[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
No, the plugs do not work vertically, because it would make it more difficult to stack circuits on top of each other, which is vital for compact circuits such as my 8-bit adder I posted in this thread a while ago.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
Alright. Well, I was using your plugs and inverters since, the mesecon transmitters and inverters weren't working. I could download the fix from Github, but I had already made a workaround.Temperest wrote:No, the plugs do not work vertically, because it would make it more difficult to stack circuits on top of each other, which is vital for compact circuits such as my 8-bit adder I posted in this thread a while ago.
But I needed to go vertically because I had multiple circuitry going on underground.
Oh well, I found another way to do it. Anyway, thanks for answer, now I know for future reference.
@Menche: First of all, I discovered a bug in version 0.5 of the mod. You should use the GitHub version.
How they are used:
Transmitters Send out a signal on a certain channel. The channel is set by the block below them. Receivers receive the signal on the same channel, also set by the block below.
Wireless inverters are the same, but they always receive the opposite signal, they invert it.
How they are used:
Transmitters Send out a signal on a certain channel. The channel is set by the block below them. Receivers receive the signal on the same channel, also set by the block below.
Wireless inverters are the same, but they always receive the opposite signal, they invert it.
Yeah the block underneath the transmitter and receiver/inverter is what sets the channel, so basically if you put a transmitter on top of sand and then put the receiver/inverter on top of sand when the transmitter is powered it will send power to any and all wireless receivers or wireless inverters that are on top of a sand block.Menche wrote:Um, how exactly is the channel set? Is it by the type of block underneath? I can't get it to work, in 0.5 or git. I'm using the recipes from the first post with the brown checkered pattern boxes, is that right?
Quick update on Adder:
I managed to fix the crashing issue (there was a random piece of mesecon floating between the two conductive lanes).
Also updated the schematic:
Download world: http://db.tt/VyMa0WnL
Coming soon: memory module.
I managed to fix the crashing issue (there was a random piece of mesecon floating between the two conductive lanes).
Also updated the schematic:
Download world: http://db.tt/VyMa0WnL
Coming soon: memory module.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
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+2Temperest wrote:Quick update on Adder:
I managed to fix the crashing issue (there was a random piece of mesecon floating between the two conductive lanes).
Also updated the schematic:
Download world: http://db.tt/VyMa0WnL
Coming soon: memory module.
- MirceaKitsune
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Although I haven't tried it yet, this is a fantastic mod! I support some of the items being put in MT by default, though not all. Since this is a larger mod, I'd like to hear what the developers would think of that. IMO, this is even nicer than MC's redstone.
BTW. I'm trying to get another mod started, which would be a similar yet different idea. In case anyone's interested: http://c55.me/minetest/forum/viewtopic.php?pid=11133
BTW. I'm trying to get another mod started, which would be a similar yet different idea. In case anyone's interested: http://c55.me/minetest/forum/viewtopic.php?pid=11133
Here is a seven segment display with hexidecimal input, using line selectors and conductive patterns:
On the right side you can see two of the four memory cell towers, holding 1 byte each. Here are the schematics for the memory cell:
If anyone wants to see the world for themselves, I can upload it.
On the right side you can see two of the four memory cell towers, holding 1 byte each. Here are the schematics for the memory cell:
If anyone wants to see the world for themselves, I can upload it.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- MirceaKitsune
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Upload the World!!!!!!!!!!!!!Temperest wrote:Here is a seven segment display with hexidecimal input, using line selectors and conductive patterns:
On the right side you can see two of the four memory cell towers, holding 1 byte each. Here are the schematics for the memory cell:
If anyone wants to see the world for themselves, I can upload it.
Here it is:
http://dl.dropbox.com/u/8097754/world%2 ... isplay.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
http://dl.dropbox.com/u/8097754/world%2 ... isplay.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
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...Temperest wrote:Here it is:
http://dl.dropbox.com/u/8097754/world%2 ... isplay.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
minetest.register_abm({
nodenames = {"jeija:mesecon_torch_off","jeija:mesecon_torch_on"},
interval = 0.1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
...
You can try to change that to 0.01 or something like that, it could work
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Can you update to the newest WorldEdit and save the Display with WorldEdit?Temperest wrote:Here it is:
http://dl.dropbox.com/u/8097754/world%2 ... isplay.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
Because I want to keep my World.
ABMs only run up to once per second. I predict that the upcoming node metadata revamp will include node timers that can react faster than that.
http://c55.me/minetest/wiki/doku.php?id ... a_proposal
http://c55.me/minetest/wiki/doku.php?id ... a_proposal
All that would be really cool, kahrl!
Would be great if you also fixed this bug:
http://c55.me/minetest/forum/viewtopic. ... 143#p10143
Would be great if you also fixed this bug:
http://c55.me/minetest/forum/viewtopic. ... 143#p10143
Last edited by Jeija on Sun Feb 19, 2012 22:38, edited 1 time in total.
Here you go: http://dl.dropbox.com/u/8097754/Designs.zipsfan5 wrote:Can you update to the newest WorldEdit and save the Display with WorldEdit?Temperest wrote:Here it is:
http://dl.dropbox.com/u/8097754/world%2 ... isplay.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
Because I want to keep my World.
I can also upload the Logisim schematics if anyone is interested.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
You're right, the bug report isn't right. I thought this would be the solution, but it wasn't.
I still don't know why the game crashes.
You may try to create a mod called generator:
This is your init.lua
Now create a depends.txt with experimental in the dependencies. For some reason now the game crashes when placing a generator. Any idea why?
Sorry for the wrong bug report .
I still don't know why the game crashes.
You may try to create a mod called generator:
Code: Select all
minetest.register_node("generator:off", {
tile_images = {"generator_off.png"},
description = 'Generator',
paramtype2 = "facedir",
metadata_name = "generic",
material = minetest.digprop_woodlike(3.0),
})
minetest.register_on_placenode(function(pos, newnode, placer)
if newnode.name=="generator:off" then
local meta = minetest.env:get_meta(pos)
meta:get_inventory():set_list("fuel", {""})
meta:set_inventory_draw_spec(
"invsize[8,9;]list[current_name;fuel;4,2;1,1;]"
.."list[current_player;main;0,5;8,4;]"
)
meta:set_infotext("Generator")
end
end)
Now create a depends.txt with experimental in the dependencies. For some reason now the game crashes when placing a generator. Any idea why?
Sorry for the wrong bug report .
Last edited by Jeija on Mon Feb 20, 2012 15:34, edited 1 time in total.
Well, it doesn't not work for me . I use the current master.
This is the error I get:
Line 11 is this: meta:get_inventory():set_list("fuel", {""})
Everything else seems to work fine, just this line causes problems.
I have only experimental in the depends file.
This is the error I get:
Code: Select all
15:11:50: ACTION[ServerThread]: Player Jeija tried to access [node under=87,2,-9 above=87,3,-9] from too far: d=109.201, max_d=100. ignoring.
15:11:52: ACTION[ServerThread]: Jeija places node generator:off at (87,3,-7)
15:11:52: ACTION[ServerThread]: facedir: 1
15:11:52: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error: /home/florian/.minetest/usermods/generator/init.lua:11: attempt to index a nil value
15:11:52: ERROR[ServerThread]: stack traceback:
In thread b3a42b40:
/tmp/yaourt-tmp-florian/aur-minetest-git/src/minetest/src/server.cpp:113: virtual void* ServerThread::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD afffcb40:
#0 virtual void* MeshUpdateThread::Thread()
DEBUG STACK FOR THREAD b16cfb40:
#0 virtual void* EmergeThread::Thread()
(Leftover data: #1 virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(9,0,4), allow_generate=0)
(Leftover data: #2 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #3 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD b3a42b40:
#0 virtual void* ServerThread::Thread()
(Leftover data: #1 void Server::Receive())
(Leftover data: #2 void Server::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #3 RemoteClient* Server::getClient(irr::u16))
(Leftover data: #4 void BlockEmergeQueue::addBlock(irr::u16, v3s16, irr::u8))
DEBUG STACK FOR THREAD b544d700:
#0 int main(int, char**)
(Leftover data: #1 void ClientMap::renderMap(irr::video::IVideoDriver*, irr::s32))
(Leftover data: #2 virtual void ClientEnvironment::step(float))
(Leftover data: #3 void Client::Receive())
(Leftover data: #4 void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #5 void MeshUpdateQueue::addBlock(v3s16, MeshMakeData*, bool))
Everything else seems to work fine, just this line causes problems.
I have only experimental in the depends file.
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