Terraria

Terraria

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Saobie 17 ENE 2017 a las 5:05 p. m.
Dungeon Making Basics
So im making a custom dungeon and iv run into a few problems

First and foremost my dungeon is designed to be one-way. If you advance a room, you cant go back. Its designed this way because the dungeon isnt linear. Its a verticle labyrinth where your path could have you end up in a Treasur Room where you can loot a chest and then be forced to teleport out. Problem is i dont really know how to make a one-way door that ISNT utilizing the stair glitch. I was hoping a simple button would suffice, but it appears i need to put on a timer and that dosnt really make the actuator "door" reactivate once a player passes it

Secondly i wanted most of the traps to activate automatically. So i put timers on them. But the ball traps specifically, due to the balls long lifetime, activates too much and makes some rooms impossible. Is there any way to make them activate longer than every 5 seconds?

Lastly, i want my dungeon to only be accessable at a certain time of day, say for 1 ingame hour (so that even going to the closest Treasure Room would still take enough time so that you cant re-enter). This problem links with the trap problem, since theres no timer for longer than 5 seconds

Any fixes for any of these?
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Mostrando 1-15 de 78 comentarios
aqmlyn 17 ENE 2017 a las 5:15 p. m. 
Publicado originalmente por Saobie:
So im making a custom dungeon and iv run into a few problems

First and foremost my dungeon is designed to be one-way. If you advance a room, you cant go back. Its designed this way because the dungeon isnt linear. Its a verticle labyrinth where your path could have you end up in a Treasur Room where you can loot a chest and then be forced to teleport out. Problem is i dont really know how to make a one-way door that ISNT utilizing the stair glitch. I was hoping a simple button would suffice, but it appears i need to put on a timer and that dosnt really make the actuator "door" reactivate once a player passes it

Secondly i wanted most of the traps to activate automatically. So i put timers on them. But the ball traps specifically, due to the balls long lifetime, activates too much and makes some rooms impossible. Is there any way to make them activate longer than every 5 seconds?

Lastly, i want my dungeon to only be accessable at a certain time of day, say for 1 ingame hour (so that even going to the closest Treasure Room would still take enough time so that you cant re-enter). This problem links with the trap problem, since theres no timer for longer than 5 seconds

Any fixes for any of these?
1 - Actuators + not allowing pickaxes, that's the only one-way door since you can normally just mine your way out.

2 + 3 - Watch this video for elongated timers (and other irrelevant magic). Can be infinitely long as long as the timer chain fits in the world :P There are also much simpler shutoff mechanisms now with faulty logic gates; this video is really old but the timer cascade is still the best way of making long delays.
Saobie 17 ENE 2017 a las 5:28 p. m. 
Publicado originalmente por ApocUni:
Publicado originalmente por Saobie:
So im making a custom dungeon and iv run into a few problems

First and foremost my dungeon is designed to be one-way. If you advance a room, you cant go back. Its designed this way because the dungeon isnt linear. Its a verticle labyrinth where your path could have you end up in a Treasur Room where you can loot a chest and then be forced to teleport out. Problem is i dont really know how to make a one-way door that ISNT utilizing the stair glitch. I was hoping a simple button would suffice, but it appears i need to put on a timer and that dosnt really make the actuator "door" reactivate once a player passes it

Secondly i wanted most of the traps to activate automatically. So i put timers on them. But the ball traps specifically, due to the balls long lifetime, activates too much and makes some rooms impossible. Is there any way to make them activate longer than every 5 seconds?

Lastly, i want my dungeon to only be accessable at a certain time of day, say for 1 ingame hour (so that even going to the closest Treasure Room would still take enough time so that you cant re-enter). This problem links with the trap problem, since theres no timer for longer than 5 seconds

Any fixes for any of these?
1 - Actuators + not allowing pickaxes, that's the only one-way door since you can normally just mine your way out.

2 + 3 - Watch this video for elongated timers (and other irrelevant magic). Can be infinitely long as long as the timer chain fits in the world :P There are also much simpler shutoff mechanisms now with faulty logic gates; this video is really old but the timer cascade is still the best way of making long delays.

Im just going to assume they wont mine the brick. It would be obvious and id notice, so if any of my friends wanted to cheat id imagine thy wouldnt mine the doors. With that, i did already try to make an Actuator one-way. Simple button right by the door. Thing is the door dosnt close unless i put another button on the other side, and i cant do that because then its not 2 way. Anything that can be activated more than once is out of the question, so i more or less want to know what to rig up to make the door close itself.

Would it work it i used a button to open the door and also trigger a 1 second timer? If that works, id imagine the 1 second timer activates the actuators again and closes the door. 1 second is plenty of time

Also thanks a bunch for the timer thing. Iv dug out about 1/3 of my entire worlds underground to use as part of The Dungeon, i have no problem erasing more of it, since the world is exclusively for this dungeon. Its sortav a way for us to obtain gear and stuff for other characters without having to farm it. You run the dungeon, hope you land in a treasure room, and if you do you get whatevers in the chest (several chest types, all tiered) and have to leave afterwards. Its basically a "this drop is a 1% drop so im gunna run The Dungeon and try to get it from in there, since on of these chests guarentees it"
Baron von Dapper 17 ENE 2017 a las 5:31 p. m. 
I can't help but feel curious as to what this "dungeon" would be like.
Drakal 17 ENE 2017 a las 5:36 p. m. 
Publicado originalmente por Saobie:
So im making a custom dungeon and iv run into a few problems

First and foremost my dungeon is designed to be one-way. If you advance a room, you cant go back. Its designed this way because the dungeon isnt linear. Its a verticle labyrinth where your path could have you end up in a Treasur Room where you can loot a chest and then be forced to teleport out. Problem is i dont really know how to make a one-way door that ISNT utilizing the stair glitch. I was hoping a simple button would suffice, but it appears i need to put on a timer and that dosnt really make the actuator "door" reactivate once a player passes it

Secondly i wanted most of the traps to activate automatically. So i put timers on them. But the ball traps specifically, due to the balls long lifetime, activates too much and makes some rooms impossible. Is there any way to make them activate longer than every 5 seconds?

Lastly, i want my dungeon to only be accessable at a certain time of day, say for 1 ingame hour (so that even going to the closest Treasure Room would still take enough time so that you cant re-enter). This problem links with the trap problem, since theres no timer for longer than 5 seconds

Any fixes for any of these?
i dont know but it sounds awsome mind if i can be a map tester?
Saobie 17 ENE 2017 a las 5:46 p. m. 
Publicado originalmente por Baron Von Dapper:
I can't help but feel curious as to what this "dungeon" would be like.


Publicado originalmente por Drakal:
Publicado originalmente por Saobie:
So im making a custom dungeon and iv run into a few problems

First and foremost my dungeon is designed to be one-way. If you advance a room, you cant go back. Its designed this way because the dungeon isnt linear. Its a verticle labyrinth where your path could have you end up in a Treasur Room where you can loot a chest and then be forced to teleport out. Problem is i dont really know how to make a one-way door that ISNT utilizing the stair glitch. I was hoping a simple button would suffice, but it appears i need to put on a timer and that dosnt really make the actuator "door" reactivate once a player passes it

Secondly i wanted most of the traps to activate automatically. So i put timers on them. But the ball traps specifically, due to the balls long lifetime, activates too much and makes some rooms impossible. Is there any way to make them activate longer than every 5 seconds?

Lastly, i want my dungeon to only be accessable at a certain time of day, say for 1 ingame hour (so that even going to the closest Treasure Room would still take enough time so that you cant re-enter). This problem links with the trap problem, since theres no timer for longer than 5 seconds

Any fixes for any of these?
i dont know but it sounds awsome mind if i can be a map tester?

Sure, once its done i could use testrs anyways. I like games akin to Dark Souls, with really high difficulty, so i may end up making it harder than its worth anyways, and could use second opinions to tweak things.

The Dungeon has a few rules though: You cant fly or mine blocks, cant hold wrenches or anything else that exposes wiring, cant cut wires (obviously), cant get help to go back through a one-way door, and thats all. Whatever Treasure Room you land in you keep all of what you found, ill refill the chests every now and then. The Dungeon is a labyrinth, but if you run it enough times youll probably memorize what paths lead to what tier chest (Tier list in order: Wood, Ivy, Gold, Water, Crimson (only contains weapons), Corrupt (only contains armor), Hallowed (only containts accessories), Skyward, Meteorite), but since each chests contents will be changed whenever looted, if you go back to the sam one and iv refilled it, it probably has new loot. The tier of chest you come across is dependent on how long the path in The Dungeon you took is, Wood is Tier 1, Ivy is Tier 2, and Gold is Tier 3. Tiers 1 and 2 contain a mix of anything pre-hardmode, Gold contains a mix of anything post-hardmode. Crimson, Corrupt, and Hallowed are all Tier 4, and contain random things post-hardmode. Skyward is basically a better version of Gold, generally containing better post-hardmode stuff. Meteorite is better than Skyward, and can also contain expert mode exclusives such as treasure bags or maybe specific vanity items.

As I said, its more or less a way to obtain stuff by a different means. Its not meant to be a way to skip th grind, just an alternative to whatever else you might do to obtain what you were going for. Ill probably end up making a tier list so me and my friends can know what chests can contain what, and also so i can remember what grade of material to refill chests with.

Btw, the number of chests per tier in the dungeon: 5 Tier 1, 5 Tier 2, 5 Tier 3, 3 Tier 4 (of each type), 3 Tier 5, 2 Tier 6. Once youv ventured far enough to earn a Tier 6 chest youll know, and thre wont be just 2 paths to tak. You COULD end up going all that way for nothing
Última edición por Saobie; 17 ENE 2017 a las 5:49 p. m.
CatDog (gucci) 17 ENE 2017 a las 5:47 p. m. 
I would love to be able to give that dungeon a go when it's done
Saobie 17 ENE 2017 a las 5:50 p. m. 
Publicado originalmente por CatDog:
I would love to be able to give that dungeon a go when it's done

Ill let you know xD considering i started making it today though, it probably wont be done for at least 2 or 3 days. Its going to be very big after all, possibly encompassing half of the entire underground in this medium world. Thankfully im using a tool to edit the world easier :P
Drakal 17 ENE 2017 a las 5:53 p. m. 
Publicado originalmente por Saobie:
Publicado originalmente por CatDog:
I would love to be able to give that dungeon a go when it's done

Ill let you know xD considering i started making it today though, it probably wont be done for at least 2 or 3 days. Its going to be very big after all, possibly encompassing half of the entire underground in this medium world. Thankfully im using a tool to edit the world easier :P
tEdit?
TJFT 17 ENE 2017 a las 5:55 p. m. 
I would also like to try this when it's done. Sounds very interesting.
Saobie 17 ENE 2017 a las 6:07 p. m. 
Publicado originalmente por Drakal:
Publicado originalmente por Saobie:

Ill let you know xD considering i started making it today though, it probably wont be done for at least 2 or 3 days. Its going to be very big after all, possibly encompassing half of the entire underground in this medium world. Thankfully im using a tool to edit the world easier :P
tEdit?

Yessir. I used it to clear out about 1/3 of the entire underground so i can us it for The Dungeon. Parts of it might branch off into Hell too. Actually i was considering giving a few of the T6 paths a Flesh theme, which youd know you were at when you get to Hell



Publicado originalmente por Axolotl:
I would also like to try this when it's done. Sounds very interesting.


Ill comment here when its done xD or at least when theres enough of it that its worth asking people to test
CatDog (gucci) 17 ENE 2017 a las 6:14 p. m. 
Publicado originalmente por Saobie:
Publicado originalmente por Drakal:
tEdit?

Yessir. I used it to clear out about 1/3 of the entire underground so i can us it for The Dungeon. Parts of it might branch off into Hell too. Actually i was considering giving a few of the T6 paths a Flesh theme, which youd know you were at when you get to Hell



Publicado originalmente por Axolotl:
I would also like to try this when it's done. Sounds very interesting.


Ill comment here when its done xD or at least when theres enough of it that its worth asking people to test
And what kind of character should we bring to check it out?
Saobie 17 ENE 2017 a las 6:18 p. m. 
Publicado originalmente por CatDog:
Publicado originalmente por Saobie:

Yessir. I used it to clear out about 1/3 of the entire underground so i can us it for The Dungeon. Parts of it might branch off into Hell too. Actually i was considering giving a few of the T6 paths a Flesh theme, which youd know you were at when you get to Hell






Ill comment here when its done xD or at least when theres enough of it that its worth asking people to test
And what kind of character should we bring to check it out?

To test it id bring a beefy character. You can run it with any character, but considering it uses traps, a new character would most likely not make it far. The Dungeon includes monster spawns via statue, but the only strong ones ar Mimics. If you are observant and skilled, bring any character so long as you can kill a Mimic (which would be introduced past Tier 2 chest paths)
Saobie 17 ENE 2017 a las 6:42 p. m. 
Made a tier list

Without spoiling everything, Tier 1 Chests might contain basic things like Iron/Lead/Gold/Plat Bars, maybe some Criminite/Demonite ores. Tier 6 chests can contain full sets of endgame armor, Dev vanity items, expert gear such as the Suspicious Tenticle, and really cool mounts
indef 17 ENE 2017 a las 7:00 p. m. 
i have a mug
aqmlyn 18 ENE 2017 a las 2:43 a. m. 
Publicado originalmente por Saobie:
Publicado originalmente por ApocUni:
1 - Actuators + not allowing pickaxes, that's the only one-way door since you can normally just mine your way out.

2 + 3 - Watch this video for elongated timers (and other irrelevant magic). Can be infinitely long as long as the timer chain fits in the world :P There are also much simpler shutoff mechanisms now with faulty logic gates; this video is really old but the timer cascade is still the best way of making long delays.

Im just going to assume they wont mine the brick. It would be obvious and id notice, so if any of my friends wanted to cheat id imagine thy wouldnt mine the doors. With that, i did already try to make an Actuator one-way. Simple button right by the door. Thing is the door dosnt close unless i put another button on the other side, and i cant do that because then its not 2 way. Anything that can be activated more than once is out of the question, so i more or less want to know what to rig up to make the door close itself.

Would it work it i used a button to open the door and also trigger a 1 second timer? If that works, id imagine the 1 second timer activates the actuators again and closes the door. 1 second is plenty of time

Also thanks a bunch for the timer thing. Iv dug out about 1/3 of my entire worlds underground to use as part of The Dungeon, i have no problem erasing more of it, since the world is exclusively for this dungeon. Its sortav a way for us to obtain gear and stuff for other characters without having to farm it. You run the dungeon, hope you land in a treasure room, and if you do you get whatevers in the chest (several chest types, all tiered) and have to leave afterwards. Its basically a "this drop is a 1% drop so im gunna run The Dungeon and try to get it from in there, since on of these chests guarentees it"
Now that I think of it, there is an easy way for one-way doors if mining is not allowed.
  1. Place a button in the room the one-way door locks you into
  2. Somewhere you can't see, place any type of logic gate with one ON lamp directly on top of it and one FAULTY lamp on top of the ON lamp.
  3. Wire the button to only the FAULTY lamp.
  4. Using a different color of wire, wire the ON lamp and the logic gate to the actuators closing the door.

This way, when the button is activated, the faulty lamp will trigger and judge the lamps below (it randomizes based off of the on and off lamps below it, so for example one on lamp and one off lamp = 1 in 2 chance to trigger when the faulty lamp is activated). It will activate no matter what because the randomization it's supposed to use is 1 in 1 chance. As soon as it activates, the gate will toggle the actuators on the door, closing the door, but it will also turn off the on gate. Then whenever the button is activated again, the faulty lamp cannot trigger again because it will always have a 0 in 1 chance to activate based on the randomization the below gates give it.

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Publicado el: 17 ENE 2017 a las 5:05 p. m.
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