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

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

by mase » Fri Mar 03, 2017 14:15

cheapie wrote:You can use solid mese blocks for that.

That's pretty expensive. But I got it now to put vertical mesecons on top of another.
Isolated vertical mesecons would be fine.
 

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

by DS-minetest » Fri Mar 03, 2017 15:56

mase wrote:Isolated vertical mesecons would be fine.

There is insulated mesecon wire.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by mase » Fri Mar 03, 2017 15:59

DS-minetest wrote:There is insulated mesecon wire.

But no vertical one.
 

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

by JoshMars » Fri Mar 10, 2017 21:40

Hey, can we please make object detectors and player detectors owned? Their usefulness is limited if anyone can edit their contents.
 

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

by JoshMars » Fri Mar 17, 2017 20:03

JoshMars wrote:Hey, can we please make object detectors and player detectors owned? Their usefulness is limited if anyone can edit their contents.


I've got a pull request open rn that prevents users from editing data in detectors that are in an owned area, as well as support for scanning for multiple players from one player detector, and adding a "distance" parameter to the node detector.
 

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

by v-rob » Sat Mar 25, 2017 00:45

I was thinking about mesecons, and I think that they have one main problem. Power is produced strangely. It's produced from:

power plant
blinky plant
switch
water turbine
lever
button
pressure plate
solar panel
player detector
node detector.

The whole system for these is badly made.

Power should not come from a button, switch, pressure plate, object detector, or node detector or lever because they are not generators. They should turn on or off current from other sources. The levers could attach to "switch" wires, which don't give off normal mesecon power. They connect to a "switch gate" that doesn't conduct when no switch charge is given to it. When the charge from the switch wires touches this gate, it will allow power through. Once it does not have a switch charge, it does not. (Sorry that I can't provide a screenshot.)

Next is how I think that power should be produced. I already pointed out that power and blinky plants should be removed, and I think that I have a good replacement for them. There should be generators that are powered by any or all of these:

water turbine (sideways to connect to the generator)
windmills
coal
lava (thermal energy)
ect.

Also, there would be two types of generators: AC (Alternating Current) and DC (Direct Current). DC would power mesecons connected to it until they left a certain radius, like 50 units. This could be altered in the Lua file. AC would have two ports for mesecons to exit. It would alternate between each one every 3 seconds like the blinky plant, except it would never turn off, just switch between each wire. It would have a set radius like DC, but bigger. Lastly, there would be a transformer which you would put in a radius to extend it twice the size of its current state. Solar panels would act like DC, but with an even smaller radius to make them non-overpowered.

I think that this would greatly improve mesecons, and I hope that someone can code this for a branch of mesecons since many people wouldn't like it if mesecons was completely changed since it would mess up their worlds.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Nore » Sat Mar 25, 2017 01:10

The whole mesecons system is intended more as supply electronics than electricity, that is, it is for logic circuits much more than electric stuff, so this will most probably never be changed to be like you say.
 

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

by burli » Sat Mar 25, 2017 07:35

It is intended to work like Minecraft Mesecons. And I think it would be impossible to place down logic AND power wires
 

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

by v-rob » Sat Mar 25, 2017 15:54

I didn't expect anything to happen. I was just wondering.

burli wrote:And I think it would be impossible to place down logic AND power wires


What do you mean?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by burli » Sat Mar 25, 2017 16:09

v-rob wrote:I didn't expect anything to happen. I was just wondering.

burli wrote:And I think it would be impossible to place down logic AND power wires


What do you mean?


Also, there would be two types of generators: AC (Alternating Current) and DC (Direct Current). DC would power mesecons connected to it...


Maybe I didn't understand you, but I think you want some kind of energy source and you want to connect the mesecons devices to the generator with wires like in the technic mod.

That would mean you need power wires and the logic wires.

And as the topic says: Mesecons (= redstone). And Redstone as no power too
 

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

by v-rob » Sat Mar 25, 2017 17:52

Actually, what I meant was that the generator is basically a power plant with a few different properties. It still uses the wires mesecons has always used. I just wanted something more reasonable than an electric plant.
I dislike huge mods, but incomplete mods or mods that could use touching up are even worse.
 

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

by burli » Sat Mar 25, 2017 18:11

v-rob wrote:Actually, what I meant was that the generator is basically a power plant with a few different properties. It still uses the wires mesecons has always used. I just wanted something more reasonable than an electric plant.


Well, Redstone has a torch. And did you understand what "power plant" means? It's just a joke.
 

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

by DS-minetest » Sat Mar 25, 2017 18:15

This whole discussion isn't necessary, mese can produce huge amounts of energy itself.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by v-rob » Sun Mar 26, 2017 00:40

I did realize it was a joke, but never mind. I didn't expect it to be implemented.
I dislike huge mods, but incomplete mods or mods that could use touching up are even worse.
 

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

by ThomasMonroe » Tue Apr 04, 2017 22:51

Ok, i am new here, on the forum, and i had an idea i wanted to throw out.

when trying to make a flush 2x2 door in the side of a hill i had to get my brother to program a lua controller, i couldnt figure it out , was using an old version i guess, and i was thinking....
could it be possible to add a controller that runs a sequence of actions one at a time at set intervals when it gets an impulse?

like say:

when A == true
off(B) , then
if(C==true,off(C));if(C==false,off(D) , then
if(D==true,on(C));if(D==false,on(C) , then
on(B)
when A== false
do nothing
when A changed
do nothing

^ is the sequence for a 3-piston block swapper

it would make activating a series of pistons oooohhhh so much easier, and simpler :)
what do you guys think about this?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Thu Apr 06, 2017 20:11

ThomasMonroe, you can use the memory of the luacontroller.
Alternatively, you could build some flip flops.
 

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

by ThomasMonroe » Fri Apr 07, 2017 17:02

I know i can use the lua controller, but i am asking if that component would be a canidaite for being added, i think it would make the noobs at mesecons less likely to turn away bcs of the programming, also i takes away the need of repetively typeing in the if then else end statements

also how would the flipflops come in handy for activating pistons in sequence?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by ThomasMonroe » Sat Apr 08, 2017 00:03

so youre saying that i could have a lua controller setup for each piston?
and just use the global memory to control when they fire?
that would be cool, id have to try it.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by VanessaE » Sat Apr 08, 2017 02:51

What you're asking for, Thomas, is actually more or less how the old "Microcontroller" works. That device has its own custom language similar to what you posted, and still exists in Mesecons, it's just deprecated.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by ThomasMonroe » Sat Apr 08, 2017 18:56

ok cool, how would i get the component?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by VanessaE » Sat Apr 08, 2017 20:14

(conversation continued and resolved on IRC)
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by ThomasMonroe » Mon Apr 10, 2017 11:49

VanessaE wrote:(conversation continued and resolved on IRC)


actually not really, i still need the micro controllers to have more than one line of code and run it in a sequence with a custom delay inbewteen each step.

this is the code i would like to run

when A == true
off(B) , then(step 1)
if(C==true,off(C));if(C==false,off(D)), then(step 2)
if(D==true,on(C));if(D==false,on(C)), then(step 3)
on(B)(step 4)
wait_for_change()(this function could make it so that it does not keep running the code every single time it finishes it, it waits for a change in the ports b4 continuing)
when A== false
do nothing(step 1)
when A changed
do nothing(step 1)

or something similar, i am wondering if instead of deprecating the micro-controller, can we give it an upgrade to this?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by VanessaE » Mon Apr 10, 2017 13:16

You will need to use a LuaController then. Pretty sure there won't be any new development on the Microcontroller.
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