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Posted: Sat Jun 23, 2012 11:17
by Jeija
:D
Currently working on movestones

Posted: Sat Jun 23, 2012 11:21
by whiskers75
Thanks.

Posted: Sat Jun 23, 2012 11:42
by mathsgeeek
Where can I get your git reposity so I don'thave to redownload your .zip/.tar.gz every timee I want your latest feature?
Thanks

Posted: Sat Jun 23, 2012 11:43
by whiskers75

Posted: Sat Jun 23, 2012 14:32
by Temperest
whiskers75 wrote:Oh and Temperest - your movestone fix does not carry players... and movestones continue moving beyond the circuit
(I am finding a lot of bugs!)
Honestly, I'm surprised it didn't just crash outright :P.

I assume Jeija, knowing the architecture of the mod better, is more qualified to fix this.

By the way: movestones never were able to carry players. I believe there was something about the Lua API that made this a bit difficult.

(also I thought I'd fixed the movestones moving mast the mesecon?)

Posted: Sat Jun 23, 2012 14:38
by whiskers75
Yeah- the error I got was the var player_pos was a nil value.

Posted: Sat Jun 23, 2012 14:48
by Temperest
I just submitted a pull request to Minetest to get that fixed.

Posted: Sat Jun 23, 2012 14:49
by whiskers75
Wahey!

Posted: Sat Jun 23, 2012 14:49
by Temperest
whiskers75 wrote:I can make a NAND block, if you want me to.
Oh and Temperest - thanks so much for the tic tac toe work. (How are we going to build THAT schematic?)

Come and play on my server! 80.195.186.237 port 30000.
I can't seem to join!

Posted: Sat Jun 23, 2012 15:15
by whiskers75
The server is only up when I'm there - so it can't be up 24/7.

Posted: Sat Jun 23, 2012 17:38
by Jeija
Temperest wrote:I just submitted a pull request to Minetest to get that fixed.
Good!
I replaced place_node by add_node and dig_node by remove_node (and of course I changed several other things)

Posted: Sat Jun 23, 2012 17:54
by whiskers75
it works!!

Posted: Sun Jun 24, 2012 20:24
by mathsgeeek
Umm..I think this is a bug, the bit that gets pushed of a piston isn't solid. It may be meant to be non solid and I will stand corrected.

Posted: Sun Jun 24, 2012 20:25
by whiskers75
Yeah - that is annoying. In fact, it is an entity, which you can kill! Can someone fix this...?

Posted: Mon Jun 25, 2012 02:48
by mrtux
For some reason I am unable to create the inverter/transmitter/receiver blocks. I have the latest version, so is it not enabled or something? I followed the recipe correctly.

Posted: Mon Jun 25, 2012 05:30
by Baronboo12
i cant download this is there a program you recommend using?

Posted: Mon Jun 25, 2012 05:54
by monty_oso
The torch NAND gate
Image

Posted: Mon Jun 25, 2012 06:50
by whiskers75
You do have to enable the transmitters, look in their named folders. MLM - what are you talking about?

Posted: Mon Jun 25, 2012 09:25
by mathsgeeek
I think he is spam....:(

Posted: Mon Jun 25, 2012 12:39
by Jeija
Talking about the transmitters/receivers/wireless inverters:
They have been disabled because they don't really work and like noone used them.

@Baronboo12:
Read this http://minetest.net/wiki/doku.php?id=installing_mods
...and if you still don't get it forget it.

---------------

I think we should rewrite the core of this mod, the init.lua from "mesecons".
Why?
The API changed since then and the basic functions are quite slow.
How?
That's the big question, what would you prefer to make mesecons faster?
Please leave a comment.
Who?
I can do most, but if you have any code suggestions I will try to implement them as far as possible and useful.

Posted: Mon Jun 25, 2012 13:27
by mrtux
OK, thanks for the help! It's a pretty nice mod, great work. :)

I was planning on using them to remotely turn on/off my lighthouse I built using mesecons. I might show some pics later on.

Posted: Mon Jun 25, 2012 14:40
by Temperest
Jeija wrote:I think we should rewrite the core of this mod, the init.lua from "mesecons".
Why?
The API changed since then and the basic functions are quite slow.
How?
That's the big question, what would you prefer to make mesecons faster?
Please leave a comment.
Who?
I can do most, but if you have any code suggestions I will try to implement them as far as possible and useful.
I'd be glad to help with that. I think it may be possible even to implement that state counting mechanism MeseconEdit uses, in my benchmarks it's extremely fast.

Posted: Mon Jun 25, 2012 20:53
by Mineing Master
I downloaded the folder of Mesecons and there is no files in the folder for the newer one. but when i download the one that was before that one it will not play and say's "moderror: mod "jeija" has unsatisfied dependencies: "experimental"." So what does that mean?

Posted: Mon Jun 25, 2012 21:08
by Topywo
Under /games/minimal/mods you can find an mod 'experimental'. Is there 'experimental' written in the depends.txt? Then maybe it's looking for this mod.

Posted: Mon Jun 25, 2012 21:39
by Temperest
Mineing Master wrote:I downloaded the folder of Mesecons and there is no files in the folder for the newer one. but when i download the one that was before that one it will not play and say's "moderror: mod "jeija" has unsatisfied dependencies: "experimental"." So what does that mean?
What folder? What newer one? Did you mean it's blank?