TerraLogic: Terraria mechanisms simulator

Ved_s

Terrarian
I am developing a tool that can simulate terrarian wire logic, called TerraLogic. I am started a few weeks ago and already implemented all gates, timers, switches and a junction box. I also added Gemspark blocks as an output.

logo.PNG


It's available on my GitHub (Releases · Ved-s/TerraLogic) by the moment I am writing this post the last version is 1.3.2

Controls:
While any wire combination is selected (Top-left vertical box) left click will place those wires, right click removes them.
While any tile is selected left click will place it.
Pressing Esc at any time will deselect all wires, tiles and tools.
Pressing F1 will show/hide UI overlay.
Pressing F9 will toggle wire debug mode (all wire signals are displayed)
Digits 0-9 will select/deselect wire at this number
Ctrl+V to paste copied region

Tile "inventory":
Right-click on tile will act like tile is placed (turn on/off timers, gemspark blocks). This is done so you can place pre-configured tiles.
Some items have special right-click commands, like gemspark block, where Left Shift + Right click opens color selection UI.

Toolbox:
Remove tool acts like a pickaxe - it removes tiles
Selection tool - it allow to select then copy (Ctrl+C) / cut (Ctrl+V) / clear (Del) / fill (Left-click with a tile) selected region

Tool supports saving/loading files - both buttons are in the bottom-right corner.

That's all about TerraLogic. I would like to see some feedback on this!
 
hi, I've encountered an bug in this with how logic gate delays work.
1641379434877.png

in game, this functions as a counter and every time the switch is activated one gemspark gets activated, from left to right. however, in terralogic, all the gemspark blocks get activated with only one switch activation, which breaks a lot of things using faulty gates. sorry i cant provide more information, ill try to find other instances where this happens

Edit: the faulty lamps themselves also dont seem very random when used for rng
 
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hi, I've encountered an bug in this with how logic gate delays work.
View attachment 352897
in game, this functions as a counter and every time the switch is activated one gemspark gets activated, from left to right. however, in terralogic, all the gemspark blocks get activated with only one switch activation, which breaks a lot of things using faulty gates. sorry i cant provide more information, ill try to find other instances where this happens

Edit: the faulty lamps themselves also dont seem very random when used for rng
I'll look into this and I probably know why they turn on all at the same time, for optimization all wires and logic gates triggered by those wires update in the same tick
 
hi, I've encountered an bug in this with how logic gate delays work.
View attachment 352897
in game, this functions as a counter and every time the switch is activated one gemspark gets activated, from left to right. however, in terralogic, all the gemspark blocks get activated with only one switch activation, which breaks a lot of things using faulty gates. sorry i cant provide more information, ill try to find other instances where this happens

Edit: the faulty lamps themselves also dont seem very random when used for rng
Fixed in 1.5
 
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