RickSaysMeh wrote:Do Mese Blocks conduct vertically?
RickSaysMeh wrote:The piston only receives power from the sides (X, Z) of the mese block, not the top or bottom. Is this by design? Is it possible to fix this so that pistons can be powered by a mese block above or below?
Hybrid Dog wrote:You can make a mesecons transmitter node which sends a mesecons signal to three or more nodes in a specific direction. The default mesecons wire sends the signal only to the neighbouring nodes.
lonestar wrote:Hybrid Dog wrote:You can make a mesecons transmitter node which sends a mesecons signal to three or more nodes in a specific direction. The default mesecons wire sends the signal only to the neighbouring nodes.
Can you point to any documentation/tutorial on a transmitter? Doesn't seem to be in mesecons mod pack.
Hybrid Dog wrote:I haven't found a documentation of the mesecons API. Maybe it's missing.
if event.msg == "inout_01 /status" then if pin.a == true then digiline_send(event.channel,"![INOUT_01]:has input") else if port.b == true then digiline_send(event.channel,"![INOUT_01]: has output") else digiline_send(event.channel,"![INOUT_01]: nil") end end end
if event.msg == "inout_01 /on" then port.a = true end
if event.msg == "inout_01 /off" then port.a = false end
if pin.a == true then digiline_send(event.channel,"![INOUT_01]: input") end
if event.msg == "inout_01 /check" then if pin.a == true then digiline_send(event.channel,"![INOUT_01]: input = true") else digiline_send(event.channel,"![INOUT_01]: input = false") end end
Isja Krass wrote:What happened to my luacontrollers???
+ igmage
I only try to run this code and this is happened.
- Code: Select all
if event.msg == "inout_01 /status" then if pin.a == true then digiline_send(event.channel,"![INOUT_01]:has input") else if port.b == true then digiline_send(event.channel,"![INOUT_01]: has output") else digiline_send(event.channel,"![INOUT_01]: nil") end end end
if event.msg == "inout_01 /on" then port.a = true end
if event.msg == "inout_01 /off" then port.a = false end
if pin.a == true then digiline_send(event.channel,"![INOUT_01]: input") end
if event.msg == "inout_01 /check" then if pin.a == true then digiline_send(event.channel,"![INOUT_01]: input = true") else digiline_send(event.channel,"![INOUT_01]: input = false") end end
if event.msg == "inout_01 /status" then
if pin.a == true then
digiline_send(event.channel,"![INOUT_01]:has input")
else
if port.b == true then
digiline_send(event.channel,"![INOUT_01]: has output")
else
digiline_send(event.channel,"![INOUT_01]: nil")
end
end
end
if event.msg == "inout_01 /on" then port.a = true end
if event.msg == "inout_01 /off" then port.a = false end
if pin.a == true then digiline_send(event.channel,"![INOUT_01]: input") end
if event.msg == "inout_01 /check" then
if pin.a == true then
digiline_send(event.channel,"![INOUT_01]: input = true")
else
digiline_send(event.channel,"![INOUT_01]: input = false")
end
end
thetoolman wrote:The LUA controller is cool and all but it is missing a call. This call is split. I put it in on my local copy and it works great and I thought I'd recommend it. I searched this thread for anything having to do with the lua controller and nothing came up talking about it so I figured I'd bring it up.
I'm working with the lua controller and digilines and I want to make the lua controller count something that is sent in the digilines string. To be a little more clear here, the digilines chest spits out a string like this "default:cobblestone 9" where the first part is the item, and the last part is the number.
So the code I added in mesecons_luacontroller/init.lua looks like this
- Code: Select all
local env = {
...
string = {
...
split = string.split,
...
}
....
}
I don't have a github account so I wont be making a merge request, but if someone wants to take a look at this and possibly add it or explain why it's not there, that'd be nice. This way, I don't have to modify the file whenever I pull the latest code.
local msg = {
action = action,
stack = stack and stack:to_table(),
from_slot = from_slot,
to_slot = to_slot,
-- Duplicate the vector in case the caller expects it not to change.
side = side and vector.new(side)
}
local table = msg.stack
for i, item in ipairs(table) do
if not item then
print("[" .. i .. "] could not get item entry")
else
local name = nil
local count = nil
if item.name then
name = item.name
end
if item.count then
count = item.name
end
if name and count then
print("[" .. i .. "] name=['" .. item.name .. "'] count= ['" .. item.count .. "']")
else
if not name then
print("[" .. i .. "] could not get item name")
end
if not count then
print("[" .. i .. "] could not get item count")
end
end
end
end
BBmine wrote:I followed the guide on http://mesecons.net/uberi/projects/Clock/index.html. Only the blinking colon gets power, and the number blocks remain off.
+ Screenshots
Yvanhoe wrote:That could be interesting but there is already a light sensor and an rtc clock (through digilines though, not mesecons) you can already build that kind of detection if you want.
Clyde wrote:This is like a fly on the wall with cannons ;-).
Take the solarpanel and the not-gate, that's all.
The not-gate reverses the signal, at day the solarpanel sends a signal to the not-gate,
the gate reverses the signal, the light is off.
At night, the solarpanel sends no signal to the not-gate, the gate reverses the signal, the light is on.
Greetings, Clyde.
redblade7 wrote:I have a feature request for Mesecons:
Power and blinky plants that only activate during nighttime (in-game time).
What do you think?
Clyde wrote:This is like a fly on the wall with cannons ;-).
Take the solarpanel and the not-gate, that's all.
The not-gate reverses the signal, at day the solarpanel sends a signal to the not-gate,
the gate reverses the signal, the light is off.
At night, the solarpanel sends no signal to the not-gate, the gate reverses the signal, the light is on.
Greetings, Clyde.
// note max_level = 15
min=12 // on-off light_level threshold
L = light_level // the light-level hitting the solar panel
We can just simply to this:
solarpanel_on = (L >= min)
solarpanel_off = (L < min) = not solarpanel_on
{nodenames = {"mesecons_solarpanel:solar_panel_off"},
if light >= 12 then
node.name = "mesecons_solarpanel:solar_panel_on"
{nodenames = {"mesecons_solarpanel:solar_panel_on"},
if light < 12 then
node.name = "mesecons_solarpanel:solar_panel_off"
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