Age | Commit message (Collapse) | Author |
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New overheating system that doesn’t use the meta.
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The update_autoconnect function had to be abstracted away from the
default wires, any kind of wire can now register autoconnect hooks,
which should make having multiple different wire types much easier.
mesecons_mvps, mesecons_receiver and mesecons_random made use of
update_autoconnect, their code was also adapted. This also fixes a
receiver bug: If a receiver was placed with a onstate receptor next
to it (but not the wall lever / button that caused the receiver to
appear) the receiver didn't turn on in the past.
Also move documentation for mesecon wire into mesecons_wire.
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functions
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This caused #238, reverting that commit fixes #238.
This reverts commit 30468b09cf35b3122e05f1e2867923fdcad5a5d2.
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cause any bugs, but unneccessary sounds (experimental change)
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Fix bugs in the Luacontroller (when placing, false input pin values were given) and fix variables
leaking into the global environment in pistons.
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Settings can now be retrieved by mesecon.setting(<name>, <default>) and can be modified without
editing the source code by adding the setting to minetest.conf
For instance, you can add mesecon.blinky_plant_interval = 0.5 to minetest.conf in order to
increase the blinking speed.
Rewrite the blinky plant with nodetimers.
Fixes #161
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flexibility and because it was never inteded to be OOP in the first
place.
mesecon.receptor_on and mesecon.receptor_off are provided by wrappers
(mesecon:receptor_on/off) for compatibility, but will be removed. Mod
programmers that use mesecons: Please update!
Also, fix microcontroller polluting the global namespace and remove some
deprecated stuff.
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large machines.
It also makes the wires.lua code easier to understand and more
maintainable. In case any other mod depends on
mesecon:update_autoconnect, please update it to use
mesecon.update_autoconnect. This should also fix some other minor bugs.
Please report bugs if this commit creates new ones.
This commit changes wire looks and removes some unneccesary textures.
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In case this fix creates new bugs, please report them.
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more than 20 actions per second on lua- / microcontrollers and gates.
Fix a bug where a burnt luacontroller didn't have the correct pin-states as the burnt controller does not register any changes from outside.
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code more readable
with comments. Also fixes a bug of lua- / microcontrollers not being updated when pushed by a
piston.
This could cause some bugs, even though I haven't found any while testing as it is a very core part of mesecons.
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This makes effectors nearer to the source of the action (the receptor) update first.
This defines behaviour for this piston circuit: http://i.imgur.com/9Pp2Mzb.png
And defines, that this memory circuit does not work from this direction: http://i.imgur.com/jJn0aFh.png
But it will work when using the switch from the other side: http://i.imgur.com/nvw0oZB.png
Only if two effectors have the same distance, there is nothing we can do about it, behaviour is not defined.
"Distance" is determined by the stack size of recursions in turnon / turnoff.
Priorities are between 0 (lowest) and 1 (highest).
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to_update), but more flexible and also including delay functionality (mesecon_delayer).
The queue is also saved to a file, so that when restarting mesecons, delayers resume to the state they had when the game shut down. Needs testing.
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here and there to facilitate this.
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Multi rules
Merged for near-future textures to be merged cleanly.
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globalstep, configurable to be on/off
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cooled normally if they are moved (piston, etc...) during the cooling delay.
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(fixes #93).
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cause too many new ones.
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mesecon:register_effector(onstate, offstate, rules, function get_rules) rules and function get_rules are optional. You don't have to specify both onstate and offstate (required for e.g. removestone)
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