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

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

by ABJ » Sat Aug 20, 2016 16:29

No. This is an awesome mod, no doubt, but this doesn't have to be the best.
Wait, why did I even start this silly argument in the first place? Stupid me!
 

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

by ABJ » Sun Aug 21, 2016 09:36

We still don't know. Also, read the italic text. I may have to consider the possibility that this is, but surely there are even more pushed forward mods.
 

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by Hybrid Dog » Sun Aug 21, 2016 18:34

miloszs, there's a programmable robot:
https://github.com/HybridDog/simple_robots

It could get support for remote control (with digiline sender).
 

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

by JoshMars » Mon Aug 29, 2016 16:55

I made a hidden door using pistons, player detector, delayers, etc...
Was looking for something like this but couldn't find, so I thought I'd share my solution:
Image
 

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

by benrob0329 » Mon Aug 29, 2016 17:35

I made something similar a while back, BTW try pulling both the piston and the door blocks back by adding another row of pistons.
 

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

by programmingchicken » Mon Aug 29, 2016 17:59

benrob0329 wrote:I made something similar a while back, BTW try pulling both the piston and the door blocks back by adding another row of pistons.

Lag usually says no to that on my computer
I'm bold. I'm sarcastic. I'm PChicken.
 

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

by Nekrofage » Sun Oct 23, 2016 15:00

Hi,

In my Lua mod, I use this code:
minetest.set_node({x=pos.x + 2, y=pos.y, z=pos.z }, {name="mesecons_switch:mesecon_switch"})

But I have this error:
ERROR[Server]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (-3,3,-71) (block (-1,0,-5))

How to resolve this error?

(I can add the Mesecons Switch in my inventory)

Thank you.
 

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

by Jeija » Sun Oct 23, 2016 15:14

Use "mesecons_switch:mesecon_switch_off" instead of "mesecons_switch:mesecon_switch".
 

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

by Nekrofage » Sun Oct 23, 2016 15:40

Yeah !!!
This is the good node name : mesecons_switch:mesecon_switch_off !!

Thank you Jeija ! ;-)
 

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

by KittyCakes » Thu Oct 27, 2016 18:40

What do I name the folder? I now you need to rename it but what do I rename the folder?
 

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

by Jeija » Thu Oct 27, 2016 18:58

You don't need to rename it, mesecons is not just a mod, but a "modpack", so you can name it whatever you want. Just place it in the "mods" folder and you should be good. If you still feel like renaming it, I usually just call it "minetest-mod-mesecons".
 

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

by Baryhobal » Fri Nov 04, 2016 10:31

Here is a triple piston made by me.
Attachments
triple_piston.we
(56.22 KiB) Downloaded 38 times
Sorry if my english isn't good.
I love making mesecon mechanisms. If you want a system, just tell it me and I try to make it.
 

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

by Wuzzy » Fri Dec 09, 2016 22:28

Relevant news for Mesecons:

viewtopic.php?f=18&t=16007

This is relevant because the note block can play the fire sound.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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

by Jeija » Sat Dec 10, 2016 06:42

Thanks for notifying me, Wuzzy. Since this is not very urgent, I have created a GitHub Issue to discuss this topic. Do you happen to know what the difference between the old and new fire sounds even is?
 

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

by captpete » Wed Dec 21, 2016 23:20

I would like to make a portcullis. I tried using sticky pistons and they do move the fence up and down (using solarpanel) but not adjacent connected fences. Anybody know how to move a line of [anything] up and down?

screenshot_20161221_180533thm.png
piston down initialy
(111.71 KiB) Not downloaded yet

screenshot_20161221_180545thm.png
piston up
(113.87 KiB) Not downloaded yet

screenshot_20161221_180627thm.png
piston down again (weird)
(113.79 KiB) Not downloaded yet
 

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

by captpete » Sat Dec 24, 2016 15:47

This is a Portcullis - I can't place a piston other than shown at the ends. The center MUST have nothing under it. The pix is an example only. The line is actually 5 fences across and 2 up. Pistons are placed under the 2 end fences. The goal is to have the portcullis raised during the daytime and down at night hence the solar panel.
 

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

by captpete » Sat Dec 24, 2016 17:12

OK, here is what I've come up with so far (using a NOT gate):
screenshot_20161224_115951.png
Day - portcullis up
(365.07 KiB) Not downloaded yet

screenshot_20161224_120100.png
Night - Portcullis Down
(318.47 KiB) Not downloaded yet


Can anybody improve on this?
 

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by Hybrid Dog » Sun Dec 25, 2016 10:12

You could use sticky block.
By the way, mods can make nodes fall like sand even if they're not in group falling. Imagine a bomb which makes all nodes in radius beginning from bottom fall down, so only a heap is left.
 

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

by captpete » Tue Dec 27, 2016 18:12

I am using sticky pistons - I don't see how a sticky block would help unless there is a sticky fence which I don't see (or other similar-type like iron bars, etc.). I certainly can't do a line fence-stickyblock-fence-stickyblock-fence-stickyblock-fence-stickyblock-fence, takes up too much space and looks ugly. If I'm mistaken about how sticky blocks work please enlighten me.

Minimum block space is 3 block-widths (road width) with raise/lower mechanism above, max is 5 block-widths with raise/lower mechanism at the end positions. - all occupied by fence, iron bars, etc.. I really would like a 2 block-height with a push/pull 2 block-height (the minimum walk-through height) but I understand sticky-pistons have a 1 block-height for push/pull inherently designed into them, thus the fence-gate work-around under the portcullis, annoying but workable. I would prefer to put everything underground but that doesn't seem to be an option. The current version of the portcullis works - I'm just asking if anyone has an improvement on it OR can make the original concept (my first post) work by putting the mechanism underground with pistons AT THE ENDS ONLY. People don't seem to understand what I'm saying and I am VERY clear in my communications. Do you understand what a portcullis is? What it does? Can you build a better version? Pictures/description/diagram/schematic please.
 

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by Hybrid Dog » Tue Dec 27, 2016 18:32

Sorry, l don't know a way to build it using default mesecons without overly bloating the place with mesecons nodes.
 

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

by benrob0329 » Mon Jan 02, 2017 20:59

You could try having one fence come up from the ground, and one from the ceiling.
 

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