[Mod] Frickin' Laser Beams [laser]

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Hybrid Dog
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[Mod] Frickin' Laser Beams [laser]

by Hybrid Dog » Tue May 14, 2013 18:38

See also: viewtopic.php?p=17988#p17988

1. Place a mese block
2. Add a bobblock next to it
3. Let the bob block, then the mese block, get a mesecons signal


Depends: bobblocks, default, mesecons, minetest > 0.4.9
License: WTFPL
Download: zip, tar.gz
github: laser

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Last edited by Hybrid Dog on Sun Dec 20, 2015 13:40, edited 9 times in total.

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by InfinityProject » Wed May 15, 2013 02:21

How far do the lasers go?
 

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by 12Me21 » Wed May 15, 2013 12:47

Cool, there should be a laser detector
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by lonely » Wed May 15, 2013 18:15

It can't load and run bobblocks, even if i rename it!
Last edited by lonely on Wed May 15, 2013 18:21, edited 1 time in total.
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by rubenwardy » Wed May 15, 2013 18:24

Hybrid Dog wrote:
12Me21 wrote:Cool, there should be a laser detector
What should it do?


Enable a mesecons wire.

You can use minetest.get_modpath(modname) to check to see if mesecons is installed.
 

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by lonely » Wed May 15, 2013 18:25

Hybrid Dog wrote:
12Me21 wrote:Cool, there should be a laser detector
What should it do?


rubenwardy wrote:Nice!
thanks


New version:
— vertical lasers added
— textures rotated
— more colours (except white, actually this isn't a colour) added
Last edited by lonely on Wed May 15, 2013 18:25, edited 1 time in total.
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by 12Me21 » Wed May 15, 2013 19:47

rubenwardy wrote:
Hybrid Dog wrote:
12Me21 wrote:Cool, there should be a laser detector
What should it do?


Enable a mesecons wire.

You can use minetest.get_modpath(modname) to check to see if mesecons is installed.

yes, and there should be mirrors, too
Shoutouts to Simpleflips
 

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by 12Me21 » Fri May 17, 2013 00:57

Hybrid Dog wrote:
lonely wrote:It can't load and run bobblocks, even if i rename it!
bobblocks has depends, too
12Me21 wrote:
rubenwardy wrote:
Enable a mesecons wire.

You can use minetest.get_modpath(modname) to check to see if mesecons is installed.

yes, and there should be mirrors, too
I won't add mirrors without reflections and they aren't possible yet. Maybe I'll add a laser detector.

All a mirror would need to do is when a laser beam hits it, send another laser beam at a 90 degree angle.
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by Zeg9 » Sun May 19, 2013 13:24

Great ! Looking forward to the laser detector, if possible, make entities (especially players) don't let the laser go through them, but that may be hard
By the way you should add mesecons to depends in your post since it now needs mesecons power.
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by Zeg9 » Sun May 19, 2013 13:34

Hybrid Dog wrote:
Zeg9 wrote:Great ! Looking forward to the laser detector, if possible, make entities (especially players) don't let the laser go through them, but that may be hard
I could do it but it would cause big lags and it wouldn't work in the right time.
By the way you should add mesecons to depends in your post since it now needs mesecons power.
good idea.

Only checking for players wouldn't be that laggy on small servers or singleplayer if you use a globalstep.
EDIT: maybe update the laser with an abm so when you dig in front of it you don't have to restart the mesecons signal
Last edited by Zeg9 on Sun May 19, 2013 13:40, edited 1 time in total.
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by nextmissinglink » Sun May 19, 2013 15:27

Hybrid Dog wrote:1. Place a mese block
2. Add a bobblock (red or yellow) next to it
3. Let the mese block get mesecons energy


Depends: bobblocks, default
License: [img]pic[/img]
Download: zip, tar.gz
Code: https://github.com/HybridDog/laser

[img]pic[/img]


At first my laser was flammable (yes, the tree burned down):


The wool was flammable so you'll not see this again:



The nodebox looks like the shot particles of wz2100:



I changed this texture later to 1xh:



This is not my bug! It's from bobblocks!:


I didn't know that there are 2 caves...:



Here 2 lasers are crossing:





Vertical lasers added:


+100 on a scale of 1 to 10
Last edited by nextmissinglink on Sun May 19, 2013 15:31, edited 1 time in total.
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by GJH105775 » Thu May 23, 2013 12:46

Nice mod.
Check out my mod xtrablocks, has some different types of marble that you can build with or mine at different depths

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by Inocudom » Wed Jun 12, 2013 18:47

The laser detector will make both this mod and mesecons more fun to play with.
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by Aqua » Thu Jun 13, 2013 22:03

Epic mod! Keep up the great work with your mods!
+1
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by arsdragonfly » Wed Jun 19, 2013 14:36

Can you add mirrors to change its route?
 

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by aron1263 » Fri Jun 21, 2013 10:28

I cant open it it says" failed to load and run \minetest-0.4.7\bin\..\mods\laser_master\init.lua
 

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by Topywo » Fri Jun 21, 2013 10:32

aron1263 wrote:I cant open it it says" failed to load and run \minetest-0.4.7\bin\..\mods\laser_master\init.lua


If it isn't a modpack you'll need to rename it. In this case from laser_master to laser.

A check is looking in the init.lua, for example:
minetest.register_node("laser:detector", {
 

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by Bas080 » Mon Jul 22, 2013 10:53

+1 This is really cool. For long distances i will use the lasers instead of mesecons.
+1 And they look pretty as decoration.
+1 When i'm far from home i just have to look for lasers pointing up.

Why can't lasers cross path? I understand that that would mean much more nodes as you have to make a crossed laser section for every color crossing with another color. Why not make it work with the similar colored lasers? Or you could make a very bright shining light node and place that in the laser intersections and let the lasers continue.

Anyways, +3, i like this mod!
 

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by Bas080 » Mon Jul 22, 2013 18:53

Actually you can only see the lasers because of the fog in minetest...

I don't understand.

Some less wanted features:
  • Lasers should continue when node that interrupted the laser is removed.
  • If interrupting node is a bobblock it removes the similar color laser completely!
  • And what if you have two different colors lasers pointing towards each other?

I am trying to fix some of these unwanted features
 

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by Element » Tue Jul 23, 2013 04:47

i tried renaming it laser but it says there is a error
Topywo wrote:
aron1263 wrote:I cant open it it says" failed to load and run \minetest-0.4.7\bin\..\mods\laser_master\init.lua


If it isn't a modpack you'll need to rename it. In this case from laser_master to laser.

A check is looking in the init.lua, for example:
minetest.register_node("laser:detector", {
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by Topywo » Tue Jul 23, 2013 10:15

Element wrote:i tried renaming it laser but it says there is a error


It's possible you didn't enable the (most up to date) dependencies:
- Jeija's mesecons: https://forum.minetest.net/viewtopic.php?pid=4785#p4785
- RabbiBob's bobblocks: https://forum.minetest.net/viewtopic.php?id=1274

Else you"ll need to paste the ERROR here in a post to help you.

Exit minetest. Delete the debug.txt file. Start minetest, start the game with lasers in it. End the game and exit minetest. Open debug.txt. Copy the all the ERROR lines and paste them here.
 

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by Hybrid Dog » Sat Apr 05, 2014 13:22

New version:
— voxel manipulation is used → faster
— minetest.after is used, too → the signal is sent before the laser is shown
— nodes are allowed to define functions which get executed if a laser touches them or disappears next to them
— adding mirrors should be possible now
Last edited by Hybrid Dog on Sat Apr 05, 2014 13:24, edited 1 time in total.

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by Krock » Sat Apr 05, 2014 15:04

Good work!
Gonna download this mod.
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by Inocudom » Sat Apr 05, 2014 17:00

Very good to see you still working on this mod.
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