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Fix a few bugs that caused effectors not to turn off sometimes (rules_li... #134
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Could you please give an example where this was an issue? |
The issue is with nodes that have a "special" field (that allows or disallows connection depending on its value), and that have multi-rules, for example, the new wires. What happens is that sometimes effectors don't get disabled, because it thinks the conductor is on where it wasn't. Moreover, this pull improves speed, because now, you use the rule you had, and else, you would search in the inputrules which rule it was. When you turn any of them off, the connected lightstone stays on. However, if the other wire is off at that time, the connected lightstone turns off correctly. |
It should now be fixed again, I wasn't able to reproduce the bug anymore. The main change compared to the current code is that the function returns mesecon:invertRule(outputrule) and not inputrule. Indeed, what is needed is the rule for the conductor that powers this place, not the rule for the conductor that is powered. It is inverted since we need the rule as if it were for the input (there IS a difference between inputrule and mesecon:invertRule(outputrule) if outputrule has a "special" field) |
For the sake of testing, this pull is on my creative, survival, and "mg" servers. As of an hour or so ago, mesecons was fully up-to-date, besides. Or at least I'm pretty sure it was. :-) digitalaudioconcepts.com ports 30000, 30001 and 30003, respectively. Also on a related note, the new wires are on creative (30000), so that should give us the desired testing with those, as well. |
Some simple logical circuits worked, basic traps/farms/harvestors fully functional, advanced stuff like minicomputer broken, but probably due to some other change, I haven't played with them for a while now. Looks pretty good to me. |
Perhaps now it is told it works, it could be merged? (Uberi, tell me if https://github.com/Novatux/minetest-mod-mesecons/tree/test fixes it, the bug may have been there) |
The advanced machines still don't work, but I suspect we broke or changed something with Luacontrollers a while back, so this doesn't seem to be cause of the issue. +1 for merging! |
Fix a few bugs that caused effectors not to turn off sometimes
...nk is evil!)