Mesecons simulator

Nore
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Mesecons simulator

by Nore » Thu Dec 27, 2012 16:24

Mesecons has now a simulator !

Here it is : https://github.com/Novatux/Mesecons_simulator

Commands : z and s to change the viewing level, r to change the plane.

The first button adds cells in the directions you want (if you find the grid too small)
The second only makes some stats about what materials you are using (if you want to build it without creative mode)
The third one allows you to toggle switches (and later to program microcontrollers)
The fourth is to rotate gates and insulated mesecons (anything that can be rotated).
The remaining buttons add or delete mesecons objects.
Use Ctrl-o and Ctrl-s to open/save a file.

Here is a screenshot (taken by Jeija) :
Image


It requires Python, with Tkinter and Pickle.
Last edited by Nore on Mon Dec 31, 2012 17:23, edited 1 time in total.
 

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jojoa1997
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by jojoa1997 » Thu Dec 27, 2012 16:48

I love it + 100
Can you have it simulate doors and pistons and also can you add a block that represents a normal one(ex. dirt, stone, mese)
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by kaeza » Thu Dec 27, 2012 21:15

+32767 internetz to you!
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by PilzAdam » Thu Dec 27, 2012 21:22

Nice!
 

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by Josh » Fri Dec 28, 2012 02:12

What does it do, is it for planning out mesecon circuits?
 

Nore
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by Nore » Fri Dec 28, 2012 08:20

For planning and simulating (too big mesecons circuits are problematic with minetest)
 

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by Josh » Sat Dec 29, 2012 02:25

Nore wrote:For planning and simulating (too big mesecons circuits are problematic with minetest)

Intresting!
 

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by Nore » Sat Dec 29, 2012 18:01

New version:

Save/load added (use Ctrl-o and Ctrl-s)
Support for Python 3
Pistons and a 'normal' block (currently stone)

Now requires pickle to work.
 

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by rarkenin » Sat Dec 29, 2012 19:42

Can we also have a falling block? Some piston things need samd and gravel.
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by Nore » Sun Dec 30, 2012 11:20

New version:

Added sand and delayers.
Fixed bug with save and load with up/down pistons.
 

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Jeija
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by Jeija » Sun Dec 30, 2012 12:16

Awesome, great new features!

Time for an updated screennshot!
Image

You propably know these anyway, but let me report some bugs.
Image
top: push a lightstone into a wire and it turns on, pull it out again, and it stays the same
bottom left: A pusher can destroy another pusher
bottom right: A piston is activated by a switch at the side of the pusher. This is not possible in real mesecons. The piston stays extended even after you turn the switch off again.
Redstone for minetest: Mesecons (mesecons.net)
 

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by Nore » Sun Dec 30, 2012 16:46

These bugs should now be fixed...

I only removed a rule for the piston to fix the third bug, and the other are (hopefully) fixed too.
Feel free to report other bugs, I will be happy to fix them.
 

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by Temperest » Mon Dec 31, 2012 21:00

I added a README to help make it easier for new users to get started: https://github.com/Novatux/Mesecons_simulator/pull/2
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Temperest » Mon Dec 31, 2012 21:02

Jeija wrote:bottom right: A piston is activated by a switch at the side of the pusher. This is not possible in real mesecons. The piston stays extended even after you turn the switch off again.


Isn't this a bug in Mesecons itself? I used the node timer thing for that originally but couldn't seem to get the problem to go away...
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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Jeija
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by Jeija » Tue Jan 01, 2013 08:50

In the branch that was merged yesterday this should be fixed by excluding the rule for the side of the pusher.
Redstone for minetest: Mesecons (mesecons.net)
 


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