[POLL] What do you think about mesecons?

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jojoa1997
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by jojoa1997 » Fri Dec 14, 2012 18:32

I have a bug that when sand or gravel falls on a wire it wants to dig the wire but can't. Could you make the wires break when gravel or sand falls on it.
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Doc
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by Doc » Fri Dec 14, 2012 18:45

Nore wrote:I think databusses and adress decoders are a very good idea: it could be useful for very compact circuits.

I just use microcontrollers for this, and its about as compact as you need.
 

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by Nore » Fri Dec 14, 2012 18:51

Well, I thought something like passing something like 16 different channels in a single cable node (you don't have to make 16 wires).
 

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by Sokomine » Sat Dec 15, 2012 02:08

Yes, like Nore said. One line (maybe even wireless) that contains 8 or 16 wires. Microcontrollers are very good and useful, but they only have 4 IO-Ports. That means it takes either complex circuits or a clock and a serial bus (complex in itshelf). If you are intrested in low-level and want to optimize your cirquit using wires, there is no reason why not to. But if the wires are not the important thing and it's about reading sensors and reacting to them it becomes easier when using a higher level of abstraction.
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by Doc » Sat Dec 15, 2012 06:13

Yeah, but part of it is the good feeling of designing a ram module, and competing over which design is best! I came up with a really compact one that can be expanded as much as you want, except that bugs with the wire are messing it up.
 

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by Temperest » Sat Dec 15, 2012 18:11

You can use the vertical stacking method to make nice and compact circuits:

(8 bit ripple carry adder)
Image

For more complex combinatoric circuits, you can use some simple transformations to get the optimal partitioning of the gates into microcontrollers. But that somewhat ruins the fun, in my opinion :P.
Last edited by Temperest on Sat Dec 15, 2012 18:11, edited 1 time in total.
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by VoidLord » Sat Jun 15, 2013 13:24

You (Jeija) should add when there is an arrangement like this (viewed from side)
mesecon,block
block, mesecon
that the mesecons don't connect, can be used to make super fast oscillators for example.
Last edited by VoidLord on Sat Jun 15, 2013 13:24, edited 1 time in total.
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Nore
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by Nore » Sat Jun 15, 2013 13:26

The fastest oscillator you can make is by connecting the output of a not gate to its input...
 

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by VoidLord » Sat Jun 15, 2013 13:37

Yeah, but that crashes real bad, wo I mean w/ a sticky piston or something.
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by Nore » Sat Jun 15, 2013 13:47

Do you use the latest version of mesecons? And it is possible to push/pull wires with sticky pistons... If this was added, a lot of circuits would not work anymore.
 

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by VoidLord » Sat Jun 15, 2013 14:02

Yes, No pushing mesecons w/a sticky piston doesn't work. That is honestly just too bad, both that this feature can't be implemented and what I just said.
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by Evergreen » Sat Jun 15, 2013 14:08

VoidLord wrote:Yes, No pushing mesecons w/a sticky piston doesn't work. That is honestly just too bad, both that this feature can't be implemented and what I just said.

-_- Yes it does work. I just got the latest version and it works.
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by VoidLord » Sat Jun 15, 2013 14:16

Well I have the latest version too; I just tested it and the mesecons don't join back up when the sticky piston retracts.
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by Nore » Sat Jun 15, 2013 14:43

They don't reconnect visually, but electrically, they do. If you don't like that, use insulated mesecons.
 

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by VoidLord » Sat Jun 15, 2013 14:46

No, they won't connect electrically even when the mesecon is connected back to the piston itself (if it did work then there would be some crazy fast oscillations).
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by VanessaE » Sat Jun 15, 2013 16:29

Surely you're not using the latest git pull of mesecons then - the effects described by others here work perfectly for me as well - there are a number of odd, unusual, or just complex circuits on my server that work fine.
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VoidLord
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by VoidLord » Sat Jun 15, 2013 16:41

I just re-downloaded the mod and, frankly, nothin doin'.
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VoidLord
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by VoidLord » Sat Jun 15, 2013 17:10

Wait! Someone I was talking to on another blog provided me with the correct version of mesecons (I thought the latest version was on the front page for mesecons) and somehow it still didn't work.
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Nore
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by Nore » Sat Jun 15, 2013 17:33

That should soon be fixed... However, you should try again to connect a not gate to its input. It will work as well, and cause less lag since you will not update tons of nodes.
 

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by VoidLord » Sat Jun 15, 2013 17:48

I think you mean w/a delayer. Oh well, just another one of those things that will (hopefully) get fixed next version.
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Nore
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by Nore » Sat Jun 15, 2013 17:59

No delayer, so that will work at max speed.
 

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by Exilyth » Sun Jul 28, 2013 19:50

I'm using mesecons along with pipeworks. I really like the combination of the two mods.
So far I've build some automatic doors with pressure plates and an automatic furnance (which uses (sand) pipes to suck up material and fuel, stores them in chests and then feeds them to the furnance, which in turn transfers the result to another chest).


By the way...
http://mesecons.net/items/piston_normal.php
shows some sort of brickwall for the crafting recipe of the piston, but the actual lua file lists cobble instead (using the master .zip from last week (23.07.2013 or so)).
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.
 

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by Evergreen » Sun Jul 28, 2013 20:15

Exilyth wrote:I'm using mesecons along with pipeworks. I really like the combination of the two mods.
So far I've build some automatic doors with pressure plates and an automatic furnance (which uses (sand) pipes to suck up material and fuel, stores them in chests and then feeds them to the furnance, which in turn transfers the result to another chest).


By the way...
http://mesecons.net/items/piston_normal.php
shows some sort of brickwall for the crafting recipe of the piston, but the actual lua file lists cobble instead (using the master .zip from last week (23.07.2013 or so)).
That's the way cobblestone used to look. :P
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Exilyth
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by Exilyth » Mon Jul 29, 2013 12:58

Evergreen wrote:That's the way cobblestone used to look. :P


Ah... I didn't know that. I started playing minetest last week. :)
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.
 

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