The Mesecons Laboratory

Temperest
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The Mesecons Laboratory

by Temperest » Fri Mar 15, 2013 20:17

I've had a subdomain at Uberi.Mesecons.net for a while now, but only recently got around to putting something in it.

Presenting the Mesecons Laboratory!

Image

I will be posting new articles about advanced Mesecons design and construction breakdowns/techniques from time to time. Check it out!

The Mesecons Laboratory

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There is no commenting system in place; you can make comments here in this thread.

If you'd like to write an article for the Mesecons Laboratory, send me a message!
Last edited by Temperest on Sun Mar 17, 2013 20:16, edited 1 time in total.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Nore » Sat Mar 16, 2013 09:35

If you want, I will make a tutorial about how to make a mesecons computer (without any microcontroller/luacontroller)

Here is the one I built:
Image

https://github.com/Novatux/Sliding_door/raw/master/computer.zip
Last edited by Nore on Sat Mar 16, 2013 11:14, edited 1 time in total.
 

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by rarkenin » Sat Mar 16, 2013 12:14

Nore wrote:If you want, I will make a tutorial about how to make a mesecons computer (without any microcontroller/luacontroller)

Here is the one I built:
Image

https://github.com/Novatux/Sliding_door/raw/master/computer.zip


I'm guessing you are referring to some sort of processor? How many registers? Other yada-yada...
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by webdesigner97 » Sat Mar 16, 2013 12:40

A processor? Cool! O.o
 

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by 12Me21 » Sat Mar 16, 2013 15:59

I built a 7-segment display where there is a button for each number (0-9) and when you press one of them, that number appears on the screen. It doesn't use any microcontrollers or luacontrollers, all it uses are insulated mesecons (plus the corners and T connections), light blocks, switches, mese blocks, and diodes.
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by Nore » Sat Mar 16, 2013 17:05

No, y=250.

It uses a 16-bit architechture, with 256 ROM registers and 32 RAM registers.

Oh, and don't expect it to really work unless you change delayers and button delay to something 100 times the normal one, and setting unused_block_timeout to something far larger (or use the force_load pull).

The program in the computer should make the sum of the integers form 1 to 10, but I never saw it execute a single instruction.
 

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by Temperest » Sat Mar 16, 2013 17:11

Nore: that would be awesome! If you do go about doing so (it seems like a lot of work), I will certainly add them to the site.

By the way, what are its capabilities? What architecture is it using? From the map it seems like some sort of modified Harvard architecture. In any case flying through it feels like the towers scene from "The Matrix".

12Me21: I'm also looking for a "Back to the Basics" category, where we use only the core features such as wiring and diodes. That sounds like a perfect entry to have.

My next entry will be about a Mesecons 3D printer! Stay tuned.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Nore » Sat Mar 16, 2013 17:19

Oops, you should disable overheat too.

About its architechture, I made the one presented here: http://www.nand2tetris.org/course.php (no modifications except reducing RAM and ROM, and doing base components another way).

Another advantage is that every component can be reused in another creation because I built something modular (but it was long to connect everything to everything).

A suggestion for the site: if possible, make seperate pages for each creation, and perhaps a search function.
 

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by Temperest » Sat Mar 16, 2013 21:42

Nore: I will split them into pages, and maybe consider installing something like WordPress to deal with the content.

As it is now, it is all hand coded HTML/CSS/JS, that's why the site loads so quickly.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Kacey » Sun Mar 17, 2013 03:22

12Me21 wrote:I built a 7-segment display where there is a button for each number (0-9) and when you press one of them, that number appears on the screen. It doesn't use any microcontrollers or luacontrollers, all it uses are insulated mesecons (plus the corners and T connections), light blocks, switches, mese blocks, and diodes.

Image
i made a 4 bit decoder to 7 segment display with luacontrollers
on a scale of 1 to 10 i am OVER 9000!!!!!!!!!!!!!!!!
 

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by Temperest » Sun Mar 17, 2013 20:18

Site updated!

  • Articles split up into pages.
  • Index has previews of each article.
  • Difficulty levels for each article (scale of 1 to 10).

There is a new picture in the first post, as well as updated links.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Jeija » Mon Mar 18, 2013 08:51

Great! I will soon make a link to the laboratory from the main page.
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by Temperest » Tue Mar 19, 2013 00:21

New article: the tic-tac-toe machine! A complete guide to building your own machine to play this classic game.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by 12Me21 » Tue Mar 19, 2013 12:38

Kacey wrote:
12Me21 wrote:I built a 7-segment display where there is a button for each number (0-9) and when you press one of them, that number appears on the screen. It doesn't use any microcontrollers or luacontrollers, all it uses are insulated mesecons (plus the corners and T connections), light blocks, switches, mese blocks, and diodes.

Image
i made a 4 bit decoder to 7 segment display with luacontrollers

cool!
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by Temperest » Sun Mar 24, 2013 23:30

New article!

Image

The node detector is an important part of the mesecons 3D Scanner, the mesecons punch tape computer, and a lot of other more advanced machines. Check out the article at the Mesecons Laboratory for a detailed guide on how to design, build, and improve on it!
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Nore » Wed Apr 03, 2013 11:58

I made an article for my site too: the multiplier, an improved version since the last competition. See it at [url]nore.mesecons.net[/url]. Thanks to have added a link to my site on yours!
 

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by Temperest » Thu Apr 04, 2013 01:46

Excellent! I tried to build a multiplier myself back when the only logic device was the plug/socket/inverter, but each adder being at least 4x5x4 made the whole thing prohibitively large - the main problem was making a compact XOR gate.

Basic Mesecons is great for people looking to learn about the low-level digital stuff and the logic behind how things work. I like the way the article explains the reasoning behind most of the components built.
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Latest article: Mesecons Basics.
 

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by Temperest » Sun Apr 14, 2013 20:10

New article!

Image

The digital clock does exactly what you'd expect it to - it tells the time.

This one also covers the creation of a very compact 7 segment display plus a built-in driver for the digits 0-9.
Last edited by Temperest on Sun Apr 14, 2013 20:11, edited 1 time in total.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by cheapie » Mon Apr 15, 2013 03:14

Temperest wrote:New article!

*snip*

The digital clock does exactly what you'd expect it to - it tells the time.

This one also covers the creation of a very compact 7 segment display plus a built-in driver for the digits 0-9.


I'm having trouble with it - some rows show garbage for certain digits.

Ex:

2
|
V
===
++=
===
=++
===

(works fine)

but:

0
|
V
===
=+=
+++
=+=
===

(two lights in middle row that should be on are off)

also:

1
|
V
+++
++=
+++
++=
+++

(only 2 of the proper 5 come on)
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by Temperest » Mon Apr 15, 2013 21:25

Have you tried the WorldEdit schematic?

You might also want to make sure your Luacontrollers are facing the correct direction. Generally, you can tell which direction I'm building it from the pictures.

In the digital clock article, port A should be facing the lightstone, and port C should be facing the back. If you built it another way, don't fret! Simply replace things like port.a in the code with the correct port, and continue building.

Alternatively, use WorldEdit's //rotate command to rotate your entire structure to the desired orientation. I also added the //orient command a while back, so if you used facedir nodes in your build you can use this to rotate individual nodes like furnaces and delayers.

I'll add notes to all existing and future articles to clarify this point.

Edit: done!
Last edited by Temperest on Mon Apr 15, 2013 21:37, edited 1 time in total.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by cheapie » Tue Apr 16, 2013 21:41

Image

The orientation looks fine to me...
Note how the second-from-bottom row is working but the bottom isn't. This is with the code from the website. This segment is supposed to be displaying "7".
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by Temperest » Tue Apr 16, 2013 23:04

Oh, I see the problem.

If you look carefully in the image, I used uninsulated mesecon in the second-to-bottom and second-to-top row rather than insulated corner wires. This differs in that the rows above and below it also light up when this one does.

See here:

Image
Last edited by Temperest on Tue Apr 16, 2013 23:05, edited 1 time in total.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by cheapie » Fri Apr 19, 2013 01:34

Thanks - it works fine now.
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by Temperest » Wed May 08, 2013 23:14

I recently realized there isn't much information for new Mesecons users that don't already have Redstone experience, so here's my attempt at remedying that:

Image

It goes quite well with another work of mine, the "Opinionated Guide to Advanced Mesecons". Check it out!

The rate of articles being published will decrease a bit while internet access is sporadic.
Last edited by Temperest on Wed May 08, 2013 23:15, edited 1 time in total.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Inocudom » Thu May 09, 2013 00:56

Some people may not know this, but mese blocks themselves transmit signals (though using mesecon wires is much more resource efficient.) I am glad that there is a site that gives tutorials on how to build various things. One day, there might be mesecon machines that are truly fun to play with (like games and such.)
 

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by Evergreen » Thu May 09, 2013 01:40

Inocudom wrote:Some people may not know this, but mese blocks themselves transmit signals (though using mesecon wires is much more resource efficient.) I am glad that there is a site that gives tutorials on how to build various things. One day, there might be mesecon machines that are truly fun to play with (like games and such.)

You know what, you just gave me the idea of making Death-Swap in minetest. :D
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by Death Dealer » Thu May 09, 2013 17:55

Very nice work. i haven't been on the scene for awhile, but i am an advanced redstone user. ive made clock's and microcontroller with redstone, etc etc. some of this stuff look like Elorams (probably spelt that wrong) mod Redpower with the 1/8 slab repeater type logic gates all in one. seeing this diffidently make me curious as to whats possible. ^_^
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by lonely » Sat Jun 01, 2013 16:30

I would like to write about my aperture map because it is depending mesecons VERY MUCH. Here linked:http://forum.minetest.net/viewtopic.php?id=5917
Last edited by lonely on Sat Jun 01, 2013 16:33, edited 1 time in total.
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by Temperest » Sat Jun 01, 2013 16:37

That would be excellent. If you need any help or information then let me know.
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The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Nore » Sat Jun 01, 2013 16:40

Did you try to make utility machines with Technic frames? I just made a quarry (that is lagging the server a lot...) I could make a schematic, if you want.
 

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