Time Nick Message 11:38 PilzAdam VanessaE, why does this not work: http://pastebin.com/D2tJWAQh 11:43 PilzAdam this have to be something in a new version of mesecons, because with a older version of mesecons (maybe 2 weeks) the same thing works with my carts mod 11:43 VanessaE odd 11:43 VanessaE did you see what I wrote in the other channel? 11:43 PilzAdam yes 11:43 VanessaE re: registering as an effector and with rules 11:44 VanessaE ok 11:46 PilzAdam works 11:46 VanessaE woo! 11:46 PilzAdam mesecon:register_effector("tnt:tnt", "tnt:tnt") 11:46 PilzAdam this is stupid 11:48 VanessaE actually, according to this, you should only need one 11:48 VanessaE e.g. mesecon:register_effector("tnt:tnt",) 11:50 VanessaE might be a recently-introduced bug. Can you file an issue on the mesecons github repos so we don't lose it? 11:53 PilzAdam done 11:54 VanessaE thanks :-) 12:07 PilzAdam how do the rules of mesecons work? 12:07 PilzAdam i want a effector that only recieve signals from above 12:08 VanessaE I think in that case you'd use one rule, {x=0, y=1, z=0} or something like that 12:08 VanessaE one such rule line per connection 12:08 VanessaE if you wanted to connect from the bottom it would be y=-1 12:09 VanessaE yup I got that right :-) 12:09 VanessaE mesecon:add_rules("rulename", {{x=0, y=1, z=0}), 12:09 VanessaE er too many braces, but you get the idea. 12:10 PilzAdam yes 12:21 PilzAdam this doesnt realy work 12:21 PilzAdam mesecon:add_rules("tnt_above", {{x=0,y=1,z=0}}) 12:21 PilzAdam mesecon:register_effector("tnt:tnt", "tnt:tnt", mesecon:get_rules("tnt_above")) 12:21 PilzAdam this has the effect that nothing happens the i give a signal to the tnt 12:31 PilzAdam i know the problem: the wires dont give the signal down 12:32 PilzAdam x=1 works 12:32 VanessaE strange, they should? 12:32 VanessaE do they visibly connect to the tnt? 12:32 PilzAdam nope 12:32 VanessaE that's why 12:32 VanessaE you're missing a connection rule to make them bend 12:33 PilzAdam and how do i add it? 12:33 VanessaE that's why the API is different from before btw - to make sure all mesecons wires can connect to all mesecons objects instead of what we had before 12:33 VanessaE (where before a switch sitting next to a wire turned it on without a visible connection) 12:34 VanessaE that's what the rules declaration is supposed to do 12:34 PilzAdam and how do i add it? 12:34 VanessaE and groups= 12:34 VanessaE set the rule I mentioned above, and do groups = { mesecon = 2} 12:34 VanessaE in your register_node call 12:35 VanessaE for rules, try only a single set of braces, e.g. mesecon:add_rules("tnt_above", {x=0,y=1,z=0}) 12:36 * VanessaE looks at the definition of a piston for an idea 12:36 PilzAdam now they connect but it still doesnt work 12:37 PilzAdam (with 1 and 2 brackets) 12:38 VanessaE looks like you also have to call mesecon:updatenode(pos) inside your register_on_signal_X() call when the node should actually change 12:41 PilzAdam nope didnt help 12:41 VanessaE hrm 12:41 PilzAdam as i said other directions work 12:41 PilzAdam so the wire dont give the signal straight down 12:41 VanessaE very strange 12:41 PilzAdam or up 13:04 PilzAdam I need new textures for my gunpowder 13:04 PilzAdam i was thnking of something lika a barrel 13:11 VanessaE look in my texture pack 13:11 VanessaE I use a barrel for TNT 13:11 VanessaE maybe you can borrow that and scale it down or so 13:12 VanessaE (well, for the whole TNT node, I use a barrel of gunpowder) 15:42 PilzAdam VanessaE, do you know where the object:punch() function is defined? 15:44 VanessaE not offhand, no 15:44 PilzAdam do you know how to use it in tnt? 15:47 VanessaE nope :-) 15:47 VanessaE never messed with TNT at all 15:48 VanessaE I know how to use it in *general* though 15:48 PilzAdam i mean how call this method correctly 15:48 VanessaE oh 15:48 PilzAdam obj:punch(obj, 1.0, { 15:48 PilzAdam full_punch_interval=1.0, 15:48 PilzAdam groupcaps={ 15:48 PilzAdam fleshy={times={[1]=1/damage, [2]=1/damage, [3]=1/damage}}, 15:48 PilzAdam snappy={times={[1]=1/damage, [2]=1/damage, [3]=1/damage}}, 15:48 PilzAdam } 15:48 PilzAdam }, nil) 15:48 PilzAdam this doesnt work 15:49 VanessaE minetest.register_on_punchnode(function (pos, node) code code code code end) 15:49 VanessaE where the code code code is is where you actually do whatever should happen when the node is punched. 15:49 VanessaE for example. 15:49 VanessaE , 15:49 * PilzAdam facepalms 15:49 PilzAdam i mean hitting a player 15:50 VanessaE OH! 15:50 VanessaE never done that 15:50 * VanessaE echoes the facepalm 15:50 PilzAdam nobody has done that 15:50 PilzAdam and i dont work 16:11 thexyz why don't you want to use set_hp? 16:13 PilzAdam thexyz, mainly because lua entities have a die animation when this used 16:15 PilzAdam do you know how to use it correctly? 22:27 Jordach afternoon, evening, morning all 22:33 NakedFury hi 22:33 PilzAdam hi 22:39 Jordach sup 22:42 Jordach has anyone seen redcrab recently? 22:59 Jordach hello tnt mod 22:59 * Jordach slaps DANGER_TNT with a book by Stephen King 22:59 * DANGER_TNT explodes 22:59 * Jordach is not moving 22:59 * DANGER_TNT explodes a second time 23:20 Jordach im heading off to bed