an error at me!
"/usr/share/games/minetest_game/mods/meesecons couldn't load /usr/share/games/minetest_game/mods/meesecons/init.lua no such file, or directory"
It runs perfectly fine for me.
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Re: MISSING init.lua file.
Isn't that the folder from the installed by game area ?
Shouldn't it be mesecons (and not meesecons) be in the .minetest/mod/ folder ? and activated via workd.mt file ...
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
avi wrote: ↑Mon Jul 13, 2020 06:44I think we should fix the fact that this doesn't run AT ALL,
beaus it is missing the init.lua file.
Every time I try to run it it always throws an error at me!
"/usr/share/games/minetest_game/mods/meesecons couldn't load /usr/share/games/minetest_game/mods/meesecons/init.lua no such file, or directory"
Festus1965 wrote: ↑Mon Jul 13, 2020 07:43Isn't that the folder from the installed by game area ?
Shouldn't it be mesecons (and not meesecons) be in the .minetest/mod/ folder ? and activated via world.mt file ...
I learned this the hard way after spending a long time trying to figure out why my
installed mods were not working....and why I was unable to enable/disable modpacks.
Eventually I stumbled upon this in the wiki: https://wiki.minetest.net/Installing_Mods
I quickly realized that I was not installing mods to the correct location
As per the wiki link above (Installing_Mods):
Mods should be installed to your local minetest folder...
In other words:
game-specific mods go here:
Code: Select all
minetest/games/game_name/mods
- modpacks are not supported in this location.
- These mods cannot be disabled
Code: Select all
minetest/mods
- must be enabled per-world by selecting the world and choosing configure.
Code: Select all
minetest/worlds/world_name/mods
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Mod packs do work inside games.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Yes but only when there is an modpack.txt inside the folder of this mod
And i though it was mesecons not meesecons btw. /usr/share/games/minetest_game/mods/meesecons/init.lua
And i though it was mesecons not meesecons btw. /usr/share/games/minetest_game/mods/meesecons/init.lua
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
I have a 'add' request/idea for this mod:
Make Vertical Insulated Mesecons. Just like Insulated Mesecons but vertical.
Make Vertical Insulated Mesecons. Just like Insulated Mesecons but vertical.
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Are the vertical mesecons not already insulated in a way? I can have 2 lines next to each other and they do not connect. You only have to have the "ends" of those vertical lines in different heights.
Whatever I say is CC0
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
I use wires3d, which can do what you want, instead of the default mesecon wires. but I agree vertical insulated wires should be in the base mod.Miniontoby wrote: ↑Thu Jul 23, 2020 12:34I have a 'add' request/idea for this mod:
Make Vertical Insulated Mesecons. Just like Insulated Mesecons but vertical.
Maybe make a PR?
(note that wires3d doesn't seem finished.)
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
I want just the normal.
And just more like 3 way crossed insulated mesecons (left-right, front-back, up-down) and vertical straigth ones so i can have multiply lines going up or down
and ik it's inside 3dwires but i dont realy want it 3d, just that it got added to the mesecons modpack, no external mod.
And Bastrabun these are not vertical, they are horizontal. And they are not vertical turnable with a screwdriver
This is why i want it: viewtopic.php?p=378084#p378084
And just more like 3 way crossed insulated mesecons (left-right, front-back, up-down) and vertical straigth ones so i can have multiply lines going up or down
and ik it's inside 3dwires but i dont realy want it 3d, just that it got added to the mesecons modpack, no external mod.
And Bastrabun these are not vertical, they are horizontal. And they are not vertical turnable with a screwdriver
This is why i want it: viewtopic.php?p=378084#p378084
Last edited by Miniontoby on Fri Jul 24, 2020 12:55, edited 1 time in total.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
I made a topic in modding discussion for translate request. Plz check it out viewtopic.php?f=47&t=25107
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
--- deleted ---
Last edited by Walker on Sun Jul 26, 2020 17:23, edited 1 time in total.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
This is a error with pipeworks and this is the mesecons topic. plz move it
Mesecons TimeGate , LightStone
The TimeGate is getting stuck when I leave and return. It won't work until it is dug and placed again and the time is re-entered.
How about making LightStone conduct? I imagine it would be rare that it would be undesirable behavior.
How about making LightStone conduct? I imagine it would be rare that it would be undesirable behavior.
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Re: Mesecons TimeGate , LightStone
If lightstones conducted we wouldn't be able to make computer screens with them
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Re: Mesecons TimeGate , LightStone
Mesecons has no TimeGate where you can enter a time with a formspec. There's a delayer that you can punch to set the delay time. It is possible that the node you are referring to comes from another mod. Please give more information. Eg. press F5 ingame and tell us what the node name is (look at the node and read node pointing at).
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Dirt recipe
The recipe to make dirt is too tedious because water buckets do not stack. So a large amount of dirt can not be made that way. How about changing the recipe or how dirt is made?
MoreMesecons
Thanks for pointing that out. I now reported it to
MoreMesecons
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Re: Dirt recipe
I imagine this is for pipeworks automation where stacking is not an issue. Perhaps you should use a quarry for dirt rather than crafting it.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
How can I have a Luacontroller delaying an action? I have this code:
I want to have port.b set to true 5 seconds after the on event was received on pin A
Any ideas?
Code: Select all
if event.type == 'on' and event.pin.name == 'A' then
port.c = false
port.b = true
end
Any ideas?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Use interrupt:Linuxdirk wrote: ↑Sat Oct 10, 2020 22:12How can I have a Luacontroller delaying an action? I have this code:
I want to have port.b set to true 5 seconds after the on event was received on pin ACode: Select all
if event.type == 'on' and event.pin.name == 'A' then port.c = false port.b = true end
Any ideas?
Code: Select all
if event.type == 'on' and event.pin.name == 'A' then
interrupt(5, "5 after A on")
elseif event.type == "interrupt" and event.iid == "5 after A on" then
port.c = false
port.b = true
end
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
I’ll try your example, thanks.
Update: Thanks for the hint, I was able to achieve what I wanted using interrupts according to your example.
It mentions interrups but the tutorial is super shallow and has little to no good examples on how to actually invoke use interrupts.
Update: Thanks for the hint, I was able to achieve what I wanted using interrupts according to your example.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
I got a idea for the sticky pistons if i place a sticky piston at a other one and at this one a block i cant pull this block back if i pull the second piston back. And my idea was to make it possible to pull this block back i dont konw how but just as a little idea.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
https://mesecons.net/uberi/projects/Dou ... index.htmlcaptenfalkonion wrote: ↑Wed Nov 18, 2020 15:09I got a idea for the sticky pistons if i place a sticky piston at a other one and at this one a block i cant pull this block back if i pull the second piston back. And my idea was to make it possible to pull this block back i dont konw how but just as a little idea.
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