[Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]

Hybrid Dog
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Wed Mar 18, 2015 16:52

I thought about making it possible to let addi's cannon shoot automatically.
You pump the gunpowder and muni into the cannon with pipeworks
then you let a piston move away the pipe
after that you have a mesecons igniter which gets digiline signals for the direction and a mesecons signal for firing the cannon
the direction is calculated by a luacontroller, which knows the target position because you used a laser pointer which sent the signal offering coordinates to a digiline receiver
and maybe you can so let a cannon fire extremely often in a second.
 

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addi
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by addi » Wed Mar 18, 2015 18:49

Hybrid Dog wrote:I thought about making it possible to let addi's cannon shoot automatically.
You pump the gunpowder and muni into the cannon with pipeworks
then you let a piston move away the pipe
after that you have a mesecons igniter which gets digiline signals for the direction and a mesecons signal for firing the cannon
the direction is calculated by a luacontroller, which knows the target position because you used a laser pointer which sent the signal offering coordinates to a digiline receiver
and maybe you can so let a cannon fire extremely often in a second.

:-D
/me likes that idea

maybe ill add a cooldown timer after a shoot, or an overheat, if there is too much shoot frequency. But may i add a cool down it with water, so the pipworks will help again...
 

Hybrid Dog
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Wed Mar 18, 2015 19:23

maybe cannons can be made approximately as fast as a fullautomatic rocket launcher (https://vimeo.com/98421432)
 

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12Me21
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 12Me21 » Thu Mar 19, 2015 12:53

I wish movestones could go up and down. Then we could build working elevators!

Why are so many of the features in mesecons limited to 2 dimensions?? It's better than redstone, but still, you shouldn't have to use mese blocks to transmit power upwards.
Stuff on 2d:
logic gates
insulated wires
switch (sort of)
pressure plates
water turbine
levers/buttons (I think)
movestones
LUA/micro-controllers
delayer
noteblock (depends on block UNDER) --- why not just add a menu inside so you can change the note easierly.

and objects that ARE allowed to rotate in 3d: (excluding symmetrical nodes)
node detector (I hope_
lamp
pistons x2
Mesecon torch (I think?)
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Sokomine » Fri Mar 20, 2015 12:22

12Me21 wrote:you shouldn't have to use mese blocks to transmit power upwards.

There seem to be vertical mesecon lines. It's still not easy. Wiring up the whole machinery is usually more trouble than anything else. It's a lot trial and error...
A list of my mods can be found here.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 12Me21 » Fri Mar 20, 2015 13:16

Sokomine wrote:
12Me21 wrote:you shouldn't have to use mese blocks to transmit power upwards.

There seem to be vertical mesecon lines. It's still not easy. Wiring up the whole machinery is usually more trouble than anything else. It's a lot trial and error...


vertical mesecons are only useful in very specific situations, since they can only conduct at the top and bottom. My favorite conductor is the conducting pneumatic tubes from pipeworks, since they can connect in any direction, AND are transparent, unlike mese blocks.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 12Me21 » Mon Mar 23, 2015 00:22

Does anyone know what "mesecon.flattenrules(rules)" does?
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Miner59 » Thu Apr 02, 2015 07:07

Hi,
I changed mesecons_detector to allow the player to enter a distance, where player detector and node detector should scan.
You can use it for example to hide a node detector behind a wall.
I made a cool trigger for a hidden piston door with this technic.
Also possible: wireless levers and switches. You can place a lever somewhere and make a node detector a few nodes away which scans for "mesecons_walllever:wall_lever_on" (see picture)

Image

There is a difference how distance works in player detector and node detector. Player detector scans the whole area around it, size depends on the entered distance.
Node detecor scans only the node which is in front of it, in the distance the player entered in distance field, not all nodes between node detector and the node it should scan.

Here is my code, copy it to mesecons_detector/init.lua:

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Code: Select all
local GET_COMMAND = "GET"

-- Object detector
-- Detects players in a certain radius
-- The radius can be specified in mesecons/settings.lua

local object_detector_make_formspec = function (pos)
   local meta = minetest.get_meta(pos)
   if meta:get_string("distance")==nil or meta:get_string("distance")=="" then
      meta:set_string("distance", "6")
   end
   meta:set_string("formspec", "size[9,3.5]" ..
      "field[0.3,  0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,  1.67;2.4,1;distance;Distance(1-6):;${distance}]"..
      "field[0.3,3;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
      "button_exit[7,1.75;2,3;;Save]")
end

local object_detector_on_receive_fields = function(pos, formname, fields)
   if not fields.scanname and not fields.distance then return end;

   local meta = minetest.get_meta(pos)
   meta:set_string("scanname", fields.scanname)
   --check if entered only numbers and if it not to big (max==6)
   if string.lower(fields.distance)==string.upper(fields.distance) and tonumber(fields.distance)>=1 and tonumber(fields.distance)<7 then
      meta:set_string("distance", math.floor(tonumber(fields.distance)))
   end
   meta:set_string("digiline_channel", fields.digiline_channel)
   object_detector_make_formspec(pos)
end

-- returns true if player was found, false if not
local object_detector_scan = function (pos)
   local meta = minetest.get_meta(pos)
   if meta:get_string("distance")==nil or meta:get_string("distance")=="" then
      meta:set_string("distance", "6")
   end
   local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", meta:get_string("distance")
))
   for k, obj in pairs(objs) do
      local isname = obj:get_player_name() -- "" is returned if it is not a player; "" ~= nil!
      local scanname = minetest.get_meta(pos):get_string("scanname")
      if (isname == scanname and isname ~= "") or (isname  ~= "" and scanname == "") then -- player with scanname found or not scanname specified
         return true
      end
   end
   return false
end

-- set player name when receiving a digiline signal on a specific channel
local object_detector_digiline = {
   effector = {
      action = function (pos, node, channel, msg)
         local meta = minetest.get_meta(pos)
         local active_channel = meta:get_string("digiline_channel")
         if channel == active_channel then
            meta:set_string("scanname", msg)
            object_detector_make_formspec(pos)
         end
      end,
   }
}

minetest.register_node("mesecons_detector:object_detector_off", {
   tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png", "jeija_object_detector_off.png"},
   paramtype = "light",
   walkable = true,
   groups = {cracky=3},
   description="Player Detector",
   mesecons = {receptor = {
      state = mesecon.state.off,
      rules = mesecon.rules.pplate
   }},
   on_construct = object_detector_make_formspec,
   on_receive_fields = object_detector_on_receive_fields,
   sounds = default.node_sound_stone_defaults(),
   digiline = object_detector_digiline
})

minetest.register_node("mesecons_detector:object_detector_on", {
   tiles = {"default_steel_block.png", "default_steel_block.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png", "jeija_object_detector_on.png"},
   paramtype = "light",
   walkable = true,
   groups = {cracky=3,not_in_creative_inventory=1},
   drop = 'mesecons_detector:object_detector_off',
   mesecons = {receptor = {
      state = mesecon.state.on,
      rules = mesecon.rules.pplate
   }},
   on_construct = object_detector_make_formspec,
   on_receive_fields = object_detector_on_receive_fields,
   sounds = default.node_sound_stone_defaults(),
   digiline = object_detector_digiline
})

minetest.register_craft({
   output = 'mesecons_detector:object_detector_off',
   recipe = {
      {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
      {"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
      {"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
   }
})

minetest.register_abm(
   {nodenames = {"mesecons_detector:object_detector_off"},
   interval = 1.0,
   chance = 1,
   action = function(pos)
      if object_detector_scan(pos) then
         minetest.swap_node(pos, {name = "mesecons_detector:object_detector_on"})
         mesecon.receptor_on(pos, mesecon.rules.pplate)
      end
   end,
})

minetest.register_abm(
   {nodenames = {"mesecons_detector:object_detector_on"},
   interval = 1.0,
   chance = 1,
   action = function(pos)
      if not object_detector_scan(pos) then
         minetest.swap_node(pos, {name = "mesecons_detector:object_detector_off"})
         mesecon.receptor_off(pos, mesecon.rules.pplate)
      end
   end,
})

-- Node detector
-- Detects the node in front of it

local node_detector_make_formspec = function (pos)
   local meta = minetest.get_meta(pos)
   if meta:get_string("distance")==nil or meta:get_string("distance")=="" then
      meta:set_string("distance", "1")
   end

   meta:set_string("formspec", "size[9,3.5]" ..
      "field[0.3,  0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]"..
"field[0.3,  1.67;2.4,1;distance;Distance(1-6):;${distance}]"..
      "field[0.3,2.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
      "button_exit[7,1.75;2,3;;Save]")
end

local node_detector_on_receive_fields = function(pos, formname, fields)
   if not fields.scanname and not fields.distance then return end;

   local meta = minetest.get_meta(pos)
   meta:set_string("scanname", fields.scanname)

   --check if entered only numbers and if it not to big (max==6)
   if string.lower(fields.distance)==string.upper(fields.distance)
and tonumber(fields.distance)>=1 and tonumber(fields.distance)<7 then
      meta:set_string("distance", math.floor(tonumber(fields.distance)))
   end

   meta:set_string("digiline_channel", fields.digiline_channel)
   node_detector_make_formspec(pos)
end

-- returns true if player was found, false if not
local node_detector_scan = function (pos)
   local meta = minetest.get_meta(pos)
   local dist = meta:get_string("distance")
   if dist==nil or dist=="" then
      dist=1
   else
      dist=tonumber(dist)
   end
   local node = minetest.get_node(pos)
   local vector = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
   local frontpos={x=(vector.x-pos.x)*dist+pos.x, y=(vector.y-pos.y)*dist+pos.y, z=(vector.z-pos.z)*dist+pos.z }
   local frontnode = minetest.get_node(frontpos)
   local meta = minetest.get_meta(pos)
   return (frontnode.name == meta:get_string("scanname")) or
      (frontnode.name ~= "air" and frontnode.name ~= "ignore" and meta:get_string("scanname") == "")
end

-- set player name when receiving a digiline signal on a specific channel
local node_detector_digiline = {
   effector = {
      action = function (pos, node, channel, msg)
         local meta = minetest.get_meta(pos)
         local active_channel = meta:get_string("digiline_channel")
         if channel == active_channel then
            if msg == GET_COMMAND then
               local frontpos = vector.subtract(pos, minetest.facedir_to_dir(node.param2))
               local name = minetest.get_node(frontpos).name
               digiline:receptor_send(pos, digiline.rules.default, channel, name)
            else
               meta:set_string("scanname", msg)
               node_detector_make_formspec(pos)
            end
         end
      end,
   },
   receptor = {}
}

minetest.register_node("mesecons_detector:node_detector_off", {
   tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_off.png"},
   paramtype = "light",
   paramtype2 = "facedir",
   walkable = true,
   groups = {cracky=3},
   description="Node Detector",
   mesecons = {receptor = {
      state = mesecon.state.off
   }},
   on_construct = node_detector_make_formspec,
   on_receive_fields = node_detector_on_receive_fields,
   after_place_node = function (pos, placer)
      local placer_pos = placer:getpos()
      
      --correct for the player's height
      if placer:is_player() then placer_pos.y = placer_pos.y + 1.5 end
      
      --correct for 6d facedir
      if placer_pos then
         local dir = {
            x = pos.x - placer_pos.x,
            y = pos.y - placer_pos.y,
            z = pos.z - placer_pos.z
         }
         local node = minetest.get_node(pos)
         node.param2 = minetest.dir_to_facedir(dir, true)
         minetest.set_node(pos, node)
         minetest.log("action", "real (6d) facedir: " .. node.param2)
      end
   end,
   sounds = default.node_sound_stone_defaults(),
   digiline = node_detector_digiline
})

minetest.register_node("mesecons_detector:node_detector_on", {
   tiles = {"default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "default_steel_block.png", "jeija_node_detector_on.png"},
   paramtype = "light",
   paramtype2 = "facedir",
   walkable = true,
   groups = {cracky=3,not_in_creative_inventory=1},
   drop = 'mesecons_detector:node_detector_off',
   mesecons = {receptor = {
      state = mesecon.state.on
   }},
   on_construct = node_detector_make_formspec,
   on_receive_fields = node_detector_on_receive_fields,
   after_place_node = function (pos, placer)
      local placer_pos = placer:getpos()
      
      --correct for the player's height
      if placer:is_player() then placer_pos.y = placer_pos.y + 1.5 end
      
      --correct for 6d facedir
      if placer_pos then
         local dir = {
            x = pos.x - placer_pos.x,
            y = pos.y - placer_pos.y,
            z = pos.z - placer_pos.z
         }
         local node = minetest.get_node(pos)
         node.param2 = minetest.dir_to_facedir(dir, true)
         minetest.set_node(pos, node)
         minetest.log("action", "real (6d) facedir: " .. node.param2)
      end
   end,
   sounds = default.node_sound_stone_defaults(),
   digiline = node_detector_digiline
})

minetest.register_craft({
   output = 'mesecons_detector:node_detector_off',
   recipe = {
      {"default:steel_ingot", "group:mesecon_conductor_craftable", "default:steel_ingot"},
      {"default:steel_ingot", "mesecons_luacontroller:luacontroller0000", "default:steel_ingot"},
      {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
   }
})

minetest.register_abm(
   {nodenames = {"mesecons_detector:node_detector_off"},
   interval = 1.0,
   chance = 1,
   action = function(pos, node)
      if node_detector_scan(pos) then
         minetest.swap_node(pos, {name = "mesecons_detector:node_detector_on", param2 = node.param2})
         mesecon.receptor_on(pos)
      end
   end,
})

minetest.register_abm(
   {nodenames = {"mesecons_detector:node_detector_on"},
   interval = 1.0,
   chance = 1,
   action = function(pos, node)
      if not node_detector_scan(pos) then
         minetest.swap_node(pos, {name = "mesecons_detector:node_detector_off", param2 = node.param2})
         mesecon.receptor_off(pos)
      end
   end,
})
 

Hybrid Dog
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Thu Apr 02, 2015 10:03

Miner59 wrote:Hi,
I changed mesecons_detector to allow the player to enter a distance, […]

thanks
 

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12Me21
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by 12Me21 » Thu Apr 02, 2015 15:36

It would be cool if the node detector could detect nodes at any coordinates, though this might be a little overpowered
 

Hybrid Dog
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Thu Apr 02, 2015 17:13

Kän ai wrait samsing hiar?
Last edited by Hybrid Dog on Wed Apr 22, 2015 18:24, edited 1 time in total.
 

ABJ
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by ABJ » Wed Apr 22, 2015 16:32

How do I make movestones go backward? And how do I connect levers?
 

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Wuzzy
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Wuzzy » Thu May 14, 2015 17:50

Minetest Game just had an important change:

It now provides a callback function for nodes and it is called “on_rotate”. It will be called whenever a screwdriver is used on the node.
I think this may be important for Mesecons, because (activated) pistons can be “broken” / behave weirdly when you use a screwdriver on them.

Here is the commit which introduced it:
https://github.com/minetest/minetest_ga ... 93972d93a0
 

Hybrid Dog
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Fri May 15, 2015 13:36

Wuzzy, if you used the on_destruct, after_destruct and on_construct functions instead of adding an on_rotate for the screwdriver, old mods which use these functions to e.g. remove a node next to them if it becomes removed and add the node if it becomes added would be supported.
Edit: this would also make pushing beds with pistons possible l think.
 

SlowMo24
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by SlowMo24 » Sun May 17, 2015 14:03

Hey,

i have a problem with the combination of mesecons with the worldEdit mod and i don't know, how to solve it:

when i place pressureplates with the worldEdit-mod, they don't change their state anymore. If they are placed as _off they will not change to on, when walking over them.
Strangely, the node-detector works fine.

Can anybody explain?

cheers
 

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TenPlus1
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by TenPlus1 » Sun May 17, 2015 14:11

When certain nodes are placed manually some have specific functions that run on_construct and on_place which setup the node for use, so I imagine that Mesecons does the same thing as well.. but.. when using WorldEdit to place a bunch of nodes it skips these parts and simple shows the node itself... So most nodes wont function properly when done this way...
 

SlowMo24
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by SlowMo24 » Sun May 17, 2015 14:25

Thank you for your answer! You where quick as lightning!
I found the on_construct-function in the code, which starts the timer for the pplate to look for a person walking over it. I'm sorry but i'm not that much in to lua-coding. do you have an idea to start the timer when the node gets placed by worldEdit?
 

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TenPlus1
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by TenPlus1 » Sun May 17, 2015 15:06

SloMo24: I dont think that you can, it would have to be placed manually to work properly...
 

addi88088
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by addi88088 » Thu May 28, 2015 02:52

Okay... I'm slightly new to all of this, though I have gotten most of my mods to work. Until this one...
Problem I am having is when enabled, it won't fully load because of this:

22:19:04: ERROR[main]: ========== ERROR FROM LUA ===========
22:19:04: ERROR[main]: Failed to load and run script from
22:19:04: ERROR[main]: /home/addi/.minetest/mods/Jeija-minetest-mod-mesecons-fec43a3/mesecons_torch/init.lua:
22:19:04: ERROR[main]: ...ja-minetest-mod-mesecons-fec43a3/mesecons_torch/init.lua:79: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
22:19:04: ERROR[main]: stack traceback:
22:19:04: ERROR[main]: ...ja-minetest-mod-mesecons-fec43a3/mesecons_torch/init.lua:79: in main chunk
22:19:04: ERROR[main]: ======= END OF ERROR FROM LUA ========

(Also don't mind the file name, I tried removing and re-applying the mod folder, and decided to leave the full title because I know it doesn't much matter as it's a modpack anyhow)

And when I go to the script and hit up line 79, it brings me to:

light_source = default.LIGHT_MAX-5,


So if it's a noobish mistake I apologize, but please inform me of how this can be fixed, thanks :$
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by LionsDen » Thu May 28, 2015 04:29

The mod folder needs to be named mesecons. According to what I can see of you path, it should be:

/home/addi/.minetest/mods/mesecons/

I don't know if there is anything else wrong but I am using the latest mesecons with the latest minetest and am not having problems.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Don » Thu May 28, 2015 04:48

addi88088 wrote:Okay... I'm slightly new to all of this, though I have gotten most of my mods to work. Until this one...
Problem I am having is when enabled, it won't fully load because of this:

22:19:04: ERROR[main]: ========== ERROR FROM LUA ===========
22:19:04: ERROR[main]: Failed to load and run script from
22:19:04: ERROR[main]: /home/addi/.minetest/mods/Jeija-minetest-mod-mesecons-fec43a3/mesecons_torch/init.lua:
22:19:04: ERROR[main]: ...ja-minetest-mod-mesecons-fec43a3/mesecons_torch/init.lua:79: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
22:19:04: ERROR[main]: stack traceback:
22:19:04: ERROR[main]: ...ja-minetest-mod-mesecons-fec43a3/mesecons_torch/init.lua:79: in main chunk
22:19:04: ERROR[main]: ======= END OF ERROR FROM LUA ========

(Also don't mind the file name, I tried removing and re-applying the mod folder, and decided to leave the full title because I know it doesn't much matter as it's a modpack anyhow)

And when I go to the script and hit up line 79, it brings me to:

light_source = default.LIGHT_MAX-5,


So if it's a noobish mistake I apologize, but please inform me of how this can be fixed, thanks :$

A simple solution would be to change line 79 to
light_source = 10,

But the existing code should work. What version of minetest are you running?
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by addi88088 » Thu May 28, 2015 05:47

LionsDen wrote:The mod folder needs to be named mesecons. According to what I can see of you path, it should be:

/home/addi/.minetest/mods/mesecons/

I don't know if there is anything else wrong but I am using the latest mesecons with the latest minetest and am not having problems.


That's how it is, it's just that I left the folders original name as "Jeija-minetest-mod-mesecons-fec43a3" because since it's a mod pack, you don't necessarily have to change the folder name

As for Don, I'll give that a shot, and version 0.4.9

EDIT: alright, I gave it a shot, and it worked. I think... only because now its bringing up another error (different section, not torch anymore), for the same reason, the "LIGHT_MAX" so I think I'll just have to go through them and take it out all-round :S Thanks though!
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Nathan.S » Thu May 28, 2015 11:22

I believe that the line should read
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
light_source = LIGHT_MAX-5,

Unless I am mistaken this should fix it. I wonder though if you might have an out dated version of this mod.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Don » Thu May 28, 2015 13:38

@addi88088 Minetest is on version 0.4.12. You should consider upgrading.
Many mods use features that require the latest version.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by srifqi » Thu May 28, 2015 15:53

addi88088 wrote:Okay... I'm slightly new to all of this, though I have gotten most of my mods to work. Until this one...
Problem I am having is when enabled, it won't fully load because of this:
--debug log--

(Also don't mind the file name, I tried removing and re-applying the mod folder, and decided to leave the full title because I know it doesn't much matter as it's a modpack anyhow)

And when I go to the script and hit up line 79, it brings me to:

light_source = default.LIGHT_MAX-5,


So if it's a noobish mistake I apologize, but please inform me of how this can be fixed, thanks :$

Have you use the lastest Minetest (0.4.12)? Have you use the Mesecon master git version?
Seems like there should be a dependencies to default mod.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by addi88088 » Fri May 29, 2015 01:45

Alright, soo... I got this mod working, and the only other mod that I had a problem with was home decor. I then updated to version 0.4.12 as advised (through ppa, because I'm running Ubuntu 14.04 LTS (Trusty Tahr)) and it then waved out a different error. This time it was the 'override_item', though to fix I removed the bracket after item, placed an equal sign, and removed the concluding bracket. Which seemed to work. If this is a bad idea, and anyone else has a better fix, I'm willing to learn lol. I just started messing around with mods yesterday so yes, I'm a bit of a noob at the moment, that's going through trial and error, thank you terminal. x) Thanks for the help though! Everyone! Seems to be a cooperative, easy to get along with, atmosphere! I like it :D

EDIT: by the way.. To fix, I ended up getting rid of the 'default.LIGHT_MAX' completely, as I have back-up's, if anything were to go wrong. So ill make a quick note of the removal of just the 'default.' just in case I come across any problems from removing the section I had removed.
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Don » Fri May 29, 2015 02:43

Glad you got it working. Mesecons is one of the must haves for single player.
Most people on the forum are great. Anytime you have an issue just ask.
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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by Hybrid Dog » Fri May 29, 2015 08:07

addi88088 wrote:EDIT: by the way.. To fix, I ended up getting rid of the 'default.LIGHT_MAX' completely, as I have back-up's, if anything were to go wrong. So ill make a quick note of the removal of just the 'default.' just in case I come across any problems from removing the section I had removed.

instead of removing it you could also add a mod, write the mods which use the 'default.LIGHT_MAX' as optional dependency into the depends.txt file of the mod and write 'default.LIGHT_MAX = default.LIGHT_MAX or 14' into init.lua
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by SlowMo24 » Thu Jun 04, 2015 20:49

TenPlus1 wrote:SloMo24: I dont think that you can, it would have to be placed manually to work properly...


this motivated me :-) and I found a way that works for my needs, but it is very dirty and stupid if you don't especially need it:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_abm({
   nodenames = {"mesecons_pressureplates:pressure_plate_stone_off"},
   interval = 1.0,
   chance = 1,
   action = function(pos, node, active_object_count, active_object_count_wider)
      minetest.get_node_timer(pos):start(mesecon.setting("pplate_interval", 0.1))
   end,
})
 

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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

by GFX_Garage » Fri Jun 05, 2015 19:14

The node detector isn't working for me. I put the name in "default:dirt" and put a dirt block beside it and nothing. The player detector works just fine. I deleted the folder, re-downloaded and installed with the same result. It's happening in Windows and Linux. Am I doing something wrong?

Here are the mods I have installed:
3D Armor
Beds
Hud
Item Drop
Memorandum
Mesecons (of course)
More Blocks
More Ores
Pipeworks
Technic
Throwing
Unified Inventory
Wardrobe
World Edit

(EDIT) Here's a video, in case I'm making a mistake or something.
https://dl.dropboxusercontent.com/s/e9p ... e.flv?dl=0

This is happening in Windows 7 Home Premium 64 and Ubuntu Gnome 15.04 64.

(EDIT)
I did a clean install of minetest 0.4.12 and mesecons alone and it didn't work. The player detector worked but not the node detector. I did it with 4.11 and 4.12, in the 32 and 64 bit releases, in the mingw and msvc releases with the same result.

There doesn't seem to be anything out of the ordinary in the dump.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all

-------------
  Separator 
-------------

Irrlicht log: Irrlicht Engine version 1.8.1
Irrlicht log: Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
Irrlicht log: Using renderer: OpenGL 4.4.13084
Irrlicht log: AMD Radeon R7 200 Series: ATI Technologies Inc.
Irrlicht log: OpenGL driver version is 1.2 or better.
Irrlicht log: GLSL version: 4.4
Irrlicht log: Resizing window (800 600)
[OK] Mesecons
19:58:12: ACTION[main]:         .__               __                   __   
19:58:12: ACTION[main]:   _____ |__| ____   _____/  |_  ____   _______/  |_
19:58:12: ACTION[main]:  /     \|  |/    \_/ __ \   __\/ __ \ /  ___/\   __\
19:58:12: ACTION[main]: |  Y Y  \  |   |  \  ___/|  | \  ___/ \___ \  |  | 
19:58:12: ACTION[main]: |__|_|  /__|___|  /\___  >__|  \___  >____  > |__| 
19:58:12: ACTION[main]:       \/        \/     \/          \/     \/       
19:58:12: ACTION[main]: World at [C:\Program Files\minetest-0.4.12\bin\..\worlds\test]
19:58:12: ACTION[main]: Server for gameid="minetest" listening on 0.0.0.0:50459.
19:58:29: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game.
19:58:29: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
Irrlicht log: Could not open file of texture: character.png
19:59:05: ACTION[ServerThread]: singleplayer takes "mesecons_detector:node_detector_off" from creative inventory
19:59:07: ACTION[ServerThread]: singleplayer takes "mesecons_detector:object_detector_off" from creative inventory
19:59:25: ACTION[ServerThread]: singleplayer takes "default:stone" from creative inventory
19:59:29: ACTION[ServerThread]: singleplayer places node mesecons_detector:node_detector_off at (31,3,-76)
19:59:29: ACTION[ServerThread]: facedir: 3
19:59:29: ACTION[ServerThread]: real (6d) facedir: 3
19:59:47: ACTION[ServerThread]: singleplayer places node default:stone at (31,3,-77)
19:59:51: ACTION[ServerThread]: singleplayer places node mesecons_detector:object_detector_off at (31,3,-73)
20:01:06: ACTION[ServerThread]: singleplayer digs default:stone at (31,3,-77)
20:01:07: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (32,2,-76)
20:01:07: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (31,2,-76)
20:01:09: ACTION[ServerThread]: singleplayer places node default:stone at (31,2,-76)
20:01:11: ACTION[ServerThread]: singleplayer places node default:stone at (31,3,-77)
20:01:12: ACTION[ServerThread]: singleplayer places node default:stone at (31,4,-77)
20:01:13: ACTION[ServerThread]: singleplayer places node default:stone at (31,4,-76)
20:01:14: ACTION[ServerThread]: singleplayer places node default:stone at (31,4,-75)
20:01:15: ACTION[ServerThread]: singleplayer places node default:stone at (31,3,-75)
20:01:17: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (32,2,-77)
20:01:17: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (31,2,-77)
20:01:18: ACTION[ServerThread]: singleplayer places node default:stone at (31,2,-77)
20:01:19: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (32,2,-75)
20:01:19: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (31,2,-75)
20:01:20: ACTION[ServerThread]: singleplayer places node default:stone at (31,2,-75)
20:01:22: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (30,2,-77)
20:01:23: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (30,2,-76)
20:01:23: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (30,2,-75)
20:01:24: ACTION[ServerThread]: singleplayer places node default:stone at (30,2,-75)
20:01:25: ACTION[ServerThread]: singleplayer places node default:stone at (30,3,-75)
20:01:26: ACTION[ServerThread]: singleplayer places node default:stone at (30,4,-75)
20:01:26: ACTION[ServerThread]: singleplayer places node default:stone at (30,4,-76)
20:01:27: ACTION[ServerThread]: singleplayer places node default:stone at (30,4,-77)
20:01:27: ACTION[ServerThread]: singleplayer places node default:stone at (30,3,-77)
20:01:28: ACTION[ServerThread]: singleplayer places node default:stone at (30,3,-76)
20:01:29: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (29,2,-75)
20:01:30: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (29,2,-76)
20:01:30: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (29,2,-77)
20:01:31: ACTION[ServerThread]: singleplayer places node default:stone at (30,2,-77)
20:01:31: ACTION[ServerThread]: singleplayer places node default:stone at (30,2,-76)
20:01:33: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (29,2,-78)
20:01:33: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (30,2,-78)
20:01:34: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (31,2,-78)
20:01:34: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (32,2,-78)
20:01:37: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (32,2,-74)
20:01:37: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (31,2,-74)
20:01:37: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (30,2,-74)
20:01:38: ACTION[ServerThread]: singleplayer digs default:dirt_with_grass at (29,2,-74)
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