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

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

by mase » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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 » Post

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.

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

by burli » Post

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 » Post

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 » Post

I did realize it was a joke, but never mind. I didn't expect it to be implemented.

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

by ThomasMonroe » Post

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 » Post

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 » Post

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 ABJ » Post

I believe lua controller memory is a separate device from lua controller.

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

by ThomasMonroe » Post

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 » Post

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.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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

by ThomasMonroe » Post

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

by VanessaE » Post

(conversation continued and resolved on IRC)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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

by ThomasMonroe » Post

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 » Post

You will need to use a LuaController then. Pretty sure there won't be any new development on the Microcontroller.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Post

You could implement switch-case in luacontroller.

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