Thank you for the ideas. Any thoughts about how to keep the winner from sitting in the PvP arena and forcing others to wait?blackjack wrote:We did it like in 'Mad Max - Beyond Thunderdome"
< Two men enter, one man leave > :D
[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
- Desour
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Took it long to write the music and make it nice? Could you post one music table(I guess)?bosapara wrote:Yes, any sound was decoded as an example note "c" of 1th octave = "a", "c#" = "b" and etcDS-minetest wrote:Also how did you make the music, did you write it in code?
(I have made my code, so, that there are sounds from "1"-"24" and extra sounds like "wood".)
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Im musician, so decoding for me is simple.DS-minetest wrote:Took it long to write the music and make it nice? Could you post one music table(I guess)?bosapara wrote:Yes, any sound was decoded as an example note "c" of 1th octave = "a", "c#" = "b" and etcDS-minetest wrote:Also how did you make the music, did you write it in code?
(I have made my code, so, that there are sounds from "1"-"24" and extra sounds like "wood".)
An example "Mission impossible":
"h","","h","","k","A","h","","h","","f","g","h","","h","","k","A","h","","h","","f","g","K","H","C",
"","","K","H","B","","","K","H","A","","","k","A","","","k","h","H","","","k","h","G","","","k","h",
"F","","","E","D","","hH","","hH","","kK","A","hH","","hH","","fF","gG","Hh"
here the track https://youtu.be/EZDCdbw9WDQ?t=1m15s
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Minetest Mesecons Game - Rock Paper Scissors building for 2 players
Thanx for code to "Cornernote"
https://www.youtube.com/watch?v=oP5zkWZWeh0
Thanx for code to "Cornernote"
https://www.youtube.com/watch?v=oP5zkWZWeh0
- ulla
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hello, i would need to know the range of action of @nearest in the commandblock
And if you can set it from the command line, example: / teleport @nearest [r = 5] X Y Z?
Thanks in advance
And if you can set it from the command line, example: / teleport @nearest [r = 5] X Y Z?
Thanks in advance
X4cna2d4UqsiawIzUumDgPoYNx3JLGII
- ulla
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
ANDulla wrote:Hello, i would need to know the range of action of @nearest in the commandblock
And if you can set it from the command line, example: / teleport @nearest [r = 5] X Y Z?
Thanks in advance
I need to sum up, 2 digiline event.msg
example :
Code: Select all
if event.channel=="s" then
somma = event.msg
if event.channel=="d" then
sommb = event.msg
interrupt(0.5,"w")
end
end
if event.idd=="w" then
lupo= somma + sommb
digiline_send ("acd",lupo)
end
X4cna2d4UqsiawIzUumDgPoYNx3JLGII
- Wuzzy
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Wrong thread title
This is now a modpack, please fix the thread title (Replace “[Mod]” with “[Modpack]”).
- Desour
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Heh, it's already a modpack for a long time. Another mistake: since it was moved to minetest-mods organization it is called "mesecons" now and not "minetest-mod-mesecons" anymore.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
plz add a setting to turn off crafting recipies!
My server, Metropolis viewtopic.php?f=10&t=19191
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hi,
I have an error when activating a switch (screenshot), I don't know if it's from mesecon or pipeworks. I run the git version of minetest and bth mods.
I have an error when activating a switch (screenshot), I don't know if it's from mesecon or pipeworks. I run the git version of minetest and bth mods.
Code: Select all
2017-09-04 17:23:51: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'mesecons' in callback environment_Step(): /home/seb/.minetest/mods/pipeworks/wielder.lua:27: attempt to call global 'nodeupdate' (a nil value)
2017-09-04 17:23:51: ERROR[Main]: stack traceback:
2017-09-04 17:23:51: ERROR[Main]: /home/seb/.minetest/mods/pipeworks/wielder.lua:27: in function 'wielder_on'
2017-09-04 17:23:51: ERROR[Main]: /home/seb/.minetest/mods/pipeworks/wielder.lua:178: in function 'action_on'
2017-09-04 17:23:51: ERROR[Main]: /home/seb/.minetest/mods/mesecons/mesecons/internal.lua:190: in function </home/seb/.minetest/mods/mesecons/mesecons/internal.lua:183>
2017-09-04 17:23:51: ERROR[Main]: /home/seb/.minetest/mods/mesecons/mesecons/actionqueue.lua:93: in function 'execute'
2017-09-04 17:23:51: ERROR[Main]: /home/seb/.minetest/mods/mesecons/mesecons/actionqueue.lua:84: in function </home/seb/.minetest/mods/mesecons/mesecons/actionqueue.lua:61>
2017-09-04 17:23:51: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392>
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- Desour
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
@depassages: It's pipworks, the PR is already opened: #200
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
mesecons is a great mod
- ThomasMonroe
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Ok guys i have a bit of an idea, it might sound a bit weird, but hear, er read me out.
Ok i like making pure mesecons contraptions, meaning i dont like using lua controllers.
i have run into some problems with setups that need double pistons, ie hidden staircases.
I was wondering if adding an adjustable piston(one that can push a specified number of nodes out from its base) would be something able to be added.
Also i have noticed a peculiar mechanic for redstone that may be really, really usefull for mesecons
example:
G = wire or delayer
X = wool block, piston, or something related to redstone
O = empty
OOOOO
GGGXO
OOOGO
OOOGO
the signal would curve around this setup, and activate the piston too
would this be possible to implement?, it would make life a little easier XD
Ok i like making pure mesecons contraptions, meaning i dont like using lua controllers.
i have run into some problems with setups that need double pistons, ie hidden staircases.
I was wondering if adding an adjustable piston(one that can push a specified number of nodes out from its base) would be something able to be added.
Also i have noticed a peculiar mechanic for redstone that may be really, really usefull for mesecons
example:
G = wire or delayer
X = wool block, piston, or something related to redstone
O = empty
OOOOO
GGGXO
OOOGO
OOOGO
the signal would curve around this setup, and activate the piston too
would this be possible to implement?, it would make life a little easier XD
I don't make messes, I just, er...disturb the local entropy!
- Desour
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Adjustable pistons would be possible but shouldn't be added by mesecons modpack by itself imo. Maybe it would suit into moremesecons pack.ThomasMonroe wrote:Ok i like making pure mesecons contraptions, meaning i dont like using lua controllers.
i have run into some problems with setups that need double pistons, ie hidden staircases.
I was wondering if adding an adjustable piston(one that can push a specified number of nodes out from its base) would be something able to be added.
It would only work with straight redstone, right? So, making eg. the piston also to a conductor wouldn't make sense.ThomasMonroe wrote:Also i have noticed a peculiar mechanic for redstone that may be really, really usefull for mesecons
example:
G = wire or delayer
X = wool block, piston, or something related to redstone
O = empty
OOOOO
GGGXO
OOOGO
OOOGO
the signal would curve around this setup, and activate the piston too
would this be possible to implement?, it would make life a little easier XD
But some special wire could perhaps be added, that has some special rules.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
no, the piston doesnt conduct itself, but the signal curves around it, ie going diagonal but only if there are certain blocks in the spot where the piston is, wool for example
I don't make messes, I just, er...disturb the local entropy!
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Found a server crashing bug with mesecons. Already opened an issue on https://github.com/minetest-mods/mesecons/issues/404.
Just want to get some more attention to this, as I haven't read to much into mesecons and hope that somebody with better coding skills can figure this out.
Just want to get some more attention to this, as I haven't read to much into mesecons and hope that somebody with better coding skills can figure this out.
- christoferlevich
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Im running a server for a school, but command blocks don't work unless the user that placed them is logged in? Is this a bug or intentional? Can it be 'always on'?
everything can be a learning experience...
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
The commandblocks on Birgit's techworld have been working fine when she wasn't logged on.christoferlevich wrote:command blocks don't work unless the user that placed them is logged in
Have you tried with commandblocks placed by the admin ?
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
Map-Database
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
I've come up with an interesting node variation which facilitates the 6 cardinal points connection wise. This does not change or modify the functionality of any other nodes, and does nothing more than add 37 lines to the mesecons_extrawires/mesewire.lua file with three 16x16 texture files added. As you'll see in the images, for aesthetic reasons I re-coloured the on state variant of the mese block while adding the on and off variant of connector block.
https://drive.google.com/file/d/1PqAAiN ... sp=sharing
https://drive.google.com/file/d/1IZWr2G ... sp=sharing
https://drive.google.com/file/d/1ln2f22 ... sp=sharing
https://drive.google.com/file/d/12T7qBF ... sp=sharing
Am very slow at wrangling the git process for submitting code. Will see what happens.
*edit - Pull request is up. I'm sure I'll get better at that with practice. Wow. Oh, and in the lower left corner of the pictures linked above, the three by three pattern, is of course the recipe.
*last edit - Some of the coders have seen what was offered. Sorry about all the random fluff (you know who you are). I've removed my hands from the pie. We'll see what happens. Thank you all for putting up with me. I feel very sorry for you. Lol! Woohoo!! <3
Oh, before I go, someone at the pull and greet suggested making the block look a bit more like a connection of sorts. I'm guessing that's to avoid the "just another fancy block" thing? That sounded like a pretty good idea, so here's a screenshot of a portion of the control room I've recently built showing the hydro generators and the upper entry (spoiler alert, ghost stone obscures the doorway when de-activated, sneaky sneaky :).
https://drive.google.com/file/d/1IN7j03 ... sp=sharing
And here's an image from the floor of the main chamber. The build of what goes within has yet to have begun. And again show casing the connections embedded in the walls. Sporting the new connect like look.
https://drive.google.com/file/d/1ndK7va ... sp=sharing
There was even a mention of a concrete block looking 6 point connection. What if there was a way to standardize an overlay so that the end user can decide which construction material they want to make into a mese connecting material? The 6 point version seems to be quite cpu friendly and this would open up a whole new area for people to explore and build on. Well, that's enough "what if"'s to choke a whole... you get the picture. Have fun! Keep dreaming! Don't be a Doog. He's a pain.
https://drive.google.com/file/d/1PqAAiN ... sp=sharing
https://drive.google.com/file/d/1IZWr2G ... sp=sharing
https://drive.google.com/file/d/1ln2f22 ... sp=sharing
https://drive.google.com/file/d/12T7qBF ... sp=sharing
Am very slow at wrangling the git process for submitting code. Will see what happens.
*edit - Pull request is up. I'm sure I'll get better at that with practice. Wow. Oh, and in the lower left corner of the pictures linked above, the three by three pattern, is of course the recipe.
*last edit - Some of the coders have seen what was offered. Sorry about all the random fluff (you know who you are). I've removed my hands from the pie. We'll see what happens. Thank you all for putting up with me. I feel very sorry for you. Lol! Woohoo!! <3
Oh, before I go, someone at the pull and greet suggested making the block look a bit more like a connection of sorts. I'm guessing that's to avoid the "just another fancy block" thing? That sounded like a pretty good idea, so here's a screenshot of a portion of the control room I've recently built showing the hydro generators and the upper entry (spoiler alert, ghost stone obscures the doorway when de-activated, sneaky sneaky :).
https://drive.google.com/file/d/1IN7j03 ... sp=sharing
And here's an image from the floor of the main chamber. The build of what goes within has yet to have begun. And again show casing the connections embedded in the walls. Sporting the new connect like look.
https://drive.google.com/file/d/1ndK7va ... sp=sharing
There was even a mention of a concrete block looking 6 point connection. What if there was a way to standardize an overlay so that the end user can decide which construction material they want to make into a mese connecting material? The 6 point version seems to be quite cpu friendly and this would open up a whole new area for people to explore and build on. Well, that's enough "what if"'s to choke a whole... you get the picture. Have fun! Keep dreaming! Don't be a Doog. He's a pain.
- 12Me21
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
I've been working on a mod that adds some new wires:
The wires connect in 6 directions and there are tools for adding/removing insulation to placed wires, as well as changing the shape of insulated wires.
I'm almost done adding a system that lets you change the color of insulated wires using palettes (hopefully it's not too slow with all the overlay textures)
The wires connect in 6 directions and there are tools for adding/removing insulation to placed wires, as well as changing the shape of insulated wires.
I'm almost done adding a system that lets you change the color of insulated wires using palettes (hopefully it's not too slow with all the overlay textures)
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
What blocks/nodes do not stick to sticky blocks in the newest version of Minetest of the Mesecon Mod?
- Desour
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
This feature doesn't exist yet. But it would be useful, you could make an issue on github to request it.TheCaretaker wrote:What blocks/nodes do not stick to sticky blocks in the newest version of Minetest of the Mesecon Mod?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
How does "Mesecon detector" works? detect nodes following its range? can anyone teach me how to make this block activate ( With the middle icon turn into green like player detector )
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
There is no "Mesecon detector". I guess you mean the node detector.NetYard5 wrote:How does "Mesecon detector" works? detect nodes following its range? can anyone teach me how to make this block activate ( With the middle icon turn into green like player detector )
It will turn green and on and emit a signal if there's a node in the direction of the green lamp and <distance> nodes far away (eg. 0 for directly in front of it). "Name of node to scan for (empty for any)" should be self explaining, but don't enter the description, enter something like "default:dirt".
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