[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- VanessaE
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Well, since plugs/sockets are used to make diodes, and mesecons seem to be used more for shuttling data around than carrying "power", how about just "anode", "cathode", and "inverted cathode" in place of plug, socket, and inverted socket, respectively.
As for textures, I just made another update to my packs, and created/uploaded a 16 pixel version. All versions include those partial wires and their central nodes, just in case they can be used later. I didn't remove the wire stubs from the other objects as previously mentioned; figured I should wait for your "okay" on that.
As for textures, I just made another update to my packs, and created/uploaded a 16 pixel version. All versions include those partial wires and their central nodes, just in case they can be used later. I didn't remove the wire stubs from the other objects as previously mentioned; figured I should wait for your "okay" on that.
Last edited by VanessaE on Sun Apr 15, 2012 05:24, edited 1 time in total.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- Hackeridze
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There is no such register_conductor(onstate, offstate) or sth like that yet. Anyway, I should finally get such a thing done, maybe next week.
Last edited by Jeija on Sun Apr 22, 2012 05:57, edited 1 time in total.
- VanessaE
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Jeija: I don't know the LUA language, but after doing some reading, I think compositing several images together is done with the "^" symbol. It's how the default grass side, most ores, etc. are drawn, and looks like it's used like this:
Where "some_image.png" gets drawn on the bottom of the stack. I don't know if this will go beyond just two images, but if it does, I think this is the solution.
All regular mesecons wires, then, would be constructed from two or more of the 8 "partial wires" images and one of the central nodes. A delayer would be built up from two wire stubs, a central body image, a timer image, and a decorative object on top that shows the signal direction and responds to on/off state. The orientation of the final object when placed would be decided by which wire stubs were used.
It won't reduce the total number of images one has to maintain (in fact, it would increase slightly), but it would increase the long-term flexibility of your mod and it would allow for a greater range of painting styles while still maintaining a uniform look across the whole mod, regardless of how many new objects are added in the future. Wires could have a gemstone-like asymmetric finish and still tile seamlessly. This is probably also what's needed for the wall buttons/levers to look right.
Yes the existing method breaks my preferred texture style. :-) Still, just trying to help.
Code: Select all
tile_images = { "some_image.png^another_image.png" },
All regular mesecons wires, then, would be constructed from two or more of the 8 "partial wires" images and one of the central nodes. A delayer would be built up from two wire stubs, a central body image, a timer image, and a decorative object on top that shows the signal direction and responds to on/off state. The orientation of the final object when placed would be decided by which wire stubs were used.
It won't reduce the total number of images one has to maintain (in fact, it would increase slightly), but it would increase the long-term flexibility of your mod and it would allow for a greater range of painting styles while still maintaining a uniform look across the whole mod, regardless of how many new objects are added in the future. Wires could have a gemstone-like asymmetric finish and still tile seamlessly. This is probably also what's needed for the wall buttons/levers to look right.
Yes the existing method breaks my preferred texture style. :-) Still, just trying to help.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- Hackeridze
- Member
- Posts: 310
- Joined: Thu Nov 03, 2011 13:35
- Hackeridze
- Member
- Posts: 310
- Joined: Thu Nov 03, 2011 13:35
Code: Select all
--You can specify custom conductors using
--# mesecon:register_conductor(onstate, offstate)
-- onstate=the conductor's nodename when it is turned on
-- offstate=the conductor's nodename when it is turned off
Last edited by Jeija on Sun Apr 22, 2012 05:59, edited 1 time in total.
Sweetness! Thank youJeija wrote:Have fun! Version with this feature on GitHub.Code: Select all
--You can specify custom conductors using --# mesecon:register_conductor(onstate, offstate) -- onstate=the conductor's nodename when it is turned on -- offstate=the conductor's nodename when it is turned off
Ignore this for a bit, I may have something wrong in my mod directory. I'll start fresh
Gave it a go and am getting a stack overflow point at mesecons_delayer\init.lua:136 when attempting the following (or any) configuration:
SWITCH-MESECON-MESECON-MESECON-MESECON-BOBPOLE:RED where bp:red is
Gave it a go and am getting a stack overflow point at mesecons_delayer\init.lua:136 when attempting the following (or any) configuration:
SWITCH-MESECON-MESECON-MESECON-MESECON-BOBPOLE:RED where bp:red is
Code: Select all
mesecon:register_conductor("bobblocks:redpole","bobblocks:redpole")
Code: Select all
16:33:44: VERBOSE[main]: error_message = ServerError: LuaError: error: ....\games\minetest_game\mods\mesecons_delayer\init.lua:136: stack overflow
16:33:44: VERBOSE[main]: stack traceback:
Last edited by RabbiBob on Sun Apr 22, 2012 20:46, edited 1 time in total.
I think the two blocks need to have different names.RabbiBob wrote:Ignore this for a bit, I may have something wrong in my mod directory. I'll start fresh
Gave it a go and am getting a stack overflow point at mesecons_delayer\init.lua:136 when attempting the following (or any) configuration:
SWITCH-MESECON-MESECON-MESECON-MESECON-BOBPOLE:RED where bp:red is
Code: Select all
mesecon:register_conductor("bobblocks:redpole","bobblocks:redpole")
Code: Select all
16:33:44: VERBOSE[main]: error_message = ServerError: LuaError: error: ....\games\minetest_game\mods\mesecons_delayer\init.lua:136: stack overflow 16:33:44: VERBOSE[main]: stack traceback:
Something like this:
Code: Select all
mesecon:register_conductor("bobblocks:redpole_off","bobblocks:redpole_on")
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.
Hey guys, finally found out how to get my mods into the mod folder.
Right click the Folder your using(RAR, Tar whatever) right-click it and select"Open with..." and select "Windows Explorer"(Note this is for windows ONLY) Even though I put it in the folder for some strange reason it didn't work...
Right click the Folder your using(RAR, Tar whatever) right-click it and select"Open with..." and select "Windows Explorer"(Note this is for windows ONLY) Even though I put it in the folder for some strange reason it didn't work...
They shall not grow old as we that are left grow old,
Age shall not weary them,nor the years condemn, (For the fallen, In honur of ANZAC, 25th April 1915))
At the going down of the sun and in the morning,
We shall remember them.
Age shall not weary them,nor the years condemn, (For the fallen, In honur of ANZAC, 25th April 1915))
At the going down of the sun and in the morning,
We shall remember them.
How do I re-enable the wireless mesecons?
My modpack: http://forum.minetest.net/viewtopic.php?id=5752
dang... I stink at coding anything but HTML and batch.
Last edited by bcnjr5 on Thu Apr 26, 2012 14:43, edited 1 time in total.
My modpack: http://forum.minetest.net/viewtopic.php?id=5752
Would you mind updating the switch textures for the new stone textures? Secret doors.
My modpack: http://forum.minetest.net/viewtopic.php?id=5752
Hey, I just wanna say that I love this mod, but the only few bad things I've seen about it are 1. Mese is not in the 0.4 version yet, 2. WHen I try to use movestones, my game crashes... x.x 3. I can pass through the piston extensions. I won't reply to this b/c I'm not an actual member yet, but I just wanted to let you know what I thought of it. Keep up the good work...
Personally I think movestones are a bit bad for gameplay; I'd prefer they were removed (in survival mode, I mean) to make the game more interesting. Additionally it seems to be a big source of bugs and confusion.Bbill9908(guest) wrote:2. WHen I try to use movestones, my game crashes... x.x
What do you guys think?
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.
I love how I just have to power a movestone to get kicked off the server and called a griefer!
My modpack: http://forum.minetest.net/viewtopic.php?id=5752
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