Temperest wrote:No, the plugs do not work vertically, because it would make it more difficult to stack circuits on top of each other, which is vital for compact circuits such as my 8-bit adder I posted in this thread a while ago.
Menche wrote:Um, how exactly is the channel set? Is it by the type of block underneath? I can't get it to work, in 0.5 or git. I'm using the recipes from the first post with the brown checkered pattern boxes, is that right?
Temperest wrote:Quick update on Adder:
I managed to fix the crashing issue (there was a random piece of mesecon floating between the two conductive lanes).
Also updated the schematic:
Download world: http://db.tt/VyMa0WnL
Coming soon: memory module.
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.
Temperest wrote:Here it is:
http://dl.dropbox.com/u/8097754/world%20-%20Memory%20and%20Display.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
Temperest wrote:Here it is:
http://dl.dropbox.com/u/8097754/world%20-%20Memory%20and%20Display.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
sfan5 wrote:Temperest wrote:Here it is:
http://dl.dropbox.com/u/8097754/world%20-%20Memory%20and%20Display.zip
Requires the ENABLE_TEMPEREST flag to be set.
I've tried making more complex circuits with torches, but the delay they introduce adds up, until the circuit is unmanagably slow. Is there anything that can be done to make torches faster, or make plugs and inverters stop crashing the game?
Can you update to the newest WorldEdit and save the Display with WorldEdit?
Because I want to keep my World.
minetest.register_node("generator:off", {
tile_images = {"generator_off.png"},
description = 'Generator',
paramtype2 = "facedir",
metadata_name = "generic",
material = minetest.digprop_woodlike(3.0),
})
minetest.register_on_placenode(function(pos, newnode, placer)
if newnode.name=="generator:off" then
local meta = minetest.env:get_meta(pos)
meta:get_inventory():set_list("fuel", {""})
meta:set_inventory_draw_spec(
"invsize[8,9;]list[current_name;fuel;4,2;1,1;]"
.."list[current_player;main;0,5;8,4;]"
)
meta:set_infotext("Generator")
end
end)
15:11:50: ACTION[ServerThread]: Player Jeija tried to access [node under=87,2,-9 above=87,3,-9] from too far: d=109.201, max_d=100. ignoring.
15:11:52: ACTION[ServerThread]: Jeija places node generator:off at (87,3,-7)
15:11:52: ACTION[ServerThread]: facedir: 1
15:11:52: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error: /home/florian/.minetest/usermods/generator/init.lua:11: attempt to index a nil value
15:11:52: ERROR[ServerThread]: stack traceback:
In thread b3a42b40:
/tmp/yaourt-tmp-florian/aur-minetest-git/src/minetest/src/server.cpp:113: virtual void* ServerThread::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD afffcb40:
#0 virtual void* MeshUpdateThread::Thread()
DEBUG STACK FOR THREAD b16cfb40:
#0 virtual void* EmergeThread::Thread()
(Leftover data: #1 virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(9,0,4), allow_generate=0)
(Leftover data: #2 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #3 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD b3a42b40:
#0 virtual void* ServerThread::Thread()
(Leftover data: #1 void Server::Receive())
(Leftover data: #2 void Server::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #3 RemoteClient* Server::getClient(irr::u16))
(Leftover data: #4 void BlockEmergeQueue::addBlock(irr::u16, v3s16, irr::u8))
DEBUG STACK FOR THREAD b544d700:
#0 int main(int, char**)
(Leftover data: #1 void ClientMap::renderMap(irr::video::IVideoDriver*, irr::s32))
(Leftover data: #2 virtual void ClientEnvironment::step(float))
(Leftover data: #3 void Client::Receive())
(Leftover data: #4 void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #5 void MeshUpdateQueue::addBlock(v3s16, MeshMakeData*, bool))
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