Search found 674 matches
- Sat Dec 10, 2016 06:42
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Thanks for notifying me, Wuzzy. Since this is not very urgent, I have created a GitHub Issue to discuss this topic. Do you happen to know what the difference between the old and new fire sounds even is?
- Thu Oct 27, 2016 18:58
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
You don't need to rename it, mesecons is not just a mod, but a "modpack", so you can name it whatever you want. Just place it in the "mods" folder and you should be good. If you still feel like renaming it, I usually just call it "minetest-mod-mesecons".
- Sun Oct 23, 2016 15:14
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Use "mesecons_switch:mesecon_switch_off" instead of "mesecons_switch:mesecon_switch".
- Tue Oct 18, 2016 17:03
- Forum: General Discussion
- Topic: Mesecons and use switch to activate Micro-controller
- Replies: 1
- Views: 857
Re: Mesecons and use switch to activate Micro-controller
port is for output, pin is for input. Don't use port.a == true, use pin.a == true instead. Also see Chapter II over here: http://mesecons.net/luacontroller/
A shorter way to write your code would be:
A shorter way to write your code would be:
Code: Select all
port.b = pin.a
port.d = pin.a
- Sun Oct 09, 2016 08:50
- Forum: Luanti-related projects
- Topic: Minetest on a spherical planet
- Replies: 67
- Views: 39225
Re: Minetest on a spherical planet
I have updated the first post to answer some of your questions, like what the planet_radius setting really does. If you can't see across the planet "edges", the first post should also explain how to fix that. Unfortunately, I don't think I can continue working on spheretest or integrating ...
- Sat Oct 08, 2016 11:49
- Forum: Luanti-related projects
- Topic: Minetest on a spherical planet
- Replies: 67
- Views: 39225
Re: Minetest on a spherical planet
I have now updated the first post with a precompiled Microsoft Windows version of the game, including all necessary changes to minetest.conf to make the planet happen as well as minetest_game, the satellite mod and several other mods and the demo world from the videos. Thanks to sfan5 and Krock who ...
- Thu Oct 06, 2016 19:59
- Forum: Luanti-related projects
- Topic: Minetest on a spherical planet
- Replies: 67
- Views: 39225
Minetest on a spherical planet
I have made two YouTube videos on the (im)possibility of making the minetest world look and behave somewhat like a spherical planet. I thought I might share them with you. The title says Minecraft (because that is the more commonly known game and the math applies to both games), but this is acutally...
- Wed Sep 21, 2016 09:43
- Forum: Luanti-related projects
- Topic: ESP8266 Smartwatch as Controller
- Replies: 10
- Views: 4867
Re: ESP8266 Smartwatch as Controller
Something like this should get you started: local http_api = minetest.request_http_api() if not http_api then print("ERROR: in minetest.conf, this mod must be in secure.http_mods!") end minetest.after(5, function() http_api.fetch({ url = "http://example.org", timeout = 1 }, funct...
- Wed Mar 02, 2016 18:59
- Forum: Luanti-related projects
- Topic: ESP8266 Smartwatch as Controller
- Replies: 10
- Views: 4867
ESP8266 Smartwatch as Controller
Since my Lua HTTP API code has been merged just recently, I thought I could make a little video that shows how these features can be used. In my case, I am using a DIY ESP8266-based WIFI Smartwatch with integrated gyroscope and accelerometer as a controller for minetest. I hope this is an inspiratio...
- Sun Oct 04, 2015 10:15
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Announcement:
From now on use the RIGHT mouse button instead of the left one to toggle switches and levers and to press buttons. This change was made so that you can't accidentally toggle a switch/button/lever while digging it (or dig it while you only want to toggle it).
From now on use the RIGHT mouse button instead of the left one to toggle switches and levers and to press buttons. This change was made so that you can't accidentally toggle a switch/button/lever while digging it (or dig it while you only want to toggle it).
- Tue Mar 17, 2015 16:27
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
For the custom signal toggle delay: Have a look at the Luacontroller documentation , specifically the interrupt() function. Before mesecons was on GitHub, it wasn't hosted on a repository anywhere, but only developed by minerd247 (textures) and me (all code). You could download the mod from Ubuntu O...
- Thu Feb 26, 2015 15:02
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
12Me21, if you want to allow mesecons to be placed at the ceiling and on the floor, you might want to install the wire mod by Novatux. It is not in the main mesecons mod since it seriously slows down game initialization. https://github.com/Novatux/wires https://camo.githubusercontent.com/8f9ead9d0ac...
- Thu Feb 19, 2015 09:47
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
It will improve any mods that do the kind of node manipulation that mesecons does: Update not very many nodes, but possibly at places far away from the player. It won't improve worldedit or anything like that though. Mesecons is actually very performant on the server side, but the client just doesn'...
- Tue Feb 17, 2015 19:45
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
I sometimes (quite often) hear people complaining how mesecons performance is bad compared to redstone. I need to keep telling them, that the issue is not with mesecons, but with the minetest engine itself. I made a pull request to engine with a small patch that improves performance (https://github....
- Tue Nov 25, 2014 18:55
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Inocudom, this should have fixed the issue. It's kind of embarassing, I had already fixed that bug locally, but forgot to before git commit. I hope everything works now for you, thanks for telling me!
Code: Select all
git add .
- Tue Nov 25, 2014 18:42
- Forum: Modding Discussion
- Topic: Lua Threads for Computer Mod
- Replies: 95
- Views: 27765
Re: Lua Threads for Computer Mod
Just wanted to tell you that if you want to add HDDs, more sensors, peripherals etc. to digilines, I'm open for it! Also, if my pull request for minetest (https://github.com/minetest/minetest/pull/1869) gets merged, the luacontroller can have an internet database for code snippets and such and it wo...
- Mon Nov 17, 2014 23:08
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hi Dave, sure you can fork mesecons to include your changes. Rather than licensing stuff I'd be More concerned about people installing your fork on servers. It would be great if you could make a note telling people what changes you made and that these changes may permit people to basically destroy t...
- Sun Nov 16, 2014 20:43
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hi davegoopot, I'd then recommend you to edit the mesecons_luacontroller/init.lua file yourself to add minetest.chat_send_all to the safe commands. Due to obvious reaons I can't make that change upstream. For instance, you could just add minetest = minetest to the return value of create_environment ...
- Sun Nov 16, 2014 16:41
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
You could just use the command block instead of the luacontroller for that purpose.
If you want to send something to everyone, just use
say [TEXT]
and if you want send something to just one person, use
tell [PERSON] [TEXT]
If you want to send something to everyone, just use
say [TEXT]
and if you want send something to just one person, use
tell [PERSON] [TEXT]
- Thu Sep 18, 2014 13:52
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Hi Megaf, nice to hear that. I support your idea of creating a fork. Even though I'd love to work more on mesecons, I just don't have the time for it. I encourage you to maintain a fork of mesecons that might not only implement new fences, but also other features you or other people like to have. Th...
- Wed May 21, 2014 15:14
- Forum: Luanti-related projects
- Topic: [Web Service] Minetest customizer [Abandoned]
- Replies: 11
- Views: 6170
Re: [Web Service] Minetest customizer
Noone used it, few support and I was missing new Windows builds. Now that minetest has this ingame Modstore, I don't feel like this is still necessary. I abandoned the project for now, but you can have the code if you want to continue it.
- Sun May 18, 2014 05:57
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
This is definitely not the right place to ask, JoshMars.
You should ask that in the IRC or in some topic in Modding General. You will propably need to iterate through a list of all players and calculate their distances to your position manually.
You should ask that in the IRC or in some topic in Modding General. You will propably need to iterate through a list of all players and calculate their distances to your position manually.
- Sun May 11, 2014 19:03
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
There is this quite old one that might work: http://mesecons.net/stables/2012-08-16.zip In general I recommend to use git reset (http://git-scm.com/docs/git-reset). You need to execute it in the mesecons folder to revert git commits made to mesecons. That way, you can revert to any version of meseco...
- Sun May 11, 2014 18:40
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
Your minetest version is far too old to be supported by the current mesecons. Can't you use this one: viewtopic.php?f=3&t=9190 ?
- Fri Apr 25, 2014 16:40
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1946
- Views: 739029
Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec
@ZachyGames: In order to get started with Mesecons, check out http://uberi.mesecons.net/projects/MeseconsBasics/index.html. You can make doors with pistons or by connected mesecon wire to a wooden door. For more advanced stuff, go to http://uberi.mesecons.net/ . If you want to find out about certain...