Would you mind much if I take a look at the map myself, maybe start fixing some of the stuff that needs upgrading for you? This is a wonderful map, it deserves 1.6 compatibility.
I wouldn't want to wish some of my redstone travesties on anyone, to be honest, a lot of the redstone was a lot of learning and it's not well-refined to deal with.
It looks like I have enough off-time (and motivation/focus) on Friday and Saturday to try my hand at it and push for a 1.6 compatibility fix.
Though I am not against you taking a look through the map, since an extra eye/hand will help make sure to find all the various issues, I'll take on the responsibility for applying fixes. I haven't forgotten any part of the map, so it'll make things go that much faster. So if you have the time and would care to lend a hand, I won't stop you and I'd love to hear what you find. (Relevantly I wouldn't turn away any further offers for help, but that's neither here nor there).
Relevantly, a part of me feels that refinement fixes can be applied during this time as well. From various feedback sources, yours included. An ambitious part of me wants to overhaul the key systems, but I would actually need to either make or find a suitable alternative that still utilizes maps as the item.
The Meaning of Life, the Universe, and Everything.
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Okay, news for the 1.6 update. The most important stuff:
- The old proximity systems are broken and either need to be updated or replaced.
- The key systems are going to be overhauled.
- Titania's rails (and puzzles) are going to be overhauled.
- We're finally going to add in the art for Sprout, Rocky, the Captain, and an official Sneaky Pete art.
I've got time this weekend and next, so we'll see how fast I can work solutions and get this done. After these are done? The map's 1.6 ready.
The RS-nor underneath is unnecessary for your purposes, I made this specifically as a simplified version of something qmagnet did for Diversity. The hopper lines to the left go off to dispensers for disposal, and the redstone line to the right outputs if a map has been used. I have this one running on wool, but maps stack the same way, so it should be fine.
You won't need one for the key use unless you're planning on giving the player stacks and stacks of keys and making it reusable.
EDIT2: Redesigned it for your specific purpose. You should be able to pretty much copy and paste this anywhere and replace the keys with what you need. It's pretty self-explanatory. Pictured from two angles:
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"Too late" is a thing you're not, fortunately. Gonna see what kind of magic I can work with this design; because I need to understand it first. Unfortunately I can't imagine it just by looking alone (which is more than mildly disconcerting, but probably because I'm rusty) so testing will happen.
On a good news note, the snapshots that are being released have given me several ideas for retrofitting several of the puzzles (especially the Aysu Dam puzzle) to make them faster and more streamlined. For that reason waiting for the next full release that contains the snapshots might be preferable just so that the map is that much better. OR I do a half-release between then and now with fixed key systems and other issues, and then release again. Hm. First, though, is that new key system. Gotta work on that.
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Okay, there is clearly a hopper mechanic that I was not aware of at work here, and after witnessing it function with my own two eyes I have to say: Fantastic. This is exactly what I was looking for, and it's perfect. Thank you! And it's easy, too, which makes fixing the map that much simpler.
No probs, let me know if you need anything else. I should mention that the dropper setup doesn't have to be adjacent to the actual hopper setup, just connected.
Believe me, I saw enough of your redstone during my playthrough to know why you call them travesties.
Next up, proximity systems. I assume you used spawners? That method still works, but I'd recommend doing it with items instead, and using the items to trigger a command block clock for fine-tuned proximity detection. That way the clock is only running when people are in the region. It's multi-step, but it works well. If you don't need that kind of precision, an ingame nbtedit filter makes proximity item spawners a breeze. Just don't use Block 95, it deletes chunks in snapshots. I found out the hard way.
I don't really have much to say about Titania's rail system. I'm pretty sure I didn't actually solve any of the puzzles on that world.
EDIT: Oh, and if you want to update some puzzles without waiting for 1.7, you could use scoreboard objective wireless redstone to really speed up the dam puzzle, at least. You'd need a clock, but you could set it to only run when the dam puzzle is actually active.
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Alright, got 90% of the fixes done. Ran the map once to find more bugs, fixed those too. Just need to do one more bug-checking run this coming weekend and then the map can be 1.6.4 released. Given that art for Sprout, Rocky, Sneaky Pete, and the Captain is forthcoming, I'm going to wait for 1.7 on the dam puzzle update so those all happen together. The art likely won't be done by the weekend, unfortunately, but if it is it'll be released with the 1.6.4 fix.
tl;dr: Link of Faith, 1.6.4, coming to a Minecraft near you before October.
EDIT: PS: qwertyuiopthepie, did you want your severed head on the wall at the end.
Sure, if there's room for it. I enjoyed this map muchly, it'd be nice to have my head in it somewhere. Just glad I could help speed up the update, a friend of mine has been waiting to play this til it's 1.6.2 compatible.
Absolutely STUNNING. My only faults are that the penultimate level was too hard (I had to cheat... sorry) and the endings were a bit predictable. 97%, second-best map I have ever played in my life.
Sure, if there's room for it. I enjoyed this map muchly, it'd be nice to have my head in it somewhere. Just glad I could help speed up the update, a friend of mine has been waiting to play this til it's 1.6.2 compatible.
While I could just creep back on your playthrough, this is easier: Can you toss your minecraft username my way somehow? Either via reply or message.
Absolutely STUNNING. My only faults are that the penultimate level was too hard (I had to cheat... sorry) and the endings were a bit predictable. 97%, second-best map I have ever played in my life.
Glad you enjoyed it! The 1.6.2 release will make the penultimate area a lot more bearable, at least, and I agree on the predictability but can't bring myself to end it any other way. It's a Myst throwback that I just can't leave out. Alas. Thanks for the approval!
Minecraft username is same as forum username: qwertyuiopthepie. I wasn't aware of Myst before this map, so we had our own predictions for the ending. They wound up being completely wrong, but still, Sprout is awesome.
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Link of Faith v1.6.4 is now released!
Notable v2-0 Fixes as noted in the changelog are: Key systems overhauled to Hopper Key systems, Titania puzzles fixed/updated, Titania rails reduced, Overhauled Ixchel's Combination Lock, Final Area Maze Fixes, Proximity Detector Fixes, Minor bugfixes... and qwertyuiopthepie's severed head in the Credits area.
Any bugs located will be addressed in the 1.7 update that will include an overhaul of Aysu's Dam puzzle, Chayyim's respawn mechanic, and the addition of the in-game art for Sprout, Rocky Ph.D, the Captain, and Sneaky Pete. For fans of Sprout, however, we do have an out of game art now featured on the first page and also right here for your viewing:
One of the best maps I have ever seen in the past. Going to be replaying this again, as I didn't get a chance to finish this in the past. Good work on this!
Yep! Link of Consequence is still in the works. It's a little slow going, but we've finally come back to having one day a week to work on it for several hours, so there's progress being made. The recent snapshots have a considerable amount of features we're going to take advantage of, so it's an exciting build to work on.
One of the best maps I have ever seen in the past. Going to be replaying this again, as I didn't get a chance to finish this in the past. Good work on this!
Fantastic; I hope you enjoy it the whole way through!
So... this map is jaw-droppingly well designed. However, we are stuck after finishing the first 4 worlds, I'm not sure where to get the keys to the other 4.
So... this map is jaw-droppingly well designed. However, we are stuck after finishing the first 4 worlds, I'm not sure where to get the keys to the other 4.
Look for the lit beacon light on the surface of the main hub island. It lights up to show you where, and below the tent contains the next four keys after Cinaed, Ilmarinen, Aysu, and Ixchel (Red, Yellow, Blue, Brown) have been finished.
Ahhhh, I've been having fun with this adventure for a few hours so far.
Just finished Chayyim (ohgodpleaseneveragain).
I went to use the Translucent Purple Key and...
I threw it into the hopper, like all the other ones.
The door opens.
I move towards the Book, just like with all the other ones.
And...
Nothing happened!
What could have happened?
I haven't broken any blocks or thrown anything weird into any hoppers, but no matter how many times I move back and forth, or reload the world, the Purple world's Book won't teleport me anywhere.
I went and tested a world I'd done before and the book teleported me normally, but the purple one still won't work...
There's not some kinda failsafe, like a button I can press in case the proximity thing doesn't work for some reason, is there?
I really wanna see this through to the end, so is there anything I can do to make the purple book teleport me or something like that?
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Curse PremiumI wouldn't want to wish some of my redstone travesties on anyone, to be honest, a lot of the redstone was a lot of learning and it's not well-refined to deal with.
It looks like I have enough off-time (and motivation/focus) on Friday and Saturday to try my hand at it and push for a 1.6 compatibility fix.
Though I am not against you taking a look through the map, since an extra eye/hand will help make sure to find all the various issues, I'll take on the responsibility for applying fixes. I haven't forgotten any part of the map, so it'll make things go that much faster. So if you have the time and would care to lend a hand, I won't stop you and I'd love to hear what you find. (Relevantly I wouldn't turn away any further offers for help, but that's neither here nor there).
Relevantly, a part of me feels that refinement fixes can be applied during this time as well. From various feedback sources, yours included. An ambitious part of me wants to overhaul the key systems, but I would actually need to either make or find a suitable alternative that still utilizes maps as the item.
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Curse Premium- The old proximity systems are broken and either need to be updated or replaced.
- The key systems are going to be overhauled.
- Titania's rails (and puzzles) are going to be overhauled.
- We're finally going to add in the art for Sprout, Rocky, the Captain, and an official Sneaky Pete art.
I've got time this weekend and next, so we'll see how fast I can work solutions and get this done. After these are done? The map's 1.6 ready.
EDIT: Well, this one's designed to sort five keys at once, but you get the picture. Linking cause they're big images.
http://i.imgur.com/d6YfMT1.png
The RS-nor underneath is unnecessary for your purposes, I made this specifically as a simplified version of something qmagnet did for Diversity. The hopper lines to the left go off to dispensers for disposal, and the redstone line to the right outputs if a map has been used. I have this one running on wool, but maps stack the same way, so it should be fine.
The middle hopper has this in it:
http://i.imgur.com/TADd22S.png
To summarize: 1x5x5 (not counting disposal), non-tileable. This is the disposal dispenser I used:
http://i.imgur.com/VfOT3GM.png
You won't need one for the key use unless you're planning on giving the player stacks and stacks of keys and making it reusable.
EDIT2: Redesigned it for your specific purpose. You should be able to pretty much copy and paste this anywhere and replace the keys with what you need. It's pretty self-explanatory. Pictured from two angles:
http://i.imgur.com/ibI1lV7.png
http://i.imgur.com/j2Gh0Zv.png
If you want command blocks, it should be pretty obvious where they go. Best of luck updating to 1.6! Sorry if I'm a bit late.
I do maps and stuff.
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Curse PremiumOn a good news note, the snapshots that are being released have given me several ideas for retrofitting several of the puzzles (especially the Aysu Dam puzzle) to make them faster and more streamlined. For that reason waiting for the next full release that contains the snapshots might be preferable just so that the map is that much better. OR I do a half-release between then and now with fixed key systems and other issues, and then release again. Hm. First, though, is that new key system. Gotta work on that.
I do maps and stuff.
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Curse PremiumBelieve me, I saw enough of your redstone during my playthrough to know why you call them travesties.
Next up, proximity systems. I assume you used spawners? That method still works, but I'd recommend doing it with items instead, and using the items to trigger a command block clock for fine-tuned proximity detection. That way the clock is only running when people are in the region. It's multi-step, but it works well. If you don't need that kind of precision, an ingame nbtedit filter makes proximity item spawners a breeze. Just don't use Block 95, it deletes chunks in snapshots. I found out the hard way.
I don't really have much to say about Titania's rail system. I'm pretty sure I didn't actually solve any of the puzzles on that world.
EDIT: Oh, and if you want to update some puzzles without waiting for 1.7, you could use scoreboard objective wireless redstone to really speed up the dam puzzle, at least. You'd need a clock, but you could set it to only run when the dam puzzle is actually active.
I do maps and stuff.
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Curse Premiumtl;dr: Link of Faith, 1.6.4, coming to a Minecraft near you before October.
EDIT: PS: qwertyuiopthepie, did you want your severed head on the wall at the end.
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Curse PremiumWhile I could just creep back on your playthrough, this is easier: Can you toss your minecraft username my way somehow? Either via reply or message.
gooby, gooby pls
Glad you enjoyed it! The 1.6.2 release will make the penultimate area a lot more bearable, at least, and I agree on the predictability but can't bring myself to end it any other way. It's a Myst throwback that I just can't leave out.
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Curse PremiumNotable v2-0 Fixes as noted in the changelog are: Key systems overhauled to Hopper Key systems, Titania puzzles fixed/updated, Titania rails reduced, Overhauled Ixchel's Combination Lock, Final Area Maze Fixes, Proximity Detector Fixes, Minor bugfixes... and qwertyuiopthepie's severed head in the Credits area.
Any bugs located will be addressed in the 1.7 update that will include an overhaul of Aysu's Dam puzzle, Chayyim's respawn mechanic, and the addition of the in-game art for Sprout, Rocky Ph.D, the Captain, and Sneaky Pete. For fans of Sprout, however, we do have an out of game art now featured on the first page and also right here for your viewing:
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Curse PremiumFantastic; I hope you enjoy it the whole way through!
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Curse PremiumLook for the lit beacon light on the surface of the main hub island. It lights up to show you where, and below the tent contains the next four keys after Cinaed, Ilmarinen, Aysu, and Ixchel (Red, Yellow, Blue, Brown) have been finished.
Yes. Very. Nothing more needs to be said.
I do maps and stuff.
Just finished Chayyim (ohgodpleaseneveragain).
I went to use the Translucent Purple Key and...
I threw it into the hopper, like all the other ones.
The door opens.
I move towards the Book, just like with all the other ones.
And...
Nothing happened!
What could have happened?
I haven't broken any blocks or thrown anything weird into any hoppers, but no matter how many times I move back and forth, or reload the world, the Purple world's Book won't teleport me anywhere.
I went and tested a world I'd done before and the book teleported me normally, but the purple one still won't work...
There's not some kinda failsafe, like a button I can press in case the proximity thing doesn't work for some reason, is there?
I really wanna see this through to the end, so is there anything I can do to make the purple book teleport me or something like that?