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

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

by Serh Arien » Sat Apr 30, 2016 14:13

Gerald wrote:
Serh Arien wrote:Hi everyone,
I just want to know if it possible to set a block in a position with the command block ?
And to "delete" it with the command block to

Thanks :)


A command block does the same as typing commands in chat.
I think you need worldedit to have block changing commands.



So it's possible ( with WE)

The goal is the player press a buttom, who will activate the command block.

The player musn't do anithing with the chat
 

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

by Gerald » Sat Apr 30, 2016 14:24

Serh Arien wrote:
Gerald wrote:
Serh Arien wrote:Hi everyone,
I just want to know if it possible to set a block in a position with the command block ?
And to "delete" it with the command block to

Thanks :)


A command block does the same as typing commands in chat.
I think you need worldedit to have block changing commands.



So it's possible ( with WE)

The goal is the player press a buttom, who will activate the command block.

The player musn't do anithing with the chat


It should work.
If the sort of the block is unimportant you can also use the ghoststone.
Moreover, just moving blocks can be done using pistons.
If you really need a special block and want it to appear and disappear completly, you can use worldedit. Command to select an area: //fixedpos set1 x y z //fixedpos set2 x y z
 

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

by Serh Arien » Sun May 01, 2016 20:06

[/quote]

It should work.
If the sort of the block is unimportant you can also use the ghoststone.
Moreover, just moving blocks can be done using pistons.
If you really need a special block and want it to appear and disappear completly, you can use worldedit. Command to select an area: //fixedpos set1 x y z //fixedpos set2 x y z[/quote]

As i don't know if you understood exactly what i want to do, their is an exemple : ( go to 1'05'') the iron bar
: https://www.youtube.com/watch?v=dmTbhrm6Abs

In fact, i can't do what i want with piston i NEED it invisible :D
 

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

by Gerald » Tue May 03, 2016 23:02

Serh Arien wrote:
As i don't know if you understood exactly what i want to do, their is an exemple : ( go to 1'05'') the iron bar
: https://www.youtube.com/watch?v=dmTbhrm6Abs

In fact, i can't do what i want with piston i NEED it invisible :D


I have another idea: the technic:constructor can place and remove 4 blocks in a row. Just use one constructor per level.
 

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

by Gerald » Wed May 04, 2016 21:45

Serh Arien wrote:Then, i have to download the technic mod?

Yes.
 

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

by Serh Arien » Tue May 10, 2016 16:11

Gerald wrote:
Serh Arien wrote:Then, i have to download the technic mod?

Yes.



Ok ok, i tried it but as you can see, i don't have enaught place to the mesecons
salle du tresor bon.png
(410.1 KiB) Not downloaded yet


thanks for your helped
 

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

by Gerald » Tue May 10, 2016 22:09

Serh Arien wrote:Ok ok, i tried it but as you can see, i don't have enaught place to the mesecons
salle du tresor bon.png


thanks for your helped


The place is a problem. Ghoststone, Pistons and Constructor drop out, because of appearance.

Commandblocks + Worldedit will still work.

Another idea are gate controllers:
https://forum.minetest.net/viewtopic.php?f=9&t=9897&hilit=gate+controller
You will have to use multiple ones to close the door step by step.

Finally, you can use commandblocks and a command defined in an own mod.
Important methods:
-minetest.register_chatcommand("command", data)
-minetest.set_node(pos, node)

Iron bars can be a problem, because they will not connect correctly depending on the method you will chose.
 

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

by Serh Arien » Wed May 11, 2016 12:21

Gerald wrote:
Serh Arien wrote:Ok ok, i tried it but as you can see, i don't have enaught place to the mesecons
salle du tresor bon.png


thanks for your helped


The place is a problem. Ghoststone, Pistons and Constructor drop out, because of appearance.

Commandblocks + Worldedit will still work.

Another idea are gate controllers:
https://forum.minetest.net/viewtopic.php?f=9&t=9897&hilit=gate+controller
You will have to use multiple ones to close the door step by step.

Finally, you can use commandblocks and a command defined in an own mod.
Important methods:
-minetest.register_chatcommand("command", data)
-minetest.set_node(pos, node)

Iron bars can be a problem, because they will not connect correctly depending on the method you will chose.



gate controller is a good idea to

For a mod, i can't do it because i don't know anithing about modding/codding...
Is their a place to ask it to someone
 

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

by Serh Arien » Thu May 12, 2016 15:12

Serh Arien wrote:
Gerald wrote:
Serh Arien wrote:Ok ok, i tried it but as you can see, i don't have enaught place to the mesecons
salle du tresor bon.png


thanks for your helped


The place is a problem. Ghoststone, Pistons and Constructor drop out, because of appearance.

Commandblocks + Worldedit will still work.

Another idea are gate controllers:
https://forum.minetest.net/viewtopic.php?f=9&t=9897&hilit=gate+controller


I try it and...
Thanks tou ! it work !
You will have to use multiple ones to close the door step by step.

Finally, you can use commandblocks and a command defined in an own mod.
Important methods:
-minetest.register_chatcommand("command", data)
-minetest.set_node(pos, node)

Iron bars can be a problem, because they will not connect correctly depending on the method you will chose.



gate controller is a good idea to

For a mod, i can't do it because i don't know anithing about modding/codding...
Is their a place to ask it to someone
 

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

by Gerald » Thu May 12, 2016 17:26

Serh Arien wrote:For a mod, i can't do it because i don't know anithing about modding/codding...
Is their a place to ask it to someone


I think there is no place like that. Moreover the mod i have in mind would be very specific and not very usefull to somebody else. I think the worldedit solution will be easier.
 

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

by Serh Arien » Thu May 12, 2016 19:38

Gerald wrote:
Serh Arien wrote:For a mod, i can't do it because i don't know anithing about modding/codding...
Is their a place to ask it to someone


I think there is no place like that. Moreover the mod i have in mind would be very specific and not very usefull to somebody else. I think the worldedit solution will be easier.


Tnaks for every things you did, gate conttroller work as i looked for.
You save the map !

( let me do a last request, do you know how to do a timer ? because i'm afraid that using delayer from mesecon should lag ( i need do use 120 of them...))
I didn't found anithing about it so i ask you)


Thanks you so much fo your help, i love you ;)
 

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

by Gerald » Thu May 12, 2016 21:57

Serh Arien wrote:( let me do a last request, do you know how to do a timer ? because i'm afraid that using delayer from mesecon should lag ( i need do use 120 of them...))
I didn't found anithing about it so i ask you)

Thanks you so much fo your help, i love you ;)


You can use a Mesecons:Luacontroller with something like the following code (i have not tested it):
Code: Select all
Interrupt(1) --executes the programm every second
if (event.type == "on" and event.pin.name == "A") then --if signal at A
   port.b = true --start counting and show it
elseif (event.type == "interrupt" and port.b) then
   if (not mem.counter) then
     mem.counter = 0 --init
   end
   if (mem.counter == 120) then --if reaching 120 seconds
      port.b = false   --stop counter
      port.c = true     --send final signal
   else
      mem.counter = mem.counter + 1 --count up
   end
end

maybe the documentation is helpfull:
http://mesecons.net/luacontroller/
 

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

by Serh Arien » Sat May 14, 2016 21:58

Gerald wrote:
Serh Arien wrote:( let me do a last request, do you know how to do a timer ? because i'm afraid that using delayer from mesecon should lag ( i need do use 120 of them...))
I didn't found anithing about it so i ask you)

Thanks you so much fo your help, i love you ;)


You can use a Mesecons:Luacontroller with something like the following code (i have not tested it):
Code: Select all
Interrupt(1) --executes the programm every second
if (event.type == "on" and event.pin.name == "A") then --if signal at A
   port.b = true --start counting and show it
elseif (event.type == "interrupt" and port.b) then
   if (not mem.counter) then
     mem.counter = 0 --init
   end
   if (mem.counter == 120) then --if reaching 120 seconds
      port.b = false   --stop counter
      port.c = true     --send final signal
   else
      mem.counter = mem.counter + 1 --count up
   end
end

maybe the documentation is helpfull:
http://mesecons.net/luacontroller/

Well it could be a good idea ( again ! ) but as i had say, i don't know anothing about codding, and i don't understand everything in mesecon website.

The code don't work so i'll ask it in the good topic :)

Thanks you again for every thing you did
 

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

by Lejo » Fri May 20, 2016 16:16

I have a problem mesecons_doors don't work with the new Version I make a problem topic with some more Problems.
How I can fix the Error with the doors?
Enjoy my Minigameserver Subgames for all!
https://forum.minetest.net/viewtopic.php?f=10&t=14480
 

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

by amadin » Tue May 24, 2016 06:35

Vertical mesecon must be wall mounted as sign for using on walls and ceiling in house. I can't place vertical mesecon on wall from floor to ceiling as conductor because vertical mesecon is not wall mounted and it spoils the appearance of the room.
 

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

by kosmonautik » Fri Jun 24, 2016 12:56

How can I run it in Linux Ubuntu? How have I to rename the folder? Thanks.
 

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

by kosmonautik » Fri Jun 24, 2016 15:35

How can I run it in Linux? How I have to rename the folder? Thanks
 

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

by Nathan.S » Fri Jun 24, 2016 19:26

It shouldn't matter what it is called, as it is a modpack, but I'd rename the folder to mesecons anyway.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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

by krokoschlange » Sat Jul 23, 2016 17:00

I foun a bad bug which causes minetest to crash when stuff from mesecons appears in the inventory when searching for it or go on the page where you find it. I removed all files from minetest and installed mesecons again but the bug remains... I did not use any other mod and different worlds but it didn't help.
debug.txt shows nothing special:
Code: Select all
2016-07-23 18:52:05: WARNING[Main]: BanManager: creating C:\games\Minetest\bin\..\worlds\any\ipban.txt
2016-07-23 18:52:05: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-07-23 18:52:05: ACTION[Main]:         .__               __                   __   
2016-07-23 18:52:05: ACTION[Main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
2016-07-23 18:52:05: ACTION[Main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
2016-07-23 18:52:05: ACTION[Main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
2016-07-23 18:52:05: ACTION[Main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
2016-07-23 18:52:05: ACTION[Main]:       \/        \/     \/          \/     \/       
2016-07-23 18:52:05: ACTION[Main]: World at [C:\games\Minetest\bin\..\worlds\any]
2016-07-23 18:52:05: ACTION[Main]: Server for gameid="minetest" listening on 0.0.0.0:51993.
2016-07-23 18:52:14: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2016-07-23 18:52:14: ACTION[Server]: singleplayer joins game. List of players: singleplayer
 

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

by krokoschlange » Sun Jul 24, 2016 06:44

Well yesterday nothing seemed to help but now it works again. I really don't know why. I just waited.
 

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