New pages
Appearance
8 September 2025
- 22:1122:11, 8 September 2025 Tick (hist | edit) [2,106 bytes] Jimmy (talk | contribs) (Created page with "{{stub}} A '''tick''' refers to one step of the game's logic simulation. Most components take one tick to update the state of their output after their input changes state. Thus, on some ticks, the state of a component's outputs will be "wrong" compared to the state of its inputs. File:And gate activation delay.png|thumb|A demonstration of two AND gates being activated. The top AND gate has both its inputs active, but its output is not yet active becaus...")
- 22:0122:01, 8 September 2025 Secret Settings (hist | edit) [237 bytes] Jimmy (talk | contribs) (Created page with "{{stub}} '''Secret Settings''' are settings that cannot be edited with the in-game settings menu. Instead, they can only be changed by editing a config file. Secret Settings allow niche or obscure things about the game to be configured.")
7 September 2025
- 21:0821:08, 7 September 2025 Optimization (hist | edit) [9,122 bytes] DjSapsan (talk | contribs) (First version of the article)
- 20:4720:47, 7 September 2025 XOR Gate (hist | edit) [1,701 bytes] FoxFireFive (talk | contribs) (Created page with "{{Infobox component|title=XOR gate|id=MHG.XorGate|caption=XOR gate|configurable=0|io.minInputs=2|io.maxInputs=2|io.outputs=1|io.propagationDelay=1}} The '''XOR gate''' is a basic digital logic component whose output will be {{on}} if only '''one''' of its inputs are '''ON'''. An XOR gate is 2 tiles wide and 1 tile tall, and its body is 1 tile long, but its inputs and outputs extend its area to 3 tiles. == Logic == The XOR gate's output will only be active if '''one'''...") Tag: Visual edit
- 20:2320:23, 7 September 2025 Inverter (hist | edit) [966 bytes] FoxFireFive (talk | contribs) (Created page with "{{Infobox component | title=Inverter | caption=Inverter | id=MHG.Inverter | io.propagationDelay=1 | io.maxInputs=1 | io.minInputs=1 | io.outputs=1 }} The Inverter is a digital component which will output the opposite of its input when activated. The Inverter will demonstrate the following behavior: {{Truth table | inputs=Input | outputs=1 | caption=Inverter Truth Table | 0 1 | 1 0 }} == Timing == The Inverter has a latency of 1 tick, so when the input pin is activated...") Tag: Visual edit
- 19:0519:05, 7 September 2025 Inverter Logic Gates (hist | edit) [3,791 bytes] FoxFireFive (talk | contribs) (Created page for Inverter Logic Gates.) Tag: Visual edit
- 12:1512:15, 7 September 2025 Your First Computer (hist | edit) [22,956 bytes] Lawrziepan (talk | contribs) (Wrote the opening of the guide) Tag: Visual edit
- 11:2811:28, 7 September 2025 Multiplexer (hist | edit) [957 bytes] Lawrziepan (talk | contribs) (Initial creation) Tag: Visual edit
- 03:2103:21, 7 September 2025 Relay (hist | edit) [1,216 bytes] HuntaBadday (talk | contribs) (Created page with "{{Infobox component | title=Relay | caption=Relay | id=MHG.Relay | io.propagationDelay=1 | io.maxInputs=3 | io.minInputs=3 | io.outputs=2 }} The relay is a component which can pass a signal between the two side pins bi-directionally while the top pin (Enable) is HIGH. == Timing == The Relay has a latency of 0 ticks for a signal to pass between the side pins, but has a switching latency of 1 tick. So in the instance the enable pin is HIGH, it will take 1 tick to switch t...")
- 03:0703:07, 7 September 2025 Oracle (hist | edit) [967 bytes] HuntaBadday (talk | contribs) (Created page with "{{Infobox component | title=Oracle | caption=Oracle | id=MHG.Randomizer | io.propagationDelay=1 | io.maxInputs=1 | io.minInputs=1 | io.outputs=1 }}The Oracle is a digital component which will output a random state (HIGH or LOW) on the rising edge of the input. The Oracle will demonstrate the following behavior:{{Truth table|0 0|0 1/0|inputs=Enable|outputs=1|caption=Oracle Truth Table}} == Timing == The Oracle has a latency of 1 tick, so in the instance of the enable pi...") Tag: Visual edit: Switched
- 00:5500:55, 7 September 2025 D Latch (hist | edit) [1,250 bytes] HuntaBadday (talk | contribs) (Created page with "{{Infobox component|caption=D Latch|id=MHG.DLatch|io.propagationDelay=1|title=D Latch|io.maxInputs=2|io.minInputs=2|io.outputs=1}}The '''D Latch''' is a basic digital component who's output can be latched to the input when the latch pin is set to HIGH. The D Latch has an input on the side (data), an input on the top (enable), and an output on the top. The input on the side is a state to be latched; while the enable input is HIGH, the output state will be latched to the...") Tag: Visual edit: Switched
6 September 2025
- 23:3523:35, 6 September 2025 Measurements (hist | edit) [921 bytes] Lawrziepan (talk | contribs) (Initial creation) Tag: Visual edit
- 23:0923:09, 6 September 2025 Panel Display (hist | edit) [2,146 bytes] Lawrziepan (talk | contribs) (Initial creation) Tag: Visual edit
- 22:3022:30, 6 September 2025 AND Gate (hist | edit) [2,376 bytes] N00basaurus (talk | contribs) (Created a basic page describing the AND gate) Tag: Visual edit
- 09:1109:11, 6 September 2025 Lookup Table (hist | edit) [4,577 bytes] GHXX (talk | contribs) (Created page with "{{stub}} Any arbitrary logic formula can, theoretically, always be represented in Conjunctive Normal Form. Put in simple terms, this means the output is computed using a single OR-operation, whose inputs are formed by AND gates, which directly use (possibly negated) inputs. == Complexity == When following the usual arrangement <math>\mathcal{O}(n \cdot \frac{n}{2}) = \mathcal{O}(n^2)</math>") Tag: Visual edit: Switched
3 September 2025
- 05:1605:16, 3 September 2025 Logic World (hist | edit) [348 bytes] GHXX (talk | contribs) (Created page with "{{Stub}}")
- 03:1303:13, 3 September 2025 Mods:Introduction (hist | edit) [3,230 bytes] GHXX (talk | contribs) (Created page with "{{stub}} Logic World currently features '''unofficial''' first-party modification (mod) support, this means, the Logic World client / server will load & compile mods, and while this will most likely be maintained, it might be lacking some quality of life features, and the API may undergo heavy changes. Though, this does '''not''' mean that every game update will break the game. Of course the probability of a mod breaking depends on how deep you are interfacing with the...") originally created as "Modding:Introduction"