[mesecons] Add NOR and OR gates, and documentation
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mods/mesecons/documentation.json
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{
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"Conductors" : {
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"Mesecon" : "mesecons/doc/mesecon",
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"Insulated Wire" : "mesecons_insulated/doc/insulated",
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"T-Junction" : "mesecons_extrawires/doc/tjunction",
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"Crossing" : "mesecons_extrawires/doc/crossing",
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"Corner" : "mesecons_extrawires/doc/corner",
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"Vertical Wire" : "mesecons_extrawires/doc/vertical",
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"Mese" : "mesecons_extrawires/doc/mese"
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},
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"Receptors" : {
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"Power Plant" : "mesecons_powerplant/doc/powerplant",
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"Blinky Plant" : "mesecons_blinkyplant/doc/blinkyplant",
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"Switch" : "mesecons_switch/doc/switch",
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"Object Detector" : "mesecons_detector/doc/objectdetector",
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"Node Detector" : "mesecons_detector/doc/nodedetector",
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"Wall Lever" : "mesecons_walllever/doc/walllever",
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"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_wood",
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"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_stone",
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"Water Turbine" : "mesecons_hydroturbine/doc/waterturbine",
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"Solar Panel" : "mesecons_solarpanel/doc/solarpanel",
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"Wall Button" : "mesecons_button/doc/button"
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},
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"Effectors" : {
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"Noteblock" : "mesecons_noteblock/doc/noteblock",
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"Lamp" : "mesecons_lamp/doc/lamp",
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"Piston" : "mesecons_pistons/doc/piston",
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"Sticky Piston" : "mesecons_pistons/doc/piston_sticky",
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"Movestone" : "mesecons_movestones/doc/movestone",
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"Sticky Movestone" : "mesecons_movestones/doc/movestone_sticky",
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"Removestone" : "mesecons_random/doc/removestone",
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"Ghoststone" : "mesecons_random/doc/ghoststone",
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"Command Block" : "mesecons_commandblock/doc/commandblock",
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"Lightstones" : {
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"Dark Grey" : "mesecons_lightstone/doc/lightstone_darkgrey",
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"Light Grey" : "mesecons_lightstone/doc/lightstone_lightgrey",
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"Green" : "mesecons_lightstone/doc/lightstone_green",
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"Red" : "mesecons_lightstone/doc/lightstone_red",
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"Blue" : "mesecons_lightstone/doc/lightstone_blue",
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"Yellow" : "mesecons_lightstone/doc/lightstone_yellow"
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}
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},
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"Logic" : {
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"Luacontroller" : "mesecons_luacontroller/doc/luacontroller",
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"Torch" : "mesecons_torch/doc/torch",
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"Delayer" : "mesecons_delayer/doc/delayer",
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"Gates" : {
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"Diode" : "mesecons_gates/doc/diode",
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"NOT Gate" : "mesecons_gates/doc/not",
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"AND Gate" : "mesecons_gates/doc/and",
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"NAND Gate" : "mesecons_gates/doc/nand",
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"OR Gate" : "mesecons_gates/doc/or",
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"NOR Gate" : "mesecons_gates/doc/nor",
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"XOR Gate" : "mesecons_gates/doc/xor"
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}
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},
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"Crafts" : {
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"Silicon" : "mesecons_materials/doc/silicon",
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"Glue" : "mesecons_materials/doc/glue",
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"Fiber" : "mesecons_materials/doc/fiber"
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}
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}
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mods/mesecons/mesecons/doc/mesecon/description.html
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Mesecons are the wires, use them to connect effectors with receptors.
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mods/mesecons/mesecons/doc/mesecon/preview.png
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mods/mesecons/mesecons/doc/mesecon/recipe.png
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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.
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mods/mesecons/mesecons_blinkyplant/doc/blinkyplant/preview.png
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mods/mesecons/mesecons_blinkyplant/doc/blinkyplant/recipe.png
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This receptor can be attached to walls. It turns on for 1 second if it's punched.
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mods/mesecons/mesecons_button/doc/button/preview.png
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mods/mesecons/mesecons_button/doc/button/recipe.png
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There is no crafting recipe as this should only be available for server admins. Quite similar to the Minecraft counterpart. Executes server commands.
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mods/mesecons/mesecons_commandblock/doc/commandblock/preview.png
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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.
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mods/mesecons/mesecons_delayer/doc/delayer/preview.png
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mods/mesecons/mesecons_delayer/doc/delayer/recipe.png
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The node detector is a receptor. It changes its state when either any node
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or a specific node is detected. Right-click it to set a nodename to scan for.
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It can also receive digiline signals. You can either send "GET" and it will
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respond with the detected nodename or you can send any other string and it will
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set this string as the node to scan for.
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Nodenames must include the mod they reside in, so for instance default:dirt, not just dirt.
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mods/mesecons/mesecons_detector/doc/nodedetector/preview.png
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The object detector is a receptor. It changes its state when a player approaches.
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Right-click it to set a name to scan for.
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It can also receive digiline signals which are the name to scan for on the specified channel in the right-click menu.
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mods/mesecons/mesecons_detector/doc/objectdetector/preview.png
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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.
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mods/mesecons/mesecons_extrawires/doc/corner/preview.png
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mods/mesecons/mesecons_extrawires/doc/corner/recipe.png
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Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other.
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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
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Insulated T-Junctions are conductors that only conduct between the inputs (also not up or down).
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mods/mesecons/mesecons_extrawires/doc/tjunction/preview.png
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Vertical Mesecons only conduct up and down. Plates appear at the ends, at that place they also conduct to the side.
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mods/mesecons/mesecons_extrawires/doc/vertical/recipe.png
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mods/mesecons/mesecons_gates/doc/and/description.html
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And gates power their output if both inputs (from left and right) are powered.
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mods/mesecons/mesecons_gates/doc/and/preview.png
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mods/mesecons/mesecons_gates/doc/and/recipe.png
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mods/mesecons/mesecons_gates/doc/diode/description.html
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Mesecon diodes, just like real ones, only transfer power (signals) in one direction only.
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mods/mesecons/mesecons_gates/doc/diode/preview.png
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mods/mesecons/mesecons_gates/doc/diode/recipe.png
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mods/mesecons/mesecons_gates/doc/nand/description.html
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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.
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mods/mesecons/mesecons_gates/doc/nand/preview.png
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mods/mesecons/mesecons_gates/doc/nand/recipe.png
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mods/mesecons/mesecons_gates/doc/nor/description.html
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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.
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mods/mesecons/mesecons_gates/doc/nor/preview.png
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mods/mesecons/mesecons_gates/doc/nor/recipe.png
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mods/mesecons/mesecons_gates/doc/not/description.html
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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.
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mods/mesecons/mesecons_gates/doc/not/preview.png
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mods/mesecons/mesecons_gates/doc/not/recipe.png
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mods/mesecons/mesecons_gates/doc/or/description.html
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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.
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mods/mesecons/mesecons_gates/doc/xor/description.html
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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.
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mods/mesecons/mesecons_gates/doc/xor/preview.png
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mods/mesecons/mesecons_gates/doc/xor/recipe.png
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@ -122,3 +122,13 @@ register_gate("xor", 2, function (val1, val2) return (val1 or val2) and not (val
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{{"mesecons:mesecon", "", ""},
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons_materials:silicon", "mesecons_materials:silicon"},
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{"", "mesecons_materials:silicon", "mesecons_materials:silicon"},
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{"mesecons:mesecon", "", ""}})
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{"mesecons:mesecon", "", ""}})
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register_gate("nor", 2, function (val1, val2) return not (val1 or val2) end,
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons_materials:mesecon_torch_on", "mesecons_materials:silicon"},
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{"mesecons:mesecon", "", ""}})
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register_gate("or", 2, function (val1, val2) return (val1 or val2) end,
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{{"mesecons:mesecon", "", ""},
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{"", "mesecons:mesecon", "mesecons:mesecon"},
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{"mesecons:mesecon", "", ""}})
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mods/mesecons/mesecons_gates/textures/jeija_gate_nor.png
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mods/mesecons/mesecons_gates/textures/jeija_gate_or.png
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Water turbines are receptors that turn on if flowing water is above them.
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mods/mesecons/mesecons_hydroturbine/doc/waterturbine/preview.png
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mods/mesecons/mesecons_hydroturbine/doc/waterturbine/recipe.png
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Insulated mesecons are conductors that only conduct in one direction (and also not up or down).
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mods/mesecons/mesecons_insulated/doc/insulated/preview.png
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mods/mesecons/mesecons_insulated/doc/insulated/recipe.png
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1
mods/mesecons/mesecons_lamp/doc/lamp/description.html
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Lamps are effectors that if powered emit light.
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mods/mesecons/mesecons_lamp/doc/lamp/preview.png
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mods/mesecons/mesecons_lamp/doc/lamp/recipe.png
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Effector, glows blue when powered.
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mods/mesecons/mesecons_lightstone/doc/lightstone_blue/recipe.png
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Effector, glows dark grey when powered.
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Effector, glows green when powered.
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Effector, glows light grey when powered.
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Effector, glows red when powered.
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Effector, glows yellow when powered.
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The luacontroller is an advanced programmable component.
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You can simply code it in the language mesecons uses itself: Lua!
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All the code runs in a sandbox, so it's completely safe (but I won't guarantee that for absolute certainty!).
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<a href="http://mesecons.net/luacontroller/">Documentation is available here!</a>
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Craftitem: It can't be placed! Made by cooking glue in the furnace. Used for insulated mesecon crafting.
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mods/mesecons/mesecons_materials/doc/fiber/preview.png
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Craftitem: It can't be placed! Made by cooking saplings in furnace. Used for sticky pistons and sticky movestones.
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mods/mesecons/mesecons_materials/doc/glue/preview.png
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