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

u34

by u34 » Post

does this mod function with minetest 0.4.9?

thanx..
awesome mod...

User avatar
Jeija
Member
Posts: 686
Joined: Fri Dec 23, 2011 21:46
Location: Nürtingen, Germany

by Jeija » Post

Sure it does
Redstone for minetest: Mesecons (mesecons.net)

User avatar
Inocudom
Member
Posts: 3121
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Post

Jeija wrote:Sure it does
Welcome back, Jeija.

toxic325
New member
Posts: 3
Joined: Sat Jan 11, 2014 15:42

by toxic325 » Post

i have a question, what i must change a code in luacontroller/uni.lua would while and other works?

Temperest
Member
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Post

toxic325 wrote:i have a question, what i must change a code in luacontroller/uni.lua would while and other works?
As of 7517cc4af16f225ff2a48fa9f8ed82f608bf0082, replace the code in lines 130-136 with "return" to disable all prohibitions on Luacontrollers. Remember, you should be aware that malicious users can use this to hang your server extremely easily.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

freejack
Member
Posts: 72
Joined: Wed Jan 08, 2014 06:37

by freejack » Post

Is there a way to tweak the pressure plates, they sometimes do not detect any movement over them at.

D0431791
Member
Posts: 19
Joined: Wed Nov 06, 2013 11:43

by D0431791 » Post

About Piston
I use one pinton + 1 button to push a block (ex:adjust the cave).
However, when the piston is placed, the face is exactly the oppo side of my expectation.
How do I modify the code to reach my expectation?
I do not want to use a screwdriver.
Minetest can be better if
*better data structure for players and unstackable items like JSON
*multi sqlite files so that multi dimension can be easily implemented
*more convenient mob developing interface

BRICK
Member
Posts: 19
Joined: Tue Jan 21, 2014 01:36

by BRICK » Post

I just downloaded this mod, and I cannot figure out what the water turbine does! Can someone shed some light into this for me?

Sokomine
Member
Posts: 4287
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

by Sokomine » Post

The water turbine detects if water is flowing. It's a sensor. Don't confuse it with the watermill from technic - that one provides energy to power machines. This one just sends a signal once the water flows.
A list of my mods can be found here.

User avatar
Jeija
Member
Posts: 686
Joined: Fri Dec 23, 2011 21:46
Location: Nürtingen, Germany

by Jeija » Post

@BRICK
As http://mesecons.net/items/waterturbine.php says, place them so that flowing water is above them. They will then turn green and power conductors or effectors.
Redstone for minetest: Mesecons (mesecons.net)

doommaggot
New member
Posts: 3
Joined: Sat Jan 25, 2014 23:50

by doommaggot » Post

Hi, I think I have found a bug with the behaviour of mesecon when getting pushed by pistons.
The mesecon doesn't always update its power transfer when a new mesecon gets pushed in to connect a circuit.

Before pushing button http://i.imgur.com/VVxxz8m.png
After pushing button http://i.imgur.com/KcLyoLZ.png
The blue glow stone doesn't light up.

Another situation, this time with two separate power sources.
Before http://i.imgur.com/kjSYxra.png
After http://i.imgur.com/g56oD5A.png
This time the glow stone does light up.

User avatar
DeepGaze
Member
Posts: 332
Joined: Fri May 10, 2013 00:49
GitHub: DeepGaze
IRC: DeepGaze
In-game: DeepGaze
Location: Take your best guess

by DeepGaze » Post

try replacing the moving wire piece with a mese block or an insulated mesecon corner.
there's no place like 127.0.0.1
The deep life Minetest text page
minetest cards

User avatar
Jeija
Member
Posts: 686
Joined: Fri Dec 23, 2011 21:46
Location: Nürtingen, Germany

by Jeija » Post

Very wierd bug... Can you report it on our GitHub, doommaggot?
Redstone for minetest: Mesecons (mesecons.net)

doommaggot
New member
Posts: 3
Joined: Sat Jan 25, 2014 23:50

by doommaggot » Post

DeepGaze wrote:try replacing the moving wire piece with a mese block or an insulated mesecon corner.
Did some more testing on it, insulated mese works fine for all cases I checked.

It seems that the mesecon or mesecon block attached to the power source is the one that is causing the problem, if this is insulated mese then the power gets updated correctly.
http://i.imgur.com/QzS4W5L.png

Jeija wrote:Very wierd bug... Can you report it on our GitHub, doommaggot?
Added bug on github too.
Last edited by doommaggot on Sun Jan 26, 2014 20:29, edited 1 time in total.

vanek.james4
New member
Posts: 5
Joined: Sat Aug 17, 2013 13:39
GitHub: jakubvanek
Location: Czech Republic
Contact:

by vanek.james4 » Post

Hello everyone,
why now disappeared all command blocks? They also disappeared from documentation.
Thanx
EDIT: I found that they were removed. When they will be fixed? I want to create autoteleporting TARDIS gate in singleplayer, but how to teleport to inside of the TARDIS without command block?
Last edited by vanek.james4 on Wed Jan 29, 2014 16:05, edited 1 time in total.

User avatar
Phitherek_
Member
Posts: 112
Joined: Thu Aug 23, 2012 16:17
Location: Kraków
Contact:

by Phitherek_ » Post

Hello,

I was testing Mesecons interaction with switches from monorails mod and suddenly my server crashed with this:

Code: Select all

07:28:06: ACTION[ServerThread]: Phitherek_ places node mesecons_torch:mesecon_torch_on at (-122,17,86)
07:28:08: ACTION[ServerThread]: Phitherek_ digs mesecons_torch:mesecon_torch_on at (-122,17,86)
07:28:10: ERROR[main]: ERROR: An unhandled exception occurred: .../minetest/bin/../mods/mesecons/mesecons/internal.lua:432: bad argument #-1 to 'swap_n
ode' (string expected, got nil)
07:28:10: ERROR[main]: stack traceback:
07:28:10: ERROR[main]:  [C]: in function 'swap_node'
07:28:10: ERROR[main]:  .../minetest/bin/../mods/mesecons/mesecons/internal.lua:432: in function 'turnoff'
07:28:10: ERROR[main]:  ...erek/minetest/bin/../mods/mesecons/mesecons/init.lua:127: in function '?'  
07:28:10: ERROR[main]:  ...netest/bin/../mods/mesecons/mesecons/actionqueue.lua:91: in function 'execute'
07:28:10: ERROR[main]:  ...netest/bin/../mods/mesecons/mesecons/actionqueue.lua:85: in function '?'
07:28:10: ERROR[main]:  .../phitherek/minetest/bin/../builtin/misc_register.lua:348: in function <.../phitherek/minetest/bin/../builtin/misc_register.lua:336>
I do not know what exactly caused this error, but since it is clearly in mesecons script files I report it here.
---
Posted by Phitherek_

User avatar
cheapie
Member
Posts: 316
Joined: Mon May 14, 2012 00:59
GitHub: cheapie
IRC: cheapie
In-game: cheapie

by cheapie » Post

vanek.james4 wrote:Hello everyone,
why now disappeared all command blocks? They also disappeared from documentation.
Thanx
EDIT: I found that they were removed. When they will be fixed? I want to create autoteleporting TARDIS gate in singleplayer, but how to teleport to inside of the TARDIS without command block?
They were removed because of a security problem that I found. They will be put back in when fixed, but it's not an issue in singleplayer, so you can safely use the command block from an older version.
Attachments
mesecons_commandblock.zip
(2.05 KiB) Downloaded 60 times
Last edited by cheapie on Sat Feb 08, 2014 18:56, edited 1 time in total.
-- This account is no longer active --
My mods have moved to: https://cheapiesystems.com/git

CitroPotter
Member
Posts: 50
Joined: Fri Jan 24, 2014 09:58

by CitroPotter » Post

can you add a chest that detects special items when put in it? please!
Hi!

nayef_mazraani
New member
Posts: 6
Joined: Fri Feb 07, 2014 15:24

by nayef_mazraani » Post

Im such a n00b looking at the circuits u made :P soo well heres a top 5 minetest mods video showing off cool mods and ur mod is #1 Good Job ! http://www.youtube.com/watch?v=AD6ErFNBlXM :D

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

by rubberduck » Post

mesecons are great, but in my opinion the lightstones are a bit dark (amount of emitted light)

my idea is that you can craft lightstones that emit more light

some possible recipes for this:
(0 = nothing, L = lightstone, T = torch, S = Stone, M = Mesecon-wire)

0 0 0
0 L 0
0 T 0

or

0 0 0
0 L 0
0 L 0

or

0 S 0
S L S
0 M 0

or

0 S 0
S L S
0 L 0

another idea is a rainbow-lightstone (it changes the color every time in a smooth way, it doesn't change the color suddenly)
for example it starts red and goes into orange and then into yellow until it goes through all colors and gets red again

a recipe could be:
(N = Nyan-cat rainbow block)

0 N 0
S T S
0 M 0
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

by rubberduck » Post

when i use a mesecon torch, it does not invert (it acts like a powerplant for me)

what is wrong?
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

User avatar
hoodedice
Member
Posts: 1374
Joined: Sat Jul 06, 2013 06:33
GitHub: hoodedice
IRC: hoodedice
In-game: hoodedice
Location: world
Contact:

by hoodedice » Post

rubberduck wrote:when i use a mesecon torch, it does not invert (it acts like a powerplant for me)

what is wrong?
That is the intended behaviour.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build

Temperest
Member
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Post

Inversion is done by powering the block behind the block the mesecon torch is attached to:

Code: Select all

<#----S

< = Mesecon torch
# = dirt or something like that
- = Mesecon wire
S = switch or lever
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

by rubberduck » Post

i found a bug with mesecons sticky movestones and the furnace. this ruins your map

if you try to pull a furnace with a sticky movestone, minetest crashes

i get this error message:

ERROR: .../minetest/games/minetest_game/mods/default/nodes.lua: 1045
attempt to index local "fuel" (a nil value)

this ruins my map, because the error occurs again when i try to start this map

i tried this with pushing, sticky piston and chest/locked chest with and without something in the chest, but there all works (no crashes)
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

sfan5
Moderator
Posts: 4095
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5
Location: Germany

by sfan5 » Post

Furnaces unfortanely have this bug, actually pistons should never move furnaces or chests anyway.
To get your map to work again you should try updating to 0.4.9 stable, the problem seems to fixed there.
(It may also be sufficent to just use a recent minetest_game from https://github.com/minetest/minetest_game)
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

Post Reply

Who is online

Users browsing this forum: Kazooo and 25 guests