22 Commits

Author SHA1 Message Date
7888566b2f Use table.copy in mesecons.tablecopy
mesecons.tablecopy didn’t support recursive tables, while Minetest table.copy works well for them.
2019-09-21 21:09:46 +00:00
15e743629e Respect protection in MVPS (#466) 2019-09-20 23:04:52 +00:00
1bf862f932 Use modpack.conf instead of legacy modpack.txt (#475) 2019-08-25 23:36:21 +03:00
1a9704f184 Add digiline commands for operating node detector (#472) 2019-08-21 23:52:33 +03:00
8baa789eb1 Optimize images (#464)
Recompress losslessly using `optipng` and `advpng`
2019-06-27 22:33:11 +03:00
b0158f5674 Too many glasses in noteblock 2019-04-10 23:00:58 +02:00
DS
073c92d487 Revert "Fix sticky pistons (#403)" (#458)
This reverts commit d8f82e6771.
2019-03-17 10:29:04 +01:00
737f366741 LuaC: add lightweight interrupts (#449) 2018-12-29 23:48:32 +03:00
302a28934d Document inactive block behaviour (#447) 2018-12-21 22:10:08 +03:00
6e767a6c76 Make sticky piston stick falling things as well (#436) 2018-12-21 22:02:57 +03:00
9d239cbfff Fix typos (#442) 2018-12-09 16:38:23 +03:00
d3cabedbb0 Prevent long error message from covering the button 2018-12-09 13:59:49 +01:00
df4e880d8b Fix crash in microcontroller (#439)
Add check nil var with bug from crash server.
fixes #438
2018-11-06 09:48:44 +01:00
45bbd9f7e3 Don’t damage unloaded blocks (#435) 2018-10-29 23:58:07 +03:00
028c290cd7 Mark 'code' as private as well
Saves on bandwidth, however the code is still accessible via the formspec.
2018-09-18 13:01:18 +02:00
8808bb8911 Mark LuaController memory as private
If LuaControllers handle sensitive information, hacked clients could get this information from the LuaController. Marking the memory as private fixes this and saves a small amount of bandwidth.
2018-09-18 13:01:18 +02:00
fa040eb085 Fix vertical movestone textures (#430) 2018-09-09 00:35:15 +03:00
a4f5ae5b89 Remove tiny (+0.001) selection box oversize 2018-09-07 17:31:49 +02:00
9e6eac4285 Make insulated wires’ selection box fit in the node 2018-09-07 17:31:49 +02:00
c73b451f9b Update wiki links (#432)
wiki.minetest.net is the official Minetest wiki
2018-08-29 00:45:46 +03:00
DS
9ff2329253 Noteblock: use new fire sounds (#385) 2018-08-26 23:13:47 +03:00
444cd0f2f1 Replace usage of default.LIGHT_MAX with minetest.LIGHT_MAX
It was moved a long time ago and the former is not guaranteed to be available.
fixes #424
2018-07-24 21:30:04 +02:00
314 changed files with 325 additions and 117 deletions

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@ -24,7 +24,7 @@ Go get it!
[DOWNLOAD IT NOW](https://github.com/minetest-mods/mesecons/archive/master.zip)
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](http://wiki.minetest.com/wiki/Mods) over at the Minetest Wiki. For your convenience, here's a quick summary:
Now go ahead and install it like any other Minetest mod. Don't know how? Check out [the wonderful page about it](https://wiki.minetest.net/Mods) over at the official Minetest Wiki. For your convenience, here's a quick summary:
1. If Mesecons is still in a ZIP file, extract the folder inside to somewhere on the computer.
2. Make sure that when you open the folder, you can directly find `README.md` in the listing. If you just see another folder, move that folder up one level and delete the old one.
@ -43,6 +43,8 @@ Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your sty
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
There is also a [wiki page](https://wiki.minetest.net/Mods/Mesecons) dedicated to this mod.
Want to get more into building? Why not check out the [Mesecons Laboratory](http://uberi.mesecons.net/), a website dedicated to advanced Mesecons builders?
Want to contribute to Mesecons itself? Check out the [source code](https://github.com/minetest-mods/mesecons)!

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@ -30,7 +30,7 @@ minetest.register_node("mesecons:mesecon_on", {
},
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = "mesecons:mesecon_off 1",
light_source = default.LIGHT_MAX-11,
light_source = minetest.LIGHT_MAX-11,
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:mesecon_off"

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@ -186,19 +186,11 @@ function mesecon.invertRule(r)
return vector.multiply(r, -1)
end
function mesecon.tablecopy(table) -- deep table copy
if type(table) ~= "table" then return table end -- no need to copy
local newtable = {}
for idx, item in pairs(table) do
if type(item) == "table" then
newtable[idx] = mesecon.tablecopy(item)
else
newtable[idx] = item
function mesecon.tablecopy(obj) -- deep copy
if type(obj) == "table" then
return table.copy(obj)
end
end
return newtable
return obj
end
function mesecon.cmpAny(t1, t2)

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@ -1 +1,2 @@
The blinky plants toggles between on and off state every three seconds. Can be used to make clocks. Also works after having restarted the game.
It stops blinking in an inactive block, then starts again when the block becomes active.

BIN
mesecons_blinkyplant/doc/blinkyplant/preview.png Executable file → Normal file

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@ -73,7 +73,7 @@ minetest.register_node("mesecons_button:button_on", {
legacy_wallmounted = true,
walkable = false,
on_rotate = false,
light_source = default.LIGHT_MAX-7,
light_source = minetest.LIGHT_MAX-7,
sunlight_propagates = true,
selection_box = {
type = "fixed",

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@ -1 +1,2 @@
There is no crafting recipe as this should only be available for server admins. Quite similar to the Minecraft counterpart. Executes server commands.
It works in inactive blocks.

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@ -1 +1 @@
The delayer delays the signal from the input for a determined time. The time can be set by punching the delayer. Possible delays are: 0.1 seconds, 0.3 seconds, 0.5 seconds and 1 second. You may try to use it for creating songs with the noteblock.
The delayer delays the signal from the input for a determined time. The time can be set by punching the delayer. Possible delays are: 0.1 seconds, 0.3 seconds, 0.5 seconds and 1 second. You may try to use it for creating songs with the noteblock. It works in unloaded blocks.

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@ -1,7 +1,11 @@
The node detector is a receptor. It changes its state when either any node
or a specific node is detected. Right-click it to set a nodename to scan for.
It can also receive digiline signals. You can either send "GET" and it will
respond with the detected nodename or you can send any other string and it will
set this string as the node to scan for.
It can also receive digiline signals. For example, you can send
<code>{distance=4, scanname="default:dirt"}</code>
to set distance to 4 and scan for dirt. You can omit either parameter.
There is also a command parameter: <code>{command="get"}</code> will respond
with the detected nodename and <code>{command="scan"}</code> will respond with
a boolean using the distance and nodename of the detector.
Nodenames must include the mod they reside in, so for instance default:dirt, not just dirt.
The distance parameter specifies how many blocks are between the node detector and the node to detect.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

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@ -2,3 +2,4 @@ The object detector is a receptor. It changes its state when a player approaches
Right-click it to set a name to scan for.
You can also search for comma-separated lists of players where the detector gets activated if any of the names in the list are found.
It can also receive digiline signals which are the name to scan for on the specified channel in the right-click menu.
Automatic scanning with Mesecons output only works when the detector is in an active block, but Digilines queries always work.

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@ -189,29 +189,50 @@ local function node_detector_scan(pos)
(frontname ~= "air" and frontname ~= "ignore" and scanname == "")
end
local function node_detector_send_node_name(pos, node, channel, meta)
local distance = meta:get_int("distance")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
local nodename = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
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 distance = meta:get_int("distance")
local distance_max = mesecon.setting("node_detector_distance_max", 10)
if distance < 0 then distance = 0 end
if distance > distance_max then distance = distance_max end
if channel ~= meta:get_string("digiline_channel") then return end
if type(msg) == "table" then
if msg.distance or msg.scanname then
if msg.distance then
meta:set_string("distance", msg.distance)
end
if msg.scanname then
meta:set_string("scanname", msg.scanname)
end
node_detector_make_formspec(pos)
end
if msg.command == "get" then
node_detector_send_node_name(pos, node, channel, meta)
elseif msg.command == "scan" then
local result = node_detector_scan(pos)
digiline:receptor_send(pos, digiline.rules.default, channel, result)
end
else
if msg == GET_COMMAND then
local nodename = minetest.get_node(
vector.subtract(pos, vector.multiply(minetest.facedir_to_dir(node.param2), distance + 1))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
node_detector_send_node_name(pos, node, channel, meta)
else
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
end
end,
},
receptor = {}

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@ -2,13 +2,14 @@ local screwdriver_exists = minetest.global_exists("screwdriver")
local corner_nodebox = {
type = "fixed",
-- ±0.001 is to prevent z-fighting
fixed = {{ -16/32-0.001, -17/32, -3/32, 0, -13/32, 3/32 },
{ -3/32, -17/32, -16/32+0.001, 3/32, -13/32, 3/32}}
}
local corner_selectionbox = {
type = "fixed",
fixed = { -16/32-0.001, -18/32, -16/32, 5/32, -12/32, 5/32 },
fixed = { -16/32, -16/32, -16/32, 5/32, -12/32, 5/32 },
}
local corner_get_rules = function (node)

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@ -32,7 +32,7 @@ minetest.register_node("mesecons_extrawires:crossover_off", {
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3},
sounds = default.node_sound_defaults(),
mesecons = {
@ -59,7 +59,7 @@ minetest.register_node("mesecons_extrawires:crossover_01", {
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = {
@ -86,7 +86,7 @@ minetest.register_node("mesecons_extrawires:crossover_10", {
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = {
@ -113,7 +113,7 @@ minetest.register_node("mesecons_extrawires:crossover_on", {
is_ground_content = false,
walkable = false,
stack_max = 99,
selection_box = {type="fixed", fixed={-16/32-0.0001, -18/32, -16/32-0.001, 16/32+0.001, -5/32, 16/32+0.001}},
selection_box = {type="fixed", fixed={-16/32, -16/32, -16/32, 16/32, -5/32, 16/32}},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
sounds = default.node_sound_defaults(),
mesecons = {

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@ -1 +1 @@
Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision.
Insulated corners are conductors that only conduct between the inputs (also not up or down). When placing they always point to the left in direction of your vision. Like uninsulated wires, they work through unloaded blocks.

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@ -1 +1 @@
Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other.
Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other. Like uninsulated wires, they work through unloaded blocks.

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@ -1 +1 @@
The basic prerequesite for mesecons, can be crafted into wires and other stuff. Have a look at the <a href="http://wiki.minetest.net/Mese">Minetest Wiki</a> for more information. Mese is a conductor. It conducts in all six directions: Up/Down/Left/Right/Forward/Backward
The basic prerequesite for mesecons, can be crafted into wires and other stuff. Have a look at the <a href="http://wiki.minetest.net/Mese">Minetest Wiki</a> for more information. Mese is a conductor. It conducts in all six directions: Up/Down/Left/Right/Forward/Backward. Like horizontal wires, Mese conduction works through unloaded blocks.

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@ -1 +1 @@
Insulated T-Junctions are conductors that only conduct between the inputs (also not up or down).
Insulated T-Junctions are conductors that only conduct between the inputs (also not up or down). Like uninsulated wires, they work through unloaded blocks.

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@ -1 +1 @@
Vertical Mesecons only conduct up and down. Plates appear at the ends, at that place they also conduct to the side.
Vertical Mesecons only conduct up and down. Plates appear at the ends, at that place they also conduct to the side. Like horizontal wires, they work through unloaded blocks.

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@ -2,13 +2,14 @@ local screwdriver_exists = minetest.global_exists("screwdriver")
local tjunction_nodebox = {
type = "fixed",
-- ±0.001 is to prevent z-fighting
fixed = {{ -16/32-0.001, -17/32, -3/32, 16/32+0.001, -13/32, 3/32 },
{ -3/32, -17/32, -16/32+0.001, 3/32, -13/32, -3/32},}
}
local tjunction_selectionbox = {
type = "fixed",
fixed = { -16/32-0.001, -18/32, -16/32, 16/32+0.001, -12/32, 7/32 },
fixed = { -16/32, -16/32, -16/32, 16/32, -12/32, 7/32 },
}
local tjunction_get_rules = function (node)

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@ -1,5 +1,6 @@
FPGAs can be used to chain multiple logic gates together in a compact manner.
They come with 4 I/O ports and 10 internal registers,
which can then be connected with eachother to form logic circuits.<br />
which can then be connected with each other to form logic circuits.
They work fine in unloaded blocks.<br />
Supported gate types: <b>AND</b>, <b>OR</b>, <b>NOT</b>, <b>XOR</b>, <b>NAND</b>, <b>XNOR</b>, <b>Buffer</b> (=)<br />
I/O ports: <b>A B C D</b>; Registers: numbered <b>0</b> to <b>9</b>

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AND gates power their output if both inputs (from left and right) are powered.
They work in unloaded blocks.

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Diodes conduct signals in one direction only.
They work in unloaded blocks.

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NAND gates do not power their output if both inputs (from left and right) are powered, but power it in every other case.
They work in unloaded blocks.

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NOR gates only power their output if none of their two inputs is powered. They are basically OR gates with a NOT gate at their output.
They work in unloaded blocks.

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NOT gates invert signals, just like a mesecon torch does, but faster. The input is at the opposite side of the output.
They work in unloaded blocks.

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OR gates power their output if either of their inputs (or both) are powered. You could basically get the same behaviour with two diodes, but OR gates save some space.
They work in unloaded blocks.

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XOR gates power their output if only one input is powered, they're off if either both or none of the inputs is powered.
They work in unloaded blocks.

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