Since we have some examples of ripple carry adders already (first from Yoraiz0r, and then a couple of others based on real world schematics), I decided to do this quick post showcasing another approach, avoiding the use of the 1.3.1 XOR gates completely and only simulating their function by...
Prior to 1.3.1 calculator-style displays were a huge pain to create, and they involved a massive number of dummy statues. In 1.3.1, the gates make it almost trivial to create, although the tough part is ensuring that the entire mechanism is compatible with other components (such as various...
Prior to 1.3.1 I came up with a hoik-based systematic approach to building "giant" logic gates. Giant gates accept N inputs (N is any integer value), and generate up to 2^N outputs, whereas the basic logic gates are limited to just one output line.
Here's an older video explaining giant logic...
This is a guide to my 1.3.1 version of the passcode-protected door. I created two versions of the passcode-protected door prior to 1.3.1 which you can read about here:
http://forums.terraria.org/index.php?threads/hoiktronics-passcode-protected-doors.8350/...
Prior to 1.3.1 we used hoik-based resets, but they were were often slow since the signaling agent had to visit every node to determine if a reset was necessary at that node. In 1.3.1 we can use logic gates - any will do, but I used the AND gate in the demonstration below.
The inputs are...
We're still waiting for better toolsets in 1.3.1 on PC, but nevertheless I managed to build a preliminary Artificial Intelligence Machine within the game with a more limited toolset. Here's a video showcasing the machine. The video also explains the mechanisms involved:
The learning game...
So I created an Artificial Intelligence Machine in Terraria. This AI is capable of learning from both negative and positive feedback; the feedback is either manual or automated. The entire machine consists of an input interface, a distributor (which directs the signaling agent to a particular...
I updated my previous Truffle Worm farm to generate the highest worm capture rate to date (390 Worms/hr). I also created a variant that can generate around 50 platinum per hour, which to my knowledge is the highest platinum rate for a continuous AFK farm. Farming Pumpkin Moon results in better...
The Dungeon Autofarm is the final mob autofarm for me to showcase before the 1.3.1 release. I designed this autofarm to allow for rapid farming of all possible items from a post-Plantera dungeon. It contains three farming surfaces each with one of three background wall types. The wall types...
Many players think that the Daedalus Stormbow is broken in hardmode, but the Stormbow cannot hold a candle to the true terror of hardmode: the almighty cannon! The cannon allows one to cruise through most of hardmode effortlessly.
I updated the Cannonball Arena for 1.3 Expert Mode. The previous...
Ever since I started doing Terraria engineering, I always wondered whether it was possible to completely automate the game. I have beaten the game normally many times, but I always sought the challenge of automating as much of the game as I could. Once 1.3 was released on PC, that seemed like a...
It's time to close out the year with a bang with my biggest and most ambitious project to date: a fully automated playthrough from pre-hardmode all the way to the Moon Lord! In other words, I beat the game with a starting character, with only 100 life and a measly Copper Shortsword in hand...
In this guide I present a fusion of underworld mob farming with recursive Wall of Flesh farming. Building the farm requires the player to collect a number of Lihzahrd temple traps, although fewer traps can be used in the farm at the expense of a longer WoF track. First, I'll showcase the farm in...
In this guide I present a fusion of underworld mob farming with recursive Wall of Flesh farming. Building the farm requires the player to collect a number of Lihzahrd temple traps, although fewer traps can be used in the farm at the expense of a longer WoF track. First, I'll showcase the farm in...
I did a similar challenge in 1.2.4, but in 1.3 the challenge is significantly harder because the Moon Lord does damage that has its own cooldown so damage prevention tricks (such as using a slime mob, bouncing a slime saddle on top of dummies etc.) won't work. Instead, I have to resort to an...
I did a similar challenge in 1.2.4, but in 1.3 the challenge is significantly harder because the Moon Lord does damage that has its own cooldown so damage prevention tricks (such as using a slime mob, bouncing a slime saddle on top of dummies etc.) won't work. Instead, I have to resort to an...
I constructed a much improved Truffle Worm autofarm after the changes to Truffle Worms in 1.3. Truffle Worms can now be killed by hostile mobs, and hostile mobs are much more difficult to kill via traps in expert mode, so the previous version of the farm is no longer very effective. The previous...
I constructed a much improved Truffle Worm autofarm after the changes to Truffle Worms in 1.3. Truffle Worms can now be killed by hostile mobs, and hostile mobs are much more difficult to kill via traps in expert mode, so the previous version of the farm is no longer very effective. The previous...
This is a video tutorial on constructing timer cascades and automatic selectors, both of which have been used in a number of my recent autofarms. Two types of timer cascades are discussed: single pass auto-terminating cascades, and cyclic cascades with a hoik mechanism that can detect which...
This is meant to be a basic tutorial on constructing timer cascades and automatic selectors, both of which have been used in a number of my recent autofarms. Two types of timer cascades are discussed: single pass auto-terminating cascades, and cyclic cascades with a hoik mechanism that can...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.