Update141016

master
Glunggi 2016-10-14 21:28:18 +02:00
parent f38b35a431
commit 1ba72fdc4a
818 changed files with 80954 additions and 290 deletions

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@ -49,6 +49,9 @@ https://forum.minetest.net/viewtopic.php?id=5600
kerova
https://forum.minetest.net/viewtopic.php?id=8054
mesecons
https://forum.minetest.net/viewtopic.php?t=628
minetest 3d armor
https://forum.minetest.net/viewtopic.php?t=4654
@ -58,6 +61,12 @@ https://forum.minetest.net/viewtopic.php?t=572
mobs redo
https://forum.minetest.net/viewtopic.php?t=9917
mobs_monster
see mobs redo
mobs_animal
see mobs redo
mobs sky
https://forum.minetest.net/viewtopic.php?f=9&t=12688
@ -67,6 +76,10 @@ https://forum.minetest.net/viewtopic.php?f=9&t=12652
mystairwork(fork of mymillwork)
https://forum.minetest.net/viewtopic.php?f=9&t=10425
pipeworks
https://forum.minetest.net/viewtopic.php?t=2155
wiki: https://github.com/minetest-mods/pipeworks/wiki
signs lib
https://forum.minetest.net/viewtopic.php?id=2041
@ -76,6 +89,9 @@ https://forum.minetest.net/viewtopic.php?id=9100
space suit
https://forum.minetest.net/viewtopic.php?id=5508
sprint
https://forum.minetest.net/viewtopic.php?t=9650
throwing
https://github.com/PilzAdam/throwing
@ -95,4 +111,16 @@ zcg
https://forum.minetest.net/viewtopic.php?id=5564
there are also some elements from the ethereal mod
https://github.com/tenplus1/ethereal
https://github.com/tenplus1/ethereal
----
Update 14.10.2016
----
- Add Sprint for Player. (E)
- Add Pipeworks
- Add Mesecons
- Add Meshes for ramps/slopes (mystairworks)
- Add an actual mobs api (not optimised yet)
- simplify some cookingrecipes (delete the vessels)
- remove some warning's
I think its better to start a new worldmap, maybe there are some conflicts with older mobs and the slopeblocks.

View File

@ -13,8 +13,8 @@ mobs_enable_blood = true
cloud_height = 300
disable_fire = true
movement_speed_jump = 9.2
movement_gravity = 7.81
-- movement_speed_jump = 9.2
movement_gravity = 8.0
movement_speed_walk = 4
enable_item_drops = false

View File

@ -5,8 +5,8 @@ minetest.register_ore({
clust_scarcity = 1 * 1 * 1,
clust_num_ores = 5,
clust_size = 2,
height_min = -30912, -- Engine changes can modify this value.
height_max = -30656, -- This ensures the bottom of the world is not even loaded.
y_min = -30912, -- Engine changes can modify this value.
y_max = -30656, -- This ensures the bottom of the world is not even loaded.
})
minetest.register_ore({
@ -16,13 +16,13 @@ minetest.register_ore({
clust_scarcity = 1 * 1 * 1,
clust_num_ores = 5,
clust_size = 2,
height_min = -30656,
height_max = -30000,
y_min = -30656,
y_max = -30000,
})
minetest.register_node("bedrock:bedrock", {
description = "Bedrock",
tile_images = {"bedrock_bedrock.png"},
tiles = {"bedrock_bedrock.png"},
drop = "",
groups = {unbreakable = 1, not_in_creative_inventory = 1}, -- For Map Tools' admin pickaxe.
sounds = default.node_sound_stone_defaults(),
@ -30,7 +30,7 @@ minetest.register_node("bedrock:bedrock", {
minetest.register_node("bedrock:deepstone", {
description = "Deepstone",
tile_images = {"bedrock_deepstone.png"},
tiles = {"bedrock_deepstone.png"},
drop = "default:stone", -- Intended.
groups = {cracky = 1},
sounds = default.node_sound_stone_defaults(),

View File

@ -56,15 +56,27 @@ minetest.register_craftitem("default:food_tomatosauce", {
})
minetest.register_craft({
--minetest.register_craft({
output = 'default:food_tomatosauce',
recipe = {
{'farming:pepper', '', 'default:food_salt'},
{'farming:tomato', 'farming:tomato', 'farming:tomato'},
{'', 'vessels:glass_bottle', ''},
}
})
--output = 'default:food_tomatosauce',
--recipe = {
--{'farming:pepper', '', 'default:food_salt'},
--{'farming:tomato', 'farming:tomato', 'farming:tomato'},
--{'', 'vessels:glass_bottle', ''},
--}
--})
minetest.register_craft({
type = "shapeless",
output = "default:food_tomatosauce",
recipe = {
"farming:pepper",
"default:food_salt",
"farming:tomato",
"farming:tomato",
"farming:tomato"
}
})
-- dough
minetest.register_craftitem("default:food_dough", {
@ -130,13 +142,26 @@ minetest.register_craftitem("default:food_olive_oil", {
})
--minetest.register_craft({
--output = 'default:food_olive_oil',
--recipe = {
--{'default:fruit_olive', 'default:fruit_olive', 'default:fruit_olive'},
--{'', 'vessels:glass_bottle', ''},
--}
--})
minetest.register_craft({
output = 'default:food_olive_oil',
recipe = {
{'default:fruit_olive', 'default:fruit_olive', 'default:fruit_olive'},
{'', 'vessels:glass_bottle', ''},
}
})
type = "shapeless",
output = "default:food_olive_oil",
recipe = {
"default:fruit_olive",
"default:fruit_olive",
"default:fruit_olive",
"default:fruit_olive",
"default:fruit_olive"
}
})
--Salami

View File

@ -174,7 +174,7 @@ function default.register_ores()
clust_size = 12,
y_min = -30000,
y_max = -40,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,
@ -227,7 +227,7 @@ function default.register_ores()
end
--[[
function default.generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
minetest.log('action', "WARNING: default.generate_ore is deprecated")
@ -269,6 +269,7 @@ function default.generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume
end
--print("generate_ore done")
end
--]]
--
-- Mgv6 papyrus, cactus, long grasses
@ -1332,7 +1333,7 @@ function default.register_blobs()
clust_size = 7,
y_min = -63,
y_max = 4,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,
@ -1351,7 +1352,7 @@ function default.register_blobs()
clust_size = 7,
y_min = -33,
y_max = 31000,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,
@ -1370,7 +1371,7 @@ function default.register_blobs()
clust_size = 9,
y_min = -31000,
y_max = 31000,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,
@ -1389,7 +1390,7 @@ function default.register_blobs()
clust_size = 7,
y_min = -10,
y_max = 0,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,

View File

@ -1366,7 +1366,7 @@ minetest.register_node("default:leaves_rubber", {
{
-- player will get sapling with 1/20 chance
items = {'default:sapling_rubber'},
rarity = 15,
rarity = 28,
},
{
-- player will get leaves only if he get no saplings,

View File

@ -12,7 +12,7 @@ minetest.register_ore({
clust_size = 7,
y_min = -100,
y_max = -8,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,
@ -158,7 +158,7 @@ minetest.register_ore({
clust_size = 18,
y_min = -30000,
y_max = 10,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,
@ -177,7 +177,7 @@ minetest.register_ore({
clust_size = 18,
y_min = -30000,
y_max = 10,
noise_threshhold = 0,
noise_threshold = 0,
noise_params = {
offset=0.35,
scale=0.2,

View File

@ -1,5 +1,5 @@
Minetest 0.4 mod: fire
======================
Minetest Game mod: fire
=======================
License of source code:
-----------------------
@ -30,3 +30,7 @@ fire_large.ogg sampled from:
fire_basic_flame_animated.png:
Muadtralk
fire_flint_steel.png
Gambit (WTFPL)

View File

@ -1,21 +1,34 @@
-- minetest/fire/init.lua
-- Global namespace for functions
fire = {}
-- Register flame nodes
minetest.register_node("fire:basic_flame", {
description = "Fire",
drawtype = "firelike",
tiles = {{
name="fire_basic_flame_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1},
}},
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 14,
groups = {igniter=2,dig_immediate=3},
drop = '',
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
drop = "",
on_construct = function(pos)
minetest.after(0, fire.on_flame_add_at, pos)
@ -24,46 +37,119 @@ minetest.register_node("fire:basic_flame", {
on_destruct = function(pos)
minetest.after(0, fire.on_flame_remove_at, pos)
end,
on_blast = function()
end, -- unaffected by explosions
})
fire.D = 6
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
fire.sounds = {}
minetest.register_node("fire:permanent_flame", {
description = "Permanent Flame",
drawtype = "firelike",
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 14,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3},
drop = "",
on_blast = function()
end,
})
minetest.register_tool("fire:flint_and_steel", {
description = "Flint and Steel",
inventory_image = "fire_flint_steel.png",
on_use = function(itemstack, user, pointed_thing)
local player_name = user:get_player_name()
local pt = pointed_thing
if pt.type == "node" and minetest.get_node(pt.above).name == "air" then
itemstack:add_wear(1000)
local node_under = minetest.get_node(pt.under).name
if minetest.get_item_group(node_under, "flammable") >= 1 then
if not minetest.is_protected(pt.above, player_name) then
minetest.set_node(pt.above, {name = "fire:basic_flame"})
else
minetest.chat_send_player(player_name, "This area is protected")
end
end
end
if not minetest.setting_getbool("creative_mode") then
return itemstack
end
end
})
minetest.register_craft({
output = "fire:flint_and_steel",
recipe = {
{"default:flint", "default:steel_ingot"}
}
})
-- Get sound area of position
fire.D = 6 -- size of sound areas
function fire.get_area_p0p1(pos)
local p0 = {
x=math.floor(pos.x/fire.D)*fire.D,
y=math.floor(pos.y/fire.D)*fire.D,
z=math.floor(pos.z/fire.D)*fire.D,
x = math.floor(pos.x / fire.D) * fire.D,
y = math.floor(pos.y / fire.D) * fire.D,
z = math.floor(pos.z / fire.D) * fire.D,
}
local p1 = {
x=p0.x+fire.D-1,
y=p0.y+fire.D-1,
z=p0.z+fire.D-1
x = p0.x + fire.D - 1,
y = p0.y + fire.D - 1,
z = p0.z + fire.D - 1
}
return p0, p1
end
-- Fire sounds table
-- key: position hash of low corner of area
-- value: {handle=sound handle, name=sound name}
fire.sounds = {}
-- Update fire sounds in sound area of position
function fire.update_sounds_around(pos)
local p0, p1 = fire.get_area_p0p1(pos)
local cp = {x=(p0.x+p1.x)/2, y=(p0.y+p1.y)/2, z=(p0.z+p1.z)/2}
local cp = {x = (p0.x + p1.x) / 2, y = (p0.y + p1.y) / 2, z = (p0.z + p1.z) / 2}
local flames_p = minetest.find_nodes_in_area(p0, p1, {"fire:basic_flame"})
--print("number of flames at "..minetest.pos_to_string(p0).."/"
-- ..minetest.pos_to_string(p1)..": "..#flames_p)
local should_have_sound = (#flames_p > 0)
local wanted_sound = nil
if #flames_p >= 9 then
wanted_sound = {name="fire_large", gain=1.5}
wanted_sound = {name = "fire_large", gain = 0.7}
elseif #flames_p > 0 then
wanted_sound = {name="fire_small", gain=1.5}
wanted_sound = {name = "fire_small", gain = 0.9}
end
local p0_hash = minetest.hash_node_position(p0)
local sound = fire.sounds[p0_hash]
if not sound then
if should_have_sound then
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}),
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
@ -74,57 +160,135 @@ function fire.update_sounds_around(pos)
elseif sound.name ~= wanted_sound.name then
minetest.sound_stop(sound.handle)
fire.sounds[p0_hash] = {
handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}),
handle = minetest.sound_play(wanted_sound,
{pos = cp, max_hear_distance = 16, loop = true}),
name = wanted_sound.name,
}
end
end
end
-- Update fire sounds on flame node construct or destruct
function fire.on_flame_add_at(pos)
fire.update_sounds_around(pos)
end
function fire.on_flame_remove_at(pos)
fire.update_sounds_around(pos)
end
-- Return positions for flames around a burning node
function fire.find_pos_for_flame_around(pos)
return minetest.find_node_near(pos, 1, {"air"})
end
-- Detect nearby extinguishing nodes
function fire.flame_should_extinguish(pos)
if minetest.setting_getbool("disable_fire") then return true end
--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
local p0 = {x=pos.x-2, y=pos.y, z=pos.z-2}
local p1 = {x=pos.x+2, y=pos.y, z=pos.z+2}
local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
return (#ps ~= 0)
return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
end
-- Ignite neighboring nodes
-- Extinguish all flames quickly with water, snow, ice
minetest.register_abm({
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 1,
chance = 2,
nodenames = {"fire:basic_flame", "fire:permanent_flame"},
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 1,
catch_up = false,
action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, don't ignite
if fire.flame_should_extinguish(p0) then
return
end
local p = fire.find_pos_for_flame_around(p0)
if p then
minetest.set_node(p, {name="fire:basic_flame"})
end
minetest.remove_node(p0)
minetest.sound_play("fire_extinguish_flame",
{pos = p0, max_hear_distance = 16, gain = 0.25})
end,
})
-- Enable the following ABMs according to 'disable fire' setting
if minetest.setting_getbool("disable_fire") then
-- Remove basic flames only
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 7,
chance = 1,
catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
end,
})
else
-- Ignite neighboring nodes, add basic flames
minetest.register_abm({
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 7,
chance = 12,
catch_up = false,
action = function(p0, node, _, _)
-- If there is water or stuff like that around node, don't ignite
if fire.flame_should_extinguish(p0) then
return
end
local p = fire.find_pos_for_flame_around(p0)
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})
-- Remove basic flames and flammable nodes
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 5,
chance = 6,
catch_up = false,
action = function(p0, node, _, _)
-- If there are no flammable nodes around flame, remove flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if not p then
minetest.remove_node(p0)
return
end
if math.random(1, 3) == 1 then
-- remove flammable nodes around flame
local node = minetest.get_node(p)
local def = minetest.registered_nodes[node.name]
if def.on_burn then
def.on_burn(p)
else
minetest.remove_node(p)
nodeupdate(p)
end
end
end,
})
end
-- Rarely ignite things from far
--[[ Currently disabled to reduce the chance of uncontrollable spreading
fires that disrupt servers. Also for less lua processing load.
minetest.register_abm({
nodenames = {"group:igniter"},
neighbors = {"air"},
interval = 2,
interval = 5,
chance = 10,
action = function(p0, node, _, _)
local reg = minetest.registered_nodes[node.name]
@ -140,47 +304,9 @@ minetest.register_abm({
end
local p2 = fire.find_pos_for_flame_around(p)
if p2 then
minetest.set_node(p2, {name="fire:basic_flame"})
minetest.set_node(p2, {name = "fire:basic_flame"})
end
end
end,
})
-- Remove flammable nodes and flame
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 1,
chance = 2,
action = function(p0, node, _, _)
-- If there is water or stuff like that around flame, remove flame
if fire.flame_should_extinguish(p0) then
minetest.remove_node(p0)
return
end
-- Make the following things rarer
if math.random(1,3) == 1 then
return
end
-- If there are no flammable nodes around flame, remove flame
if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
minetest.remove_node(p0)
return
end
if math.random(1,4) == 1 then
-- remove a flammable node around flame
local p = minetest.find_node_near(p0, 1, {"group:flammable"})
if p then
-- If there is water or stuff like that around flame, don't remove
if fire.flame_should_extinguish(p0) then
return
end
minetest.remove_node(p)
nodeupdate(p)
end
else
-- remove flame
minetest.remove_node(p0)
end
end,
})
--]]

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1
mods/mesecons/.gitignore vendored Normal file
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@ -0,0 +1 @@
*~

532
mods/mesecons/LICENSE.txt Normal file
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@ -0,0 +1,532 @@
The LGPLv3 applies to all code in this project.
The CC-BY-SA-3.0 license applies to textures and any other content in this project which is not source code.
=================================================================
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
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a) under this License, provided that you make a good faith effort to
ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
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this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
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4. Combined Works.
You may convey a Combined Work under terms of your choice that,
taken together, effectively do not restrict modification of the
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c) For a Combined Work that displays copyright notices during
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########################################################################
## __ __ _____ _____ _____ _____ _____ _ _ _____ ##
## | \ / | | ___| | ___| | ___| | ___| | _ | | \ | | | ___| ##
## | \/ | | |___ | |___ | |___ | | | | | | | \| | | |___ ##
## | |\__/| | | ___| |___ | | ___| | | | | | | | | |___ | ##
## | | | | | |___ ___| | | |___ | |___ | |_| | | |\ | ___| | ##
## |_| |_| |_____| |_____| |_____| |_____| |_____| |_| \_| |_____| ##
## ##
########################################################################
MESECONS by Jeija and contributors
Mezzee-what?
------------
[Mesecons](http://mesecons.net/)! They're yellow, they're conductive, and they'll add a whole new dimension to Minetest's gameplay.
Mesecons is a mod for [Minetest](http://minetest.net/) that implements a ton of items related to digital circuitry, such as wires, buttons, lights, and even programmable controllers. Among other things, there are also pistons, solar panels, pressure plates, and note blocks.
Mesecons has a similar goal to Redstone in Minecraft, but works in its own way, with different rules and mechanics.
OK, I want in.
--------------
Go get it!
[DOWNLOAD IT NOW](https://github.com/Jeija/minetest-mod-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:
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.
3. Open up the Minetest mods folder - usually `/mods/`. If you see the `minetest` or folder inside of that, that is your mod folder instead.
4. Copy the Mesecons folder into the mods folder.
Don't like some parts of Mesecons? Open up the Mesecons folder and delete the subfolder containing the mod you don't want. If you didn't want movestones, for example, all you have to do is delete the `mesecons_movestones` folder and they will no longer be available.
There are no dependencies - it will work right after installing!
How do I use this thing?
------------------------
How about a [quick overview video](https://www.youtube.com/watch?v=6kmeQj6iW5k)?
Or maybe a [comprehensive reference](http://mesecons.net/items.html) is your style?
An overview for the very newest of new beginners? How does [this one](http://uberi.mesecons.net/projects/MeseconsBasics/index.html) look?
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/Jeija/minetest-mod-mesecons)!
Who wrote it anyways?
---------------------
These awesome people made Mesecons possible!
| Contributor | Contribution |
| --------------- | -------------------------------- |
| Jat15 | Various tweaks. |
| Jeija | **Main developer! Everything.** |
| Jordach | Noteblock sounds. |
| khonkhortistan | Code, recipes, textures. |
| Kotolegokot | Nodeboxes for items. |
| minerd247 | Textures. |
| Nore/Novatux | Code. |
| RealBadAngel | Fixes, improvements. |
| sfan5 | Code, recipes, textures. |
| suzenako | Piston sounds. |
| Uberi/Temperest | Code, textures, documentation. |
| VanessaE | Code, recipes, textures, design. |
| Whiskers75 | Logic gates implementation. |
There are also a whole bunch of other people helping with everything from code to testing and feedback. Mesecons would also not be possible without their help!
Alright, how can I use it?
--------------------------
All textures in this project are licensed under the CC-BY-SA 3.0 (Creative Commons Attribution-ShareAlike 3.0 Generic). That means you can distribute and remix them as much as you want to, under the condition that you give credit to the authors and the project, and that if you remix and release them, they must be under the same or similar license to this one.
All code in this project is licensed under the LGPL version 3 or later. That means you have unlimited freedom to distribute and modify the work however you see fit, provided that if you decide to distribute it or any modified versions of it, you must also use the same license. The LGPL also grants the additional freedom to write extensions for the software and distribute them without the extensions being subject to the terms of the LGPL, although the software itself retains its license.
No warranty is provided, express or implied, for any part of the project.

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{
"Conductors" : {
"Mesecon" : "mesecons/doc/mesecon",
"Insulated Wire" : "mesecons_insulated/doc/insulated",
"T-Junction" : "mesecons_extrawires/doc/tjunction",
"Crossing" : "mesecons_extrawires/doc/crossing",
"Corner" : "mesecons_extrawires/doc/corner",
"Vertical Wire" : "mesecons_extrawires/doc/vertical",
"Mese" : "mesecons_extrawires/doc/mese"
},
"Receptors" : {
"Power Plant" : "mesecons_powerplant/doc/powerplant",
"Blinky Plant" : "mesecons_blinkyplant/doc/blinkyplant",
"Switch" : "mesecons_switch/doc/switch",
"Object Detector" : "mesecons_detector/doc/objectdetector",
"Node Detector" : "mesecons_detector/doc/nodedetector",
"Wall Lever" : "mesecons_walllever/doc/walllever",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_wood",
"Pressure Plate" : "mesecons_pressureplates/doc/pressureplate_stone",
"Water Turbine" : "mesecons_hydroturbine/doc/waterturbine",
"Solar Panel" : "mesecons_solarpanel/doc/solarpanel",
"Wall Button" : "mesecons_button/doc/button"
},
"Effectors" : {
"Noteblock" : "mesecons_noteblock/doc/noteblock",
"Lamp" : "mesecons_lamp/doc/lamp",
"Piston" : "mesecons_pistons/doc/piston",
"Sticky Piston" : "mesecons_pistons/doc/piston_sticky",
"Movestone" : "mesecons_movestones/doc/movestone",
"Sticky Movestone" : "mesecons_movestones/doc/movestone_sticky",
"Removestone" : "mesecons_random/doc/removestone",
"Ghoststone" : "mesecons_random/doc/ghoststone",
"Command Block" : "mesecons_commandblock/doc/commandblock",
"Lightstones" : {
"Dark Grey" : "mesecons_lightstone/doc/lightstone_darkgrey",
"Light Grey" : "mesecons_lightstone/doc/lightstone_lightgrey",
"Green" : "mesecons_lightstone/doc/lightstone_green",
"Red" : "mesecons_lightstone/doc/lightstone_red",
"Blue" : "mesecons_lightstone/doc/lightstone_blue",
"Yellow" : "mesecons_lightstone/doc/lightstone_yellow"
}
},
"Logic" : {
"Luacontroller" : "mesecons_luacontroller/doc/luacontroller",
"Torch" : "mesecons_torch/doc/torch",
"Delayer" : "mesecons_delayer/doc/delayer",
"Gates" : {
"Diode" : "mesecons_gates/doc/diode",
"NOT Gate" : "mesecons_gates/doc/not",
"AND Gate" : "mesecons_gates/doc/and",
"NAND Gate" : "mesecons_gates/doc/nand",
"OR Gate" : "mesecons_gates/doc/or",
"NOR Gate" : "mesecons_gates/doc/nor",
"XOR Gate" : "mesecons_gates/doc/xor"
}
},
"Crafts" : {
"Silicon" : "mesecons_materials/doc/silicon",
"Glue" : "mesecons_materials/doc/glue",
"Fiber" : "mesecons_materials/doc/fiber"
}
}

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mesecon.queue.actions={} -- contains all ActionQueue actions
function mesecon.queue:add_function(name, func)
mesecon.queue.funcs[name] = func
end
-- If add_action with twice the same overwritecheck and same position are called, the first one is overwritten
-- use overwritecheck nil to never overwrite, but just add the event to the queue
-- priority specifies the order actions are executed within one globalstep, highest first
-- should be between 0 and 1
function mesecon.queue:add_action(pos, func, params, time, overwritecheck, priority)
-- Create Action Table:
time = time or 0 -- time <= 0 --> execute, time > 0 --> wait time until execution
priority = priority or 1
local action = { pos=mesecon.tablecopy(pos),
func=func,
params=mesecon.tablecopy(params or {}),
time=time,
owcheck=(overwritecheck and mesecon.tablecopy(overwritecheck)) or nil,
priority=priority}
local toremove = nil
-- Otherwise, add the action to the queue
if overwritecheck then -- check if old action has to be overwritten / removed:
for i, ac in ipairs(mesecon.queue.actions) do
if(vector.equals(pos, ac.pos)
and mesecon.cmpAny(overwritecheck, ac.owcheck)) then
toremove = i
break
end
end
end
if (toremove ~= nil) then
table.remove(mesecon.queue.actions, toremove)
end
table.insert(mesecon.queue.actions, action)
end
-- execute the stored functions on a globalstep
-- if however, the pos of a function is not loaded (get_node_or_nil == nil), do NOT execute the function
-- this makes sure that resuming mesecons circuits when restarting minetest works fine
-- However, even that does not work in some cases, that's why we delay the time the globalsteps
-- start to be execute by 5 seconds
local get_highest_priority = function (actions)
local highestp = -1
local highesti
for i, ac in ipairs(actions) do
if ac.priority > highestp then
highestp = ac.priority
highesti = i
end
end
return highesti
end
local m_time = 0
local resumetime = mesecon.setting("resumetime", 4)
minetest.register_globalstep(function (dtime)
m_time = m_time + dtime
-- don't even try if server has not been running for XY seconds; resumetime = time to wait
-- after starting the server before processing the ActionQueue, don't set this too low
if (m_time < resumetime) then return end
local actions = mesecon.tablecopy(mesecon.queue.actions)
local actions_now={}
mesecon.queue.actions = {}
-- sort actions into two categories:
-- those toexecute now (actions_now) and those to execute later (mesecon.queue.actions)
for i, ac in ipairs(actions) do
if ac.time > 0 then
ac.time = ac.time - dtime -- executed later
table.insert(mesecon.queue.actions, ac)
else
table.insert(actions_now, ac)
end
end
while(#actions_now > 0) do -- execute highest priorities first, until all are executed
local hp = get_highest_priority(actions_now)
mesecon.queue:execute(actions_now[hp])
table.remove(actions_now, hp)
end
end)
function mesecon.queue:execute(action)
mesecon.queue.funcs[action.func](action.pos, unpack(action.params))
end
-- Store and read the ActionQueue to / from a file
-- so that upcoming actions are remembered when the game
-- is restarted
mesecon.queue.actions = mesecon.file2table("mesecon_actionqueue")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_actionqueue", mesecon.queue.actions)
end)

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Mesecons are the wires, use them to connect effectors with receptors.

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-- |\ /| ____ ____ ____ _____ ____ _____
-- | \ / | | | | | | | |\ | |
-- | \/ | |___ ____ |___ | | | | \ | |____
-- | | | | | | | | | \ | |
-- | | |___ ____| |___ |____ |____| | \| ____|
-- by Jeija, Uberi (Temperest), sfan5, VanessaE
--
--
--
-- This mod adds mesecons[=minecraft redstone] and different receptors/effectors to minetest.
-- See the documentation on the forum for additional information, especially about crafting
--
--
-- For developer documentation see the Developers' section on mesecons.TK
--
--
--
--Quick draft for the mesecons array in the node's definition
--mesecons =
--{
-- receptor =
-- {
-- state = mesecon.state.on/off
-- rules = rules/get_rules
-- },
-- effector =
-- {
-- action_on = function
-- action_off = function
-- action_change = function
-- rules = rules/get_rules
-- },
-- conductor =
-- {
-- state = mesecon.state.on/off
-- offstate = opposite state (for state = on only)
-- onstate = opposite state (for state = off only)
-- rules = rules/get_rules
-- }
--}
-- PUBLIC VARIABLES
mesecon={} -- contains all functions and all global variables
mesecon.queue={} -- contains the ActionQueue
mesecon.queue.funcs={} -- contains all ActionQueue functions
-- Settings
dofile(minetest.get_modpath("mesecons").."/settings.lua")
-- Utilities like comparing positions,
-- adding positions and rules,
-- mostly things that make the source look cleaner
dofile(minetest.get_modpath("mesecons").."/util.lua");
-- Presets (eg default rules)
dofile(minetest.get_modpath("mesecons").."/presets.lua");
-- The ActionQueue
-- Saves all the actions that have to be execute in the future
dofile(minetest.get_modpath("mesecons").."/actionqueue.lua");
-- Internal stuff
-- This is the most important file
-- it handles signal transmission and basically everything else
-- It is also responsible for managing the nodedef things,
-- like calling action_on/off/change
dofile(minetest.get_modpath("mesecons").."/internal.lua");
-- API
-- these are the only functions you need to remember
mesecon.queue:add_function("receptor_on", function (pos, rules)
rules = rules or mesecon.rules.default
-- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
-- if area is not loaded, keep trying
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
return
end
end
-- execute action
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
mesecon.turnon(np, rulename)
end
end
end)
function mesecon.receptor_on(pos, rules)
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end
mesecon.queue:add_function("receptor_off", function (pos, rules)
rules = rules or mesecon.rules.default
-- if area (any of the rule targets) is not loaded, keep trying and call this again later
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
if minetest.get_node_or_nil(np) == nil then
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
return
end
end
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, rule)
local rulenames = mesecon.rules_link_rule_all(pos, rule)
for _, rulename in ipairs(rulenames) do
if not mesecon.connected_to_receptor(np, mesecon.invertRule(rule)) then
mesecon.turnoff(np, rulename)
else
mesecon.changesignal(np, minetest.get_node(np), rulename, mesecon.state.off, 2)
end
end
end
end)
function mesecon.receptor_off(pos, rules)
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end
print("[OK] Mesecons")
-- Deprecated stuff
-- To be removed in future releases
dofile(minetest.get_modpath("mesecons").."/legacy.lua");
--The actual wires
dofile(minetest.get_modpath("mesecons").."/wires.lua");
--Services like turnoff receptor on dignode and so on
dofile(minetest.get_modpath("mesecons").."/services.lua");

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-- Internal.lua - The core of mesecons
--
-- For more practical developer resources see http://mesecons.net/developers.php
--
-- Function overview
-- mesecon.get_effector(nodename) --> Returns the mesecons.effector -specifictation in the nodedef by the nodename
-- mesecon.get_receptor(nodename) --> Returns the mesecons.receptor -specifictation in the nodedef by the nodename
-- mesecon.get_conductor(nodename) --> Returns the mesecons.conductor-specifictation in the nodedef by the nodename
-- mesecon.get_any_inputrules (node) --> Returns the rules of a node if it is a conductor or an effector
-- mesecon.get_any_outputrules (node) --> Returns the rules of a node if it is a conductor or a receptor
-- RECEPTORS
-- mesecon.is_receptor(nodename) --> Returns true if nodename is a receptor
-- mesecon.is_receptor_on(nodename --> Returns true if nodename is an receptor with state = mesecon.state.on
-- mesecon.is_receptor_off(nodename) --> Returns true if nodename is an receptor with state = mesecon.state.off
-- mesecon.receptor_get_rules(node) --> Returns the rules of the receptor (mesecon.rules.default if none specified)
-- EFFECTORS
-- mesecon.is_effector(nodename) --> Returns true if nodename is an effector
-- mesecon.is_effector_on(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_off
-- mesecon.is_effector_off(nodename) --> Returns true if nodename is an effector with nodedef.mesecons.effector.action_on
-- mesecon.effector_get_rules(node) --> Returns the input rules of the effector (mesecon.rules.default if none specified)
-- SIGNALS
-- mesecon.activate(pos, node, depth) --> Activates the effector node at the specific pos (calls nodedef.mesecons.effector.action_on), higher depths are executed later
-- mesecon.deactivate(pos, node, depth) --> Deactivates the effector node at the specific pos (calls nodedef.mesecons.effector.action_off), higher depths are executed later
-- mesecon.changesignal(pos, node, rulename, newstate, depth) --> Changes the effector node at the specific pos (calls nodedef.mesecons.effector.action_change), higher depths are executed later
-- CONDUCTORS
-- mesecon.is_conductor(nodename) --> Returns true if nodename is a conductor
-- mesecon.is_conductor_on(node --> Returns true if node is a conductor with state = mesecon.state.on
-- mesecon.is_conductor_off(node) --> Returns true if node is a conductor with state = mesecon.state.off
-- mesecon.get_conductor_on(node_off) --> Returns the onstate nodename of the conductor
-- mesecon.get_conductor_off(node_on) --> Returns the offstate nodename of the conductor
-- mesecon.conductor_get_rules(node) --> Returns the input+output rules of a conductor (mesecon.rules.default if none specified)
-- HIGH-LEVEL Internals
-- mesecon.is_power_on(pos) --> Returns true if pos emits power in any way
-- mesecon.is_power_off(pos) --> Returns true if pos does not emit power in any way
-- mesecon.turnon(pos, link) --> link is the input rule that caused calling turnon, turns on every connected node, iterative
-- mesecon.turnoff(pos, link) --> link is the input rule that caused calling turnoff, turns off every connected node, iterative
-- mesecon.connected_to_receptor(pos, link) --> Returns true if pos is connected to a receptor directly or via conductors, iterative
-- mesecon.rules_link(output, input, dug_outputrules) --> Returns true if outputposition + outputrules = inputposition and inputposition + inputrules = outputposition (if the two positions connect)
-- mesecon.rules_link_anydir(outp., inp., d_outpr.) --> Same as rules mesecon.rules_link but also returns true if output and input are swapped
-- mesecon.is_powered(pos) --> Returns true if pos is powered by a receptor or a conductor
-- RULES ROTATION helpers
-- mesecon.rotate_rules_right(rules)
-- mesecon.rotate_rules_left(rules)
-- mesecon.rotate_rules_up(rules)
-- mesecon.rotate_rules_down(rules)
-- These functions return rules that have been rotated in the specific direction
-- General
function mesecon.get_effector(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.effector then
return minetest.registered_nodes[nodename].mesecons.effector
end
end
function mesecon.get_receptor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.receptor then
return minetest.registered_nodes[nodename].mesecons.receptor
end
end
function mesecon.get_conductor(nodename)
if minetest.registered_nodes[nodename]
and minetest.registered_nodes[nodename].mesecons
and minetest.registered_nodes[nodename].mesecons.conductor then
return minetest.registered_nodes[nodename].mesecons.conductor
end
end
function mesecon.get_any_outputrules (node)
if not node then return nil end
if mesecon.is_conductor(node.name) then
return mesecon.conductor_get_rules(node)
elseif mesecon.is_receptor(node.name) then
return mesecon.receptor_get_rules(node)
end
end
function mesecon.get_any_inputrules (node)
if not node then return nil end
if mesecon.is_conductor(node.name) then
return mesecon.conductor_get_rules(node)
elseif mesecon.is_effector(node.name) then
return mesecon.effector_get_rules(node)
end
end
function mesecon.get_any_rules (node)
return mesecon.mergetable(mesecon.get_any_inputrules(node) or {},
mesecon.get_any_outputrules(node) or {})
end
-- Receptors
-- Nodes that can power mesecons
function mesecon.is_receptor_on(nodename)
local receptor = mesecon.get_receptor(nodename)
if receptor and receptor.state == mesecon.state.on then
return true
end
return false
end
function mesecon.is_receptor_off(nodename)
local receptor = mesecon.get_receptor(nodename)
if receptor and receptor.state == mesecon.state.off then
return true
end
return false
end
function mesecon.is_receptor(nodename)
local receptor = mesecon.get_receptor(nodename)
if receptor then
return true
end
return false
end
function mesecon.receptor_get_rules(node)
local receptor = mesecon.get_receptor(node.name)
if receptor then
local rules = receptor.rules
if type(rules) == 'function' then
return rules(node)
elseif rules then
return rules
end
end
return mesecon.rules.default
end
-- Effectors
-- Nodes that can be powered by mesecons
function mesecon.is_effector_on(nodename)
local effector = mesecon.get_effector(nodename)
if effector and effector.action_off then
return true
end
return false
end
function mesecon.is_effector_off(nodename)
local effector = mesecon.get_effector(nodename)
if effector and effector.action_on then
return true
end
return false
end
function mesecon.is_effector(nodename)
local effector = mesecon.get_effector(nodename)
if effector then
return true
end
return false
end
function mesecon.effector_get_rules(node)
local effector = mesecon.get_effector(node.name)
if effector then
local rules = effector.rules
if type(rules) == 'function' then
return rules(node)
elseif rules then
return rules
end
end
return mesecon.rules.default
end
-- #######################
-- # Signals (effectors) #
-- #######################
-- Activation:
mesecon.queue:add_function("activate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_on then
effector.action_on(pos, node, rulename)
end
end)
function mesecon.activate(pos, node, rulename, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.activate(pos, node, rule, depth + 1)
end
return
end
mesecon.queue:add_action(pos, "activate", {rulename}, nil, rulename, 1 / depth)
end
-- Deactivation
mesecon.queue:add_function("deactivate", function (pos, rulename)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_off then
effector.action_off(pos, node, rulename)
end
end)
function mesecon.deactivate(pos, node, rulename, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.deactivate(pos, node, rule, depth + 1)
end
return
end
mesecon.queue:add_action(pos, "deactivate", {rulename}, nil, rulename, 1 / depth)
end
-- Change
mesecon.queue:add_function("change", function (pos, rulename, changetype)
local node = mesecon.get_node_force(pos)
if not node then return end
local effector = mesecon.get_effector(node.name)
if effector and effector.action_change then
effector.action_change(pos, node, rulename, changetype)
end
end)
function mesecon.changesignal(pos, node, rulename, newstate, depth)
if rulename == nil then
for _,rule in ipairs(mesecon.effector_get_rules(node)) do
mesecon.changesignal(pos, node, rule, newstate, depth + 1)
end
return
end
-- Include "change" in overwritecheck so that it cannot be overwritten
-- by "active" / "deactivate" that will be called upon the node at the same time.
local overwritecheck = {"change", rulename}
mesecon.queue:add_action(pos, "change", {rulename, newstate}, nil, overwritecheck, 1 / depth)
end
-- Conductors
function mesecon.is_conductor_on(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.on
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) ~= 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return mesecon.get_bit(binstate, bit)
end
end
return false
end
function mesecon.is_conductor_off(node, rulename)
if not node then return false end
local conductor = mesecon.get_conductor(node.name)
if conductor then
if conductor.state then
return conductor.state == mesecon.state.off
end
if conductor.states then
if not rulename then
return mesecon.getstate(node.name, conductor.states) == 1
end
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node))
local binstate = mesecon.getbinstate(node.name, conductor.states)
return not mesecon.get_bit(binstate, bit)
end
end
return false
end
function mesecon.is_conductor(nodename)
local conductor = mesecon.get_conductor(nodename)
if conductor then
return true
end
return false
end
function mesecon.get_conductor_on(node_off, rulename)
local conductor = mesecon.get_conductor(node_off.name)
if conductor then
if conductor.onstate then
return conductor.onstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_off))
local binstate = mesecon.getbinstate(node_off.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "1")
return conductor.states[tonumber(binstate,2)+1]
end
end
return offstate
end
function mesecon.get_conductor_off(node_on, rulename)
local conductor = mesecon.get_conductor(node_on.name)
if conductor then
if conductor.offstate then
return conductor.offstate
end
if conductor.states then
local bit = mesecon.rule2bit(rulename, mesecon.conductor_get_rules(node_on))
local binstate = mesecon.getbinstate(node_on.name, conductor.states)
binstate = mesecon.set_bit(binstate, bit, "0")
return conductor.states[tonumber(binstate,2)+1]
end
end
return onstate
end
function mesecon.conductor_get_rules(node)
local conductor = mesecon.get_conductor(node.name)
if conductor then
local rules = conductor.rules
if type(rules) == 'function' then
return rules(node)
elseif rules then
return rules
end
end
return mesecon.rules.default
end
-- some more general high-level stuff
function mesecon.is_power_on(pos, rulename)
local node = mesecon.get_node_force(pos)
if node and (mesecon.is_conductor_on(node, rulename) or mesecon.is_receptor_on(node.name)) then
return true
end
return false
end
function mesecon.is_power_off(pos, rulename)
local node = mesecon.get_node_force(pos)
if node and (mesecon.is_conductor_off(node, rulename) or mesecon.is_receptor_off(node.name)) then
return true
end
return false
end
function mesecon.turnon(pos, link)
local frontiers = {{pos = pos, link = link}}
local depth = 1
while frontiers[depth] do
local f = frontiers[depth]
local node = mesecon.get_node_force(f.pos)
-- area not loaded, postpone action
if not node then
mesecon.queue:add_action(f.pos, "turnon", {link}, nil, true)
elseif mesecon.is_conductor_off(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
minetest.swap_node(f.pos, {name = mesecon.get_conductor_on(node, f.link),
param2 = node.param2})
-- call turnon on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
-- area not loaded, postpone action
if not mesecon.get_node_force(np) then
mesecon.queue:add_action(np, "turnon", {rulename},
nil, true)
else
local links = mesecon.rules_link_rule_all(f.pos, r)
for _, l in ipairs(links) do
table.insert(frontiers, {pos = np, link = l})
end
end
end
elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.on, depth)
if mesecon.is_effector_off(node.name) then
mesecon.activate(f.pos, node, f.link, depth)
end
end
depth = depth + 1
end
end
mesecon.queue:add_function("turnon", function (pos, rulename, recdepth)
mesecon.turnon(pos, rulename, recdepth)
end)
function mesecon.turnoff(pos, link)
local frontiers = {{pos = pos, link = link}}
local depth = 1
while frontiers[depth] do
local f = frontiers[depth]
local node = mesecon.get_node_force(f.pos)
-- area not loaded, postpone action
if not node then
mesecon.queue:add_action(f.pos, "turnoff", {link}, nil, true)
elseif mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
minetest.swap_node(f.pos, {name = mesecon.get_conductor_off(node, f.link),
param2 = node.param2})
-- call turnoff on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
-- area not loaded, postpone action
if not mesecon.get_node_force(np) then
mesecon.queue:add_action(np, "turnoff", {rulename},
nil, true)
else
local links = mesecon.rules_link_rule_all(f.pos, r)
for _, l in ipairs(links) do
table.insert(frontiers, {pos = np, link = l})
end
end
end
elseif mesecon.is_effector(node.name) then
mesecon.changesignal(f.pos, node, f.link, mesecon.state.off, depth)
if mesecon.is_effector_on(node.name) and not mesecon.is_powered(f.pos) then
mesecon.deactivate(f.pos, node, f.link, depth)
end
end
depth = depth + 1
end
end
mesecon.queue:add_function("turnoff", function (pos, rulename, recdepth)
mesecon.turnoff(pos, rulename, recdepth)
end)
function mesecon.connected_to_receptor(pos, link)
local node = mesecon.get_node_force(pos)
if not node then return false end
-- Check if conductors around are connected
local rules = mesecon.get_any_inputrules(node)
if not rules then return false end
for _, rule in ipairs(mesecon.rule2meta(link, rules)) do
local links = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, l in ipairs(links) do
local np = vector.add(pos, l)
if mesecon.find_receptor_on(np, mesecon.invertRule(l)) then
return true
end
end
end
return false
end
function mesecon.find_receptor_on(pos, link)
local frontiers = {{pos = pos, link = link}}
local checked = {}
-- List of positions that have been searched for onstate receptors
local depth = 1
while frontiers[depth] do
local f = frontiers[depth]
local node = mesecon.get_node_force(f.pos)
if not node then return false end
if mesecon.is_receptor_on(node.name) then return true end
if mesecon.is_conductor_on(node, f.link) then
local rules = mesecon.conductor_get_rules(node)
-- call turnoff on neighbors: normal rules
for _, r in ipairs(mesecon.rule2meta(f.link, rules)) do
local np = vector.add(f.pos, r)
local links = mesecon.rules_link_rule_all_inverted(f.pos, r)
for _, l in ipairs(links) do
local checkedstring = np.x..np.y..np.z..l.x..l.y..l.z
if not checked[checkedstring] then
table.insert(frontiers, {pos = np, link = l})
checked[checkedstring] = true
end
end
end
end
depth = depth + 1
end
end
function mesecon.rules_link(output, input, dug_outputrules) --output/input are positions (outputrules optional, used if node has been dug), second return value: the name of the affected input rule
local outputnode = mesecon.get_node_force(output)
local inputnode = mesecon.get_node_force(input)
local outputrules = dug_outputrules or mesecon.get_any_outputrules (outputnode)
local inputrules = mesecon.get_any_inputrules (inputnode)
if not outputrules or not inputrules then
return
end
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
-- Check if output sends to input
if vector.equals(vector.add(output, outputrule), input) then
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output
if vector.equals(vector.add(input, inputrule), output) then
return true, inputrule
end
end
end
end
return false
end
function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule)
local inputnode = mesecon.get_node_force(input)
local inputrules = mesecon.get_any_inputrules (inputnode)
if not inputrules then
return {}
end
local rules = {}
for _, inputrule in ipairs(mesecon.flattenrules(inputrules)) do
-- Check if input accepts from output
if vector.equals(vector.add(input, inputrule), output) then
table.insert(rules, inputrule)
end
end
return rules
end
function mesecon.rules_link_rule_all_inverted(input, rule)
--local irule = mesecon.invertRule(rule)
local output = vector.add(input, rule)
local outputnode = mesecon.get_node_force(output)
local outputrules = mesecon.get_any_outputrules (outputnode)
if not outputrules then
return {}
end
local rules = {}
for _, outputrule in ipairs(mesecon.flattenrules(outputrules)) do
if vector.equals(vector.add(output, outputrule), input) then
table.insert(rules, mesecon.invertRule(outputrule))
end
end
return rules
end
function mesecon.rules_link_anydir(pos1, pos2)
return mesecon.rules_link(pos1, pos2) or mesecon.rules_link(pos2, pos1)
end
function mesecon.is_powered(pos, rule)
local node = mesecon.get_node_force(pos)
local rules = mesecon.get_any_inputrules(node)
if not rules then return false end
-- List of nodes that send out power to pos
local sourcepos = {}
if not rule then
for _, rule in ipairs(mesecon.flattenrules(rules)) do
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
if (mesecon.is_conductor_on(nn, mesecon.invertRule(rname))
or mesecon.is_receptor_on(nn.name)) then
table.insert(sourcepos, np)
end
end
end
else
local rulenames = mesecon.rules_link_rule_all_inverted(pos, rule)
for _, rname in ipairs(rulenames) do
local np = vector.add(pos, rname)
local nn = mesecon.get_node_force(np)
if (mesecon.is_conductor_on (nn, mesecon.invertRule(rname))
or mesecon.is_receptor_on (nn.name)) then
table.insert(sourcepos, np)
end
end
end
-- Return FALSE if not powered, return list of sources if is powered
if (#sourcepos == 0) then return false
else return sourcepos end
end
--Rules rotation Functions:
function mesecon.rotate_rules_right(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.z,
y = rule.y,
z = rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_left(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.z,
y = rule.y,
z = -rule.x,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_down(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = -rule.y,
y = rule.x,
z = rule.z,
name = rule.name})
end
return nr
end
function mesecon.rotate_rules_up(rules)
local nr = {}
for i, rule in ipairs(rules) do
table.insert(nr, {
x = rule.y,
y = -rule.x,
z = rule.z,
name = rule.name})
end
return nr
end

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-- Ugly hack to prevent breaking compatibility with other mods
-- Just remove the following two functions to delete the hack, to be done when other mods have updated
function mesecon.receptor_on(self, pos, rules)
if (self.receptor_on) then
print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_on.")
print("[Mesecons] If you are the programmer of this mod, please update it ")
print("[Mesecons] to use mesecon.receptor_on instead. mesecon:* is deprecated")
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_on", {rules}, nil, rules)
end
function mesecon.receptor_off(self, pos, rules)
if (self.receptor_off) then
print("[Mesecons] Warning: A mod with mesecon support called mesecon:receptor_off.")
print("[Mesecons] If you are the programmer of this mod, please update it ")
print("[Mesecons] to use mesecon.receptor_off instead. mesecon:* is deprecated")
print("[Mesecons] Otherwise, please make sure you're running the latest version")
print("[Mesecons] of that mod and inform the mod creator.")
else
rules = pos
pos = self
end
mesecon.queue:add_action(pos, "receptor_off", {rules}, nil, rules)
end

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minetest.register_node("mesecons:mesecon_off", {
drawtype = "raillike",
tiles = {"jeija_mesecon_off.png", "jeija_mesecon_curved_off.png", "jeija_mesecon_t_junction_off.png", "jeija_mesecon_crossing_off.png"},
inventory_image = "jeija_mesecon_off.png",
wield_image = "jeija_mesecon_off.png",
paramtype = "light",
is_ground_content = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
},
groups = {dig_immediate=3, mesecon=1, mesecon_conductor_craftable=1},
description="Mesecons",
mesecons = {conductor={
state = mesecon.state.off,
onstate = "mesecons:mesecon_on"
}}
})
minetest.register_node("mesecons:mesecon_on", {
drawtype = "raillike",
tiles = {"jeija_mesecon_on.png", "jeija_mesecon_curved_on.png", "jeija_mesecon_t_junction_on.png", "jeija_mesecon_crossing_on.png"},
paramtype = "light",
is_ground_content = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -0.45, 0.5},
},
groups = {dig_immediate=3, not_in_creaive_inventory=1, mesecon=1},
drop = "mesecons:mesecon_off 1",
light_source = default.LIGHT_MAX-11,
mesecons = {conductor={
state = mesecon.state.on,
offstate = "mesecons:mesecon_off"
}}
})

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mesecon.rules = {}
mesecon.state = {}
mesecon.rules.default =
{{x=0, y=0, z=-1},
{x=1, y=0, z=0},
{x=-1, y=0, z=0},
{x=0, y=0, z=1},
{x=1, y=1, z=0},
{x=1, y=-1, z=0},
{x=-1, y=1, z=0},
{x=-1, y=-1, z=0},
{x=0, y=1, z=1},
{x=0, y=-1, z=1},
{x=0, y=1, z=-1},
{x=0, y=-1, z=-1}}
mesecon.rules.pplate = mesecon.mergetable(mesecon.rules.default, {{x=0, y=-2, z=0}})
mesecon.rules.buttonlike =
{{x = 1, y = 0, z = 0},
{x = 1, y = 1, z = 0},
{x = 1, y =-1, z = 0},
{x = 1, y =-1, z = 1},
{x = 1, y =-1, z =-1},
{x = 2, y = 0, z = 0}}
mesecon.rules.flat =
{{x = 1, y = 0, z = 0},
{x =-1, y = 0, z = 0},
{x = 0, y = 0, z = 1},
{x = 0, y = 0, z =-1}}
mesecon.rules.alldirs =
{{x= 1, y= 0, z= 0},
{x=-1, y= 0, z= 0},
{x= 0, y= 1, z= 0},
{x= 0, y=-1, z= 0},
{x= 0, y= 0, z= 1},
{x= 0, y= 0, z=-1}}
mesecon.rules.buttonlike_get = function(node)
local rules = mesecon.rules.buttonlike
if node.param2 == 2 then
rules=mesecon.rotate_rules_left(rules)
elseif node.param2 == 3 then
rules=mesecon.rotate_rules_right(mesecon.rotate_rules_right(rules))
elseif node.param2 == 0 then
rules=mesecon.rotate_rules_right(rules)
end
return rules
end
mesecon.state.on = "on"
mesecon.state.off = "off"

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-- Dig and place services
mesecon.on_placenode = function (pos, node)
mesecon.update_autoconnect(pos, node)
-- Receptors: Send on signal when active
if mesecon.is_receptor_on(node.name) then
mesecon.receptor_on(pos, mesecon.receptor_get_rules(node))
end
-- Conductors: Send turnon signal when powered or replace by respective offstate conductor
-- if placed conductor is an onstate one
if mesecon.is_conductor(node.name) then
local sources = mesecon.is_powered(pos)
if sources then
-- also call receptor_on if itself is powered already, so that neighboring
-- conductors will be activated (when pushing an on-conductor with a piston)
for _, s in ipairs(sources) do
local rule = vector.subtract(pos, s)
mesecon.turnon(pos, rule)
end
--mesecon.receptor_on (pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_conductor_on(node) then
minetest.swap_node(pos, {name = mesecon.get_conductor_off(node)})
end
end
-- Effectors: Send changesignal and activate or deactivate
if mesecon.is_effector(node.name) then
local powered_rules = {}
local unpowered_rules = {}
-- for each input rule, check if powered
for _, r in ipairs(mesecon.effector_get_rules(node)) do
local powered = mesecon.is_powered(pos, r)
if powered then table.insert(powered_rules, r)
else table.insert(unpowered_rules, r) end
local state = powered and mesecon.state.on or mesecon.state.off
mesecon.changesignal(pos, node, r, state, 1)
end
if (#powered_rules > 0) then
for _, r in ipairs(powered_rules) do
mesecon.activate(pos, node, r, 1)
end
else
for _, r in ipairs(unpowered_rules) do
mesecon.deactivate(pos, node, r, 1)
end
end
end
end
mesecon.on_dignode = function (pos, node)
if mesecon.is_conductor_on(node) then
mesecon.receptor_off(pos, mesecon.conductor_get_rules(node))
elseif mesecon.is_receptor_on(node.name) then
mesecon.receptor_off(pos, mesecon.receptor_get_rules(node))
end
mesecon.queue:add_action(pos, "update_autoconnect", {node})
end
mesecon.queue:add_function("update_autoconnect", mesecon.update_autoconnect)
minetest.register_on_placenode(mesecon.on_placenode)
minetest.register_on_dignode(mesecon.on_dignode)
-- Overheating service for fast circuits
-- returns true if heat is too high
mesecon.do_overheat = function(pos)
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat") or 0
heat = heat + 1
meta:set_int("heat", heat)
if heat < mesecon.setting("overheat_max", 20) then
mesecon.queue:add_action(pos, "cooldown", {}, 1, nil, 0)
else
return true
end
return false
end
mesecon.queue:add_function("cooldown", function (pos)
if minetest.get_item_group(minetest.get_node(pos).name, "overheat") == 0 then
return -- node has been moved, this one does not use overheating - ignore
end
local meta = minetest.get_meta(pos)
local heat = meta:get_int("heat")
if (heat > 0) then
meta:set_int("heat", heat - 1)
end
end)

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-- SETTINGS
function mesecon.setting(setting, default)
if type(default) == "boolean" then
local read = minetest.setting_getbool("mesecon."..setting)
if read == nil then
return default
else
return read
end
elseif type(default) == "string" then
return minetest.setting_get("mesecon."..setting) or default
elseif type(default) == "number" then
return tonumber(minetest.setting_get("mesecon."..setting) or default)
end
end

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function mesecon.move_node(pos, newpos)
local node = minetest.get_node(pos)
local meta = minetest.get_meta(pos):to_table()
minetest.remove_node(pos)
minetest.set_node(newpos, node)
minetest.get_meta(pos):from_table(meta)
end
function mesecon.flattenrules(allrules)
--[[
{
{
{xyz},
{xyz},
},
{
{xyz},
{xyz},
},
}
--]]
if allrules[1] and
allrules[1].x then
return allrules
end
local shallowrules = {}
for _, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
table.insert(shallowrules, rule)
end
end
return shallowrules
--[[
{
{xyz},
{xyz},
{xyz},
{xyz},
}
--]]
end
function mesecon.rule2bit(findrule, allrules)
--get the bit of the metarule the rule is in, or bit 1
if (allrules[1] and
allrules[1].x) or
not findrule then
return 1
end
for m,metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2metaindex(findrule, allrules)
--get the metarule the rule is in, or allrules
if allrules[1].x then
return nil
end
if not(findrule) then
return mesecon.flattenrules(allrules)
end
for m, metarule in ipairs( allrules) do
for _, rule in ipairs(metarule ) do
if vector.equals(findrule, rule) then
return m
end
end
end
end
function mesecon.rule2meta(findrule, allrules)
if #allrules == 0 then return {} end
local index = mesecon.rule2metaindex(findrule, allrules)
if index == nil then
if allrules[1].x then
return allrules
else
return {}
end
end
return allrules[index]
end
function mesecon.dec2bin(n)
local x, y = math.floor(n / 2), n % 2
if (n > 1) then
return mesecon.dec2bin(x)..y
else
return ""..y
end
end
function mesecon.getstate(nodename, states)
for state, name in ipairs(states) do
if name == nodename then
return state
end
end
error(nodename.." doesn't mention itself in "..dump(states))
end
function mesecon.getbinstate(nodename, states)
return mesecon.dec2bin(mesecon.getstate(nodename, states)-1)
end
function mesecon.get_bit(binary,bit)
bit = bit or 1
local c = binary:len()-(bit-1)
return binary:sub(c,c) == "1"
end
function mesecon.set_bit(binary,bit,value)
if value == "1" then
if not mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)+math.pow(2,bit-1))
end
elseif value == "0" then
if mesecon.get_bit(binary,bit) then
return mesecon.dec2bin(tonumber(binary,2)-math.pow(2,bit-1))
end
end
return binary
end
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
end
end
return newtable
end
function mesecon.cmpAny(t1, t2)
if type(t1) ~= type(t2) then return false end
if type(t1) ~= "table" and type(t2) ~= "table" then return t1 == t2 end
for i, e in pairs(t1) do
if not mesecon.cmpAny(e, t2[i]) then return false end
end
return true
end
-- does not overwrite values; number keys (ipairs) are appended, not overwritten
function mesecon.mergetable(source, dest)
local rval = mesecon.tablecopy(dest)
for k, v in pairs(source) do
rval[k] = dest[k] or mesecon.tablecopy(v)
end
for i, v in ipairs(source) do
table.insert(rval, mesecon.tablecopy(v))
end
return rval
end
function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off"
spec_common.__mesecon_basename = name
spec_on.__mesecon_state = "on"
spec_off.__mesecon_state = "off"
spec_on = mesecon.mergetable(spec_common, spec_on);
spec_off = mesecon.mergetable(spec_common, spec_off);
minetest.register_node(name .. "_on", spec_on)
minetest.register_node(name .. "_off", spec_off)
end
-- swap onstate and offstate nodes, returns new state
function mesecon.flipstate(pos, node)
local nodedef = minetest.registered_nodes[node.name]
local newstate
if (nodedef.__mesecon_state == "on") then newstate = "off" end
if (nodedef.__mesecon_state == "off") then newstate = "on" end
minetest.swap_node(pos, {name = nodedef.__mesecon_basename .. "_" .. newstate,
param2 = node.param2})
return newstate
end
-- File writing / reading utilities
local wpath = minetest.get_worldpath()
function mesecon.file2table(filename)
local f = io.open(wpath..DIR_DELIM..filename, "r")
if f == nil then return {} end
local t = f:read("*all")
f:close()
if t == "" or t == nil then return {} end
return minetest.deserialize(t)
end
function mesecon.table2file(filename, table)
local f = io.open(wpath..DIR_DELIM..filename, "w")
f:write(minetest.serialize(table))
f:close()
end
-- Forceloading: Force server to load area if node is nil
local BLOCKSIZE = 16
-- convert node position --> block hash
local function hash_blockpos(pos)
return minetest.hash_node_position({
x = math.floor(pos.x/BLOCKSIZE),
y = math.floor(pos.y/BLOCKSIZE),
z = math.floor(pos.z/BLOCKSIZE)
})
end
-- convert block hash --> node position
local function unhash_blockpos(hash)
return vector.multiply(minetest.get_position_from_hash(hash), BLOCKSIZE)
end
mesecon.forceloaded_blocks = {}
-- get node and force-load area
function mesecon.get_node_force(pos)
local hash = hash_blockpos(pos)
if mesecon.forceloaded_blocks[hash] == nil then
-- if no more forceload spaces are available, try again next time
if minetest.forceload_block(pos) then
mesecon.forceloaded_blocks[hash] = 0
end
else
mesecon.forceloaded_blocks[hash] = 0
end
return minetest.get_node_or_nil(pos)
end
minetest.register_globalstep(function (dtime)
for hash, time in pairs(mesecon.forceloaded_blocks) do
-- unload forceloaded blocks after 10 minutes without usage
if (time > mesecon.setting("forceload_timeout", 600)) then
minetest.forceload_free_block(unhash_blockpos(hash))
mesecon.forceloaded_blocks[hash] = nil
else
mesecon.forceloaded_blocks[hash] = time + dtime
end
end
end)
-- Store and read the forceloaded blocks to / from a file
-- so that those blocks are remembered when the game
-- is restarted
mesecon.forceloaded_blocks = mesecon.file2table("mesecon_forceloaded")
minetest.register_on_shutdown(function()
mesecon.table2file("mesecon_forceloaded", mesecon.forceloaded_blocks)
end)

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-- naming scheme: wire:(xp)(zp)(xm)(zm)(xpyp)(zpyp)(xmyp)(zmyp)_on/off
-- where x= x direction, z= z direction, y= y direction, p = +1, m = -1, e.g. xpym = {x=1, y=-1, z=0}
-- The (xp)/(zpyp)/.. statements shall be replaced by either 0 or 1
-- Where 0 means the wire has no visual connection to that direction and
-- 1 means that the wire visually connects to that other node.
-- #######################
-- ## Update wire looks ##
-- #######################
-- self_pos = pos of any mesecon node, from_pos = pos of conductor to getconnect for
local wire_getconnect = function (from_pos, self_pos)
local node = minetest.get_node(self_pos)
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].mesecons then
-- rules of node to possibly connect to
local rules = {}
if (minetest.registered_nodes[node.name].mesecon_wire) then
rules = mesecon.rules.default
else
rules = mesecon.get_any_rules(node)
end
for _, r in ipairs(mesecon.flattenrules(rules)) do
if (vector.equals(vector.add(self_pos, r), from_pos)) then
return true
end
end
end
return false
end
-- Update this node
local wire_updateconnect = function (pos)
local connections = {}
for _, r in ipairs(mesecon.rules.default) do
if wire_getconnect(pos, vector.add(pos, r)) then
table.insert(connections, r)
end
end
local nid = {}
for _, vec in ipairs(connections) do
-- flat component
if vec.x == 1 then nid[0] = "1" end
if vec.z == 1 then nid[1] = "1" end
if vec.x == -1 then nid[2] = "1" end
if vec.z == -1 then nid[3] = "1" end
-- slopy component
if vec.y == 1 then
if vec.x == 1 then nid[4] = "1" end
if vec.z == 1 then nid[5] = "1" end
if vec.x == -1 then nid[6] = "1" end
if vec.z == -1 then nid[7] = "1" end
end
end
local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0")
..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0")
local state_suffix = string.find(minetest.get_node(pos).name, "_off") and "_off" or "_on"
minetest.set_node(pos, {name = "mesecons:wire_"..nodeid..state_suffix})
end
local update_on_place_dig = function (pos, node)
-- Update placed node (get_node again as it may have been dug)
local nn = minetest.get_node(pos)
if (minetest.registered_nodes[nn.name])
and (minetest.registered_nodes[nn.name].mesecon_wire) then
wire_updateconnect(pos)
end
-- Update nodes around it
local rules = {}
if minetest.registered_nodes[node.name]
and minetest.registered_nodes[node.name].mesecon_wire then
rules = mesecon.rules.default
else
rules = mesecon.get_any_rules(node)
end
if (not rules) then return end
for _, r in ipairs(mesecon.flattenrules(rules)) do
local np = vector.add(pos, r)
if minetest.registered_nodes[minetest.get_node(np).name]
and minetest.registered_nodes[minetest.get_node(np).name].mesecon_wire then
wire_updateconnect(np)
end
end
end
function mesecon.update_autoconnect(pos, node)
if (not node) then node = minetest.get_node(pos) end
update_on_place_dig(pos, node)
end
-- ############################
-- ## Wire node registration ##
-- ############################
-- Nodeboxes:
local box_center = {-1/16, -.5, -1/16, 1/16, -.5+1/16, 1/16}
local box_bump1 = { -2/16, -8/16, -2/16, 2/16, -13/32, 2/16 }
local nbox_nid =
{
[0] = {1/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}, -- x positive
[1] = {-1/16, -.5, 1/16, 1/16, -.5+1/16, 8/16}, -- z positive
[2] = {-8/16, -.5, -1/16, -1/16, -.5+1/16, 1/16}, -- x negative
[3] = {-1/16, -.5, -8/16, 1/16, -.5+1/16, -1/16}, -- z negative
[4] = {.5-1/16, -.5+1/16, -1/16, .5, .4999+1/16, 1/16}, -- x positive up
[5] = {-1/16, -.5+1/16, .5-1/16, 1/16, .4999+1/16, .5}, -- z positive up
[6] = {-.5, -.5+1/16, -1/16, -.5+1/16, .4999+1/16, 1/16}, -- x negative up
[7] = {-1/16, -.5+1/16, -.5, 1/16, .4999+1/16, -.5+1/16} -- z negative up
}
local tiles_off = { "mesecons_wire_off.png" }
local tiles_on = { "mesecons_wire_on.png" }
local selectionbox =
{
type = "fixed",
fixed = {-.5, -.5, -.5, .5, -.5+4/16, .5}
}
-- go to the next nodeid (ex.: 01000011 --> 01000100)
local nid_inc = function() end
nid_inc = function (nid)
local i = 0
while nid[i-1] ~= 1 do
nid[i] = (nid[i] ~= 1) and 1 or 0
i = i + 1
end
-- BUT: Skip impossible nodeids:
if ((nid[0] == 0 and nid[4] == 1) or (nid[1] == 0 and nid[5] == 1)
or (nid[2] == 0 and nid[6] == 1) or (nid[3] == 0 and nid[7] == 1)) then
return nid_inc(nid)
end
return i <= 8
end
register_wires = function()
local nid = {}
while true do
-- Create group specifiction and nodeid string (see note above for details)
local nodeid = (nid[0] or "0")..(nid[1] or "0")..(nid[2] or "0")..(nid[3] or "0")
..(nid[4] or "0")..(nid[5] or "0")..(nid[6] or "0")..(nid[7] or "0")
-- Calculate nodebox
local nodebox = {type = "fixed", fixed={box_center}}
for i=0,7 do
if nid[i] == 1 then
table.insert(nodebox.fixed, nbox_nid[i])
end
end
-- Add bump to nodebox if curved
if (nid[0] == 1 and nid[1] == 1) or (nid[1] == 1 and nid[2] == 1)
or (nid[2] == 1 and nid[3] == 1) or (nid[3] == 1 and nid[0] == 1) then
table.insert(nodebox.fixed, box_bump1)
end
-- If nothing to connect to, still make a nodebox of a straight wire
if nodeid == "00000000" then
nodebox.fixed = {-8/16, -.5, -1/16, 8/16, -.5+1/16, 1/16}
end
local rules = {}
if (nid[0] == 1) then table.insert(rules, vector.new( 1, 0, 0)) end
if (nid[1] == 1) then table.insert(rules, vector.new( 0, 0, 1)) end
if (nid[2] == 1) then table.insert(rules, vector.new(-1, 0, 0)) end
if (nid[3] == 1) then table.insert(rules, vector.new( 0, 0, -1)) end
if (nid[0] == 1) then table.insert(rules, vector.new( 1, -1, 0)) end
if (nid[1] == 1) then table.insert(rules, vector.new( 0, -1, 1)) end
if (nid[2] == 1) then table.insert(rules, vector.new(-1, -1, 0)) end
if (nid[3] == 1) then table.insert(rules, vector.new( 0, -1, -1)) end
if (nid[4] == 1) then table.insert(rules, vector.new( 1, 1, 0)) end
if (nid[5] == 1) then table.insert(rules, vector.new( 0, 1, 1)) end
if (nid[6] == 1) then table.insert(rules, vector.new(-1, 1, 0)) end
if (nid[7] == 1) then table.insert(rules, vector.new( 0, 1, -1)) end
local meseconspec_off = { conductor = {
rules = rules,
state = mesecon.state.off,
onstate = "mesecons:wire_"..nodeid.."_on"
}}
local meseconspec_on = { conductor = {
rules = rules,
state = mesecon.state.on,
offstate = "mesecons:wire_"..nodeid.."_off"
}}
local groups_on = {dig_immediate = 3, mesecon_conductor_craftable = 1,
not_in_creative_inventory = 1}
local groups_off = {dig_immediate = 3, mesecon_conductor_craftable = 1}
if nodeid ~= "00000000" then
groups_off["not_in_creative_inventory"] = 1
end
mesecon.register_node("mesecons:wire_"..nodeid, {
description = "Mesecon",
drawtype = "nodebox",
inventory_image = "mesecons_wire_inv.png",
wield_image = "mesecons_wire_inv.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
selection_box = selectionbox,
node_box = nodebox,
walkable = false,
drop = "mesecons:wire_00000000_off",
mesecon_wire = true
}, {tiles = tiles_off, mesecons = meseconspec_off, groups = groups_off},
{tiles = tiles_on, mesecons = meseconspec_on, groups = groups_on})
if (nid_inc(nid) == false) then return end
end
end
register_wires()
-- ##############
-- ## Crafting ##
-- ##############
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 2",
recipe = "default:mese_crystal_fragment",
cooktime = 3,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 18",
recipe = "default:mese_crystal",
cooktime = 15,
})
minetest.register_craft({
type = "cooking",
output = "mesecons:wire_00000000_off 162",
recipe = "default:mese",
cooktime = 30,
})

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mesecons

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-- This file registers aliases for the /give /giveme commands.
minetest.register_alias("mesecons:removestone", "mesecons_random:removestone")
minetest.register_alias("mesecons:power_plant", "mesecons_powerplant:power_plant")
minetest.register_alias("mesecons:powerplant", "mesecons_powerplant:power_plant")
minetest.register_alias("mesecons:meselamp", "mesecons_lamp:lamp_off")
minetest.register_alias("mesecons:mesecon", "mesecons:wire_00000000_off")
minetest.register_alias("mesecons:object_detector", "mesecons_detector:object_detector_off")
minetest.register_alias("mesecons:wireless_inverter", "mesecons_wireless:wireless_inverter_on")
minetest.register_alias("mesecons:wireless_receiver", "mesecons_wireless:wireless_receiver_off")
minetest.register_alias("mesecons:wireless_transmitter", "mesecons_wireless:wireless_transmitter_off")
minetest.register_alias("mesecons:switch", "mesecons_switch:mesecon_switch_off")
minetest.register_alias("mesecons:button", "mesecons_button:button_off")
minetest.register_alias("mesecons:piston", "mesecons_pistons:piston_normal_off")
minetest.register_alias("mesecons:blinky_plant", "mesecons_blinkyplant:blinky_plant_off")
minetest.register_alias("mesecons:mesecon_torch", "mesecons_torch:mesecon_torch_on")
minetest.register_alias("mesecons:torch", "mesecons_torch:mesecon_torch_on")
minetest.register_alias("mesecons:hydro_turbine", "mesecons_hydroturbine:hydro_turbine_off")
minetest.register_alias("mesecons:pressure_plate_stone", "mesecons_pressureplates:pressure_plate_stone_off")
minetest.register_alias("mesecons:pressure_plate_wood", "mesecons_pressureplates:pressure_plate_wood_off")
minetest.register_alias("mesecons:mesecon_socket", "mesecons_temperest:mesecon_socket_off")
minetest.register_alias("mesecons:mesecon_inverter", "mesecons_temperest:mesecon_inverter_on")
minetest.register_alias("mesecons:movestone", "mesecons_movestones:movestone")
minetest.register_alias("mesecons:sticky_movestone", "mesecons_movestones:sticky_movestone")
minetest.register_alias("mesecons:noteblock", "mesecons_noteblock:noteblock")
minetest.register_alias("mesecons:microcontroller", "mesecons_microcontroller:microcontroller0000")
minetest.register_alias("mesecons:delayer", "mesecons_delayer:delayer_off_1")
minetest.register_alias("mesecons:solarpanel", "mesecons_solarpanel:solar_panel_off")
--Backwards compatibility
minetest.register_alias("mesecons:mesecon_off", "mesecons:wire_00000000_off")
minetest.register_alias("mesecons_pistons:piston_sticky", "mesecons_pistons:piston_sticky_on")
minetest.register_alias("mesecons_pistons:piston_normal", "mesecons_pistons:piston_normal_on")
minetest.register_alias("mesecons_pistons:piston_up_normal", "mesecons_pistons:piston_up_normal_on")
minetest.register_alias("mesecons_pistons:piston_down_normal", "mesecons_pistons:piston_down_normal_on")
minetest.register_alias("mesecons_pistons:piston_up_sticky", "mesecons_pistons:piston_up_sticky_on")
minetest.register_alias("mesecons_pistons:piston_down_sticky", "mesecons_pistons:piston_down_sticky_on")

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mesecons

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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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-- The BLINKY_PLANT
local toggle_timer = function (pos)
local timer = minetest.get_node_timer(pos)
if timer:is_started() then
timer:stop()
else
timer:start(mesecon.setting("blinky_plant_interval", 3))
end
end
local on_timer = function (pos)
local node = minetest.get_node(pos)
if(mesecon.flipstate(pos, node) == "on") then
mesecon.receptor_on(pos)
else
mesecon.receptor_off(pos)
end
toggle_timer(pos)
end
mesecon.register_node("mesecons_blinkyplant:blinky_plant", {
description="Blinky Plant",
drawtype = "plantlike",
inventory_image = "jeija_blinky_plant_off.png",
paramtype = "light",
walkable = false,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, -0.5+0.7, 0.3},
},
on_timer = on_timer,
on_rightclick = toggle_timer,
on_construct = toggle_timer
},{
tiles = {"jeija_blinky_plant_off.png"},
groups = {dig_immediate=3},
mesecons = {receptor = { state = mesecon.state.off }}
},{
tiles = {"jeija_blinky_plant_on.png"},
groups = {dig_immediate=3, not_in_creative_inventory=1},
mesecons = {receptor = { state = mesecon.state.on }}
})
minetest.register_craft({
output = "mesecons_blinkyplant:blinky_plant_off 1",
recipe = { {"","group:mesecon_conductor_craftable",""},
{"","group:mesecon_conductor_craftable",""},
{"group:sapling","group:sapling","group:sapling"}}
})

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mesecons
mesecons_receiver

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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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-- WALL BUTTON
-- A button that when pressed emits power for 1 second
-- and then turns off again
mesecon.button_turnoff = function (pos)
local node = minetest.get_node(pos)
if node.name=="mesecons_button:button_on" then --has not been dug
minetest.swap_node(pos, {name = "mesecons_button:button_off", param2=node.param2})
minetest.sound_play("mesecons_button_pop", {pos=pos})
local rules = mesecon.rules.buttonlike_get(node)
mesecon.receptor_off(pos, rules)
end
end
minetest.register_node("mesecons_button:button_off", {
drawtype = "nodebox",
tiles = {
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_off.png"
},
paramtype = "light",
paramtype2 = "facedir",
legacy_wallmounted = true,
walkable = false,
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 }
},
node_box = {
type = "fixed",
fixed = {
{ -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 }, -- the thin plate behind the button
{ -4/16, -2/16, 4/16, 4/16, 2/16, 6/16 } -- the button itself
}
},
groups = {dig_immediate=2, mesecon_needs_receiver = 1},
description = "Button",
on_rightclick = function (pos, node)
minetest.swap_node(pos, {name = "mesecons_button:button_on", param2=node.param2})
mesecon.receptor_on(pos, mesecon.rules.buttonlike_get(node))
minetest.sound_play("mesecons_button_push", {pos=pos})
minetest.after(1, mesecon.button_turnoff, pos)
end,
sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = {
state = mesecon.state.off,
rules = mesecon.rules.buttonlike_get
}}
})
minetest.register_node("mesecons_button:button_on", {
drawtype = "nodebox",
tiles = {
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_sides.png",
"jeija_wall_button_on.png"
},
paramtype = "light",
paramtype2 = "facedir",
legacy_wallmounted = true,
walkable = false,
light_source = default.LIGHT_MAX-7,
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = { -6/16, -6/16, 5/16, 6/16, 6/16, 8/16 }
},
node_box = {
type = "fixed",
fixed = {
{ -6/16, -6/16, 6/16, 6/16, 6/16, 8/16 },
{ -4/16, -2/16, 11/32, 4/16, 2/16, 6/16 }
}
},
groups = {dig_immediate=2, not_in_creative_inventory=1, mesecon_needs_receiver = 1},
drop = 'mesecons_button:button_off',
description = "Button",
sounds = default.node_sound_stone_defaults(),
mesecons = {receptor = {
state = mesecon.state.on,
rules = mesecon.rules.buttonlike_get
}}
})
minetest.register_craft({
output = "mesecons_button:button_off 2",
recipe = {
{"group:mesecon_conductor_craftable","default:stone"},
}
})

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mesecons

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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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minetest.register_chatcommand("say", {
params = "<text>",
description = "Say <text> as the server",
privs = {server=true},
func = function(name, param)
minetest.chat_send_all(name .. ": " .. param)
end
})
minetest.register_chatcommand("tell", {
params = "<name> <text>",
description = "Say <text> to <name> privately",
func = function(name, param)
local found, _, target, message = param:find("^([^%s]+)%s+(.*)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
if not minetest.get_player_by_name(target) then
minetest.chat_send_player(name, "Invalid target: " .. target)
end
minetest.chat_send_player(target, name .. " whispers: " .. message, false)
end
})
minetest.register_chatcommand("hp", {
params = "<name> <value>",
description = "Set health of <name> to <value> hitpoints",
privs = {ban=true},
func = function(name, param)
local found, _, target, value = param:find("^([^%s]+)%s+(%d+)$")
if found == nil then
minetest.chat_send_player(name, "Invalid usage: " .. param)
return
end
local player = minetest.get_player_by_name(target)
if player then
player:set_hp(value)
else
minetest.chat_send_player(name, "Invalid target: " .. target)
end
end
})
local function initialize_data(meta)
local commands = meta:get_string("commands")
meta:set_string("formspec",
"invsize[9,5;]" ..
"textarea[0.5,0.5;8.5,4;commands;Commands;"..commands.."]" ..
"label[1,3.8;@nearest, @farthest, and @random are replaced by the respective player names]" ..
"button_exit[3.3,4.5;2,1;submit;Submit]")
local owner = meta:get_string("owner")
if owner == "" then
owner = "not owned"
else
owner = "owned by " .. owner
end
meta:set_string("infotext", "Command Block\n" ..
"(" .. owner .. ")\n" ..
"Commands: "..commands)
end
local function construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("commands", "tell @nearest Commandblock unconfigured")
meta:set_string("owner", "")
initialize_data(meta)
end
local function after_place(pos, placer)
if placer then
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name())
initialize_data(meta)
end
end
local function receive_fields(pos, formname, fields, sender)
if not fields.submit then
return
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner ~= "" and sender:get_player_name() ~= owner then
return
end
meta:set_string("commands", fields.commands)
initialize_data(meta)
end
local function resolve_commands(commands, pos)
local nearest, farthest = nil, nil
local min_distance, max_distance = math.huge, -1
local players = minetest.get_connected_players()
for index, player in pairs(players) do
local distance = vector.distance(pos, player:getpos())
if distance < min_distance then
min_distance = distance
nearest = player:get_player_name()
end
if distance > max_distance then
max_distance = distance
farthest = player:get_player_name()
end
end
local random = players[math.random(#players)]:get_player_name()
commands = commands:gsub("@nearest", nearest)
commands = commands:gsub("@farthest", farthest)
commands = commands:gsub("@random", random)
return commands
end
local function commandblock_action_on(pos, node)
if node.name ~= "mesecons_commandblock:commandblock_off" then
return
end
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_on"})
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if owner == "" then
return
end
local commands = resolve_commands(meta:get_string("commands"), pos)
for _, command in pairs(commands:split("\n")) do
local pos = command:find(" ")
local cmd, param = command, ""
if pos then
cmd = command:sub(1, pos - 1)
param = command:sub(pos + 1)
end
local cmddef = minetest.chatcommands[cmd]
if not cmddef then
minetest.chat_send_player(owner, "The command "..cmd.." does not exist")
return
end
local has_privs, missing_privs = minetest.check_player_privs(owner, cmddef.privs)
if not has_privs then
minetest.chat_send_player(owner, "You don't have permission "
.."to run "..cmd
.." (missing privileges: "
..table.concat(missing_privs, ", ")..")")
return
end
cmddef.func(owner, param)
end
end
local function commandblock_action_off(pos, node)
if node.name == "mesecons_commandblock:commandblock_on" then
minetest.swap_node(pos, {name = "mesecons_commandblock:commandblock_off"})
end
end
local function can_dig(pos, player)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
return owner == "" or owner == player:get_player_name()
end
minetest.register_node("mesecons_commandblock:commandblock_off", {
description = "Command Block",
tiles = {"jeija_commandblock_off.png"},
inventory_image = minetest.inventorycube("jeija_commandblock_off.png"),
groups = {cracky=2, mesecon_effector_off=1},
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_on = commandblock_action_on
}}
})
minetest.register_node("mesecons_commandblock:commandblock_on", {
tiles = {"jeija_commandblock_on.png"},
groups = {cracky=2, mesecon_effector_on=1, not_in_creative_inventory=1},
light_source = 10,
drop = "mesecons_commandblock:commandblock_off",
on_construct = construct,
after_place_node = after_place,
on_receive_fields = receive_fields,
can_dig = can_dig,
sounds = default.node_sound_stone_defaults(),
mesecons = {effector = {
action_off = commandblock_action_off
}}
})

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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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-- Function that get the input/output rules of the delayer
local delayer_get_output_rules = function(node)
local rules = {{x = 0, y = 0, z = 1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
end
return rules
end
local delayer_get_input_rules = function(node)
local rules = {{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
end
return rules
end
-- Functions that are called after the delay time
local delayer_activate = function(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
minetest.swap_node(pos, {name = def.delayer_onstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_on", {delayer_get_output_rules(node)}, time, nil)
end
local delayer_deactivate = function(pos, node)
local def = minetest.registered_nodes[node.name]
local time = def.delayer_time
minetest.swap_node(pos, {name = def.delayer_offstate, param2=node.param2})
mesecon.queue:add_action(pos, "receptor_off", {delayer_get_output_rules(node)}, time, nil)
end
-- Register the 2 (states) x 4 (delay times) delayers
for i = 1, 4 do
local groups = {}
if i == 1 then
groups = {bendy=2,snappy=1,dig_immediate=2}
else
groups = {bendy=2,snappy=1,dig_immediate=2, not_in_creative_inventory=1}
end
local delaytime
if i == 1 then delaytime = 0.1
elseif i == 2 then delaytime = 0.3
elseif i == 3 then delaytime = 0.5
elseif i == 4 then delaytime = 1.0 end
boxes = {{ -6/16, -8/16, -6/16, 6/16, -7/16, 6/16 }, -- the main slab
{ -2/16, -7/16, -4/16, 2/16, -26/64, -3/16 }, -- the jeweled "on" indicator
{ -3/16, -7/16, -3/16, 3/16, -26/64, -2/16 },
{ -4/16, -7/16, -2/16, 4/16, -26/64, 2/16 },
{ -3/16, -7/16, 2/16, 3/16, -26/64, 3/16 },
{ -2/16, -7/16, 3/16, 2/16, -26/64, 4/16 },
{ -6/16, -7/16, -6/16, -4/16, -27/64, -4/16 }, -- the timer indicator
{ -8/16, -8/16, -1/16, -6/16, -7/16, 1/16 }, -- the two wire stubs
{ 6/16, -8/16, -1/16, 8/16, -7/16, 1/16 }}
minetest.register_node("mesecons_delayer:delayer_off_"..tostring(i), {
description = "Delayer",
drawtype = "nodebox",
tiles = {
"mesecons_delayer_off_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_ends_off.png",
"mesecons_delayer_sides_off.png",
"mesecons_delayer_sides_off.png"
},
inventory_image = "mesecons_delayer_off_1.png",
wield_image = "mesecons_delayer_off_1.png",
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
},
groups = groups,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_off_1" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_off_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_off_1", param2=node.param2})
end
end,
delayer_time = delaytime,
delayer_onstate = "mesecons_delayer:delayer_on_"..tostring(i),
sounds = default.node_sound_stone_defaults(),
mesecons = {
receptor =
{
state = mesecon.state.off,
rules = delayer_get_output_rules
},
effector =
{
rules = delayer_get_input_rules,
action_on = delayer_activate
}
}
})
minetest.register_node("mesecons_delayer:delayer_on_"..tostring(i), {
description = "You hacker you",
drawtype = "nodebox",
tiles = {
"mesecons_delayer_on_"..tostring(i)..".png",
"mesecons_delayer_bottom.png",
"mesecons_delayer_ends_on.png",
"mesecons_delayer_ends_on.png",
"mesecons_delayer_sides_on.png",
"mesecons_delayer_sides_on.png"
},
walkable = true,
selection_box = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, -6/16, 8/16 },
},
node_box = {
type = "fixed",
fixed = boxes
},
groups = {bendy = 2, snappy = 1, dig_immediate = 2, not_in_creative_inventory = 1},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = true,
drop = 'mesecons_delayer:delayer_off_1',
on_punch = function (pos, node)
if node.name=="mesecons_delayer:delayer_on_1" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_2", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_2" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_3", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_3" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_4", param2=node.param2})
elseif node.name=="mesecons_delayer:delayer_on_4" then
minetest.swap_node(pos, {name = "mesecons_delayer:delayer_on_1", param2=node.param2})
end
end,
delayer_time = delaytime,
delayer_offstate = "mesecons_delayer:delayer_off_"..tostring(i),
mesecons = {
receptor =
{
state = mesecon.state.on,
rules = delayer_get_output_rules
},
effector =
{
rules = delayer_get_input_rules,
action_off = delayer_deactivate
}
}
})
end
minetest.register_craft({
output = "mesecons_delayer:delayer_off_1",
recipe = {
{"mesecons_torch:mesecon_torch_on", "group:mesecon_conductor_craftable", "mesecons_torch:mesecon_torch_on"},
{"default:cobble","default:cobble", "default:cobble"},
}
})

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mesecons
mesecons_materials

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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.
Nodenames must include the mod they reside in, so for instance default:dirt, not just dirt.

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The object detector is a receptor. It changes its state when a player approaches.
Right-click it to set a name to scan for.
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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local GET_COMMAND = "GET"
-- Object detector
-- Detects players in a certain radius
-- The radius can be specified in mesecons/settings.lua
local function object_detector_make_formspec(pos)
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of player to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function object_detector_on_receive_fields(pos, _, fields)
if not fields.scanname or not fields.digiline_channel then return end
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel)
object_detector_make_formspec(pos)
end
-- returns true if player was found, false if not
local function object_detector_scan(pos)
local objs = minetest.get_objects_inside_radius(pos, mesecon.setting("detector_radius", 6))
-- abort if no scan results were found
if next(objs) == nil then return false end
local scanname = minetest.get_meta(pos):get_string("scanname")
local every_player = scanname == ""
for _, obj in pairs(objs) do
-- "" is returned if it is not a player; "" ~= nil; so only handle objects with foundname ~= ""
local foundname = obj:get_player_name()
if foundname ~= "" then
-- return true if scanning for any player or if specific playername was detected
if scanname == "" or foundname == scanname then
return true
end
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)
if channel == meta:get_string("digiline_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,
chance = 1,
action = function(pos, node)
if not object_detector_scan(pos) then return end
node.name = "mesecons_detector:object_detector_on"
minetest.swap_node(pos, node)
mesecon.receptor_on(pos, mesecon.rules.pplate)
end,
})
minetest.register_abm({
nodenames = {"mesecons_detector:object_detector_on"},
interval = 1,
chance = 1,
action = function(pos, node)
if object_detector_scan(pos) then return end
node.name = "mesecons_detector:object_detector_off"
minetest.swap_node(pos, node)
mesecon.receptor_off(pos, mesecon.rules.pplate)
end,
})
-- Node detector
-- Detects the node in front of it
local function node_detector_make_formspec(pos)
minetest.get_meta(pos):set_string("formspec", "size[9,2.5]" ..
"field[0.3, 0;9,2;scanname;Name of node to scan for (empty for any):;${scanname}]"..
"field[0.3,1.5;4,2;digiline_channel;Digiline Channel (optional):;${digiline_channel}]"..
"button_exit[7,0.75;2,3;;Save]")
end
local function node_detector_on_receive_fields(pos, _, fields)
if not fields.scanname or not fields.digiline_channel then return end
local meta = minetest.get_meta(pos)
meta:set_string("scanname", fields.scanname)
meta:set_string("digiline_channel", fields.digiline_channel)
node_detector_make_formspec(pos)
end
-- returns true if node was found, false if not
local function node_detector_scan(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return end
local frontname = minetest.get_node(
vector.subtract(pos, minetest.facedir_to_dir(node.param2))
).name
local scanname = minetest.get_meta(pos):get_string("scanname")
return (frontname == scanname) or
(frontname ~= "air" and frontname ~= "ignore" and 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)
if channel ~= meta:get_string("digiline_channel") then return end
if msg == GET_COMMAND then
local nodename = minetest.get_node(
vector.subtract(pos, minetest.facedir_to_dir(node.param2))
).name
digiline:receptor_send(pos, digiline.rules.default, channel, nodename)
else
meta:set_string("scanname", msg)
node_detector_make_formspec(pos)
end
end,
},
receptor = {}
}
local function after_place_node_detector(pos, placer)
local placer_pos = placer:getpos()
if not placer_pos then
return
end
--correct for the player's height
if placer:is_player() then
placer_pos.y = placer_pos.y + 1.625
end
--correct for 6d facedir
local node = minetest.get_node(pos)
node.param2 = minetest.dir_to_facedir(vector.subtract(pos, placer_pos), true)
minetest.set_node(pos, node)
end
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 = after_place_node_detector,
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 = after_place_node_detector,
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,
chance = 1,
action = function(pos, node)
if not node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_on"
minetest.swap_node(pos, node)
mesecon.receptor_on(pos)
end,
})
minetest.register_abm({
nodenames = {"mesecons_detector:node_detector_on"},
interval = 1,
chance = 1,
action = function(pos, node)
if node_detector_scan(pos) then return end
node.name = "mesecons_detector:node_detector_off"
minetest.swap_node(pos, node)
mesecon.receptor_off(pos)
end,
})

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mesecons
doors

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-- Modified, from minetest_game/mods/doors/init.lua
local function on_rightclick(pos, dir, check_name, replace, replace_dir, params)
pos.y = pos.y + dir
if not minetest.get_node(pos).name == check_name then
return
end
local p2 = minetest.get_node(pos).param2
p2 = params[p2 + 1]
minetest.swap_node(pos, {name = replace_dir, param2 = p2})
pos.y = pos.y - dir
minetest.swap_node(pos, {name = replace, param2 = p2})
if (minetest.get_meta(pos):get_int("right") ~= 0) == (params[1] ~= 3) then
minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
end
end
local function meseconify_door(name)
if minetest.registered_items[name .. "_b_1"] then
-- old style double-node doors
local function toggle_state1 (pos, node)
on_rightclick(pos, 1, name.."_t_1", name.."_b_2", name.."_t_2", {1,2,3,0})
end
local function toggle_state2 (pos, node)
on_rightclick(pos, 1, name.."_t_2", name.."_b_1", name.."_t_1", {3,0,1,2})
end
minetest.override_item(name.."_b_1", {
mesecons = {effector = {
action_on = toggle_state1,
action_off = toggle_state1,
rules = mesecon.rules.pplate
}}
})
minetest.override_item(name.."_b_2", {
mesecons = {effector = {
action_on = toggle_state2,
action_off = toggle_state2,
rules = mesecon.rules.pplate
}}
})
elseif minetest.registered_items[name .. "_a"] then
-- new style mesh node based doors
local override = {
mesecons = {effector = {
action_on = function(pos, node)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
rules = mesecon.rules.pplate
}}
}
minetest.override_item(name .. "_a", override)
minetest.override_item(name .. "_b", override)
end
end
meseconify_door("doors:door_wood")
meseconify_door("doors:door_steel")
meseconify_door("doors:door_glass")
meseconify_door("doors:door_obsidian_glass")
-- Trapdoor
local function trapdoor_switch(pos, node)
local state = minetest.get_meta(pos):get_int("state")
if state == 1 then
minetest.sound_play("doors_door_close", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor", param2 = node.param2})
else
minetest.sound_play("doors_door_open", {pos = pos, gain = 0.3, max_hear_distance = 10})
minetest.set_node(pos, {name="doors:trapdoor_open", param2 = node.param2})
end
minetest.get_meta(pos):set_int("state", state == 1 and 0 or 1)
end
if doors and doors.get then
local override = {
mesecons = {effector = {
action_on = function(pos, node)
local door = doors.get(pos)
if door then
door:open()
end
end,
action_off = function(pos, node)
local door = doors.get(pos)
if door then
door:close()
end
end,
}},
}
minetest.override_item("doors:trapdoor", override)
minetest.override_item("doors:trapdoor_open", override)
minetest.override_item("doors:trapdoor_steel", override)
minetest.override_item("doors:trapdoor_steel_open", override)
else
if minetest.registered_nodes["doors:trapdoor"] then
minetest.override_item("doors:trapdoor", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
minetest.override_item("doors:trapdoor_open", {
mesecons = {effector = {
action_on = trapdoor_switch,
action_off = trapdoor_switch
}},
})
end
end

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local corner_nodebox = {
type = "fixed",
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 },
}
local corner_get_rules = function (node)
local rules =
{{x = 1, y = 0, z = 0},
{x = 0, y = 0, z = -1}}
for i = 0, node.param2 do
rules = mesecon.rotate_rules_left(rules)
end
return rules
end
minetest.register_node("mesecons_extrawires:corner_on", {
drawtype = "nodebox",
tiles = {
"jeija_insulated_wire_curved_tb_on.png",
"jeija_insulated_wire_curved_tb_on.png^[transformR270",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_sides_on.png",
"jeija_insulated_wire_ends_on.png"
},
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
sunlight_propagates = true,
selection_box = corner_selectionbox,
node_box = corner_nodebox,
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
drop = "mesecons_extrawires:corner_off",
mesecons = {conductor =
{
state = mesecon.state.on,
rules = corner_get_rules,
offstate = "mesecons_extrawires:corner_off"
}}
})
minetest.register_node("mesecons_extrawires:corner_off", {
drawtype = "nodebox",
description = "Mesecon Corner",
tiles = {
"jeija_insulated_wire_curved_tb_off.png",
"jeija_insulated_wire_curved_tb_off.png^[transformR270",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png",
"jeija_insulated_wire_sides_off.png",
"jeija_insulated_wire_ends_off.png"
},
paramtype = "light",
paramtype2 = "facedir",
walkable = false,
sunlight_propagates = true,
selection_box = corner_selectionbox,
node_box = corner_nodebox,
groups = {dig_immediate = 3},
mesecons = {conductor =
{
state = mesecon.state.off,
rules = corner_get_rules,
onstate = "mesecons_extrawires:corner_on"
}}
})
minetest.register_craft({
output = "mesecons_extrawires:corner_off 3",
recipe = {
{"", "", ""},
{"mesecons_insulated:insulated_off", "mesecons_insulated:insulated_off", ""},
{"", "mesecons_insulated:insulated_off", ""},
}
})

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function crossover_get_rules(node)
return {
{--first wire
{x=-1,y=0,z=0},
{x=1,y=0,z=0},
},
{--second wire
{x=0,y=0,z=-1},
{x=0,y=0,z=1},
},
}
end
local crossover_states = {
"mesecons_extrawires:crossover_off",
"mesecons_extrawires:crossover_01",
"mesecons_extrawires:crossover_10",
"mesecons_extrawires:crossover_on",
}
minetest.register_node("mesecons_extrawires:crossover_off", {
description = "Insulated Crossover",
drawtype = "nodebox",
tiles = {
"jeija_insulated_wire_crossing_tb_off.png",
"jeija_insulated_wire_crossing_tb_off.png",
"jeija_insulated_wire_ends_off.png"
},
paramtype = "light",
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}},
node_box = {
type = "fixed",
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, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3},
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_get_rules(),
}
},
})
minetest.register_node("mesecons_extrawires:crossover_01", {
description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off",
drawtype = "nodebox",
tiles = {
"jeija_insulated_wire_crossing_tb_01.png",
"jeija_insulated_wire_crossing_tb_01.png",
"jeija_insulated_wire_ends_01x.png",
"jeija_insulated_wire_ends_01x.png",
"jeija_insulated_wire_ends_01z.png",
"jeija_insulated_wire_ends_01z.png"
},
paramtype = "light",
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}},
node_box = {
type = "fixed",
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, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_get_rules(),
}
},
})
minetest.register_node("mesecons_extrawires:crossover_10", {
description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off",
drawtype = "nodebox",
tiles = {
"jeija_insulated_wire_crossing_tb_10.png",
"jeija_insulated_wire_crossing_tb_10.png",
"jeija_insulated_wire_ends_10x.png",
"jeija_insulated_wire_ends_10x.png",
"jeija_insulated_wire_ends_10z.png",
"jeija_insulated_wire_ends_10z.png"
},
paramtype = "light",
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}},
node_box = {
type = "fixed",
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, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_get_rules(),
}
},
})
minetest.register_node("mesecons_extrawires:crossover_on", {
description = "You hacker you!",
drop = "mesecons_extrawires:crossover_off",
drawtype = "nodebox",
tiles = {
"jeija_insulated_wire_crossing_tb_on.png",
"jeija_insulated_wire_crossing_tb_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_ends_on.png",
"jeija_insulated_wire_ends_on.png"
},
paramtype = "light",
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}},
node_box = {
type = "fixed",
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, -6/32 },
{ -3/32, -13/32, -9/32, 3/32, -6/32, -6/32 },
{ -3/32, -9/32, -9/32, 3/32, -6/32, 9/32 },
{ -3/32, -13/32, 6/32, 3/32, -6/32, 9/32 },
{ -3/32, -17/32, 6/32, 3/32, -13/32, 16/32+0.001 },
},
},
groups = {dig_immediate=3, mesecon=3, not_in_creative_inventory=1},
mesecons = {
conductor = {
states = crossover_states,
rules = crossover_get_rules(),
}
},
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_extrawires:crossover_off",
recipe = {
"mesecons_insulated:insulated_off",
"mesecons_insulated:insulated_off",
},
})
minetest.register_craft({
type = "shapeless",
output = "mesecons_insulated:insulated_off 2",
recipe = {
"mesecons_extrawires:crossover_off",
},
})

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default
mesecons

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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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Insulated crossing are conductors that conduct two signals between the opposing sides, the signals are insulated to each other.

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