You only need 4 buffer for a room entrance (1 ceiling, 2 walk area, and 1 floor) So really, u only need 1 piston every floor or every 4th buffer. From there you have 4 directions to choose from to start a puzzle room to be the first level of that section. Unless you want a roomier space, I use a 6 buffer tall room for Bedrock Logic often just because it looks spacious, less cramped for the player, and more wiring room to play with. However, since y16 = dark point, and 63/64 = sea level (sea is actually the bottom buffer of the 2) you can only fit in so many levels.
And again, dying isn't very appealing when you're having the player collect stuff for something important at the end should they succeed without dying.
If it's a challenge map you could simply replace the items in each level. For example, if you earn a diamond sword at the end of a level but have to die to reach the next level, you could just have a new diamond sword waiting for them in a chest in the next area. If you're using free items to make a challenge map there's no real need to conserve everything.
Also, there are ways of allowing players to transfer items to the next room even if they can't go there themselves. For example, there might be a hole in the ceiling, floor, or wall that allows them to access a chest or dispenser in the next room to transfer their items before dying, but isn't big enough, or is too high off the ground, to allow them to use it as an entrance.
If it's a challenge map you could simply replace the items in each level. For example, if you earn a diamond sword at the end of a level but have to die to reach the next level, you could just have a new diamond sword waiting for them in a chest in the next area. If you're using free items to make a challenge map there's no real need to conserve everything.
Also, there are ways of allowing players to transfer items to the next room even if they can't go there themselves. For example, there might be a hole in the ceiling, floor, or wall that allows them to access a chest or dispenser in the next room to transfer their items before dying, but isn't big enough, or is too high off the ground, to allow them to use it as an entrance.
But my map looks so pretty and put 4 weeks (so far) into it. :sad.gif: And having a giant column through the middle of it or through the middle of the partitions isn't very appealing. What we need is a day-time bed-like object or something (without mods.)
EDIT: Also should a player die without completing the level and need the items to do so, then start back at the start of that level because of dying, it kind of fails the point.
But my map looks so pretty and put 4 weeks (so far) into it. :sad.gif: And having a giant column through the middle of it or through the middle of the partitions isn't very appealing. What we need is a day-time bed-like object or something (without mods.)
EDIT: Also should a player die without completing the level and need the items to do so, then start back at the start of that level because of dying, it kind of fails the point.
I don't think you should tear up your map. Not every puzzle map should incorporate this after all. It's very cool, but it does have some obvious limitations. You could just build a second tower map when you're done with bedrock logic.
Or maybe just have death elevator spawn shifting as just one or two puzzle in your map, rather than making the whole thing revolve around it.
In addition to using sticky pistons in order to alternate what level the pistons in the floor are at, you can also use regular pistons hidden underground lifting up a tower of sand/gravel. That lets you alternate the altitude of the pistons quit a bit, which should make it easier to wire.
You're still limited by the vertical compactness of the redstone wire, which is going to be 20 tall, regardless (as each neighbor E and W of the initial piston will need to be 1 lower, and then the neighbor to the N will need to be 1 lower than that, and its EW neighbors 1 lower than that, repeat 10 times before you can start going back up again to attach wire from the other side).
Using repeaters would reduce the overall height by half, as you'd be able to put same-ring pistons on the same level, although it would significantly increase the delay for the inner-most pistons, by up to a second (for a 20x20 area).
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You're still limited by the vertical compactness of the redstone wire, which is going to be 20 tall, regardless (as each neighbor E and W of the initial piston will need to be 1 lower, and then the neighbor to the N will need to be 1 lower than that, and its EW neighbors 1 lower than that, repeat 10 times before you can start going back up again to attach wire from the other side).
Using repeaters would reduce the overall height by half, as you'd be able to put same-ring pistons on the same level, although it would significantly increase the delay for the inner-most pistons, by up to a second (for a 20x20 area).
It might be simpler to leave most of the floor permanently lowered, without pistons, so it's never a valid spawn site. Then you'd just have a few select locations to teleport to. There's no real need to be able to select any spot in the grid.
Oh, agreed. I was just stating for a perfect full 20x20 selector (which is ultimately useless) it'd need to be huge.
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Oh, agreed. I was just stating for a perfect full 20x20 selector (which is ultimately useless) it'd need to be huge.
Yeah, you'd need tons of underground wiring. It's be a nightmare. A doable nightmare though.
But if you just want say 4 or 5 valid sites, that should be easy to do.
What might be interesting is having huge chasms between platforms, too wide to jump, and using death as a way of teleporting between them. It allows you to make challenge maps that are entirely outdoors, but still require death to get around.
I just thought of a design for a basic super easy to make death elevator with just 2 teleport destinations, that only requires 1 piston and little to no wiring.
Create a tower of sand/gravel that stops two blocks below a pillar of a non gravity block that continues upward. When you die you'll spawn into that gap.
Beneath the sand have a single normal piston. When active it pushes up the sand, turning that 2 block gap into a one block gap, making you spawn further up instead.
By powering the piston, the first floor is no longer a valid spawn location.
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By powering the piston, the first floor is no longer a valid spawn location.
True, the sand is only useful if you want the first teleport spot to be high above sea level. If it's at ground level then just one piston is required with no sand.
A slightly less basic, but still barebones version would have three floors:
Floor 3
(however many solid blocks you want between floor 2 and 3)
Floor 2
(however much sand you want up to the piston limit)
Piston
(however many solid blocks you want between floors 1 and 2)
Floor 1
Piston
That still has the advantage that all the wiring and switches can be close to the ground, and you don't need to build a huge system of repeaters and pistons going all the way up.
(however much sand you want up to the piston limit)
Or you could just put a piston on top and fill the underside with stone.
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Depends on your needs, available space, and other factors.
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Depends on your needs, available space, and other factors.
Yeah, this basic design is really just meant for people who want to be able to choose between going to either of two floors when they die, and set the controls from ground level.
In other cases you might want the controls on a different floor. Or perhaps controls on each floor, or somewhere else entirely.
The horizontal teleporter doesn't seem to be working. I've discovered that the spawn point can move to a different chunk. And if you lower all the blocks it can still make it you're spawn site. Maybe the spawn can initially be lower, you just can't alter the terrain so it's lower than what was already established. So it may not be possible to limit the area.
Try seeing if you can control it by using water (or lava). Odds are it.
Actually no. That won't work, I recall playing the Skyblock challenge where my spawn was covered in lava (I died three times in 10 seconds).
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Try seeing if you can control it by using water (or lava). Odds are it.
Actually no. That won't work, I recall playing the Skyblock challenge where my spawn was covered in lava (I died three times in 10 seconds).
It will respawn you both on top of and inside of liquids.
I tried digging a hole at spawn (which would normally disable it) and filled it with water. I spawned above the water and fell in.
Then I poured a stream of water from about 30 blocks up down into that hole. I spawned at sea level inside the column of water, not at the top of the water.
Hence the nevermind. :\
I was just trying to think of something that would effect spawn location. And personally I'd have written it to never spawn the player inside a liquid.
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Hence the nevermind. :\
I was just trying to think of something that would effect spawn location. And personally I'd have written it to never spawn the player inside a liquid.
It seems to be fine with liquids and glass floors. I should check if half-blocks thwart it.
If it's a challenge map you could simply replace the items in each level. For example, if you earn a diamond sword at the end of a level but have to die to reach the next level, you could just have a new diamond sword waiting for them in a chest in the next area. If you're using free items to make a challenge map there's no real need to conserve everything.
Also, there are ways of allowing players to transfer items to the next room even if they can't go there themselves. For example, there might be a hole in the ceiling, floor, or wall that allows them to access a chest or dispenser in the next room to transfer their items before dying, but isn't big enough, or is too high off the ground, to allow them to use it as an entrance.
But my map looks so pretty and put 4 weeks (so far) into it. :sad.gif: And having a giant column through the middle of it or through the middle of the partitions isn't very appealing. What we need is a day-time bed-like object or something (without mods.)
EDIT: Also should a player die without completing the level and need the items to do so, then start back at the start of that level because of dying, it kind of fails the point.
I don't think you should tear up your map. Not every puzzle map should incorporate this after all. It's very cool, but it does have some obvious limitations. You could just build a second tower map when you're done with bedrock logic.
Or maybe just have death elevator spawn shifting as just one or two puzzle in your map, rather than making the whole thing revolve around it.
You're still limited by the vertical compactness of the redstone wire, which is going to be 20 tall, regardless (as each neighbor E and W of the initial piston will need to be 1 lower, and then the neighbor to the N will need to be 1 lower than that, and its EW neighbors 1 lower than that, repeat 10 times before you can start going back up again to attach wire from the other side).
Using repeaters would reduce the overall height by half, as you'd be able to put same-ring pistons on the same level, although it would significantly increase the delay for the inner-most pistons, by up to a second (for a 20x20 area).
It might be simpler to leave most of the floor permanently lowered, without pistons, so it's never a valid spawn site. Then you'd just have a few select locations to teleport to. There's no real need to be able to select any spot in the grid.
Yeah, you'd need tons of underground wiring. It's be a nightmare. A doable nightmare though.
But if you just want say 4 or 5 valid sites, that should be easy to do.
What might be interesting is having huge chasms between platforms, too wide to jump, and using death as a way of teleporting between them. It allows you to make challenge maps that are entirely outdoors, but still require death to get around.
Create a tower of sand/gravel that stops two blocks below a pillar of a non gravity block that continues upward. When you die you'll spawn into that gap.
Beneath the sand have a single normal piston. When active it pushes up the sand, turning that 2 block gap into a one block gap, making you spawn further up instead.
Floor 2
Floor 1
Piston
Floor 2
Floor 1
By powering the piston, the first floor is no longer a valid spawn location.
True, the sand is only useful if you want the first teleport spot to be high above sea level. If it's at ground level then just one piston is required with no sand.
A slightly less basic, but still barebones version would have three floors:
Floor 3
(however many solid blocks you want between floor 2 and 3)
Floor 2
(however much sand you want up to the piston limit)
Piston
(however many solid blocks you want between floors 1 and 2)
Floor 1
Piston
That still has the advantage that all the wiring and switches can be close to the ground, and you don't need to build a huge system of repeaters and pistons going all the way up.
Or you could just put a piston on top and fill the underside with stone.
But if the piston is close to the 1st floor then you can select whether to teleport to 2 or 3 from sea level, without needing lots of wiring.
Yeah, this basic design is really just meant for people who want to be able to choose between going to either of two floors when they die, and set the controls from ground level.
In other cases you might want the controls on a different floor. Or perhaps controls on each floor, or somewhere else entirely.
Actually no. That won't work, I recall playing the Skyblock challenge where my spawn was covered in lava (I died three times in 10 seconds).
It will respawn you both on top of and inside of liquids.
I tried digging a hole at spawn (which would normally disable it) and filled it with water. I spawned above the water and fell in.
Then I poured a stream of water from about 30 blocks up down into that hole. I spawned at sea level inside the column of water, not at the top of the water.
I was just trying to think of something that would effect spawn location. And personally I'd have written it to never spawn the player inside a liquid.
It seems to be fine with liquids and glass floors. I should check if half-blocks thwart it.