[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- jordan4ibanez
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- jordan4ibanez
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OK, some questions about the future of this mod:
1) Should I split this mod (like animals) so that every single item is just an addon for the core mod?
2) Is there someone who is able to create a "meseconlike" drawtype so that mesecons going up/down the hill look better (I tried that and failed )
3) I think this mod is nearly finished, or what do you think? What new core features would you like to have apart from 2?
4) Could someone please implement the node timer think that some guys talked about on IRC?
5) Could someone implement the node timer thing so that I can add real delayer.
6) Should this mod be renamed into mesecons? I mean, the folder is called jeija because my first plan was to put all different sorts of mods in this one. When I first released this, it was already a lot of code and I was tired of renaming ^^.
Of course I know that c55 and kahrl decide on the c++ stuff. So it is your decision if this can be added to minetest or not!
At least question 1+3+6 can be answered by everyone ! Tell me your opinnion!
1) Should I split this mod (like animals) so that every single item is just an addon for the core mod?
2) Is there someone who is able to create a "meseconlike" drawtype so that mesecons going up/down the hill look better (I tried that and failed )
3) I think this mod is nearly finished, or what do you think? What new core features would you like to have apart from 2?
4) Could someone please implement the node timer think that some guys talked about on IRC?
5) Could someone implement the node timer thing so that I can add real delayer.
6) Should this mod be renamed into mesecons? I mean, the folder is called jeija because my first plan was to put all different sorts of mods in this one. When I first released this, it was already a lot of code and I was tired of renaming ^^.
Of course I know that c55 and kahrl decide on the c++ stuff. So it is your decision if this can be added to minetest or not!
At least question 1+3+6 can be answered by everyone ! Tell me your opinnion!
Last edited by Jeija on Thu Mar 01, 2012 12:51, edited 1 time in total.
- jordan4ibanez
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1.) maybe
3.) yea i think it's almost done ..except for mesecon repeaters (delay switch)
4.) take a look at the particles mod and use its built-in timer for that ..you could use that for the delay switch!
6.) why not name it mesestone?
3.) yea i think it's almost done ..except for mesecon repeaters (delay switch)
4.) take a look at the particles mod and use its built-in timer for that ..you could use that for the delay switch!
6.) why not name it mesestone?
hello, am program. do language in rust. make computer do. okay i go now.
- jordan4ibanez
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I personally find it a bit unwieldy, but maybe bigger things like pistons or movestones should.Jeija wrote:1) Should I split this mod (like animals) so that every single item is just an addon for the core mod?
Maybe "raillike" should be extended for this instead of creating a new drawtype? I think rails could use the same improvement mesecons needs in terms of drawing, namely to draw differently on sloped surfaces.Jeija wrote:2) Is there someone who is able to create a "meseconlike" drawtype so that mesecons going up/down the hill look better (I tried that and failed )
I agree that some sort of delay mechanism is needed, otherwise it looks great! One thing to consider for the future is faster circuit calculation, though; I'm working on a 2D mesecons simulator and I've worked out a "power source connectivity" method that's pretty darn fast. Pretty soon I hope I can have something I can show.Jeija wrote:3) I think this mod is nearly finished, or what do you think? What new core features would you like to have apart from 2?
I for one would LOVE to see this included by default. Not only can you do some amazing things with it, but it also enhances normal gameplay since it makes MESE useful for something other than just tools.Jeija wrote:Of course I know that c55 and kahrl decide on the c++ stuff. So it is your decision if this can be added to minetest or not!
Edit: Also more effectors! Integrate with your Throwing mod and have arrow shooters! The possibilities are expanded a lot with a few well designed mesecon devices.
Last edited by Temperest on Thu Mar 01, 2012 21:49, edited 1 time in total.
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.
- jordan4ibanez
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goodI agree that some sort of delay mechanism is needed, otherwise it looks great! One thing to consider for the future is faster circuit calculation, though; I'm working on a 2D mesecons simulator and I've worked out a "power source connectivity" method that's pretty darn fast. Pretty soon I hope I can have something I can show.
hello, am program. do language in rust. make computer do. okay i go now.
- Death Dealer
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Here's the craft recipe, as it is shown in the first post:Death Dealer wrote:i wont let me make a movestone.. what is it made of?
If that does not work, try using the /giveme command.
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.
- Death Dealer
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Temperest wrote:Here's the craft recipe, as it is shown in the first post:Death Dealer wrote:i wont let me make a movestone.. what is it made of?
If that does not work, try using the /giveme command.
tryed this again.... its the mod.
/giveme says" Server: -!- error: cannot give unknown item"
i dont know whats up. ill try with a fresh copy of minetest.
it was user error:/ blocks are stone.
Last edited by Death Dealer on Sun Mar 04, 2012 19:32, edited 1 time in total.
Keep calm and code python^_^
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Just download it from GitHub. See the links in the first post .
Last edited by Jeija on Sun Mar 04, 2012 19:40, edited 1 time in total.
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Hexadecimal input or output?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.
Binary input, hexidecimal display. The input is at the back of the tower.cosarara97 wrote:Hexadecimal input or output?
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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I have uploaded my (ugly) 8 bit adder, in a worldedit file (it's compressed in a .gz):
http://www.mediafire.com/?cusruh01lukka4o
http://dl.dropbox.com/u/57504822/8bit_adder.gz
http://www.mediafire.com/?cusruh01lukka4o
http://dl.dropbox.com/u/57504822/8bit_adder.gz
- Death Dealer
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why doesn't this work
X_________
0
----------------X
X=switch(on)
-- = cord
0= movestone
block goes crazy.
it should just stop the block where its at.
X_________
0
----------------X
X=switch(on)
-- = cord
0= movestone
block goes crazy.
it should just stop the block where its at.
Last edited by Death Dealer on Sun Mar 04, 2012 22:37, edited 1 time in total.
Keep calm and code python^_^
You mean when the movestone stops or starts it sometimes jumps?
That's right and it may be fixed (See the first post).
First of all I got some major code reorganization for this mod to do.
That's right and it may be fixed (See the first post).
First of all I got some major code reorganization for this mod to do.
Last edited by Jeija on Mon Mar 05, 2012 12:19, edited 1 time in total.
- Death Dealer
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i was saying it should just stop. this confiuation makes the bock kinda freak out and it either gets stuck inbetween blocks or it moves to a random location and pushes blocks out of the way. this has even corrupted my game doing this.Jeija wrote:You mean when the movestone stops or starts it sometimes jumps?
That's right and it may be fixed (See the first post).
First of all I got some major code reorganization for this mod to do.
Keep calm and code python^_^
Commited MAJOR code reorganization - Check it out on GitHub!
That crap took me 3 hours. Finally!
I removed the wireless stuff (well just put it as "dev" and disabled - will be enabled as soon as it works again)
If you want to, check if
1) it is fully compatible with older mod versions
2) there are any bugs (especially in crafting recipes)
Now it is even easier to create your own module! Modules can be optionally removed and added.
I will add some description of these changes in the first post as soon as this gets
That crap took me 3 hours. Finally!
I removed the wireless stuff (well just put it as "dev" and disabled - will be enabled as soon as it works again)
If you want to, check if
1) it is fully compatible with older mod versions
2) there are any bugs (especially in crafting recipes)
Now it is even easier to create your own module! Modules can be optionally removed and added.
I will add some description of these changes in the first post as soon as this gets
Last edited by Jeija on Mon Mar 05, 2012 18:27, edited 1 time in total.
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