Season 3's principal binding project, the Tetraquin Project, becomes the center of attention in today's sprawling update. First was the villager purifier. Second was the iron farm. Third was the Gold Grinder. Now we're onto something even bigger.
Session 260 - "Stage Four"
Interesting factoid that had been completely absent from my mind for years: the villager purifier has not worked since Minecraft 1.11.
I realized this in the last session when I needed to capture several zombie villagers. This means that we can close off the exit point for zombie villagers and eventually turn this back into a regular zombie farm. It still exists as stage one of the Tetraquin Project, because it did work for a hot minute three years ago.
The other two stages (iron and gold farms) are working well, but there is an overdue fix we need for the Gold Grinder that has been a nuisance for a while. I don’t know why I haven’t fixed it yet.
Feathers from jockeys end up clogging the system after long AFK sessions, resulting in the chests backing up with swords and drops ultimately being lost because they just sit atop the hoppers. This prevents me from doing true AFK sessions (overnight, for example). The solve for this is easy:
I just need to sort out feathers, too. I am also not going to replace the furnaces with blast furnaces because otherwise it would not be able to process the chicken we get from the jockeys. Regular furnaces keep up just fine, you know, when feathers are not clogging it.
With these tweaks amended, it’s time to focus our energy on the next step of the Tetraquin Project – and it’s a big one.
A witch farm is one of the most important and most useful resource farms that I think exists, right up there with iron and gold (and in some ways superseding them). It provides a wide-range of resources: sticks, bottles, sugar, glowstone, spider eyes, gunpowder, and most importantly, redstone. These drops are incredibly useful for potions, but they all have wider uses as well. Considering that we have been churning through our redstone supply as of late, it is time that we erect this farm properly.
I know what you might be thinking: “You already have a witch farm!” This is really only half true. Let’s take a look at the current “witch farm”:
We have the prerequisite groundwork for a witch farm. The spawning spaces are enclosed, the item sorter is built, the swamp is drowned, and most of the caves underneath are lit up.
The issue is that we don’t have a way to automatically move the witches. Currently I rely on them to walk off the sides, which does not work effectively if you’re more than 32 blocks away. Since building this farm back in Session 143 (this was almost five years ago), it has not been touched. I now have the resources and knowledge to turn this into the proper, maximum-efficiency farm it should have always been. Welcome to stage four.
For this farm, I’ll be using a somewhat expensive design by ilmango, which automatically causes the witches to glitch through the floor immediately upon spawning. Then, I can utilize the entity cramming rule to kill them almost instantly, opening room for more to spawn.
The way the farm will work is based on tripwires. String covers the entire top block of the 7x9 spawning space for the witches. This is multiplied by two because there are two total layers (since this witch hut was generated prior to 1.8, there can only be two spawning floors).
Once the witches spawn, the tripwires will cause a sticky piston to move an observer which triggers the bottom layer of pistons to move the floor back and forth, allowing the witch to glitch through.
^ Here, the repeaters are set to three ticks only on one side – this is how the floor will be pushed back to the correct position after being moved by the other side.
In order to correct the floor whenever glitches occur (witches may not glitch through immediately), we will need to install a hopper timer to automate this movement whenever a witch is present.
Above, you can see the hopper timer. It will always be running, as it isn’t necessary to turn it off. The witch farm is the only build in this area.
The killing area is quite simple, identical to that in the Gold Grinder to be exact. The witches will fall below and be funneled into a single block which will contain 24 minecarts. Since this is the maximum number of entities that can be crammed in a single space, the witches will die very quickly. Using cobblestone walls allows two to fall at once.
Next, I need to cover it up properly. This means destroying the ugly spruce slab roof that currently mocks the farm underneath.
I find that burning is an appropriate approach for a roof this large.
I am using purpur slabs to denote the 7x9 spawning area for the witches. This will also help me find the center of the farm and keep the roof symmetrical.
Yeah, it never needed to be nearly as big as the version I previously built. Blocks only need to extend fourteen blocks from the spawning platform to keep a light level of zero. This design is much prettier, too.
The ideal AFK spot is right up here, and it actually means that the lighting of the caves underneath is almost pointless. From up here, there is not a single spot other than the witch farm that mobs can spawn. This makes it ideal for an overnight AFK.
Time for a test run!
I spent an hour testing the farm’s rates, and here is what we got:
Not too bad! For the next test, I am going to run the farm overnight for seven hours.
I won’t go through all the chests, because the yield is roughly the same (doubled for sticks). What is that yield? Magnificent, that’s what:
Damn, I may not even need another AFK run for a while. What am I going to do with all those spider eyes?
This farm is, without a doubt, one of the most important developments so far this season. We now have renewable (and fast) ways to get sticks (which we use for lots of different things), redstone (which we use for everything), glowstone (no more needing to find it in the Nether, which is honestly a pain), sugar (speed?), and gunpowder (I mean, mass amounts of TNT anyone?).
As such, it deserves an official name of its own: the Alchemy Farm. Starlight HQ is going to love this addition.
With the Alchemy Farm complete (with relative ease, might I add – this farm was quite easy to build compared to some of the other major builds like the Gold Grinder and guardian farm), I’ve decided to touch on an overdue update needed for Starlight HQ’s multi-purpose mob farm: killing witches.
Currently, the drop tower is only 24 blocks – it kills all regular mobs sans armor. Extending the tower lower has always been a challenge because a lot of redstone for the farm’s features is directly underneath. I always decided it just wasn’t worth it. Now, however, I think it’s possible.
I’m making this hatch a feature that you can toggle, so that you still have the option to use the farm’s old functionality (plus, if you do the Starlight Parkour, then you don’t want to fall all the way down to the bottom).
Fence gates are the only option here because you cannot move hoppers with pistons (in fact, they wouldn’t even fit here).
^ Indeed, I’ll need to move this redstone so that it goes around the 2x2 space. This will require important considerations as I don’t want to mess up the timing (a crucial part of some of the features).
You can already see some of the challenges associated with this renovation. This farm has eight different features – all of them are wedged into this small space.
The main challenge, ergo, is trying to wire another four redstone lines throughout here to activate the fence gates, which themselves are right beneath four pistons that toggle the farm’s XP mode.
I have to move some of the torch towers so that we can fit the repeaters underneath these pistons. That is the only way to power the fence gates without powering the pistons above.
^ Here is one of the gates being powered – I have to use more repeaters to keep the redstone lines separated. I have a headache.
Above, you can see two more of the gates being successfully powered. Getting wires there wasn’t easy though – I had to move most of the redstone. The area is quite cramped now:
^ The last gate to power is in a weird position, and again it requires me to use more repeater/torch combinations than I would like.
Unfortunately, it looks like I broke something. The ‘XP farm’ trigger has just activated a timer that pushed both sides back and forth continuously. I have no idea why that happened.
I have also caused the lava kill switch to break, the water sweeper to stop working, and the bottom gates not to power. That’s a lot of bugs. Lol.
Thankfully, I managed to follow the wires one by one and amend these bugs. The timing is a little off from its old design, but every feature still manages to work as intended. Now we’ve got one more.
With the ‘kill hatch’ feature, we can choose whether we want the mobs to fall the 35 blocks or 24. Advantages of the former are obviously that it will kill witches (we already sort their drops, but of course those chests are mostly empty since they have had to be killed manually until now). However, we may still want to keep the 24-block floor, not just for Starlight Parkour but also to kill mobs manually (say, if we want to get potions from witches or certain armor pieces from mobs that fall and do not die, without the worry of creepers).
That is a lot of accumulated mobs that I’m about to drop.
Such is another advantage of the new kill hatch – I can safely drop mobs that are held above without worry of blowing up the entire farm (again).
Voila, our new kill hatch feature is complete! This feature is a big deal, because for years I had claimed it wasn’t possible to implement due to space restrictions. Once again, I have upgraded the multi-purpose mob farm in a big way, making it even better than before. The next upgrade will be some sort of timer that periodically opens the fence gates, because if you have them closed, drops can still rest on top of them. That will be for another day when I can figure out where it will go.
This took long enough.
With only two stages to go until Starlight HQ is primed for the development of both Tetraquin and Starlight City, we're heading into the industrial revolution now. That deserves something a bit... celebratory.
Next up... Session 261 - "World of Color"
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Celebrating the progress of the Tetraquin Project, we're finally taking another trip to Candyland. But this time, we aren't just collecting clay. No, I have something much more colorful in mind. It was Pride Month, after all.
Session 261 - "World of Color"
Candyland is more than just a haven for clay collecting. In fact, over the course of the past several months, this purpose has been re-delegated to the new Utopia we found a while back, about 6,000 blocks directly south of Quintropolis Island. What does this mean for Candyland?
It’s time to repurpose the soon-to-be city. And I know just how to do that.
One of my favorite ways to designate a location in this world is with... you guessed it: a parkour course! For Candyland, I have had a very particular thematic course in mind.
This entire peninsula is actually not the Candyland you know, but rather a small sub-section of the same mesa biome, just a short flight north across the bay which separates the two sides. With this biome segment being separated like this, we have the advantage of transforming the entire peninsula into a course. That’s exactly what we’re going to do.
It is more than just a course, though. This peninsula hosts a beautiful river gorge running straight through it. We’re going to utilize this scenery to construct a playful course that incorporates the entire landscape. It’s going to be very fun.
For this course, therefore, I’ll be using a hefty stockpile of materials, including most clay colors. That’s because this course will also serve as a fitting monument for LGBT pride. Hey, Quintropolis can celebrate, too!
Welcome, friends, to Gravity Gorge.
Our lobby will consist of two features that we’ll build later. The first will be a book/quill denoting some information about the course. This will be hoisted upon a lectern for visitors. The second feature will be a shop wherein you will be able to purchase goods from the bonus coins you’ll obtain throughout the course (in the form of emeralds). Oh yeah, there are going to be collectibles. Ever played Ty the Tasmanian Tiger?
The course will feature various genres, but a signature component will be its wavy ice-rink paths designed for speedrunning. I am not looking to build a difficult course. In fact, this will be one of the easiest courses in Quintropolis, if we are referring strictly to difficulty. It’s undoubtedly going to be the largest, though.
I am keeping a zombie villager trapped here, because I’d also like to eventually turn the lobby area into a small village. As of yet, we have no way to access Gravity Gorge aside from flying over the bay.
Jack-o-lanterns will be a fine light source, mostly because I do not have enough glowstone or sea lanterns to support the stacks of sources we will need!
^ You can see the first ice path finished, situated on the tip of the peninsula. Ideally, I’ll have you climb up the initial mountain, at which point you will race and hop around the gorge to the other side of the peninsula. It will very much be setup as a speedrunning course.
The climb portion takes up just a small portion of the course, and is not particularly difficult.
^ I wish I could clean this up a bit, and what I may do is swap the packed ice for regular ice to prevent mob spawns (in this way, I won’t even have to light it up). But alas, you can begin to capture an idea of how this course will be designed.
I am using torches to lay-out the rest of the course, which will be linear in nature rather than exploratory. Though, because I will be featuring collectibles throughout the course, that means there are going to be certain... tangents, if you will, from the straightforward path.
^ Above is the largest valley on the peninsula, and I have some ways I’d like to utilize this.
Bouncing is one of the ways in which you’ll hop across the gorge. You won’t get a lot of height from it, but I can work around that.
I’ll clean up the borders later (because that will be a whole task), but for now, I’m going to focus on just building the principal elements of the course. Dialing on the minute details this early will just make the whole process a headache.
After bouncing across, you’ll take another ice race around the slope towards the other end, where you will make another bounce.
I went ahead and began using regular ice to prevent having to light up certain parts of the course, such as this tunnel, which will take you through the next mountain and out towards the big valley we looked at earlier.
^ Above, I’ve skipped to the other side of the big valley to construct the next part of the ice race, which is also the most iconic aesthetic section of the course, being bordered with rainbow roads.
I’d say the curves are looking good, if not completely symmetrical. That’s okay because we are mostly interested in keeping with the shape of the mountain.
Skipping to what the end of the course will look like, I’m building a large ice road which will be a sort of “victory lap” once you complete the rest of the course. I’ll decorate later.
Leading up to the final ice ramp is something of a wall-bumping challenge. Since this is a speedrunning course, I thought it might be fitting to feature a winding road that will make it challenging for you not to hit any walls (which will slow you down).
Here we have some more segments of the “perfect run” idea, wherein the goal is not necessarily just to beat the course, but to beat it in the shortest amount of time.
Leading up to the large valley which itself precedes the rainbow road, we’ll do an ice-hopping challenge.
We’ll be working on the big valley in the next session, because it is going to feature some particularly unique elements. Starting off, I’ll begin building some of the platforms that it will feature.
And now to finish the colorful curve.
Gravity Gorge is set to become a major new setting for Quintropolis! As we look towards the next session, we'll begin looking at the features that will make this course... particularly unique.
Next up... Session 262 - "The Force of Gravity"
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After a few months of slow but steady progress, Quintropolis's massive new parkour course finally sees the light of day, and it's a big achievement indeed.
Session 262 - "The Force of Gravity"
Candyland is starting to look a little more like, well, Candyland! Some of the colorful aesthetics that constitute Gravity Gorge’s construction are going to make their way throughout all of Candyland. Eventually.
We still have two major parts of the course to complete before we get to the additional features. Oh yeah! There are going to be additional features.
First is the completion of the rainbow cliffs here in the gaping valley, connecting the ice hopping challenge to the rainbow road.
Second is the large valley section directly following the rainbow road which connects to the end of the course.
Take a look here – I’m hiding from the phantoms! Hmm, this could have been a neat mechanic to utilize in the course. But maybe for a different one.
^ I’m going to erect a few “bryce” canyons if you will, following suit on the color palette we have chosen for the course.
I will reiterate that Gravity Gorge is not going to be a difficult course. In fact, it will be one of the easiest courses in this world, because it is designed as a speedrunning course. That means you should try to complete it as fast as you can!
As such, in designing each segment, I am leaving room open for shortcuts if you are brave enough. The fall damage should not kill you if you miss.
Following the cliffs, you will follow the ice path through the mountain, finally connecting to the rainbow road we built in the last session.
^ Here is an overview of this segment of the course, from the ice hopping challenge to the rainbow road. We still need to connect the first half of the course to the ice hopping challenge.
A bridge here and there should do it.
And the force of gravity is put to the test as I fight a swarm of phantoms tonight! I’ll be giving them a taste of their own medicine.
I am jumping to the end of the course to design the finish line. You can see that I am going for something a bit grandiose. A big course deserves a big finish, right?
A view of the finish line from afar:
The last segment we need to build is the section connecting the rainbow road to the final ice run! And I’ve been saving the best for last…
This will be the exploration village of the course. A key element, as you can see above, is that the entire segment will be elevated two blocks, such that while you cannot enter the course from outside, you can accidentally fall outside the bounds of the course. So, explore at your own risk, but don’t fall off!
I LOVE these big arrows! They will point you in the right direction.
^ I may have gone a bit crazy with the arrows. I just love how they look here. But now we need to make the village!
From the village, you will hop across towers up to the final ice race.
…but now it hides the beautiful arrow I just spent a lot of time building. Let’s move it!
Ah, that is much better!
The village will feature the signature ice roads that comprise the rest of the course to help you along.
A couple small buildings here and there, and then I’ll use lanterns to give it a more complete feel.
What is behind the door, you ask? You will have to explore the village and find out!
I am cleaning up the look of the village, adding some spruce trees, and a definitive landing pad, so that you can see exactly where to go.
Next, we need to fix the final ice race.
The construction of the course is finished! Oh wait, you may have forgotten that I mentioned “additional features.” Yes, those features are actually integral to completing this course. Let’s take a look.
Certain segments of the course, specifically the rainbow cliffs and exploration village, will include these tipped arrow dispensers. When you cross them, you will get shot with either an arrow of slow falling or of jump boost, or both! These will help you complete these sections of the course.
^ For the end of the rainbow road, you will simply jump off and be stung with slow falling on your descent! It’s very fun, trust me. Just follow the big arrows.
The final ice race is going to be spruced up, no pun intended (because there are spruce trees).
First, you will get a dose of Speed II as you enter the final race.
Then, you will cross a tripwire that will activate two dispensers at the end of the ice path. These will shoot out a lingering potion of slow falling and a lingering potion of jump boost. You’ll need to hop through both in order to make the final jump…
…to the finish line!
Upon completing the course, you’ll be celebrated with fireworks!
Now, once you complete the course, you will be asked a very important question: Did you find all eight bonus coins? “Huh?” I hear you asking. I never mentioned those! Well, that’s because they are hidden throughout the course.
Because this is an easy course, I wanted the option of an additional challenge. Scattered throughout the course are eight bonus coins in the form of emeralds. Finding them will require you to explore the course. Speedrun, explore, and then speedrun for all the coins. Running the course with the coins is a very different experience than doing it without them, and it will give you a nice challenge indeed.
And that, my friends, is Gravity Gorge. One of my favorite builds so far this season, and possibly in this world. When the next world download releases, you will get the chance to play this course yourself. In the meantime, let’s take a moment to celebrate by putting the course on the Parkour Wall of Fame.
But you want to see it in action, right? Introducing Gravity Gorge, Quintropolis's sixth official parkour course and first speed-running course!
(the music is custom made for this course too and will be included with the download)
Next up... Session 263 - "The Aquatic Arsenal"
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Join me in this exciting episode as we're taking a deep dive in the southern waters of Utopia as we finally explore some brand new chunks in Quintropolis! It's about time we breathe some new aquatic life into the base.
Session 263 - "The Aquatic Arsenal"
It has been a hot minute since we have explored brand new territory here in Quintropolis. In fact, I believe the last time was back in Session 241 when we discovered Utopia south of Quintropolis Island. However, we did not do much exploring beyond that region. And those are 1.12 chunks.
Today, we are preparing to take a deep dive south of Utopia into brand new 1.15.2 chunks in a quest to explore some new oceanic biomes! The goal for today’s adventure is to find and collect every new type of block/item that exists in these new chunks. Can we do it? I think so!
Coming from one mesa to another, here is the exit portal to Utopia. This will be grounds for a new base at some point in the future because it sits on a fruitful corner bordering a mesa, desert, and savannah. Oh, and not too far away is the new ocean.
I am starting a map for Utopia, but it looks like we will need a few. As we explored much of the desert area south of the mesa back in Session 241-242, we did not head too far north. This is where the new territory lies.
Do you see it? I do!
We’re diving in the deep end as we greet our aquatic friends and the kelp forests of this new ocean system.
Check it out! It’s my first shipwreck discovery. What ancient treasures could lie within? Let’s find out.
A buried treasure map!
Hmm, it looks to be not so far away after all.
Wow! There is so much life under these waters. I will have to come back here once we find the treasure.
So, it appears that the treasure is buried underneath this sand dune. I wonder how long it will take me to find.
Don’t mind me; I’m just going to collect some kelp while I am out here. Seagrass too.
And hey! We have some turtles! It’s a good thing I brought shears, because I’m about to get some turtle eggs.
Indeed so! And I found the treasure underneath. What did we get inside?
A heart of the sea! Perfect – I can already speculate how we will be using this in Starlight HQ.
Hey, a Utopian village! Let’s check it out and see what we can harvest. This is, in fact, the very first 1.14+ village in Quintropolis, which makes it currently the only working village.
“Welcome to the village of Utopia,” he says.
“Thank you, kind sir. Now I am on a quest to find some new aquatic gems. Where do I have to go?”
“Head off the coast into Witherquin Waters!” he states emphatically. Witherquin Waters? Of course, it would be ominously titled.
Right off the village is a HUGE coral reef! Forget what I found earlier – I’m about to get all up in here.
It’s so colorful! I will plan on taking all types of corals. This stuff is going to look great in the Aqua Lounge.
Another shipwreck! Is this the equivalent of Bermuda? I hope not, but at the same time it wouldn’t be the worst thing.
^ An overview of the desert village and Witherquin Waters as we search for more treasure. This entire area is beautiful – I hope the village welcomes the opportunity for expansion.
What’s this? An underwater chasm? That is new.
Diamonds underwater? Since when did underwater caves descend this deep? I must have missed a lot.
An underwater ravine – also new!
I have found the best hiding spot at the bottom of the ocean, tucked underneath this rock. I am certain that I would win at hide and seek.
Check it out! A cave spider spawner here in the ocean.
Sorry buddy, I have already won this battle.
Sea pickles – underwater torches!
Organizing the corals I have collected, I can see that each type of coral has three variants – a regular coral, a coral fan, and a coral block. My goal is to collect a stack of each.
I caught myself a triggerfish!
Clues to an underwater voyage gone wrong… I am starting to get mildly suspicious of these waters.
This one has bamboo inside! With just a few pieces, I believe I can start a bamboo farm back at HQ without having to locate a bamboo jungle. This would be fantastic news.
A hoard of drowned approach me from the underwater ruins!
From that hoard, I have collected yet another trident.
I have also located a Mending fishing rod.
An ocean monument greets me – I might as well explore it. I need to stock up on prismarine blocks anyway.
This particular monument features TWO sponge rooms! I’ll be taking all of them once I take down the elder guardians.
One thing I am learning about turtles: they do not stop making eggs! Usually there is a cooldown, but not today. I already have half a stack of turtle eggs.
I think we have collected every block out here, so let’s make our way back to HQ. We now have to come up with an area to store them!
I have three shulker boxes full of aquatic blocks and items. So, I am planning to build an aquatic arsenal right here in Mushroom Cove to replace the old storage area for meats (since we no longer have animals here). This also means I am getting all those hoppers back.
Using prismarine and coral to decorate the space, I’ll have three sections for storage: one for prismarine blocks, one for corals, and one for everything else.
For the floor, all I need to do is fill the area underneath with water. I am learning that coral needs to be attached to a water block, whether still or flowing, in order to stay alive.
I am using kelp blocks for the first time, as they accent the back wall nicely.
There you have it! All coral blocks will be stored on the bottom layer of chests, while all coral and coral fans will be stored on the top layer. I have organized prismarine storage (which includes all slabs, stairs, etc.), as well as using the remaining chests to store kelp, seagrass, dried kelp (and blocks), nautilus shells, turtle eggs, and sea pickles.
The last two unlabeled chests will be for sponges (top) and other rarities like our buried treasure maps and hearts of the sea (bottom).
Next, I am switching out dark oak signs for oak signs on the Parkour Wall of Fame. It is easier to read from afar.
Keeping an aquatic theme, remember when we captured these two skeleton horses back during our Starlight Castle reconstruction? Well, as I’d like to keep them in the Aqua Lounge since you can ride them underwater, I need to build for them a proper home.
^ Here, we are at the exit gate into Starlight Bay. The area for the horses will be small but spacious enough.
Now, to get them there, I’ll need to temporarily break down the corridor to prepare a 2-wide space.
Indeed, I got them in with few problems, and now I can ride these guys out into the bay!
Finally, I am adding four turtle eggs to the Gold Grinder in order to attract zombie reinforcements. This should significantly improve our rates in the farm as no longer will zombies simply linger on the platforms.
Ah, it feels good to be back in Starlight HQ after our recent adventures! We have lots of work to do.
Another full adventure with an assortment of new discoveries done! Now that we're settled back in Starlight HQ, let's get back to work on some of the base's unfinished projects!
Next up... Session 264 - "Clandestine Connections"
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Our first full session back in Starlight HQ after many months, today we are primarily focused on base transportation, specifically on the complete re-engineering of STAS and its transport pods. You might say this is the equivalent of an "optimization session" - one we desperately needed.
Session 264 - "Clandestine Connections"
Upon returning to Starlight HQ, there was one glaring issue that I took notice of almost immediately.
STAS is broken in some form, and after some considering I think I have identified exactly where that fault is coming from.
This issue only occurs after returning from the Nether – i.e. when I leave the loaded chunks. What happens is that I’ll take STAS to Starlight Station, disembark, then jump straight into the Nether before the minecarts have finished making their rounds. This is most likely causing them not to update when I return from the Nether, which in turn causes a backlog of carts on the track.
The solution? We need to connect all the STAS stations together, such that when you leave one station, every other station leaves as well. This will create a synchronized loop.
In order to connect all the stations together, we will need to implement two-way redstone lines. This requires a specific redstone repeater setup, as you can see here:
Using this two-way setup, we will be able to have the STAS stations all connect to one another. It won’t matter what station you start at – all will activate at once (well, with a slight delay). Below, you’ll see that I’ve toggled the lever on the left side. All sides still activate.
Likewise, if I toggle the right-most side, all sides will still activate.
The blue line will follow a similar suit, except that we have six stations to connect rather than four. Its setup will look like this:
No matter which station will use as the input, all six will activate at once. This is exactly the intended behavior for STAS that we need to implement, such that it functions as a true subway. It will be a complete re-engineering of how it works that will effectively be bug-free.
The levers indicate where the I/O of STAS stations need to be placed. Effectively, we need our two-way line to run laterally to the station redstone lines themselves. We have to be careful and make sure that both the input and output can stretch the 15 blocks to reach each two-way repeater.
For some stations, like the tangent station, we must power specific blocks because the wiring is already very tight (denoted with the glowstone and concrete blocks). This makes the job a bit challenging, especially since we have only an economy of space with which to work.
The red line is certainly simpler to tie together, because I have a single central web to which we can connect all four stations, like in the diagram at the top of the post.
Interestingly, redstone wires will not transmit power downward if they are on top of upside-down stair blocks. I’d like to think this will be changed.
And just so we are all on the same page, yes I did have to run a two-way wire all the way up to Starlight Treehouse station, which ate up roughly a whole stack of repeaters (since each two-way repeater takes four repeaters).
However, I am executing a bundling tactic when running wires to the outback, trying to keep all the wires close together so that I have more room to efficiently expand underground. This lessens the chance of us running into wires down the road.
All the wires are run the exact same way, so it is not necessary for me to show you every single repeater setup. However, some notable bugs came up during the testing process that do warrant some exposition. First, observe the following:
Even after the initial takeoff, the stations actually run on a perpetual loop for several cycles until eventually coming to a standstill. I watched every station for a while in order to determine why this behavior was occurring. At first, I thought that perhaps a bogey signal was repeating itself throughout the two-way redstone line.
In fact, the culprit is this:
The old way STAS ran was by having two sets of detector rails spaced apart preceding each station. The first detector rail would activate the station to send the next minecart outbound, while the second detector rail would halt the inbound train. With this setup, STAS would only move one cart at a time, like a domino effect. This takes forever to loop, and it is why the system would lockup upon leaving chunks.
What is happening here is that the first set of detector rails is causing an additional input on the two-way redstone line, creating a perpetual loop. The solution is to remove all these detector rails. We still need the second set to stop the inbound trains. But since we are now activating all the stations together, we no longer need the first set as all trains will be moving in succession.
Removing these detector rails will also help me to test each station and verify that all minecarts are leaving their station. In testing this, I am happy to see that the red line runs perfectly from all four stations! As you can see above, the inbound train to Starlight Treehouse is visible from the outbound train.
In testing the blue line, however, I ran into problems. Notably, the southbound Tetraquin Station was not activating from any station except its own, causing a buildup of carts. Why? The answer is because I was negligent in noticing that the incoming redstone line was longer than 15 blocks. As such, I had to install another two-way repeater.
From Starlight Station, another interesting property is observed. Since a redstone wire runs directly into the block which serves as the output (from the two-way repeater), this takes precedence and locks the input repeater. The system should actually look more like this:
…in which the redstone can receive output but not generate input to the block.
^ The same behavior is observable on two other stations, which is why they were not behaving properly.
Alas, in testing all six blue stations, I can verify that they now work as intended! All six stations toggle all six stations. Perfect! We have just created a subway system, and I cannot help but wonder how we might be able to utilize two-way redstone lines in the MISC later.
Some attention now needs to be drawn to the Starlight Station, which has remained incomplete in terms of its aesthetics. When I first built the station, it effectively took over the old horse stables. I never bothered to fix that.
I am also installing an entrance to STAS from the Nether Temple. It is annoying having to exit the Nether and travel all the way through the plaza just to get to STAS.
This will no longer be an issue, for I am putting an underground tunnel right inside the temple, taking over the original location for the transport pod.
The transport pod will be moved to the wall, of course, so that it remains accessible. But now I have a shortcut to STAS which will save on time exponentially.
I might as well finish the aesthetics of the station while I am here.
Much better, and it remains a mystery why I never bothered to finish it sooner. I suppose my priorities have been tossed around quite a bit.
With STAS effectively complete, I am itching to finish another very important feature for its transport pods. If you forgot, Starlight HQ currently features four transport pods that serve the purpose of transporting items around different parts of the base. The central rendezvous point for all pods is in the Starlight Resources Facility.
However, what happens if you spend so much time gathering items from the SRF to send to the Nether Temple (to bring into the Nether) and find that the cart is not even here? It’s a disappointment, because that means you need to make two trips to the Nether to get all your stuff transported. Transport pods are supposed to eliminate that hassle.
The solution is to utilize the two-way redstone system to make both ends of the transport pods activate each other. In practice, this means you will be able to call the cart from the other end if it is not on this one.
Oh, and it also means I need to redo the Starlight Room pod, because the cart needs to rest against a solid block.
Again, the exact same redstone is being installed here, so there is not much to show. Getting redstone underneath the powered rails in the SRF is a bit tricky and requires some tricks, but it is possible.
I installed this two-way call system to both the Nether Temple and Starlight Room transport pods. I have not yet done the Starlight Treehouse pod because I am almost out of repeaters, and I will probably need a stack or two for it. And I do not need to elaborate on why I am not doing the Mob Processing Hub pod today.
In reviewing my work today on STAS, I have decided that I will not be installing express lines, at least right now. Doing this will require additional redstone lines running throughout the base, and it will complicate the current system we have just bug fixed. For now, the current system will work fine, and I may revisit the possibility of implementing express lines later. I simply don’t think the work for that minor feature justifies its benefits.
So, that is STAS all completed! The only thing left for us to do is to connect it to the MISC so that I can use the subway to complete tasks throughout the base. The best place to do this will be at the four-way or six-way junctions, I think, but that work will be reserved for another day. I am very STAS-fatigued at this point!
That means we are moving onto a new base project. I mean, I was not going to leave this wall untouched forever! In thinking about how I want to tie up modular functions in this base for v3.0, I have realized that one major feature is missing from this base.
It should be pretty obvious at this point.
A base full of redstone is bound to require a bugfixing session at some point, and I'm glad that we were able to get so many under-the-hood things ironed out today. Having completed all of STAS's principal features, now it's time to move onto one of the most overdue projects yet for this season. I mean, there is a reason we don't even use the Alchemy Dome.
Next up... Session 265 - "Brew Me Up!"
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Glad to see you're still updating! I've missed these!
Slowly but surely... it takes a bit longer nowadays with everything going on, but we'll get there. 300 is in sight!
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Finally, we are tackling one of the most overdue projects in all of Starlight HQ - one that's going to give the Power Museum a much-needed makeover!
Session 265 - "Brew Me Up!"
I cannot believe that I have gone this long now without a proper automated potion brewing system. For a while, it was in the back of my mind – after all, we have already automated almost everything else. Potions seem a no-brainer, except that I hardly use them. But then I started thinking about why I hardly use them: because they take so much time! I noticed this most expressively back in Session 255 when I crafted bountiful amounts of lingering potions to make tipped arrows. I am amazed at how long that process takes! Well, it will happen no longer.
The potion brewing system we are building today is going to be a slight modification of Mumbo’s design, and it is also only the first part of what we will fully realize with it. This is because the potion brewer will be the last major component of the modular system that we have spent the last couple years building within Starlight HQ. It will also be the first modular component to utilize the two-way redstone lines we made full use of in the previous session. Essentially, with this functionality, brewing potions will subsequently trigger other events in the base, and vice versa, based on the settings we prescribe in the MISC and other plugins.
This is therefore a two-step construction. Today, we will be focused on the first step: the potion brewer itself.
Its location will be in the tangent floor east wing – a new segment of the Power Museum we are about to dig out.
The system utilizes some very compact redstone, but it is not too complicated. Wooden buttons will select the potion you want to brew on the pink panel, and you can use the levers on the blue panel to select modifiers. The ingredients will filter into the brewing stand in the correct order to produce the potion of your choice.
The glowstone lamps here are indicator lamps to tell us when there are no more potion ingredients of that type in the dropper we’ll use to store them. This will help us avoid problems down the road.
^ The pulse extender here is used to dictate when to unlock the hopper underneath the brewing stand and remove the completed potions. As long as there are ingredients left in the hopper above the brewing stand (say, gunpowder to turn it into a splash potion, or dragon’s breath to turn it into a lingering potion), the pulse extender will not activate, and the potions will stay lodged until brewing is complete.
^ Here are the modifier options. When a potion is selected, its modifiers are also simultaneously dispensed. The levers out front simply use a piston/block system to select which modifiers we want.
For instance, above I have selected redstone and the fermented spider eye. The pistons are extended to allow power to reach those droppers once a potion is selected to brew.
Say goodbye to this old clunky storage room!
The order of modifiers is important, because we cannot negate a potion after turning it into a splash, for example. And we first need a splash before we can brew a lingering.
You will notice that one ingredient is missing an item frame – that would be the turtle shell. I only just obtained turtle eggs in this world, and I have yet to hatch them. So, for now, we have no turtle heads.
^ This chest will be used to store additional gunpowder because we have so much of it.
Here is the location of the chest that will contain the water bottles. But, how will we get water bottles into here? Surely, I do not plan to go through the troublesome process of manually filling and emptying bottles into this chest repeatedly. The goal of this entire project is to eliminate the tediousness associated with potion brewing.
My creative solution requires the destruction of the old mob drop storage room adjacent to the multi-purpose mob farm – a relic that has been collecting dust for at least five years!
The reason why I have not yet removed it is because every single chest is full of mob drops. So, I first need a place to move them.
On the SRF control floor, I’m thinking that I can just dig out an extra storage cellar for all these excess drops. After all, it is primely placed next to the mob drop item sorter.
Using some shulker boxes, I can quickly and efficiently move all the drops downstairs. And you would be right to conclude that I filled up every single one of those chests. Ugh, I never thought I would dread the day of having too many resources. But I am struggling to keep up at this point. Even the principal mod drop storage is about to fill up completely.
In place of the old storage room, I will be building a station specifically for refilling water bottles.
A simple setup, it will be grounds for a new generator later. Empty glass bottles will be stored in the four double chests. Using the pool of water above, you can quickly fill as many bottles as you want and let them pour out of your inventory into the hoppers! See below:
A perfect system, a considerable line of hoppers will take these bottles all the way down to the water bottle storage in the brewer.
Later, we will come up with ways to have this refilling station automatically initiate the brewing process and other events within the base. For now, however, this is perfectly fine.
Looks like it works! Now, we should test the brewer.
A success! We now have some night vision potions.
I am finishing the aesthetics of this hall but note that the empty wall is being prepared for further development. Indeed, there is a reason I have a total of five 3x3 spaces marked!
The next stage is to remove the old potion storage room that has ruled a plagued existence since its conception more than five years ago. It does look pretty, but it is terribly misplaced now.
I am temporarily moving all the current potions down to the SRF control floor until I expand a proper storage room for them, the location of which will be right here next to the modular farms and excess mob drop storage (which, conveniently, is also right beneath the new brewing system).
This prime real estate is now going to be used for something far more integral.
So, we are nearing beta phase for Starlight HQ 3.0, which means that the modular system is getting close to being completed in some form. As we conclude construction of the brewer’s modular functions and tie up some other loose ends, the modular base will be ready for testing (that means I will need people willing to test it, but more on that later).
In preparation for this, we need a central power source for the entire base – a source of power that can effectively act as a master switch for the entire modular computer we have buried within Starlight HQ.
This is the inception of the tesseract – the sixth and final stage of the Tetraquin Project.
We have secured the construction of the new brewing system and paved the way for Starlight HQ's modular endgame. The next step is to see what it can become.
Next up... Session 266 - "Multiplex Magic"
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After some mind boggling redstone puzzles, I am proud to present something truly remarkable in today's session - the magic of automated potion brewing without any manual intervention. Thanks to the MISC, of course, we are beginning to fully integrate Starlight HQ's modular capabilities within our everyday gameplay as we continue to redefine what automation looks like in Minecraft. It's a big session, by the way, but I am breaking it up into manageable parts.
Session 266 - "Multiplex Magic"
Our potion brewing system works beautifully, and I am quite satisfied with how it fits into the base so far. But its ability to brew any type of potion is just the first of its many potential functions. Today, we are going to transform this brewer into one of the most versatile modular components of Starlight HQ. Its potential is unrivaled because of how many different options it has.
We could, for instance, set up a situation in which every entrance/exit from the Nether brews a batch of only fire resistance potions. Or speed potions. Or both! Or, I can have a batch of healing potions brew every time an iron golem is killed in our iron farm. Or, I can have both slow falling and regeneration potions brew every time the villagers harvest crops in our modular farms. Perhaps I decide to also switch things around and have the SRF farms harvest their crops every time I brew a batch of night vision potions.
See what I mean? The possibilities are endless with this machine. And we’re going to fully explore that today, with three major components.
The first component is a multiplex modifier that will be the liaison between the MISC and the potion brewer. This is what we will use to direct the MISC towards a specific set of potions to brew. The second is an automatic dispensing system for potion ingredients, identical to the manual one we built in the previous session. We have to use a separate set of droppers with their own potion ingredients in order to automate the process. Finally, we’ll construct two-way redstone lines between the potion brewer and MISC as the third component, such that we can use it as both an output from other operations and an input for others.
First and foremost, though – let’s build a storage room!
Situated on the SRF control floor adjacent to the modular crop farms (above Redstone Room), I have a large array of chests – three for each potion type, with each of the three representing the regular, splash, and lingering variants.
Currently, I do not have a way to sort them automatically, but I am determined to find a way to do this as it’s the only part we will not be able to automate as of today. Once we can automate the sorting and storing of potions, then we will have a truly lossless system.
For now, let’s begin the wiring components for the automated version of this farm. We effectively need to build a second set of droppers/hoppers like the ones above. We cannot use those because they are too ingrained within the wiring of the brewer.
The MISC will also need to power this redstone line running underneath the brewer, as this is how the potions will be brewed.
^ I am using the only available hopper in the line to connect the second set of droppers. All twelve of these need to be activated by separate redstone lines. That means yes – we need to construct twelve individual redstone lines up here.
Where will they originate? Well, next to the potion storage cellar, I will build the Starlight Generator Brew Selector. This selector (and potion storage) is located directly beneath the potion brewer, which will make it easy to connect both.
I am building a staircase to connect the two, which also means we now have another means of accessing the control floor from the tangent floor.
Alright, so this selector will utilize an item frame’s ability to produce a different output signal depending on its position. On the right side, we have the primary eight potions. The left side will be OFF by default, but once you change its position, the right side will become inactive and you can select among the seven potions over there.
How we create the individual lines is by juggling a torch/repeater setup based on the item frame’s comparator output (from one to eight).
^ The lit redstone torch indicates which potion is selected. The key challenge now is how to get all fifteen lines up to the brewer, while still keeping them separated.
This piston above is how we will disable the right side once we move the left side away from the OFF position. Any comparator output larger than one will retract that piston, keeping the comparator on the right side from transmitting power.
I am duplicating the setup on the left side; however, things will be slightly different since we are also using this side to brew negative potions (slowness, harming, invisibility, weakness). This will require a different type of setup.
The best way to keep these redstone lines separated is by not using redstone dust. This will induce more lag when the system becomes active, but it is also the most compact way of achieving what we want.
The pistons up top will retract when active, allowing power to enter through them.
^ The MISC will send power to all the repeaters above, but as you can see, only one will get through (the retracted piston), which means only one type of potion will brew.
Here are some photos of the redstone torch towers that inevitably need to be constructed for the next part:
It is a whole mess! But, I think I am keeping it well organized for the most part. Every line is so far separate, and I am successfully getting power up to the individual droppers.
In extending the dropper lines, I notice that I am quite close to the surface! Just how close, you ask?
****! That’s how close.
Here, you can see the other side of the selector, which will brew any among the last seven potions. Four of these are negative potions, which will require me to connect their respective lines to existing lines (i.e. slowness will just activate the speed + fermented spider eye droppers).
^ This torch tower is dedicated to the fermented spider eye dropper. Currently, I have both the slowness and weakness potions sending power into it. Slowness is also powering the speed torch tower, as you can see above.
Things are getting cramped very quickly, forcing me to find creative ways to move redstone around. As expected, I need to use more repeaters/torches than I would like. More of these always induces more lag, but we have no choice here.
Above, I have setup the invisibility potion selector, which simply lets power through both the night vision and weakness droppers.
Having setup all the potion selectors, we now must initiate some tests. This means heading into the MISC and establishing link options!
To start, we are going to build four link options:
1B – Crop farms > Potion brewer
2B – Furnace room > Potion brewer
3B – Nether Temple > Potion brewer
4B – Iron farm > Potion brewer
Links 1B and 4B will make the potion brewer into a very efficient potion farm because the crop and iron farms are almost always active. This means that for every output signal from these farms, a batch of potions will brew (potions will always be brewing). Links 2B and 3B rely on manual input. Once we use the furnace room or access the Nether Temple, only then will a batch of potions brew. This way, we have some options for how we want to automate the system.
Creating new links is actually quite easy to do at this point – the main problem we always run into is limited space. All we must do is build an AND gate that requires our link settings in order to become active. So, for instance, above you see two torches active on the MISC output side. This indicates Link 1B – the input from button 1 and the output from button B.
Once both are active, we’ll send that output to another AND gate which will produce output only when the crop farms become active. In the above photo, the line in the back is coming from Link 1B in the MISC. The line on the left is coming from the crop farms. The resulting output line will head back to the potion brewer.
Very important: grounding the redstone lines with stone brick or another building material. Just placing them on stone or dirt is a recipe for disaster, as I will accidentally break it later. I can’t tell you how many times this has already occurred.
Above is another important function for the MISC. Because we are brewing negative potions separately, we need to disable the fermented spider eye modifier from the manual brewer. This is just in case we happen to have it selected on the manual brewer. We don’t want two spider eyes jumping into the system and clogging it.
Alright, before we plug in the brewer to the MISC, we need to do some test runs. I’ll be using a button inside the brewer where the MISC input line will be coming in to perform these tests.
The good news is that part works… but the rest does not. Why? So begins the bugfixing phase.
BUGFIXING PHASE:
Alright, so first problem is that the piston arrangement above does not actually transmit output because the repeaters activate those pistons if they are retracted. So, we need to change the position of the pistons so that they extend to let power through. This means moving them one block lower:
This works better. Now, you can also get a clear visual for how exactly the selector works. The MISC powers all repeaters, but only one can get through the selector.
Whoa! What the hell? I guess I should rephrase. In theory, only one should be getting through. Damn it.
What’s going on here? The pulse extender is looping. That should not happen either.
The first actual test run, in which I selected a healing potion, actually yielded all of the ingredients you see in the top left of my inventory. Hot damn.
I have a theory for why we are getting so many ingredients. It isn’t because the redstone wires are overlapping – in fact, they are not.
Aha! The current dropper setup does not work, because powering one dropper also powers the two adjacent droppers.
Even without a repeater, the same behavior persists.
So, I need to invert every other dropper to separate them. Back to Quintropolis!
I found that droppers on the side of the hoppers will still work, which is necessary because the hoppers will just pull ingredients nonstop if the droppers are right above them.
Also, the reason we are getting two fermented spider eyes is because there is an extra stone brick block blocking piston movement here. So, I can just get rid of that.
The second test… still yielded all the ingredients you see in my inventory above. What now?
There are actually a couple instances where lines are overlapping, such as the redstone wire block I am pointing at above. A torch from a separate line powers the block next to it. This causes overlap.
Third test… fewer ingredients, but still something is seriously wrong. Also, we are only getting one water bottle? What’s up with that?
Aha, I left out a very important part of this design. The reason I use wooden buttons is because you must have a 15-tick input in order for the hopper lock/unlock system to work correctly with the water bottles. So, I’ll just build a pulse extender that does exactly that:
I have the repeaters set at 15 ticks (16-1), which means that every input, regardless of length, will be exactly 15 ticks.
^ Testing this, you can see that even if power persists much longer, the output will shut off after 15 ticks. This will prevent interference during the potion brewing process.
The water bottle problem is fixed, but still so many ingredients! Why???
Found the culprit! So, check this out: if you move the item frame too fast when selecting potions, the pistons will follow suit and move too quickly, causing them to leave their blocks behind.
The solution is to simply add a tick to every repeater in the selector. This will allow us to move the potion selector as fast as we want.
Finally!! We have a potion of healing!
Next, let us test a potion of strength II. We’ll test the glowstone modifier this time.
^ A redstone torch is missing at the block I am point at, for some reason. An easy fix.
And there we have Strength II potions.
Alright, let’s do Speed II splash potions.
A success.
Next: Invisibility splash.
Oof, I’ll need to be careful and keep the correct modifiers applied, because there is no such thing as Invisibility II.
Huh? Can you not brew potions of weakness this way?
Speed potions work fine, but slowness potions are giving me magma creams.
The reason is because I simply had the slowness wire activating the wrong torch tower. Fixed above.
All the madness you are about to see is my attempt to get weakness potions working:
Well, slowness now works, but you still cannot brew weakness potions with strength potions. Why not? To the wiki it is…
Okay, so apparently you need to skip nether wart and start with fermented spider eyes to brew a potion of weakness. I did attempt this, but to spare you more details than necessary, it is not possible with the current setup. So, we will need to build a separate brewer specifically for weakness potions. I had no idea they were not possible here.
On the bright side, my complex test for Strength II lingering potions was a success!
In finishing up the aesthetics of the bottom cellar, I am installing four chests with hoppers that will store all the potions from this system. They will then need to be sorted manually.
Up until now, I was testing it manually before plugging it in. Upon plugging it into the MISC, I immediately noticed that the brewer is still receiving duplicate inputs from the crop farms. I thought I negated this, but indeed I think I know how to fix it.
We need to lock the incoming repeater from allowing additional inputs until the current potion batch finishes its brew. This is easy to do – we’re just running another line from the pulse extender.
FINAL PHASE / NOTES
Finishing up some aesthetics of the lower storage cellar and brew selector. It is looking lovely, and exceedingly high tech if I do say so myself. A fitting visual representation of the reality.
I have been testing for a while now, and I am happy to see successful results! We are indeed getting potions. All the above potions were brewed by the crop farms – I did nothing whatsoever.
Now, let’s expand our options. I still want to build three more link options for this. Above is another AND gate that is built the same way as the first link – this one is for the furnace room input.
In fact, all link gates are built the same way. So, I don’t need to show you those. But I will show you what the MISC link map is starting to look like:
A big fat mess. I really need to label these with signs or something. The more we add, the harder it is to keep track of.
Wow, I was wondering why the comparators for the crop farms were not turning off! What the hell am I going to do with all these potatoes?
But damn, we now have a full chest of potions created automatically. Friends, we have just built a potion farm.
The iron farm is faster than the crop farm, so I’ll compose that link with the MISC and keep it active for now. Check out my current iron supply:
From basic crops to iron blocks, I am now having significant trouble keeping up with the output rate of Starlight HQ’s production. This is a great problem to have, but it’s a problem which we will need to address very soon. I can already tell that four double chests is nowhere near enough to sustain the amount of potions we are going to net from the current setup.
Restocking the water bottle supply with our automatic bottle refill station, I am happy to see that we have finally fixed the biggest problem with potion brewing – its tediousness. Now, using other farms, we can automate the process and never even touch the brewer (save for selecting potions). For the first time, we are now using the modular system in an amazingly effective way for our base, and that hard work is paying off big time.
Once we get too many potions, I’ll shut off the links; but for now I want to rebuild my supply. I have now tested every single potion with every single combination – all of them now work (except Weakness – we will build that later). It will take no time at all to restock every chest with every potion, because I’m just going to let that happen while we get to work on our next project.
The bountiful magic of multiplex automation, ladies and gents.
With my resources depleted, my mind fried, and my redstone fatigue setting in following a job well done, the timing couldn't be more perfect for a brand new build. In the next session, that is!
Next up... Session 267 - "A New Sunset"
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I'm quite happy to see Starlight HQ blossoming session by session - it's a really nice thing, because we're closer than you may think to the beta test for v3.0. That being said, today we're turning our attention to aspects of the base outside the modular system in an effort to get the base's aesthetics up to speed.
Session 267 - "A New Sunset"
For a while, I have been very narrowly focused on modular development within Starlight HQ. And don’t get me wrong – this is a very essential part of the base, and probably its binding element at this point. However, it should go without saying that modular features are already auxiliary by nature. Starlight HQ has become a giant experiment – one that is going very successfully.
But we need to take a step back and look at the base as a whole. In doing so, we see an incomplete canvas! Indeed, we have been shaping the base up to prepare for its third unveiling, and we’re so close to having it at a stage ready for beta testing! But aesthetic features are just as important as the functional stuff. That’s what we’re going to look at today.
First, we need to complete the iron farm! Functionally, the farm is complete. But aesthetically, we still need to cap it off. And I’ve been holding off because of how exactly I want to do it.
Basically, I’m building a giant ball of iron. And no, it is not hollow.
Cool, right? But there is more incoming.
Even cooler! This is always what I wanted here, and now I have taken the time to design the rings exactly as necessary to fit them atop the iron farm. Now, I know the next photo that you’re waiting for…
Starlight HQ might as well be a space explorer’s fantasyland. Haha, the base is starting to look so much more complete. Indeed, we are closer than you may think to the completion of v3.0.
Today’s main project is, in fact, a brand-new build that will be placed in front of the iron farm. Why, you ask?
Well, this entire area has left Starlight very exposed at night, and this is the number one area where mobs infiltrate the base. I figure we can have a new build right here as a natural wall that actually accomplishes another goal: having an area in the base devoid of redstone.
With the entirety of Starlight HQ now a fully operational redstone computer, that means there is nowhere to hide from the system. It’s infiltrated everything! Sometimes, you may want a space to get away from all the busy activity that is constantly happening within the base.
Introducing the Starlight Solace Center (SSC), which will be the equivalent of our zen garden within HQ. A place to relax. A place to do nothing at all.
Believe it or not, the SSC was one of the first build ideas I had conceptualized many years ago when initially planning v3.0 and the outback faction. The reason it has not been constructed sooner is because we really needed the entire modular system in place before having a zen garden would be necessary.
A key element in the construction of this build is that I am using materials from all Starlight HQ’s constructions. Purpur from Starlight Castle. Iron/quartz from the Power Museum, black clay from the SRF, dark oak logs and wood from the treehouse and outback, and then I have a whole plan for the floor.
In this way, the build will be a full representation of every build, which is kind of the point.
In terms of entrances, I am giving the SSC two.
First, you’ll be able to enter directly from outside through a large opening. That part is fairly simplistic.
The second entrance will also provide another means of access to the Power Museum and outback faction.
It means I need to tear down the Sunset Balcony. Old piece of **** anyway.
From here, I’ll build a very long corridor crossing over top the Farmlands. Those are still obsolete, by the way.
^ It will connect to the SSC here, at this checkerboard pattern of carpets I have yet to discern.
Today, I do not plan to work on the large floor of the SSC, mostly because we actually don’t yet have the resources for it. I know – that’s hard to believe at this point. We’re 5,600 days into this world and still we are missing some significant resources.
That’s okay, because pretty soon we will have them all. Before the end of the season, anyway.
In the meantime, we can still enjoy a new sunset from the SSC interior.
Hmm, I also think gold doesn’t work in here.
Much better, and this follows suit with Starlight Castle’s theme colors of light blue and purple.
Although we cannot yet complete the SSC, we can construct an important build next to it that I’ve wanted to do for a long time.
Is it a parkour course? A game? A piece of pixel art?
Nope, it’s just a labyrinth. It’s not even a maze.
Back in January, I visited a labyrinth in Wilmington, DE, which was effectively just a long winding path that you were intended to follow as you contemplate whatever thoughts you so desire. It is this guiding principle which makes the labyrinth a perfect addition to the SSC, and why we will be building it here.
That being said, it is not a small build by any means – it requires stacks on stacks of red concrete, black concrete, and… coal blocks.
I am using coal blocks for the walls and roof to give the labyrinth a very secluded feel, even though it is an exterior build on the surface. This is the first time that I have used coal blocks in a build.
And with some red glass panes, the labyrinth is done! To be honest, I find it quite mesmerizing to look at, let alone play.
A true zen garden indeed. Perfect for us to use as we contemplate the massive new project that comes next.
Welcome the Starlight Solace Center to Starlight HQ! I'm excited to see how this build will conclude - but for now, a much more important task awaits us. One that will require... expertly executed diplomacy.
Next up... Session 268 - "401(k)"
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
With Starlight HQ 3.0 so close to beta phase, there is an important task that it's finally time we address. One that should have been addressed the day I found Violet. But she's dead now. That begs the question... who isn't??
Session 268 - "401(k)"
I’ve been thinking a lot lately about one glaring oversight I made several years ago when contemplating exactly what happened the day Techtropolis fell. The council of Techtown was somehow able to tamper with ancient redstone lines inside the jungle temple and embed a recorded message for me to hear. I never even stopped to deliberate on this facet of the event.
They recorded this message… but when? It could have been months, even years, before I ended up finding it. I need an answer to that question. I need an answer to all my questions.
After much deliberation, I have decided that I will extend a formal invitation to the council of Techtown. The last time we met, in Session 200, they threatened to shut down Starlight HQ. Clearly, that hasn’t gone well for them. But even Violet could not help me understand exactly what happened after I left (she was a bit insane). If any council members are still alive, then I am willing to bet they have some more insight. Violet cannot be the only one who was left.
Before I extend this invitation, however, I need to prepare a place for them to reside. Indeed, I need the council to see that I have everyone’s best interests in mind. I do not want to destroy civilization – quite the opposite. Perhaps the best way to prove that is to build a civilization. Above, you can see the entirety of Quintropolis Island, with Starlight HQ on the right and Totem Run barely in the top-left.
I will propose a new home for the council, the Inner Circle, right here on Quintropolis Island, just a few hundred blocks from Starlight HQ. This will become the first neighborhood of Starlight City, which will be the next proposition to the council once I showcase Starlight HQ in its proper form.
See, the council’s beliefs operate under the idea that I have no self-control. They think that I am going to eventually cause the destruction of everything. Even Violet, who claimed to be full of prophetic visions of the future, told me that I would beckon the destruction of everything. I do hold that information with a grain of salt, but I cannot see a version of this story which ends this way. After all, I have already defeated Enderquin.
For the Inner Circle, I plan to construct a large monument in the center, with six to eight homes surrounding it. The circle will be one large village.
I did not initially realize just how varied the terrain was in this area. It is initially reminiscent of the leveling process I had to do in Vax Valley.
This time, though, I am going to be smarter and set up a Haste II beacon. This is a beacon I stole from Starlight Outback to borrow temporarily. I’ll give it back once we are done.
Surrounding the monument, which will be made entirely out of gold blocks, I’ll build a two-wide and two-deep moat. This will keep anyone from being able to access the monument, including mobs.
A view from above:
About the gold part – I never said the monument would be completed today! I do not have nearly enough gold for this. I have already designed the monument in a testing world, and I can tell you that building it entirely out of gold would require a well-stocked 401(k), which I do not yet have.
Just this flat platform here is somewhere around 3-4 stacks of gold blocks. And… the monument will be much more than a platform in case you were wondering.
Here is a view of the Inner Circle from Emerald Hills:
As I am leveling out the mountain adjacent to the circle, I am thinking about turning this area into the main shopping area of the village. I’ll set up some shops into the mountain, similarly to how Leangreen has built his Chunk Plaza. It’s either that, or I have to terraform the entire thing, which will get quite cumbersome and unnecessary.
First, we will establish a direct railway link to the Inner Circle from Starlight Station. This is not really for us – we already have elytra and can get here in seconds. It is for the villagers.
This railway will have an official station set up later, once I figure out how I want to design the shops. For now, just having the railway is important.
This is now the third railway from Starlight Station that exists, but I already have all eight planned out. Whether we get to them all this season just depends on how much we get done.
Okay, I leave Starlight for a minute, come back, and the entire crop farm storage has completely overflown. This has been an issue since we first built them because it produces too quickly. I have yet to find a suitable solution.
But for now, trading the hell out of them will do.
Yet another reason we are bringing the council over to Quintropolis Island is to improve our trade network. Currently, I only have the few villagers downstairs that are operating the modular farms. They are also artificial villagers made from zombies.
A few chorus fruits here and there will decorate the circle nicely.
Here is the Inner Circle as it exists right now. Before we visit Techtown to get the attention of the council, we need to have a plan already set up. I would like to bring the members of Techtown over to the island the day I visit if they will be willing. If they are even there.
It is a bit strange, isn’t it? Quintropolis has been way too quiet since the day Techtropolis fell. That is strange.
Mysteries are starting to stack, and soon we will get the answers we seek. A little anxiety goes a long way... is that a saying? I think that's a saying.
Next up... Session 269 - "Calling the Council"
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
It's been a while since we last talked with the council of Techtown - the same group of villagers that thwarted the development of Starlight back in the Season 2 finale. As we have been planning to integrate them within our plans for Starlight City, it's crucial that my next meeting with them is a productive one. So, let's give them a call.
Session 269 - "Calling the Council"
The Inner Circle is going to be more than just the first neighborhood of Starlight City – it needs to be a haven for immunity from the dangers of the surrounding island. I do not plan on bringing the council over just to kill them.
The moat will be properly lit, as will the monument in the center once we get to erecting that.
For right now, I’m going to keep my plans for the neighborhood quite simple, so as to not get too far over my head. I do want a fully developed village, but first I need a place for the council members to safely reside. This will be our focus today.
The neighborhood’s first home will be situated on the southern coast, in-between the jungle and Emerald Hills.
I would like to keep some of the original terrain to avoid the area being so flat. However, some leveling will be necessary to ensure a stable foundation for the house.
I’ve been in a toss-up regarding the materials I would like to use. But in general, I am planning on clay, wood, some stone, and quartz. We are not looking to build mansions here – just nice houses with some degree of modernity.
Ha, poor zombies can’t touch this!
Lanterns will be a principal light source, while I am using stripped logs for a change.
What do we have here in the distance?
An army of PILLAGERS? I have never caught those in Quintropolis before. They speak a broken language that I cannot decipher. I wonder if they used to be villagers.
But they are not friendly! So, they must be removed from the island!
Milk does a good job removing the Bad Omen I received – I wouldn’t want to linger on what possibilities that holds for Quintropolis’s future. Arguably, we already have plenty of bad omens.
This house will consist of two rooms – one living space and one “dining” (but really trading) space. I am trying to maintain a rather diverse palette of building blocks for the modern theme.
^ I’ll place a sunroof overhead.
^ Here, you can see a view of the first home on the coast. The exterior needs some work yet, but we can always touch it up here and there.
A porch on the back provides a beautiful view of the jungle on one side and Emerald Hills on the other.
Where are you going, ugly phantoms? To hell, that’s where.
I am acutely focused on the outside even more so than the interior. I’d like to develop the yard and road so that the construction feels much more complete.
^ Eventually, we will construct a large array of hedges surrounding the circle so that zombie sieges like this will not happen.
What’s this? Another army of pillagers? They nearly killed me!! How is that possible? I have no clue where these guys are coming from, or how they invaded Quintropolis Island so easily. I guess I just don’t get out much.
A nice fountain, some lanterns, and hedges should complete the road quite nicely. I want to keep this area open for the villagers to roam, but to do that I need to ensure the area is safe enough.
Haha, the fireplace caught the tree on fire. It was in the way anyway.
Okay, I think the home is secure. I’ll take down my temporary beacon and return it to Starlight HQ. Then it is time to visit Techtown.
Damn, it has been a long time since I traveled on the Great Northern Railway. But this is how I am getting the villagers to their new home.
Welcome back to Techtown, the oldest organized civilization in the world. It may as well be a ghost town now!
“Hello!” I exclaim upon actually seeing some sign of human life!
“Halt! Who are you??” inquires a curious librarian. Actually, they are all librarians.
“Why, my name is Joey. I come from –“
“Joey San? The antichrist?” the council members step back.
“Huh?? I am no such thing!” They clearly have no clue what’s going on.
“The secretary of Techtown was seen dead during our last visit to your home. The wretched civilization called Starlight.” Now, they seem upset. I don’t blame them.
“I… I had nothing to do with that! I wasn’t even there.”
“But… you had given him a full tour. We remember. Drexel here documented everything.”
Ah, so they do have names.
“Yeah, ya’ll were together and then… poof! You’re gone and he’s dead. Coincidence? Likely not.” Drexel acts like he has everything figured out.
“So what, are you here to murder us, too?” the nameless one responds.
“What? No! I am not a murderer! Look, I know tensions have been high since that day. I am here to offer amends.”
The council laughs.
“Amends? Boshtok, what do you think of that?” Drexel asks the nameless one, who I suppose does have a name.
“I think it’s moot! Haha! Get out of town.”
“You call this a town?” I consider taking a different approach. “What quality of life do you have?”
“We have protection from-“
“Protection from what? Mobs? Who do you think built you this wall?”
Boshtok and Drexel remain silent. I figure this is as good a time as ever to make my point before they chime in.
“I have spent the last several years building a civilization to foster that protection. And I am here to offer you that protection. To live at Starlight.
“You think we trust you?” Boshtok quickly asks. “Look at what happened the last time we were there!”
Actually, that’s the part I never found out…
“So, something did happen. Why don’t you tell me?”
“Ask Violet, she never wanted to leave that cursed island anyway—”
“Violet’s dead.”
There was a suspicious silence. I know they probably insist that I killed her, too.
“She died protecting whatever secret she couldn’t tell me. A secret that maybe I could help prevent. A secret that Starlight is designed to fight against.”
“Where exactly did she die?” asks Drexel, who is all too keen now to know.
“She died… by Enderquin’s hand.” A gasp is shared among the villagers who now whisper to one another. I postulated that it was likely best not to disclose the location of Enderquin’s portal. Clearly, they don’t know it exists. I think I will keep it that way until I understand the gravity of the situation.
“Okay,” the third nameless council member chimes in. “Boshtok and Drexel will go with you to Quintropolis Island. They will see your argument through. However, you are always to remain in their sight.”
“If what you say is true, that you want to protect us, and Quintropolis, then you will not have a problem with these conditions,” adds Drexel. He is becoming a pain in my ass, although he offers a charming Efficiency V book.
“Fair enough,” I add with a sigh. “I built you a nice house anyway.”
And so, I once again received no answers to my questions, instead beckoning more questions. I know that something is going on, and ironically, I am the only one out of the loop. That is a problem that must be remedied, though I remain confident that reintroducing my presence into Techtown was the smart move.
It seems like the council wants to work with me, though they remain highly suspicious of my work. I will do everything I can to win them over, to prove that Starlight HQ is the protection that Quintropolis needs. That I am their protector. Their god. And they will worship me as such.
Boshtok and Drexel, the first council members to join Quintropolis Island, have finally approved of the Starlight City project with some conditions. With that, it's time to move Starlight HQ 3.0 into beta testing as we embrace the Trials of Techtown!
Next up... Session 270 - "Beta"
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Many long hours, lots of trial and error, and several reconstructions later, we are finally completing the principal architecture of Starlight HQ's new modular system, fully upgrading this survival base into a modular base. What does that mean? It means you can customize how the base behaves! Join me as we finish installing the final few features of the MISC and bring Starlight HQ 3.0 into beta testing!
Session 270 - "Beta"
For a while, I kept my scope fairly narrow regarding exactly what features that the MISC would be in charge of controlling. From the beginning, I was very clear on key farms/features: iron farm, mob farm, Night Lights, crop farms, and now the potion brewer. All of these (excluding the mob farm) were built this season with modular functionality in mind. I had been operating under the assumption that I needed to build new farms and builds specifically for the MISC (like the villager-powered crop farms). But thinking this way really narrowed how I was looking at the base, and as a result left me unable to conceptualize more creative ways of linking it together.
As I step back and look at Starlight HQ as a whole, I am realizing that we have way more that we can do with the farms and features we already have. Everything we built in Season 2, and even in Season 1, can be hooked up to the MISC. I didn’t even think about using the slime farm as an input! What about the chicken farm? And the sugar cane farm? All of these are automatic farms and work just as well as the iron farm.
Let’s not forget about other player-controlled farms like our nether wart farm, which we can use to automate the potion brewer.
How about using the giant mushroom farm?
…and the colored wool farm? ALL of these are fantastic options for MISC inputs, yet before now I hadn’t even considered using them.
Our primary objective today is to link everything together and complete the MISC’s final few features, which are very important for the base to reach its fullest potential. Once this is done, we can then enter beta phase and test all our modular links and features! Exciting times!
MISC FEATURES
Let us go through the features together, starting with the big two:
Save / reset links – currently, the MISC only lets you compose one link at a time. Every time you start the linking process, any links you made previously will be reset and overridden. This is not the behavior I want. For the MISC, I want two modes – one to save links, and one to reset them. If you draw link 1A, you should be able to save it and draw another link – say, 3B. This way, we can theoretically link everything together.
Multi-link operations – in concordance with the above, you can also only select one input and one output button. That means you’re restricted to links like 1A, 3C, 8D, and so forth. In this way, there are so many numbers that we aren’t even tapping into! What about 12B? Or 48A? Or 17C? Or 2478A? I want to be able to select multiple numbers, which will allow more complex links to be made.
Once we get these major two features figured out, the MISC is going to become a lot more powerful. We’ll be able to achieve some creative base behavior.
A few more features will be added, too:
Reset links – a button that doesn’t start the linking process, but that resets all links allowing for a blank canvas. Useful if you create several links and then forget what you created and would like to reset the canvas.
Enable tangent output – this lever will enable the MISC’s “side” output, if you will, which is a redstone line that becomes active whenever activity from the MISC is detected. This output line can be used to trigger other base activities, or (as we’re going to use it) other generators. We’ve already installed the redstone line itself – we just want a way to toggle it.
Now then, how do we install these features? To do this, we need to completely change the way that links are constructed. I knew this was coming, too. Here is what we need to do:
Every link needs to be rewritten as an AND gate between the actual link combination (say, 5B) and the target source (say, iron farm). In order to install save/reset mode, these link outputs need to enter an RS (NOR) latch. Then, I need to disable the registers (“clear the cache”) so that you can distinguish links from one another. Pistons will need to be installed at every latch to “block” its ability to reset if I have SAVE mode enabled.
In this diagram, the iron blocks represent the MISC, the emerald blocks represent the source input (i.e. iron farm), and the diamond blocks represent the target output (i.e. SRF farms). The lever above represents the “save/reset” feature, which will effectively “block” the redstone wire from resetting the RS (NOR) latch if it’s in save mode and allow the latch to reset if it’s in reset mode. All links need to be constructed this way, ending with an AND gate.
This means that I need to move the iron farm, mob farm, and furnace room input wires away from the binary adders. That causes unwanted bugs by creating links we do not want to create. Instead, these wires will go directly into AND gates as demonstrated above.
I am also labeling all the wires because it is getting quite a bit messy back here. Doing this will allow me to keep track of the wires, since we must build a new wire per link.
^ Here, you can see the rewiring of the iron farm links. Everything funnels into AND gates now – this is the only way to keep all links totally separate. You need one input from the MISC (the link) and one input from the source (iron farm). That’s what toggles the output (Night Lights in this case).
It is getting messy up here, but that is why we have signs! With everything being labeled, I should be able to keep track of all the wires.
^ Here is another completed link gate, featuring the piston on the left that toggles save/reset mode.
Very important: we need a way to “clear the cache,” so to speak, upon creation of the links. This means that instead of using registers to save the redstone state as pictured above (keeping the link wires powered), we need to reset them so that their actions can take effect. Since we are using RS (NOR) latches now, that means we do not need to save the input state. Resetting it lets us use that wire for a different link.
This latch will briefly open the registers to clear the data after the linking process has concluded:
We cannot complete “multi-link” today because we do not yet have a way for the MISC cache to hold and save all the inputs we place before deleting them. For multi-link to allow the creation of links independent of those made with only two buttons, we need to have all three (or more) inputs toggle the adders simultaneously to prevent activation of unwanted links. This is not yet a system we have the capacity to set up yet.
I can still lay the groundwork though, in which I am using some repeaters to prevent the system from locking after one input is selected (this is normally what happens). Only upon pressing an output button will the machine lock.
^ Resetting all links will require us to send a pulse to every line while it’s in reset mode – this way, it can reset all the RS (NOR) latches and clear the canvas.
Thankfully, we don’t yet need this, because we don’t have enough things to link up. We will likely need it before the season ends, though.
Now then, here is the current link map I am planning:
1A - Iron farm > Night Lights
2A - Multi-purpose mob farm > Night Lights
3A - Nether Temple > SRF farms
4A - STAS Red > SRF farms
5A - Furnace room > SRF farms
6A - Furnace room > Iron farm
7A - Crop farms > SRF farms
8A - Crop farms > Night Lights
1B - Crop farms > Potion brewer
2B - Furnace room > Potion brewer
3B - Nether Temple > Potion brewer
4B - Iron farm > Potion brewer
5B - Multi-purpose mob farm > Potion brewer
6B - STAS Red > Potion brewer
7B - STAS Blue > Potion brewer
8B - Nether wart farm > Potion brewer
1C - STAS Blue > SRF farms
2C - Sugar cane farm > Potion brewer
3C - Sugar cane farm > Mushroom farm
4C - Giant mushroom > SRF farms
5C - Giant mushroom > Potion brewer
6C - Furnace room > Mushroom farm
7C - Giant mushroom > Mushroom farm
8C - Wool farm > SRF farms
1D - Wool farm > Potion brewer
2D - Wool farm > Mushroom farm
3D - Crop farms > Mushroom farm
4D - Slime farm > SRF farms
5D - Slime farm > Potion brewer
Now that I’ve built the framework for the system, every link will be composed the same way. So, it’s time for the grunt work!
INSTALLING THE FARMS
First, we’ll need several new input wires from sources I have not yet plugged into the MISC. Namely, this includes STAS (both the red and blue lines get separate links), the nether wart farm, slime farm, wool farm, and the mushroom farms.
That’s right! Remember the old mushroom farm from Season 1? The one I build in the farmlands that has almost never been used?
Well, believe it or not, I am about to upgrade that same farm into a fully modular farm – we can use it only through the MISC.
Mushrooms are quite useful for making fermented spider eyes. So, I will funnel all the mushroom drops down by the potion brewer. The farm is right above this anyway.
Then, all we have to do is send an output wire from the MISC link gates to the pistons that harvest the mushrooms. It’s that simple.
We also need to upgrade the melon/pumpkin farms. They currently cannot automatically collect the drops. This makes modular capacity useless.
Quite easy, we just need to invert the pistons so that they push the drops down into the ground, which the hoppers will be able to collect.
Note that restructuring the farm this way now prevents us from being able to use it manually. That means the pressure plate has no effect – this farm is also now fully modular.
Continuing this trend, we are going to use the sugar cane farm for input as well. This is a fully automatic farm, but it’s really six farms stacked. So, I can just a comparator to detect input from the hoppers that collect the sugar cane.
Links, links, and more links. We are almost there!
One important ability that we are utilizing here is being able to use the MISC to toggle farms on/off, like the cactus farm pictured above. However, some farms like the mob farm, sugar cane farm, and iron farm stay on indefinitely. This limits our ability to use them as targets, while also providing the possibility of storage overflow (we already have that happening).
So, today we’re adding the ability to turn off the iron farm!
To do this, we need a large wall of pistons to block the zombie from being in sight of the villagers.
It’s a tedious process, but not very difficult.
Ugh, these guys also get very annoying! Get out of there!
There we go! Now, you can toggle the iron farm on/off. This now lets us use other farms to toggle the iron farm on/off (i.e., link 6A, which turns the iron farm on/off when it detects input). I use a XOR gate on the on/off gate, which means that the furnace room would do the opposite of the iron farm’s regular state. If the iron farm is off, the furnace room will turn it on for the duration of smelting. If the iron farm is on, the furnace room turns it off.
The other farms will take some trial/error to install on/off capacity, so we will hold onto that for now.
As I finish installing all the links for Starlight HQ, I am reminded of an important function that I need Starlight Compressor to do. Here is the problem:
^ Notice that sometimes farms like this one will stay active. This is due to some inputs being held for a large number of pulses (if the crop farms have a long stream of items to sort, then their respective MISC link input stays active). However, this lowers efficiency since the melons and pumpkins cannot grow during this period.
Additionally, if we have multiple sources targeting this farm (say, we have both the crop farms and iron farms targeting it), this can also cause an exceedingly long pulse. We do not always want this.
So, the solution is simpler: adding a pulse limiter to every output wire, which will only allow a short pulse to enter the farms and prevent overflow inputs from other farms. Starlight Compressor will effectively “compress” multiple input sources into one source, and that one source will only output a short pulse to allow the farms to start growing again. This will help maximize efficiency.
This functionality will be automatically activated upon enabling Starlight Compressor in the modular mixer – you do not need to meet a certain item threshold for it to work.
And that, my friends, is the completed MISC. Starlight HQ 3.0 is officially in beta phase. Time for testing!!
Starlight HQ 3.0 is moving into its final phase of development as we head into the final stretch for Season 3 and secure the Tetraquin Project's completion. Commemorating this, I think it's appropriate to share all of our work up to this point with you in video form.
Next up... Starlight HQ modular demonstration video
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Welcome to Starlight HQ 3.0 beta. Today, I'm going to show you what all our technical work this season has led up to - a modular demonstration video providing an overview of the MISC and the overall central nervous system that runs through Starlight. Enjoy!
Starlight HQ Modular Demonstration Video
Hopefully, this video gives you a much more clear idea of what you can do with Starlight's new way of operating. It's going to be grounds for some very cool builds later on! Speaking of which... let's make some more links!
Next up... Session 271 - "Concatenation"
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Season 3's principal binding project, the Tetraquin Project, becomes the center of attention in today's sprawling update. First was the villager purifier. Second was the iron farm. Third was the Gold Grinder. Now we're onto something even bigger.
Interesting factoid that had been completely absent from my mind for years: the villager purifier has not worked since Minecraft 1.11.
I realized this in the last session when I needed to capture several zombie villagers. This means that we can close off the exit point for zombie villagers and eventually turn this back into a regular zombie farm. It still exists as stage one of the Tetraquin Project, because it did work for a hot minute three years ago.
The other two stages (iron and gold farms) are working well, but there is an overdue fix we need for the Gold Grinder that has been a nuisance for a while. I don’t know why I haven’t fixed it yet.
Feathers from jockeys end up clogging the system after long AFK sessions, resulting in the chests backing up with swords and drops ultimately being lost because they just sit atop the hoppers. This prevents me from doing true AFK sessions (overnight, for example). The solve for this is easy:
I just need to sort out feathers, too. I am also not going to replace the furnaces with blast furnaces because otherwise it would not be able to process the chicken we get from the jockeys. Regular furnaces keep up just fine, you know, when feathers are not clogging it.
With these tweaks amended, it’s time to focus our energy on the next step of the Tetraquin Project – and it’s a big one.
A witch farm is one of the most important and most useful resource farms that I think exists, right up there with iron and gold (and in some ways superseding them). It provides a wide-range of resources: sticks, bottles, sugar, glowstone, spider eyes, gunpowder, and most importantly, redstone. These drops are incredibly useful for potions, but they all have wider uses as well. Considering that we have been churning through our redstone supply as of late, it is time that we erect this farm properly.
I know what you might be thinking: “You already have a witch farm!” This is really only half true. Let’s take a look at the current “witch farm”:
We have the prerequisite groundwork for a witch farm. The spawning spaces are enclosed, the item sorter is built, the swamp is drowned, and most of the caves underneath are lit up.
The issue is that we don’t have a way to automatically move the witches. Currently I rely on them to walk off the sides, which does not work effectively if you’re more than 32 blocks away. Since building this farm back in Session 143 (this was almost five years ago), it has not been touched. I now have the resources and knowledge to turn this into the proper, maximum-efficiency farm it should have always been. Welcome to stage four.
For this farm, I’ll be using a somewhat expensive design by ilmango, which automatically causes the witches to glitch through the floor immediately upon spawning. Then, I can utilize the entity cramming rule to kill them almost instantly, opening room for more to spawn.
The way the farm will work is based on tripwires. String covers the entire top block of the 7x9 spawning space for the witches. This is multiplied by two because there are two total layers (since this witch hut was generated prior to 1.8, there can only be two spawning floors).
Once the witches spawn, the tripwires will cause a sticky piston to move an observer which triggers the bottom layer of pistons to move the floor back and forth, allowing the witch to glitch through.
^ Here, the repeaters are set to three ticks only on one side – this is how the floor will be pushed back to the correct position after being moved by the other side.
In order to correct the floor whenever glitches occur (witches may not glitch through immediately), we will need to install a hopper timer to automate this movement whenever a witch is present.
Above, you can see the hopper timer. It will always be running, as it isn’t necessary to turn it off. The witch farm is the only build in this area.
The killing area is quite simple, identical to that in the Gold Grinder to be exact. The witches will fall below and be funneled into a single block which will contain 24 minecarts. Since this is the maximum number of entities that can be crammed in a single space, the witches will die very quickly. Using cobblestone walls allows two to fall at once.
Next, I need to cover it up properly. This means destroying the ugly spruce slab roof that currently mocks the farm underneath.
I find that burning is an appropriate approach for a roof this large.
I am using purpur slabs to denote the 7x9 spawning area for the witches. This will also help me find the center of the farm and keep the roof symmetrical.
Yeah, it never needed to be nearly as big as the version I previously built. Blocks only need to extend fourteen blocks from the spawning platform to keep a light level of zero. This design is much prettier, too.
The ideal AFK spot is right up here, and it actually means that the lighting of the caves underneath is almost pointless. From up here, there is not a single spot other than the witch farm that mobs can spawn. This makes it ideal for an overnight AFK.
Time for a test run!
I spent an hour testing the farm’s rates, and here is what we got:
Not too bad! For the next test, I am going to run the farm overnight for seven hours.
I won’t go through all the chests, because the yield is roughly the same (doubled for sticks). What is that yield? Magnificent, that’s what:
Damn, I may not even need another AFK run for a while. What am I going to do with all those spider eyes?
This farm is, without a doubt, one of the most important developments so far this season. We now have renewable (and fast) ways to get sticks (which we use for lots of different things), redstone (which we use for everything), glowstone (no more needing to find it in the Nether, which is honestly a pain), sugar (speed?), and gunpowder (I mean, mass amounts of TNT anyone?).
As such, it deserves an official name of its own: the Alchemy Farm. Starlight HQ is going to love this addition.
With the Alchemy Farm complete (with relative ease, might I add – this farm was quite easy to build compared to some of the other major builds like the Gold Grinder and guardian farm), I’ve decided to touch on an overdue update needed for Starlight HQ’s multi-purpose mob farm: killing witches.
Currently, the drop tower is only 24 blocks – it kills all regular mobs sans armor. Extending the tower lower has always been a challenge because a lot of redstone for the farm’s features is directly underneath. I always decided it just wasn’t worth it. Now, however, I think it’s possible.
I’m making this hatch a feature that you can toggle, so that you still have the option to use the farm’s old functionality (plus, if you do the Starlight Parkour, then you don’t want to fall all the way down to the bottom).
Fence gates are the only option here because you cannot move hoppers with pistons (in fact, they wouldn’t even fit here).
^ Indeed, I’ll need to move this redstone so that it goes around the 2x2 space. This will require important considerations as I don’t want to mess up the timing (a crucial part of some of the features).
You can already see some of the challenges associated with this renovation. This farm has eight different features – all of them are wedged into this small space.
The main challenge, ergo, is trying to wire another four redstone lines throughout here to activate the fence gates, which themselves are right beneath four pistons that toggle the farm’s XP mode.
I have to move some of the torch towers so that we can fit the repeaters underneath these pistons. That is the only way to power the fence gates without powering the pistons above.
^ Here is one of the gates being powered – I have to use more repeaters to keep the redstone lines separated. I have a headache.
Above, you can see two more of the gates being successfully powered. Getting wires there wasn’t easy though – I had to move most of the redstone. The area is quite cramped now:
^ The last gate to power is in a weird position, and again it requires me to use more repeater/torch combinations than I would like.
Unfortunately, it looks like I broke something. The ‘XP farm’ trigger has just activated a timer that pushed both sides back and forth continuously. I have no idea why that happened.
I have also caused the lava kill switch to break, the water sweeper to stop working, and the bottom gates not to power. That’s a lot of bugs. Lol.
Thankfully, I managed to follow the wires one by one and amend these bugs. The timing is a little off from its old design, but every feature still manages to work as intended. Now we’ve got one more.
With the ‘kill hatch’ feature, we can choose whether we want the mobs to fall the 35 blocks or 24. Advantages of the former are obviously that it will kill witches (we already sort their drops, but of course those chests are mostly empty since they have had to be killed manually until now). However, we may still want to keep the 24-block floor, not just for Starlight Parkour but also to kill mobs manually (say, if we want to get potions from witches or certain armor pieces from mobs that fall and do not die, without the worry of creepers).
That is a lot of accumulated mobs that I’m about to drop.
Such is another advantage of the new kill hatch – I can safely drop mobs that are held above without worry of blowing up the entire farm (again).
Voila, our new kill hatch feature is complete! This feature is a big deal, because for years I had claimed it wasn’t possible to implement due to space restrictions. Once again, I have upgraded the multi-purpose mob farm in a big way, making it even better than before. The next upgrade will be some sort of timer that periodically opens the fence gates, because if you have them closed, drops can still rest on top of them. That will be for another day when I can figure out where it will go.
This took long enough.
With only two stages to go until Starlight HQ is primed for the development of both Tetraquin and Starlight City, we're heading into the industrial revolution now. That deserves something a bit... celebratory.
Next up... Session 261 - "World of Color"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Celebrating the progress of the Tetraquin Project, we're finally taking another trip to Candyland. But this time, we aren't just collecting clay. No, I have something much more colorful in mind. It was Pride Month, after all.
Candyland is more than just a haven for clay collecting. In fact, over the course of the past several months, this purpose has been re-delegated to the new Utopia we found a while back, about 6,000 blocks directly south of Quintropolis Island. What does this mean for Candyland?
It’s time to repurpose the soon-to-be city. And I know just how to do that.
One of my favorite ways to designate a location in this world is with... you guessed it: a parkour course! For Candyland, I have had a very particular thematic course in mind.
This entire peninsula is actually not the Candyland you know, but rather a small sub-section of the same mesa biome, just a short flight north across the bay which separates the two sides. With this biome segment being separated like this, we have the advantage of transforming the entire peninsula into a course. That’s exactly what we’re going to do.
It is more than just a course, though. This peninsula hosts a beautiful river gorge running straight through it. We’re going to utilize this scenery to construct a playful course that incorporates the entire landscape. It’s going to be very fun.
For this course, therefore, I’ll be using a hefty stockpile of materials, including most clay colors. That’s because this course will also serve as a fitting monument for LGBT pride. Hey, Quintropolis can celebrate, too!
Welcome, friends, to Gravity Gorge.
Our lobby will consist of two features that we’ll build later. The first will be a book/quill denoting some information about the course. This will be hoisted upon a lectern for visitors. The second feature will be a shop wherein you will be able to purchase goods from the bonus coins you’ll obtain throughout the course (in the form of emeralds). Oh yeah, there are going to be collectibles. Ever played Ty the Tasmanian Tiger?
The course will feature various genres, but a signature component will be its wavy ice-rink paths designed for speedrunning. I am not looking to build a difficult course. In fact, this will be one of the easiest courses in Quintropolis, if we are referring strictly to difficulty. It’s undoubtedly going to be the largest, though.
I am keeping a zombie villager trapped here, because I’d also like to eventually turn the lobby area into a small village. As of yet, we have no way to access Gravity Gorge aside from flying over the bay.
Jack-o-lanterns will be a fine light source, mostly because I do not have enough glowstone or sea lanterns to support the stacks of sources we will need!
^ You can see the first ice path finished, situated on the tip of the peninsula. Ideally, I’ll have you climb up the initial mountain, at which point you will race and hop around the gorge to the other side of the peninsula. It will very much be setup as a speedrunning course.
The climb portion takes up just a small portion of the course, and is not particularly difficult.
^ I wish I could clean this up a bit, and what I may do is swap the packed ice for regular ice to prevent mob spawns (in this way, I won’t even have to light it up). But alas, you can begin to capture an idea of how this course will be designed.
I am using torches to lay-out the rest of the course, which will be linear in nature rather than exploratory. Though, because I will be featuring collectibles throughout the course, that means there are going to be certain... tangents, if you will, from the straightforward path.
^ Above is the largest valley on the peninsula, and I have some ways I’d like to utilize this.
Bouncing is one of the ways in which you’ll hop across the gorge. You won’t get a lot of height from it, but I can work around that.
I’ll clean up the borders later (because that will be a whole task), but for now, I’m going to focus on just building the principal elements of the course. Dialing on the minute details this early will just make the whole process a headache.
After bouncing across, you’ll take another ice race around the slope towards the other end, where you will make another bounce.
I went ahead and began using regular ice to prevent having to light up certain parts of the course, such as this tunnel, which will take you through the next mountain and out towards the big valley we looked at earlier.
^ Above, I’ve skipped to the other side of the big valley to construct the next part of the ice race, which is also the most iconic aesthetic section of the course, being bordered with rainbow roads.
I’d say the curves are looking good, if not completely symmetrical. That’s okay because we are mostly interested in keeping with the shape of the mountain.
Skipping to what the end of the course will look like, I’m building a large ice road which will be a sort of “victory lap” once you complete the rest of the course. I’ll decorate later.
Leading up to the final ice ramp is something of a wall-bumping challenge. Since this is a speedrunning course, I thought it might be fitting to feature a winding road that will make it challenging for you not to hit any walls (which will slow you down).
Here we have some more segments of the “perfect run” idea, wherein the goal is not necessarily just to beat the course, but to beat it in the shortest amount of time.
Leading up to the large valley which itself precedes the rainbow road, we’ll do an ice-hopping challenge.
We’ll be working on the big valley in the next session, because it is going to feature some particularly unique elements. Starting off, I’ll begin building some of the platforms that it will feature.
And now to finish the colorful curve.
Gravity Gorge is set to become a major new setting for Quintropolis! As we look towards the next session, we'll begin looking at the features that will make this course... particularly unique.
Next up... Session 262 - "The Force of Gravity"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After a few months of slow but steady progress, Quintropolis's massive new parkour course finally sees the light of day, and it's a big achievement indeed.
Candyland is starting to look a little more like, well, Candyland! Some of the colorful aesthetics that constitute Gravity Gorge’s construction are going to make their way throughout all of Candyland. Eventually.
We still have two major parts of the course to complete before we get to the additional features. Oh yeah! There are going to be additional features.
First is the completion of the rainbow cliffs here in the gaping valley, connecting the ice hopping challenge to the rainbow road.
Second is the large valley section directly following the rainbow road which connects to the end of the course.
Take a look here – I’m hiding from the phantoms! Hmm, this could have been a neat mechanic to utilize in the course. But maybe for a different one.
^ I’m going to erect a few “bryce” canyons if you will, following suit on the color palette we have chosen for the course.
I will reiterate that Gravity Gorge is not going to be a difficult course. In fact, it will be one of the easiest courses in this world, because it is designed as a speedrunning course. That means you should try to complete it as fast as you can!
As such, in designing each segment, I am leaving room open for shortcuts if you are brave enough. The fall damage should not kill you if you miss.
Following the cliffs, you will follow the ice path through the mountain, finally connecting to the rainbow road we built in the last session.
^ Here is an overview of this segment of the course, from the ice hopping challenge to the rainbow road. We still need to connect the first half of the course to the ice hopping challenge.
A bridge here and there should do it.
And the force of gravity is put to the test as I fight a swarm of phantoms tonight! I’ll be giving them a taste of their own medicine.
I am jumping to the end of the course to design the finish line. You can see that I am going for something a bit grandiose. A big course deserves a big finish, right?
A view of the finish line from afar:
The last segment we need to build is the section connecting the rainbow road to the final ice run! And I’ve been saving the best for last…
This will be the exploration village of the course. A key element, as you can see above, is that the entire segment will be elevated two blocks, such that while you cannot enter the course from outside, you can accidentally fall outside the bounds of the course. So, explore at your own risk, but don’t fall off!
I LOVE these big arrows! They will point you in the right direction.
^ I may have gone a bit crazy with the arrows. I just love how they look here. But now we need to make the village!
From the village, you will hop across towers up to the final ice race.
…but now it hides the beautiful arrow I just spent a lot of time building. Let’s move it!
Ah, that is much better!
The village will feature the signature ice roads that comprise the rest of the course to help you along.
A couple small buildings here and there, and then I’ll use lanterns to give it a more complete feel.
What is behind the door, you ask? You will have to explore the village and find out!
I am cleaning up the look of the village, adding some spruce trees, and a definitive landing pad, so that you can see exactly where to go.
Next, we need to fix the final ice race.
The construction of the course is finished! Oh wait, you may have forgotten that I mentioned “additional features.” Yes, those features are actually integral to completing this course. Let’s take a look.
Certain segments of the course, specifically the rainbow cliffs and exploration village, will include these tipped arrow dispensers. When you cross them, you will get shot with either an arrow of slow falling or of jump boost, or both! These will help you complete these sections of the course.
^ For the end of the rainbow road, you will simply jump off and be stung with slow falling on your descent! It’s very fun, trust me. Just follow the big arrows.
The final ice race is going to be spruced up, no pun intended (because there are spruce trees).
First, you will get a dose of Speed II as you enter the final race.
Then, you will cross a tripwire that will activate two dispensers at the end of the ice path. These will shoot out a lingering potion of slow falling and a lingering potion of jump boost. You’ll need to hop through both in order to make the final jump…
…to the finish line!
Upon completing the course, you’ll be celebrated with fireworks!
Now, once you complete the course, you will be asked a very important question: Did you find all eight bonus coins? “Huh?” I hear you asking. I never mentioned those! Well, that’s because they are hidden throughout the course.
Because this is an easy course, I wanted the option of an additional challenge. Scattered throughout the course are eight bonus coins in the form of emeralds. Finding them will require you to explore the course. Speedrun, explore, and then speedrun for all the coins. Running the course with the coins is a very different experience than doing it without them, and it will give you a nice challenge indeed.
And that, my friends, is Gravity Gorge. One of my favorite builds so far this season, and possibly in this world. When the next world download releases, you will get the chance to play this course yourself. In the meantime, let’s take a moment to celebrate by putting the course on the Parkour Wall of Fame.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Join me in this exciting episode as we're taking a deep dive in the southern waters of Utopia as we finally explore some brand new chunks in Quintropolis! It's about time we breathe some new aquatic life into the base.
It has been a hot minute since we have explored brand new territory here in Quintropolis. In fact, I believe the last time was back in Session 241 when we discovered Utopia south of Quintropolis Island. However, we did not do much exploring beyond that region. And those are 1.12 chunks.
Today, we are preparing to take a deep dive south of Utopia into brand new 1.15.2 chunks in a quest to explore some new oceanic biomes! The goal for today’s adventure is to find and collect every new type of block/item that exists in these new chunks. Can we do it? I think so!
Coming from one mesa to another, here is the exit portal to Utopia. This will be grounds for a new base at some point in the future because it sits on a fruitful corner bordering a mesa, desert, and savannah. Oh, and not too far away is the new ocean.
I am starting a map for Utopia, but it looks like we will need a few. As we explored much of the desert area south of the mesa back in Session 241-242, we did not head too far north. This is where the new territory lies.
Do you see it? I do!
We’re diving in the deep end as we greet our aquatic friends and the kelp forests of this new ocean system.
Check it out! It’s my first shipwreck discovery. What ancient treasures could lie within? Let’s find out.
A buried treasure map!
Hmm, it looks to be not so far away after all.
Wow! There is so much life under these waters. I will have to come back here once we find the treasure.
So, it appears that the treasure is buried underneath this sand dune. I wonder how long it will take me to find.
Don’t mind me; I’m just going to collect some kelp while I am out here. Seagrass too.
And hey! We have some turtles! It’s a good thing I brought shears, because I’m about to get some turtle eggs.
Indeed so! And I found the treasure underneath. What did we get inside?
A heart of the sea! Perfect – I can already speculate how we will be using this in Starlight HQ.
Hey, a Utopian village! Let’s check it out and see what we can harvest. This is, in fact, the very first 1.14+ village in Quintropolis, which makes it currently the only working village.
“Welcome to the village of Utopia,” he says.
“Thank you, kind sir. Now I am on a quest to find some new aquatic gems. Where do I have to go?”
“Head off the coast into Witherquin Waters!” he states emphatically. Witherquin Waters? Of course, it would be ominously titled.
Right off the village is a HUGE coral reef! Forget what I found earlier – I’m about to get all up in here.
It’s so colorful! I will plan on taking all types of corals. This stuff is going to look great in the Aqua Lounge.
Another shipwreck! Is this the equivalent of Bermuda? I hope not, but at the same time it wouldn’t be the worst thing.
^ An overview of the desert village and Witherquin Waters as we search for more treasure. This entire area is beautiful – I hope the village welcomes the opportunity for expansion.
What’s this? An underwater chasm? That is new.
Diamonds underwater? Since when did underwater caves descend this deep? I must have missed a lot.
An underwater ravine – also new!
I have found the best hiding spot at the bottom of the ocean, tucked underneath this rock. I am certain that I would win at hide and seek.
Check it out! A cave spider spawner here in the ocean.
Sorry buddy, I have already won this battle.
Sea pickles – underwater torches!
Organizing the corals I have collected, I can see that each type of coral has three variants – a regular coral, a coral fan, and a coral block. My goal is to collect a stack of each.
I caught myself a triggerfish!
Clues to an underwater voyage gone wrong… I am starting to get mildly suspicious of these waters.
This one has bamboo inside! With just a few pieces, I believe I can start a bamboo farm back at HQ without having to locate a bamboo jungle. This would be fantastic news.
A hoard of drowned approach me from the underwater ruins!
From that hoard, I have collected yet another trident.
I have also located a Mending fishing rod.
An ocean monument greets me – I might as well explore it. I need to stock up on prismarine blocks anyway.
This particular monument features TWO sponge rooms! I’ll be taking all of them once I take down the elder guardians.
One thing I am learning about turtles: they do not stop making eggs! Usually there is a cooldown, but not today. I already have half a stack of turtle eggs.
I think we have collected every block out here, so let’s make our way back to HQ. We now have to come up with an area to store them!
I have three shulker boxes full of aquatic blocks and items. So, I am planning to build an aquatic arsenal right here in Mushroom Cove to replace the old storage area for meats (since we no longer have animals here). This also means I am getting all those hoppers back.
Using prismarine and coral to decorate the space, I’ll have three sections for storage: one for prismarine blocks, one for corals, and one for everything else.
For the floor, all I need to do is fill the area underneath with water. I am learning that coral needs to be attached to a water block, whether still or flowing, in order to stay alive.
I am using kelp blocks for the first time, as they accent the back wall nicely.
There you have it! All coral blocks will be stored on the bottom layer of chests, while all coral and coral fans will be stored on the top layer. I have organized prismarine storage (which includes all slabs, stairs, etc.), as well as using the remaining chests to store kelp, seagrass, dried kelp (and blocks), nautilus shells, turtle eggs, and sea pickles.
The last two unlabeled chests will be for sponges (top) and other rarities like our buried treasure maps and hearts of the sea (bottom).
Next, I am switching out dark oak signs for oak signs on the Parkour Wall of Fame. It is easier to read from afar.
Keeping an aquatic theme, remember when we captured these two skeleton horses back during our Starlight Castle reconstruction? Well, as I’d like to keep them in the Aqua Lounge since you can ride them underwater, I need to build for them a proper home.
^ Here, we are at the exit gate into Starlight Bay. The area for the horses will be small but spacious enough.
Now, to get them there, I’ll need to temporarily break down the corridor to prepare a 2-wide space.
Indeed, I got them in with few problems, and now I can ride these guys out into the bay!
Finally, I am adding four turtle eggs to the Gold Grinder in order to attract zombie reinforcements. This should significantly improve our rates in the farm as no longer will zombies simply linger on the platforms.
Ah, it feels good to be back in Starlight HQ after our recent adventures! We have lots of work to do.
Another full adventure with an assortment of new discoveries done! Now that we're settled back in Starlight HQ, let's get back to work on some of the base's unfinished projects!
Next up... Session 264 - "Clandestine Connections"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Our first full session back in Starlight HQ after many months, today we are primarily focused on base transportation, specifically on the complete re-engineering of STAS and its transport pods. You might say this is the equivalent of an "optimization session" - one we desperately needed.
Upon returning to Starlight HQ, there was one glaring issue that I took notice of almost immediately.
STAS is broken in some form, and after some considering I think I have identified exactly where that fault is coming from.
This issue only occurs after returning from the Nether – i.e. when I leave the loaded chunks. What happens is that I’ll take STAS to Starlight Station, disembark, then jump straight into the Nether before the minecarts have finished making their rounds. This is most likely causing them not to update when I return from the Nether, which in turn causes a backlog of carts on the track.
The solution? We need to connect all the STAS stations together, such that when you leave one station, every other station leaves as well. This will create a synchronized loop.
In order to connect all the stations together, we will need to implement two-way redstone lines. This requires a specific redstone repeater setup, as you can see here:
Using this two-way setup, we will be able to have the STAS stations all connect to one another. It won’t matter what station you start at – all will activate at once (well, with a slight delay). Below, you’ll see that I’ve toggled the lever on the left side. All sides still activate.
Likewise, if I toggle the right-most side, all sides will still activate.
The blue line will follow a similar suit, except that we have six stations to connect rather than four. Its setup will look like this:
No matter which station will use as the input, all six will activate at once. This is exactly the intended behavior for STAS that we need to implement, such that it functions as a true subway. It will be a complete re-engineering of how it works that will effectively be bug-free.
The levers indicate where the I/O of STAS stations need to be placed. Effectively, we need our two-way line to run laterally to the station redstone lines themselves. We have to be careful and make sure that both the input and output can stretch the 15 blocks to reach each two-way repeater.
For some stations, like the tangent station, we must power specific blocks because the wiring is already very tight (denoted with the glowstone and concrete blocks). This makes the job a bit challenging, especially since we have only an economy of space with which to work.
The red line is certainly simpler to tie together, because I have a single central web to which we can connect all four stations, like in the diagram at the top of the post.
Interestingly, redstone wires will not transmit power downward if they are on top of upside-down stair blocks. I’d like to think this will be changed.
And just so we are all on the same page, yes I did have to run a two-way wire all the way up to Starlight Treehouse station, which ate up roughly a whole stack of repeaters (since each two-way repeater takes four repeaters).
However, I am executing a bundling tactic when running wires to the outback, trying to keep all the wires close together so that I have more room to efficiently expand underground. This lessens the chance of us running into wires down the road.
All the wires are run the exact same way, so it is not necessary for me to show you every single repeater setup. However, some notable bugs came up during the testing process that do warrant some exposition. First, observe the following:
Even after the initial takeoff, the stations actually run on a perpetual loop for several cycles until eventually coming to a standstill. I watched every station for a while in order to determine why this behavior was occurring. At first, I thought that perhaps a bogey signal was repeating itself throughout the two-way redstone line.
In fact, the culprit is this:
The old way STAS ran was by having two sets of detector rails spaced apart preceding each station. The first detector rail would activate the station to send the next minecart outbound, while the second detector rail would halt the inbound train. With this setup, STAS would only move one cart at a time, like a domino effect. This takes forever to loop, and it is why the system would lockup upon leaving chunks.
What is happening here is that the first set of detector rails is causing an additional input on the two-way redstone line, creating a perpetual loop. The solution is to remove all these detector rails. We still need the second set to stop the inbound trains. But since we are now activating all the stations together, we no longer need the first set as all trains will be moving in succession.
Removing these detector rails will also help me to test each station and verify that all minecarts are leaving their station. In testing this, I am happy to see that the red line runs perfectly from all four stations! As you can see above, the inbound train to Starlight Treehouse is visible from the outbound train.
In testing the blue line, however, I ran into problems. Notably, the southbound Tetraquin Station was not activating from any station except its own, causing a buildup of carts. Why? The answer is because I was negligent in noticing that the incoming redstone line was longer than 15 blocks. As such, I had to install another two-way repeater.
From Starlight Station, another interesting property is observed. Since a redstone wire runs directly into the block which serves as the output (from the two-way repeater), this takes precedence and locks the input repeater. The system should actually look more like this:
…in which the redstone can receive output but not generate input to the block.
^ The same behavior is observable on two other stations, which is why they were not behaving properly.
Alas, in testing all six blue stations, I can verify that they now work as intended! All six stations toggle all six stations. Perfect! We have just created a subway system, and I cannot help but wonder how we might be able to utilize two-way redstone lines in the MISC later.
Some attention now needs to be drawn to the Starlight Station, which has remained incomplete in terms of its aesthetics. When I first built the station, it effectively took over the old horse stables. I never bothered to fix that.
I am also installing an entrance to STAS from the Nether Temple. It is annoying having to exit the Nether and travel all the way through the plaza just to get to STAS.
This will no longer be an issue, for I am putting an underground tunnel right inside the temple, taking over the original location for the transport pod.
The transport pod will be moved to the wall, of course, so that it remains accessible. But now I have a shortcut to STAS which will save on time exponentially.
I might as well finish the aesthetics of the station while I am here.
Much better, and it remains a mystery why I never bothered to finish it sooner. I suppose my priorities have been tossed around quite a bit.
With STAS effectively complete, I am itching to finish another very important feature for its transport pods. If you forgot, Starlight HQ currently features four transport pods that serve the purpose of transporting items around different parts of the base. The central rendezvous point for all pods is in the Starlight Resources Facility.
However, what happens if you spend so much time gathering items from the SRF to send to the Nether Temple (to bring into the Nether) and find that the cart is not even here? It’s a disappointment, because that means you need to make two trips to the Nether to get all your stuff transported. Transport pods are supposed to eliminate that hassle.
The solution is to utilize the two-way redstone system to make both ends of the transport pods activate each other. In practice, this means you will be able to call the cart from the other end if it is not on this one.
Oh, and it also means I need to redo the Starlight Room pod, because the cart needs to rest against a solid block.
Again, the exact same redstone is being installed here, so there is not much to show. Getting redstone underneath the powered rails in the SRF is a bit tricky and requires some tricks, but it is possible.
I installed this two-way call system to both the Nether Temple and Starlight Room transport pods. I have not yet done the Starlight Treehouse pod because I am almost out of repeaters, and I will probably need a stack or two for it. And I do not need to elaborate on why I am not doing the Mob Processing Hub pod today.
In reviewing my work today on STAS, I have decided that I will not be installing express lines, at least right now. Doing this will require additional redstone lines running throughout the base, and it will complicate the current system we have just bug fixed. For now, the current system will work fine, and I may revisit the possibility of implementing express lines later. I simply don’t think the work for that minor feature justifies its benefits.
So, that is STAS all completed! The only thing left for us to do is to connect it to the MISC so that I can use the subway to complete tasks throughout the base. The best place to do this will be at the four-way or six-way junctions, I think, but that work will be reserved for another day. I am very STAS-fatigued at this point!
That means we are moving onto a new base project. I mean, I was not going to leave this wall untouched forever! In thinking about how I want to tie up modular functions in this base for v3.0, I have realized that one major feature is missing from this base.
It should be pretty obvious at this point.
A base full of redstone is bound to require a bugfixing session at some point, and I'm glad that we were able to get so many under-the-hood things ironed out today. Having completed all of STAS's principal features, now it's time to move onto one of the most overdue projects yet for this season. I mean, there is a reason we don't even use the Alchemy Dome.
Next up... Session 265 - "Brew Me Up!"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Glad to see you're still updating! I've missed these!
Slowly but surely... it takes a bit longer nowadays with everything going on, but we'll get there. 300 is in sight!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Finally, we are tackling one of the most overdue projects in all of Starlight HQ - one that's going to give the Power Museum a much-needed makeover!
I cannot believe that I have gone this long now without a proper automated potion brewing system. For a while, it was in the back of my mind – after all, we have already automated almost everything else. Potions seem a no-brainer, except that I hardly use them. But then I started thinking about why I hardly use them: because they take so much time! I noticed this most expressively back in Session 255 when I crafted bountiful amounts of lingering potions to make tipped arrows. I am amazed at how long that process takes! Well, it will happen no longer.
The potion brewing system we are building today is going to be a slight modification of Mumbo’s design, and it is also only the first part of what we will fully realize with it. This is because the potion brewer will be the last major component of the modular system that we have spent the last couple years building within Starlight HQ. It will also be the first modular component to utilize the two-way redstone lines we made full use of in the previous session. Essentially, with this functionality, brewing potions will subsequently trigger other events in the base, and vice versa, based on the settings we prescribe in the MISC and other plugins.
This is therefore a two-step construction. Today, we will be focused on the first step: the potion brewer itself.
Its location will be in the tangent floor east wing – a new segment of the Power Museum we are about to dig out.
The system utilizes some very compact redstone, but it is not too complicated. Wooden buttons will select the potion you want to brew on the pink panel, and you can use the levers on the blue panel to select modifiers. The ingredients will filter into the brewing stand in the correct order to produce the potion of your choice.
The glowstone lamps here are indicator lamps to tell us when there are no more potion ingredients of that type in the dropper we’ll use to store them. This will help us avoid problems down the road.
^ The pulse extender here is used to dictate when to unlock the hopper underneath the brewing stand and remove the completed potions. As long as there are ingredients left in the hopper above the brewing stand (say, gunpowder to turn it into a splash potion, or dragon’s breath to turn it into a lingering potion), the pulse extender will not activate, and the potions will stay lodged until brewing is complete.
^ Here are the modifier options. When a potion is selected, its modifiers are also simultaneously dispensed. The levers out front simply use a piston/block system to select which modifiers we want.
For instance, above I have selected redstone and the fermented spider eye. The pistons are extended to allow power to reach those droppers once a potion is selected to brew.
Say goodbye to this old clunky storage room!
The order of modifiers is important, because we cannot negate a potion after turning it into a splash, for example. And we first need a splash before we can brew a lingering.
You will notice that one ingredient is missing an item frame – that would be the turtle shell. I only just obtained turtle eggs in this world, and I have yet to hatch them. So, for now, we have no turtle heads.
^ This chest will be used to store additional gunpowder because we have so much of it.
Here is the location of the chest that will contain the water bottles. But, how will we get water bottles into here? Surely, I do not plan to go through the troublesome process of manually filling and emptying bottles into this chest repeatedly. The goal of this entire project is to eliminate the tediousness associated with potion brewing.
My creative solution requires the destruction of the old mob drop storage room adjacent to the multi-purpose mob farm – a relic that has been collecting dust for at least five years!
The reason why I have not yet removed it is because every single chest is full of mob drops. So, I first need a place to move them.
On the SRF control floor, I’m thinking that I can just dig out an extra storage cellar for all these excess drops. After all, it is primely placed next to the mob drop item sorter.
Using some shulker boxes, I can quickly and efficiently move all the drops downstairs. And you would be right to conclude that I filled up every single one of those chests. Ugh, I never thought I would dread the day of having too many resources. But I am struggling to keep up at this point. Even the principal mod drop storage is about to fill up completely.
In place of the old storage room, I will be building a station specifically for refilling water bottles.
A simple setup, it will be grounds for a new generator later. Empty glass bottles will be stored in the four double chests. Using the pool of water above, you can quickly fill as many bottles as you want and let them pour out of your inventory into the hoppers! See below:
A perfect system, a considerable line of hoppers will take these bottles all the way down to the water bottle storage in the brewer.
Later, we will come up with ways to have this refilling station automatically initiate the brewing process and other events within the base. For now, however, this is perfectly fine.
Looks like it works! Now, we should test the brewer.
A success! We now have some night vision potions.
I am finishing the aesthetics of this hall but note that the empty wall is being prepared for further development. Indeed, there is a reason I have a total of five 3x3 spaces marked!
The next stage is to remove the old potion storage room that has ruled a plagued existence since its conception more than five years ago. It does look pretty, but it is terribly misplaced now.
I am temporarily moving all the current potions down to the SRF control floor until I expand a proper storage room for them, the location of which will be right here next to the modular farms and excess mob drop storage (which, conveniently, is also right beneath the new brewing system).
This prime real estate is now going to be used for something far more integral.
So, we are nearing beta phase for Starlight HQ 3.0, which means that the modular system is getting close to being completed in some form. As we conclude construction of the brewer’s modular functions and tie up some other loose ends, the modular base will be ready for testing (that means I will need people willing to test it, but more on that later).
In preparation for this, we need a central power source for the entire base – a source of power that can effectively act as a master switch for the entire modular computer we have buried within Starlight HQ.
This is the inception of the tesseract – the sixth and final stage of the Tetraquin Project.
We have secured the construction of the new brewing system and paved the way for Starlight HQ's modular endgame. The next step is to see what it can become.
Next up... Session 266 - "Multiplex Magic"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After some mind boggling redstone puzzles, I am proud to present something truly remarkable in today's session - the magic of automated potion brewing without any manual intervention. Thanks to the MISC, of course, we are beginning to fully integrate Starlight HQ's modular capabilities within our everyday gameplay as we continue to redefine what automation looks like in Minecraft. It's a big session, by the way, but I am breaking it up into manageable parts.
Our potion brewing system works beautifully, and I am quite satisfied with how it fits into the base so far. But its ability to brew any type of potion is just the first of its many potential functions. Today, we are going to transform this brewer into one of the most versatile modular components of Starlight HQ. Its potential is unrivaled because of how many different options it has.
We could, for instance, set up a situation in which every entrance/exit from the Nether brews a batch of only fire resistance potions. Or speed potions. Or both! Or, I can have a batch of healing potions brew every time an iron golem is killed in our iron farm. Or, I can have both slow falling and regeneration potions brew every time the villagers harvest crops in our modular farms. Perhaps I decide to also switch things around and have the SRF farms harvest their crops every time I brew a batch of night vision potions.
See what I mean? The possibilities are endless with this machine. And we’re going to fully explore that today, with three major components.
The first component is a multiplex modifier that will be the liaison between the MISC and the potion brewer. This is what we will use to direct the MISC towards a specific set of potions to brew. The second is an automatic dispensing system for potion ingredients, identical to the manual one we built in the previous session. We have to use a separate set of droppers with their own potion ingredients in order to automate the process. Finally, we’ll construct two-way redstone lines between the potion brewer and MISC as the third component, such that we can use it as both an output from other operations and an input for others.
First and foremost, though – let’s build a storage room!
Situated on the SRF control floor adjacent to the modular crop farms (above Redstone Room), I have a large array of chests – three for each potion type, with each of the three representing the regular, splash, and lingering variants.
Currently, I do not have a way to sort them automatically, but I am determined to find a way to do this as it’s the only part we will not be able to automate as of today. Once we can automate the sorting and storing of potions, then we will have a truly lossless system.
For now, let’s begin the wiring components for the automated version of this farm. We effectively need to build a second set of droppers/hoppers like the ones above. We cannot use those because they are too ingrained within the wiring of the brewer.
The MISC will also need to power this redstone line running underneath the brewer, as this is how the potions will be brewed.
^ I am using the only available hopper in the line to connect the second set of droppers. All twelve of these need to be activated by separate redstone lines. That means yes – we need to construct twelve individual redstone lines up here.
Where will they originate? Well, next to the potion storage cellar, I will build the Starlight Generator Brew Selector. This selector (and potion storage) is located directly beneath the potion brewer, which will make it easy to connect both.
I am building a staircase to connect the two, which also means we now have another means of accessing the control floor from the tangent floor.
Alright, so this selector will utilize an item frame’s ability to produce a different output signal depending on its position. On the right side, we have the primary eight potions. The left side will be OFF by default, but once you change its position, the right side will become inactive and you can select among the seven potions over there.
How we create the individual lines is by juggling a torch/repeater setup based on the item frame’s comparator output (from one to eight).
^ The lit redstone torch indicates which potion is selected. The key challenge now is how to get all fifteen lines up to the brewer, while still keeping them separated.
This piston above is how we will disable the right side once we move the left side away from the OFF position. Any comparator output larger than one will retract that piston, keeping the comparator on the right side from transmitting power.
I am duplicating the setup on the left side; however, things will be slightly different since we are also using this side to brew negative potions (slowness, harming, invisibility, weakness). This will require a different type of setup.
The best way to keep these redstone lines separated is by not using redstone dust. This will induce more lag when the system becomes active, but it is also the most compact way of achieving what we want.
The pistons up top will retract when active, allowing power to enter through them.
^ The MISC will send power to all the repeaters above, but as you can see, only one will get through (the retracted piston), which means only one type of potion will brew.
Here are some photos of the redstone torch towers that inevitably need to be constructed for the next part:
It is a whole mess! But, I think I am keeping it well organized for the most part. Every line is so far separate, and I am successfully getting power up to the individual droppers.
In extending the dropper lines, I notice that I am quite close to the surface! Just how close, you ask?
****! That’s how close.
Here, you can see the other side of the selector, which will brew any among the last seven potions. Four of these are negative potions, which will require me to connect their respective lines to existing lines (i.e. slowness will just activate the speed + fermented spider eye droppers).
^ This torch tower is dedicated to the fermented spider eye dropper. Currently, I have both the slowness and weakness potions sending power into it. Slowness is also powering the speed torch tower, as you can see above.
Things are getting cramped very quickly, forcing me to find creative ways to move redstone around. As expected, I need to use more repeaters/torches than I would like. More of these always induces more lag, but we have no choice here.
Above, I have setup the invisibility potion selector, which simply lets power through both the night vision and weakness droppers.
Having setup all the potion selectors, we now must initiate some tests. This means heading into the MISC and establishing link options!
To start, we are going to build four link options:
1B – Crop farms > Potion brewer
2B – Furnace room > Potion brewer
3B – Nether Temple > Potion brewer
4B – Iron farm > Potion brewer
Links 1B and 4B will make the potion brewer into a very efficient potion farm because the crop and iron farms are almost always active. This means that for every output signal from these farms, a batch of potions will brew (potions will always be brewing). Links 2B and 3B rely on manual input. Once we use the furnace room or access the Nether Temple, only then will a batch of potions brew. This way, we have some options for how we want to automate the system.
Creating new links is actually quite easy to do at this point – the main problem we always run into is limited space. All we must do is build an AND gate that requires our link settings in order to become active. So, for instance, above you see two torches active on the MISC output side. This indicates Link 1B – the input from button 1 and the output from button B.
Once both are active, we’ll send that output to another AND gate which will produce output only when the crop farms become active. In the above photo, the line in the back is coming from Link 1B in the MISC. The line on the left is coming from the crop farms. The resulting output line will head back to the potion brewer.
Very important: grounding the redstone lines with stone brick or another building material. Just placing them on stone or dirt is a recipe for disaster, as I will accidentally break it later. I can’t tell you how many times this has already occurred.
Above is another important function for the MISC. Because we are brewing negative potions separately, we need to disable the fermented spider eye modifier from the manual brewer. This is just in case we happen to have it selected on the manual brewer. We don’t want two spider eyes jumping into the system and clogging it.
Alright, before we plug in the brewer to the MISC, we need to do some test runs. I’ll be using a button inside the brewer where the MISC input line will be coming in to perform these tests.
The good news is that part works… but the rest does not. Why? So begins the bugfixing phase.
BUGFIXING PHASE:
Alright, so first problem is that the piston arrangement above does not actually transmit output because the repeaters activate those pistons if they are retracted. So, we need to change the position of the pistons so that they extend to let power through. This means moving them one block lower:
This works better. Now, you can also get a clear visual for how exactly the selector works. The MISC powers all repeaters, but only one can get through the selector.
Whoa! What the hell? I guess I should rephrase. In theory, only one should be getting through. Damn it.
What’s going on here? The pulse extender is looping. That should not happen either.
The first actual test run, in which I selected a healing potion, actually yielded all of the ingredients you see in the top left of my inventory. Hot damn.
I have a theory for why we are getting so many ingredients. It isn’t because the redstone wires are overlapping – in fact, they are not.
Aha! The current dropper setup does not work, because powering one dropper also powers the two adjacent droppers.
Even without a repeater, the same behavior persists.
So, I need to invert every other dropper to separate them. Back to Quintropolis!
I found that droppers on the side of the hoppers will still work, which is necessary because the hoppers will just pull ingredients nonstop if the droppers are right above them.
Also, the reason we are getting two fermented spider eyes is because there is an extra stone brick block blocking piston movement here. So, I can just get rid of that.
The second test… still yielded all the ingredients you see in my inventory above. What now?
There are actually a couple instances where lines are overlapping, such as the redstone wire block I am pointing at above. A torch from a separate line powers the block next to it. This causes overlap.
Third test… fewer ingredients, but still something is seriously wrong. Also, we are only getting one water bottle? What’s up with that?
Aha, I left out a very important part of this design. The reason I use wooden buttons is because you must have a 15-tick input in order for the hopper lock/unlock system to work correctly with the water bottles. So, I’ll just build a pulse extender that does exactly that:
I have the repeaters set at 15 ticks (16-1), which means that every input, regardless of length, will be exactly 15 ticks.
^ Testing this, you can see that even if power persists much longer, the output will shut off after 15 ticks. This will prevent interference during the potion brewing process.
The water bottle problem is fixed, but still so many ingredients! Why???
Found the culprit! So, check this out: if you move the item frame too fast when selecting potions, the pistons will follow suit and move too quickly, causing them to leave their blocks behind.
The solution is to simply add a tick to every repeater in the selector. This will allow us to move the potion selector as fast as we want.
Finally!! We have a potion of healing!
Next, let us test a potion of strength II. We’ll test the glowstone modifier this time.
^ A redstone torch is missing at the block I am point at, for some reason. An easy fix.
And there we have Strength II potions.
Alright, let’s do Speed II splash potions.
A success.
Next: Invisibility splash.
Oof, I’ll need to be careful and keep the correct modifiers applied, because there is no such thing as Invisibility II.
Huh? Can you not brew potions of weakness this way?
Speed potions work fine, but slowness potions are giving me magma creams.
The reason is because I simply had the slowness wire activating the wrong torch tower. Fixed above.
All the madness you are about to see is my attempt to get weakness potions working:
Well, slowness now works, but you still cannot brew weakness potions with strength potions. Why not? To the wiki it is…
Okay, so apparently you need to skip nether wart and start with fermented spider eyes to brew a potion of weakness. I did attempt this, but to spare you more details than necessary, it is not possible with the current setup. So, we will need to build a separate brewer specifically for weakness potions. I had no idea they were not possible here.
On the bright side, my complex test for Strength II lingering potions was a success!
In finishing up the aesthetics of the bottom cellar, I am installing four chests with hoppers that will store all the potions from this system. They will then need to be sorted manually.
Up until now, I was testing it manually before plugging it in. Upon plugging it into the MISC, I immediately noticed that the brewer is still receiving duplicate inputs from the crop farms. I thought I negated this, but indeed I think I know how to fix it.
We need to lock the incoming repeater from allowing additional inputs until the current potion batch finishes its brew. This is easy to do – we’re just running another line from the pulse extender.
FINAL PHASE / NOTES
Finishing up some aesthetics of the lower storage cellar and brew selector. It is looking lovely, and exceedingly high tech if I do say so myself. A fitting visual representation of the reality.
I have been testing for a while now, and I am happy to see successful results! We are indeed getting potions. All the above potions were brewed by the crop farms – I did nothing whatsoever.
Now, let’s expand our options. I still want to build three more link options for this. Above is another AND gate that is built the same way as the first link – this one is for the furnace room input.
In fact, all link gates are built the same way. So, I don’t need to show you those. But I will show you what the MISC link map is starting to look like:
A big fat mess. I really need to label these with signs or something. The more we add, the harder it is to keep track of.
Wow, I was wondering why the comparators for the crop farms were not turning off! What the hell am I going to do with all these potatoes?
But damn, we now have a full chest of potions created automatically. Friends, we have just built a potion farm.
The iron farm is faster than the crop farm, so I’ll compose that link with the MISC and keep it active for now. Check out my current iron supply:
From basic crops to iron blocks, I am now having significant trouble keeping up with the output rate of Starlight HQ’s production. This is a great problem to have, but it’s a problem which we will need to address very soon. I can already tell that four double chests is nowhere near enough to sustain the amount of potions we are going to net from the current setup.
Restocking the water bottle supply with our automatic bottle refill station, I am happy to see that we have finally fixed the biggest problem with potion brewing – its tediousness. Now, using other farms, we can automate the process and never even touch the brewer (save for selecting potions). For the first time, we are now using the modular system in an amazingly effective way for our base, and that hard work is paying off big time.
Once we get too many potions, I’ll shut off the links; but for now I want to rebuild my supply. I have now tested every single potion with every single combination – all of them now work (except Weakness – we will build that later). It will take no time at all to restock every chest with every potion, because I’m just going to let that happen while we get to work on our next project.
The bountiful magic of multiplex automation, ladies and gents.
With my resources depleted, my mind fried, and my redstone fatigue setting in following a job well done, the timing couldn't be more perfect for a brand new build. In the next session, that is!
Next up... Session 267 - "A New Sunset"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I'm quite happy to see Starlight HQ blossoming session by session - it's a really nice thing, because we're closer than you may think to the beta test for v3.0. That being said, today we're turning our attention to aspects of the base outside the modular system in an effort to get the base's aesthetics up to speed.
For a while, I have been very narrowly focused on modular development within Starlight HQ. And don’t get me wrong – this is a very essential part of the base, and probably its binding element at this point. However, it should go without saying that modular features are already auxiliary by nature. Starlight HQ has become a giant experiment – one that is going very successfully.
But we need to take a step back and look at the base as a whole. In doing so, we see an incomplete canvas! Indeed, we have been shaping the base up to prepare for its third unveiling, and we’re so close to having it at a stage ready for beta testing! But aesthetic features are just as important as the functional stuff. That’s what we’re going to look at today.
First, we need to complete the iron farm! Functionally, the farm is complete. But aesthetically, we still need to cap it off. And I’ve been holding off because of how exactly I want to do it.
Basically, I’m building a giant ball of iron. And no, it is not hollow.
Cool, right? But there is more incoming.
Even cooler! This is always what I wanted here, and now I have taken the time to design the rings exactly as necessary to fit them atop the iron farm. Now, I know the next photo that you’re waiting for…
Starlight HQ might as well be a space explorer’s fantasyland. Haha, the base is starting to look so much more complete. Indeed, we are closer than you may think to the completion of v3.0.
Today’s main project is, in fact, a brand-new build that will be placed in front of the iron farm. Why, you ask?
Well, this entire area has left Starlight very exposed at night, and this is the number one area where mobs infiltrate the base. I figure we can have a new build right here as a natural wall that actually accomplishes another goal: having an area in the base devoid of redstone.
With the entirety of Starlight HQ now a fully operational redstone computer, that means there is nowhere to hide from the system. It’s infiltrated everything! Sometimes, you may want a space to get away from all the busy activity that is constantly happening within the base.
Introducing the Starlight Solace Center (SSC), which will be the equivalent of our zen garden within HQ. A place to relax. A place to do nothing at all.
Believe it or not, the SSC was one of the first build ideas I had conceptualized many years ago when initially planning v3.0 and the outback faction. The reason it has not been constructed sooner is because we really needed the entire modular system in place before having a zen garden would be necessary.
A key element in the construction of this build is that I am using materials from all Starlight HQ’s constructions. Purpur from Starlight Castle. Iron/quartz from the Power Museum, black clay from the SRF, dark oak logs and wood from the treehouse and outback, and then I have a whole plan for the floor.
In this way, the build will be a full representation of every build, which is kind of the point.
In terms of entrances, I am giving the SSC two.
First, you’ll be able to enter directly from outside through a large opening. That part is fairly simplistic.
The second entrance will also provide another means of access to the Power Museum and outback faction.
It means I need to tear down the Sunset Balcony. Old piece of **** anyway.
From here, I’ll build a very long corridor crossing over top the Farmlands. Those are still obsolete, by the way.
^ It will connect to the SSC here, at this checkerboard pattern of carpets I have yet to discern.
Today, I do not plan to work on the large floor of the SSC, mostly because we actually don’t yet have the resources for it. I know – that’s hard to believe at this point. We’re 5,600 days into this world and still we are missing some significant resources.
That’s okay, because pretty soon we will have them all. Before the end of the season, anyway.
In the meantime, we can still enjoy a new sunset from the SSC interior.
Hmm, I also think gold doesn’t work in here.
Much better, and this follows suit with Starlight Castle’s theme colors of light blue and purple.
Although we cannot yet complete the SSC, we can construct an important build next to it that I’ve wanted to do for a long time.
Is it a parkour course? A game? A piece of pixel art?
Nope, it’s just a labyrinth. It’s not even a maze.
Back in January, I visited a labyrinth in Wilmington, DE, which was effectively just a long winding path that you were intended to follow as you contemplate whatever thoughts you so desire. It is this guiding principle which makes the labyrinth a perfect addition to the SSC, and why we will be building it here.
That being said, it is not a small build by any means – it requires stacks on stacks of red concrete, black concrete, and… coal blocks.
I am using coal blocks for the walls and roof to give the labyrinth a very secluded feel, even though it is an exterior build on the surface. This is the first time that I have used coal blocks in a build.
And with some red glass panes, the labyrinth is done! To be honest, I find it quite mesmerizing to look at, let alone play.
A true zen garden indeed. Perfect for us to use as we contemplate the massive new project that comes next.
Welcome the Starlight Solace Center to Starlight HQ! I'm excited to see how this build will conclude - but for now, a much more important task awaits us. One that will require... expertly executed diplomacy.
Next up... Session 268 - "401(k)"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
With Starlight HQ 3.0 so close to beta phase, there is an important task that it's finally time we address. One that should have been addressed the day I found Violet. But she's dead now. That begs the question... who isn't??
I’ve been thinking a lot lately about one glaring oversight I made several years ago when contemplating exactly what happened the day Techtropolis fell. The council of Techtown was somehow able to tamper with ancient redstone lines inside the jungle temple and embed a recorded message for me to hear. I never even stopped to deliberate on this facet of the event.
They recorded this message… but when? It could have been months, even years, before I ended up finding it. I need an answer to that question. I need an answer to all my questions.
After much deliberation, I have decided that I will extend a formal invitation to the council of Techtown. The last time we met, in Session 200, they threatened to shut down Starlight HQ. Clearly, that hasn’t gone well for them. But even Violet could not help me understand exactly what happened after I left (she was a bit insane). If any council members are still alive, then I am willing to bet they have some more insight. Violet cannot be the only one who was left.
Before I extend this invitation, however, I need to prepare a place for them to reside. Indeed, I need the council to see that I have everyone’s best interests in mind. I do not want to destroy civilization – quite the opposite. Perhaps the best way to prove that is to build a civilization. Above, you can see the entirety of Quintropolis Island, with Starlight HQ on the right and Totem Run barely in the top-left.
I will propose a new home for the council, the Inner Circle, right here on Quintropolis Island, just a few hundred blocks from Starlight HQ. This will become the first neighborhood of Starlight City, which will be the next proposition to the council once I showcase Starlight HQ in its proper form.
See, the council’s beliefs operate under the idea that I have no self-control. They think that I am going to eventually cause the destruction of everything. Even Violet, who claimed to be full of prophetic visions of the future, told me that I would beckon the destruction of everything. I do hold that information with a grain of salt, but I cannot see a version of this story which ends this way. After all, I have already defeated Enderquin.
For the Inner Circle, I plan to construct a large monument in the center, with six to eight homes surrounding it. The circle will be one large village.
I did not initially realize just how varied the terrain was in this area. It is initially reminiscent of the leveling process I had to do in Vax Valley.
This time, though, I am going to be smarter and set up a Haste II beacon. This is a beacon I stole from Starlight Outback to borrow temporarily. I’ll give it back once we are done.
Surrounding the monument, which will be made entirely out of gold blocks, I’ll build a two-wide and two-deep moat. This will keep anyone from being able to access the monument, including mobs.
A view from above:
About the gold part – I never said the monument would be completed today! I do not have nearly enough gold for this. I have already designed the monument in a testing world, and I can tell you that building it entirely out of gold would require a well-stocked 401(k), which I do not yet have.
Just this flat platform here is somewhere around 3-4 stacks of gold blocks. And… the monument will be much more than a platform in case you were wondering.
Here is a view of the Inner Circle from Emerald Hills:
As I am leveling out the mountain adjacent to the circle, I am thinking about turning this area into the main shopping area of the village. I’ll set up some shops into the mountain, similarly to how Leangreen has built his Chunk Plaza. It’s either that, or I have to terraform the entire thing, which will get quite cumbersome and unnecessary.
First, we will establish a direct railway link to the Inner Circle from Starlight Station. This is not really for us – we already have elytra and can get here in seconds. It is for the villagers.
This railway will have an official station set up later, once I figure out how I want to design the shops. For now, just having the railway is important.
This is now the third railway from Starlight Station that exists, but I already have all eight planned out. Whether we get to them all this season just depends on how much we get done.
Okay, I leave Starlight for a minute, come back, and the entire crop farm storage has completely overflown. This has been an issue since we first built them because it produces too quickly. I have yet to find a suitable solution.
But for now, trading the hell out of them will do.
Yet another reason we are bringing the council over to Quintropolis Island is to improve our trade network. Currently, I only have the few villagers downstairs that are operating the modular farms. They are also artificial villagers made from zombies.
A few chorus fruits here and there will decorate the circle nicely.
Here is the Inner Circle as it exists right now. Before we visit Techtown to get the attention of the council, we need to have a plan already set up. I would like to bring the members of Techtown over to the island the day I visit if they will be willing. If they are even there.
It is a bit strange, isn’t it? Quintropolis has been way too quiet since the day Techtropolis fell. That is strange.
Mysteries are starting to stack, and soon we will get the answers we seek. A little anxiety goes a long way... is that a saying? I think that's a saying.
Next up... Session 269 - "Calling the Council"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
It's been a while since we last talked with the council of Techtown - the same group of villagers that thwarted the development of Starlight back in the Season 2 finale. As we have been planning to integrate them within our plans for Starlight City, it's crucial that my next meeting with them is a productive one. So, let's give them a call.
The Inner Circle is going to be more than just the first neighborhood of Starlight City – it needs to be a haven for immunity from the dangers of the surrounding island. I do not plan on bringing the council over just to kill them.
The moat will be properly lit, as will the monument in the center once we get to erecting that.
For right now, I’m going to keep my plans for the neighborhood quite simple, so as to not get too far over my head. I do want a fully developed village, but first I need a place for the council members to safely reside. This will be our focus today.
The neighborhood’s first home will be situated on the southern coast, in-between the jungle and Emerald Hills.
I would like to keep some of the original terrain to avoid the area being so flat. However, some leveling will be necessary to ensure a stable foundation for the house.
I’ve been in a toss-up regarding the materials I would like to use. But in general, I am planning on clay, wood, some stone, and quartz. We are not looking to build mansions here – just nice houses with some degree of modernity.
Ha, poor zombies can’t touch this!
Lanterns will be a principal light source, while I am using stripped logs for a change.
What do we have here in the distance?
An army of PILLAGERS? I have never caught those in Quintropolis before. They speak a broken language that I cannot decipher. I wonder if they used to be villagers.
But they are not friendly! So, they must be removed from the island!
Milk does a good job removing the Bad Omen I received – I wouldn’t want to linger on what possibilities that holds for Quintropolis’s future. Arguably, we already have plenty of bad omens.
This house will consist of two rooms – one living space and one “dining” (but really trading) space. I am trying to maintain a rather diverse palette of building blocks for the modern theme.
^ I’ll place a sunroof overhead.
^ Here, you can see a view of the first home on the coast. The exterior needs some work yet, but we can always touch it up here and there.
A porch on the back provides a beautiful view of the jungle on one side and Emerald Hills on the other.
Where are you going, ugly phantoms? To hell, that’s where.
I am acutely focused on the outside even more so than the interior. I’d like to develop the yard and road so that the construction feels much more complete.
^ Eventually, we will construct a large array of hedges surrounding the circle so that zombie sieges like this will not happen.
What’s this? Another army of pillagers? They nearly killed me!! How is that possible? I have no clue where these guys are coming from, or how they invaded Quintropolis Island so easily. I guess I just don’t get out much.
A nice fountain, some lanterns, and hedges should complete the road quite nicely. I want to keep this area open for the villagers to roam, but to do that I need to ensure the area is safe enough.
Haha, the fireplace caught the tree on fire. It was in the way anyway.
Okay, I think the home is secure. I’ll take down my temporary beacon and return it to Starlight HQ. Then it is time to visit Techtown.
Damn, it has been a long time since I traveled on the Great Northern Railway. But this is how I am getting the villagers to their new home.
Welcome back to Techtown, the oldest organized civilization in the world. It may as well be a ghost town now!
“Hello!” I exclaim upon actually seeing some sign of human life!
“Halt! Who are you??” inquires a curious librarian. Actually, they are all librarians.
“Why, my name is Joey. I come from –“
“Joey San? The antichrist?” the council members step back.
“Huh?? I am no such thing!” They clearly have no clue what’s going on.
“The secretary of Techtown was seen dead during our last visit to your home. The wretched civilization called Starlight.” Now, they seem upset. I don’t blame them.
“I… I had nothing to do with that! I wasn’t even there.”
“But… you had given him a full tour. We remember. Drexel here documented everything.”
Ah, so they do have names.
“Yeah, ya’ll were together and then… poof! You’re gone and he’s dead. Coincidence? Likely not.” Drexel acts like he has everything figured out.
“So what, are you here to murder us, too?” the nameless one responds.
“What? No! I am not a murderer! Look, I know tensions have been high since that day. I am here to offer amends.”
The council laughs.
“Amends? Boshtok, what do you think of that?” Drexel asks the nameless one, who I suppose does have a name.
“I think it’s moot! Haha! Get out of town.”
“You call this a town?” I consider taking a different approach. “What quality of life do you have?”
“We have protection from-“
“Protection from what? Mobs? Who do you think built you this wall?”
Boshtok and Drexel remain silent. I figure this is as good a time as ever to make my point before they chime in.
“I have spent the last several years building a civilization to foster that protection. And I am here to offer you that protection. To live at Starlight.
“You think we trust you?” Boshtok quickly asks. “Look at what happened the last time we were there!”
Actually, that’s the part I never found out…
“So, something did happen. Why don’t you tell me?”
“Ask Violet, she never wanted to leave that cursed island anyway—”
“Violet’s dead.”
There was a suspicious silence. I know they probably insist that I killed her, too.
“She died protecting whatever secret she couldn’t tell me. A secret that maybe I could help prevent. A secret that Starlight is designed to fight against.”
“Where exactly did she die?” asks Drexel, who is all too keen now to know.
“She died… by Enderquin’s hand.” A gasp is shared among the villagers who now whisper to one another. I postulated that it was likely best not to disclose the location of Enderquin’s portal. Clearly, they don’t know it exists. I think I will keep it that way until I understand the gravity of the situation.
“Okay,” the third nameless council member chimes in. “Boshtok and Drexel will go with you to Quintropolis Island. They will see your argument through. However, you are always to remain in their sight.”
“If what you say is true, that you want to protect us, and Quintropolis, then you will not have a problem with these conditions,” adds Drexel. He is becoming a pain in my ass, although he offers a charming Efficiency V book.
“Fair enough,” I add with a sigh. “I built you a nice house anyway.”
And so, I once again received no answers to my questions, instead beckoning more questions. I know that something is going on, and ironically, I am the only one out of the loop. That is a problem that must be remedied, though I remain confident that reintroducing my presence into Techtown was the smart move.
It seems like the council wants to work with me, though they remain highly suspicious of my work. I will do everything I can to win them over, to prove that Starlight HQ is the protection that Quintropolis needs. That I am their protector. Their god. And they will worship me as such.
Boshtok and Drexel, the first council members to join Quintropolis Island, have finally approved of the Starlight City project with some conditions. With that, it's time to move Starlight HQ 3.0 into beta testing as we embrace the Trials of Techtown!
Next up... Session 270 - "Beta"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Many long hours, lots of trial and error, and several reconstructions later, we are finally completing the principal architecture of Starlight HQ's new modular system, fully upgrading this survival base into a modular base. What does that mean? It means you can customize how the base behaves! Join me as we finish installing the final few features of the MISC and bring Starlight HQ 3.0 into beta testing!
For a while, I kept my scope fairly narrow regarding exactly what features that the MISC would be in charge of controlling. From the beginning, I was very clear on key farms/features: iron farm, mob farm, Night Lights, crop farms, and now the potion brewer. All of these (excluding the mob farm) were built this season with modular functionality in mind. I had been operating under the assumption that I needed to build new farms and builds specifically for the MISC (like the villager-powered crop farms). But thinking this way really narrowed how I was looking at the base, and as a result left me unable to conceptualize more creative ways of linking it together.
As I step back and look at Starlight HQ as a whole, I am realizing that we have way more that we can do with the farms and features we already have. Everything we built in Season 2, and even in Season 1, can be hooked up to the MISC. I didn’t even think about using the slime farm as an input! What about the chicken farm? And the sugar cane farm? All of these are automatic farms and work just as well as the iron farm.
Let’s not forget about other player-controlled farms like our nether wart farm, which we can use to automate the potion brewer.
How about using the giant mushroom farm?
…and the colored wool farm? ALL of these are fantastic options for MISC inputs, yet before now I hadn’t even considered using them.
Our primary objective today is to link everything together and complete the MISC’s final few features, which are very important for the base to reach its fullest potential. Once this is done, we can then enter beta phase and test all our modular links and features! Exciting times!
MISC FEATURES
Let us go through the features together, starting with the big two:
Save / reset links – currently, the MISC only lets you compose one link at a time. Every time you start the linking process, any links you made previously will be reset and overridden. This is not the behavior I want. For the MISC, I want two modes – one to save links, and one to reset them. If you draw link 1A, you should be able to save it and draw another link – say, 3B. This way, we can theoretically link everything together.
Multi-link operations – in concordance with the above, you can also only select one input and one output button. That means you’re restricted to links like 1A, 3C, 8D, and so forth. In this way, there are so many numbers that we aren’t even tapping into! What about 12B? Or 48A? Or 17C? Or 2478A? I want to be able to select multiple numbers, which will allow more complex links to be made.
Once we get these major two features figured out, the MISC is going to become a lot more powerful. We’ll be able to achieve some creative base behavior.
A few more features will be added, too:
Reset links – a button that doesn’t start the linking process, but that resets all links allowing for a blank canvas. Useful if you create several links and then forget what you created and would like to reset the canvas.
Enable tangent output – this lever will enable the MISC’s “side” output, if you will, which is a redstone line that becomes active whenever activity from the MISC is detected. This output line can be used to trigger other base activities, or (as we’re going to use it) other generators. We’ve already installed the redstone line itself – we just want a way to toggle it.
Now then, how do we install these features? To do this, we need to completely change the way that links are constructed. I knew this was coming, too. Here is what we need to do:
Every link needs to be rewritten as an AND gate between the actual link combination (say, 5B) and the target source (say, iron farm). In order to install save/reset mode, these link outputs need to enter an RS (NOR) latch. Then, I need to disable the registers (“clear the cache”) so that you can distinguish links from one another. Pistons will need to be installed at every latch to “block” its ability to reset if I have SAVE mode enabled.
In this diagram, the iron blocks represent the MISC, the emerald blocks represent the source input (i.e. iron farm), and the diamond blocks represent the target output (i.e. SRF farms). The lever above represents the “save/reset” feature, which will effectively “block” the redstone wire from resetting the RS (NOR) latch if it’s in save mode and allow the latch to reset if it’s in reset mode. All links need to be constructed this way, ending with an AND gate.
This means that I need to move the iron farm, mob farm, and furnace room input wires away from the binary adders. That causes unwanted bugs by creating links we do not want to create. Instead, these wires will go directly into AND gates as demonstrated above.
I am also labeling all the wires because it is getting quite a bit messy back here. Doing this will allow me to keep track of the wires, since we must build a new wire per link.
^ Here, you can see the rewiring of the iron farm links. Everything funnels into AND gates now – this is the only way to keep all links totally separate. You need one input from the MISC (the link) and one input from the source (iron farm). That’s what toggles the output (Night Lights in this case).
It is getting messy up here, but that is why we have signs! With everything being labeled, I should be able to keep track of all the wires.
^ Here is another completed link gate, featuring the piston on the left that toggles save/reset mode.
Very important: we need a way to “clear the cache,” so to speak, upon creation of the links. This means that instead of using registers to save the redstone state as pictured above (keeping the link wires powered), we need to reset them so that their actions can take effect. Since we are using RS (NOR) latches now, that means we do not need to save the input state. Resetting it lets us use that wire for a different link.
This latch will briefly open the registers to clear the data after the linking process has concluded:
We cannot complete “multi-link” today because we do not yet have a way for the MISC cache to hold and save all the inputs we place before deleting them. For multi-link to allow the creation of links independent of those made with only two buttons, we need to have all three (or more) inputs toggle the adders simultaneously to prevent activation of unwanted links. This is not yet a system we have the capacity to set up yet.
I can still lay the groundwork though, in which I am using some repeaters to prevent the system from locking after one input is selected (this is normally what happens). Only upon pressing an output button will the machine lock.
^ Resetting all links will require us to send a pulse to every line while it’s in reset mode – this way, it can reset all the RS (NOR) latches and clear the canvas.
Thankfully, we don’t yet need this, because we don’t have enough things to link up. We will likely need it before the season ends, though.
Now then, here is the current link map I am planning:
Now that I’ve built the framework for the system, every link will be composed the same way. So, it’s time for the grunt work!
INSTALLING THE FARMS
First, we’ll need several new input wires from sources I have not yet plugged into the MISC. Namely, this includes STAS (both the red and blue lines get separate links), the nether wart farm, slime farm, wool farm, and the mushroom farms.
That’s right! Remember the old mushroom farm from Season 1? The one I build in the farmlands that has almost never been used?
Well, believe it or not, I am about to upgrade that same farm into a fully modular farm – we can use it only through the MISC.
Mushrooms are quite useful for making fermented spider eyes. So, I will funnel all the mushroom drops down by the potion brewer. The farm is right above this anyway.
Then, all we have to do is send an output wire from the MISC link gates to the pistons that harvest the mushrooms. It’s that simple.
We also need to upgrade the melon/pumpkin farms. They currently cannot automatically collect the drops. This makes modular capacity useless.
Quite easy, we just need to invert the pistons so that they push the drops down into the ground, which the hoppers will be able to collect.
Note that restructuring the farm this way now prevents us from being able to use it manually. That means the pressure plate has no effect – this farm is also now fully modular.
Continuing this trend, we are going to use the sugar cane farm for input as well. This is a fully automatic farm, but it’s really six farms stacked. So, I can just a comparator to detect input from the hoppers that collect the sugar cane.
Links, links, and more links. We are almost there!
One important ability that we are utilizing here is being able to use the MISC to toggle farms on/off, like the cactus farm pictured above. However, some farms like the mob farm, sugar cane farm, and iron farm stay on indefinitely. This limits our ability to use them as targets, while also providing the possibility of storage overflow (we already have that happening).
So, today we’re adding the ability to turn off the iron farm!
To do this, we need a large wall of pistons to block the zombie from being in sight of the villagers.
It’s a tedious process, but not very difficult.
Ugh, these guys also get very annoying! Get out of there!
There we go! Now, you can toggle the iron farm on/off. This now lets us use other farms to toggle the iron farm on/off (i.e., link 6A, which turns the iron farm on/off when it detects input). I use a XOR gate on the on/off gate, which means that the furnace room would do the opposite of the iron farm’s regular state. If the iron farm is off, the furnace room will turn it on for the duration of smelting. If the iron farm is on, the furnace room turns it off.
The other farms will take some trial/error to install on/off capacity, so we will hold onto that for now.
As I finish installing all the links for Starlight HQ, I am reminded of an important function that I need Starlight Compressor to do. Here is the problem:
^ Notice that sometimes farms like this one will stay active. This is due to some inputs being held for a large number of pulses (if the crop farms have a long stream of items to sort, then their respective MISC link input stays active). However, this lowers efficiency since the melons and pumpkins cannot grow during this period.
Additionally, if we have multiple sources targeting this farm (say, we have both the crop farms and iron farms targeting it), this can also cause an exceedingly long pulse. We do not always want this.
So, the solution is simpler: adding a pulse limiter to every output wire, which will only allow a short pulse to enter the farms and prevent overflow inputs from other farms. Starlight Compressor will effectively “compress” multiple input sources into one source, and that one source will only output a short pulse to allow the farms to start growing again. This will help maximize efficiency.
This functionality will be automatically activated upon enabling Starlight Compressor in the modular mixer – you do not need to meet a certain item threshold for it to work.
And that, my friends, is the completed MISC. Starlight HQ 3.0 is officially in beta phase. Time for testing!!
Starlight HQ 3.0 is moving into its final phase of development as we head into the final stretch for Season 3 and secure the Tetraquin Project's completion. Commemorating this, I think it's appropriate to share all of our work up to this point with you in video form.
Next up... Starlight HQ modular demonstration video
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Welcome to Starlight HQ 3.0 beta. Today, I'm going to show you what all our technical work this season has led up to - a modular demonstration video providing an overview of the MISC and the overall central nervous system that runs through Starlight. Enjoy!
Hopefully, this video gives you a much more clear idea of what you can do with Starlight's new way of operating. It's going to be grounds for some very cool builds later on! Speaking of which... let's make some more links!
Next up... Session 271 - "Concatenation"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 3 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.