I have completed the first part of the season finale. There is still much work to be done however, as most of this session takes place outside of Minecraft (meaning: post composition, document-compiling, world tour, videos, world download prep, etc.). In the first season finale (first post), I opened with a flashback to the old LP from 2013 that is now publicly available for viewing. Well, in the second season finale, I also open with a flashback; though, this is going to be a different kind of flashback...
In other news, session 200 is probably going to be released in sections, meaning it won't all be at once. For example, the first update might be the complete screenshot showcase, while the second might be the completed documents. The final update will of course be the big update (including the world tour/download), but my goal is to make sure the finale is getting the proper attention by spacing it out. With that, I want to have the final update published on August 29, 2016. This means that the finale will probably begin next week!
Hope you're enticed as I am. There are lots of goodies in store!
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
The final episode is nearly complete, and will in fact be released along with everything else on August 29, 2016. I have been working almost every single day trying to finish this, and I'm happy to say that it will be completed on schedule. As far as what will be released with session 200, you will get the following:
- Full world tour and episodic combination continuing the evolving story of Techtropolis
- Techtropolis world download as of session 200
- Starlight 2.0 History Log
- Season 2 Screenshot Showcase
- Season 2 Document (detailing all 100 sessions)
It's quite a lot, honestly. I know I've been building this up for quite some time but there's a reason for that. This has become a massive project and as such I want you to know that it's been a massive project. I suppose I'm at a point where I'm excited that I can finally tell you the story I've always wanted to tell. I'm hopeful you'll find it an enjoyable ride.
The final chapter of Techtropolis will offer an intriguing look at the potentially grim future for the world (evidenced in session 199). I hope you're ready for it. Be sure to catch up on earlier sessions if you're not yet so you can follow along as the Secret of Stonewall is fully revealed in two days!
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Over the past three years, Techtropolis has evolved into something that I would have never expected – a self-sustaining metropolis that has completely changed the meaning of a survival base. In Season 1, my goals were simple: survive and thrive. I built what I needed and that was good enough for me. There’s a reason I never shared that original season with this forum – I never saw Techtropolis as something more than a survival world. But that entire mindset changed in Season 2, in which I finally began to appreciate Minecraft more as an artistic outlet as opposed to a simple way to spend my time. I became more attached to the world I was creating that I wanted it to symbolize my own ideas. The conception of this journal happened ¾ of the way into Season 2, allowing me to present those ideas in a creative fashion. And now here we are.
Despite how much Techtropolis has transformed as a materialistic world, there was one thing I always wanted from it more than just the abstract discussion of building cool things devoid of meaningful context. I’ve always been an avid writer, wanting to express my own thoughts and ideas through stories to convey relatable perspective to the audience. This journal is one of the few outlets I’m currently engaged in that does not do that to the potential it could. As I’ve recently mentioned, I look at Minecraft as an opportunity to share something bigger than just myself. When I build something, it’s reflective of how I think and feel, much like art is. But art doesn’t just come from what we see; it’s more than the eye can see! Art takes many forms, and while Minecraft excels at providing an outlet for visual art, I’d like to take things in a different direction and provide something more for that visual art. That’s why this finale will take Techtropolis in a direction you likely were not anticipating – the mythology that explains what it all means.
If you are new to the journal, well first of all welcome and thank you for taking the time to read! By the end of this session, you will be almost completely in tune with the world of Techtropolis as it is today, both compared to Season 1 and compared to its older counterpart from 2012. As always, I encourage you to read through Season 1’s documents as well as Season 2 if you like what you see! If you’ve been following the journal, thank you for your time and I’m excited you’ve joined me at the season’s finale! From the very beginning, I’ve always wanted to tell a story through Techtropolis. But, I never knew how to do that because I was so focused on making a journal dedicated to builds. As Season 2 progressed, however, I figured out a creative way to tie the two together, and that has led us to this very moment. So without any further ado, get your snacks and let us dive in to one of the biggest and most revolutionary moments in the history of Techtropolis: the day Techtropolis fell.
Session 200 – “The Day Techtropolis Fell”
It was around 10,000 years ago. A village spawned on the border of a forest, with seemingly little purpose other than to provide a rendezvous point between travel from the desert and back. There was little development in this primitive world, not besides the various civilizations that existed, so travel was highly regarded as a sacred activity. This is because the inhabitants believed that their village was a part of a grand plan, which comes from the fact that nobody created the village. Therefore, the inhabitants, narrow-minded yet keen in nature, built upon this village to create their version of an entity that they believed in. Because they strived for this connection, their goal was not so much to provide for the generations to come, but to build a sustainable haven that would one day reach the gods.
What these inhabitants lacked, however, was the understanding and knowledge of what needed to be done to achieve that connection. They believed that by mimicking the gods, they could at some point become like them. So, the inhabitants built upon their village. They spent hundreds of years building it, teaching the generations that followed the importance of continuing the work of their ancestors. No, these generations were not taught the very essence of survival in the world outside the village, because the village grew so large that the world outside it was not even conceivable by the new generation. Curiosity was embedded only in the connection with the gods.
The village was titled kuli aleilm (كلي العلم), which means “omniscient.” By the time the new generation had grown, the village had developed so much to the point where it became what the inhabitants determined as an entity. It became so powerful that the connection to the gods was finally established… or so they thought. As it turned out, kuli aleilm was in no way affiliated with the gods, because it neglected the one thing that the gods endowed: true power. The village was consumed with the idea of using existing elements to reach the gods that it disregarded the only thing that could reach them. Of course, the inhabitants did not know how to achieve something supernatural; they only believed in it. What kuli aleilm provided for these inhabitants, therefore, was a humanized version of a god. It was built in such a way that it could become its own enemy – it was alive. It could learn the behaviors of the inhabitants and adopt them. It could choose to do whatever it wanted within the constructs of its boundaries. This was why kuli aleilm was regarded by many as the first territory to have reached the gods.
In a way, this territory did reach the gods. The gods became furious at the inhabitants for trying to do something they knew they could not. They were furious that the inhabitants had idolized this entity they created instead of acknowledging the entity that created them. The gods sent a message to the inhabitants, warning them of what was to come. They insisted that kuli aleilm be diminished because it was not destined for a connection to the gods. When the inhabitants questioned what qualifies that connection, the gods were candid by recognizing the old behavior of the inhabitants. They once lived primitively in a world created just for them, to appreciate the life they had. But the inhabitants tried to build it into something it was never going to be, and that is where they fell. Because of this, kuli aleilm became nothing more than a failed experiment.
When the inhabitants tried to shut kuli aleilm down, however, it fought back. It shut down the air ducts, the water pressure, crop machines – it killed all of the village’s animals and effectively prevented access to the outside world. The village was angry because it had years of practice with villagers who felt the same. Kuli aleilm ultimately killed all of the inhabitants, because the inhabitants did not give up trying to stop it. This behavior was recognized by the gods, who destroyed kuli aleilm in a particularly violent fashion. The gods, having disapproved of the village’s creation, expressed their appreciation for the inhabitants’ final sacrifice by concealing various factions of their true power in five talismans that were spread across the world. These talismans contained the secret that the inhabitants were never able to find out, about how to connect the territory to them. Once found, the talismans could be arranged to unleash the same demons that destroyed kuli aleilm. Underneath this, however, the talismans reveal the key to establishing true power in a territory’s constructs – the Nether star. This is the connection to the gods. This is the secret of Stonewall.
Stonewall was the name given to the site that the gods laid waste to; it was no longer a paradise, but instead a wasteland. Its forests were tarnished and its grass uprooted. The bay was infested by deadly creatures and the caves cursed with the undead – measures put in place by the gods to ensure that no future civilization would follow in the footsteps of kuli aleilm. When the gods decided that the world was calmed, they tried to make it suitable for their own living. But this failed due to the severe limitations that the gods imposed on the world. Therefore, they created an alternate dimension for which their haven would rest. It was this decision that led the gods to abandon the old world and instead try something better. Following these fallouts of kuli aleilm, Quintropolis was no longer a paradise. It was instead the result of a failed experiment.
The Features of Quintropolis
Starlight HQ 2.0 - a progressively expanding base with an uncountable number of features, inviting hours of exploration and tampering to discover its many treats
Starlight Resources Facility – a fully-fledged resources facility containing automated farms for nearly every resource in the game.
Starlight Arcade which features two fully fledged mini-games and animated aesthetic features!
A complete fireworks display that can be activated with one switch!
Six automatic mob farms, most of which include customizable features
Three complete parkour courses around the world, along with Starlight Playground which includes three additional parkour activities
An adventure map that encourages the exploration of Quintropolis Island and its surroundings
A comprehensive library that includes hours of reads, including mythology and mini-games
Foursquare!
Quintropolis Locations
Starlight HQ
Starlight HQ is a survival base with the goal of changing the expectations of what a survival base can be. Chock full of features both above ground and below, Starlight HQ is the complete metropolis that rests on Quintropolis Island as the main base of the world.
Quintropolis Island
Quintropolis Island is the most unique section of Quintropolis, as it is the only portion of the world rendered prior to the terrain updates in 1.7. Because of this, Quintropolis Island is separated by giant walls of stone that surround it, and only exists within this version of the world seed. The island was a gift from the Quintropolis gods, as a token of gratitude, and remains as the most peaceful part of the world.
Emerald Hills
On the southwest tip of Quintropolis Island is an array of several mountains known as Emerald Hills. These mountains were the original planned location of Starlight HQ, but they have since become an exploratory ground for emeralds.
Candyland
Candyland is the giant mesa biome located furthest from Starlight HQ, at 10000 blocks away! It is home to the richest array of resources that make up most of Starlight HQ's clay supply.
Stanland
Directly east of the Starlight Bay is Stanland, a primitive landscape used for agricultural and resource-gathering purposes. It comprises most of the mainland across the bay and leaves more to be desired on its own.
Stonewall Territory
Full of secrets, mythology, darkness, and terror, Stonewall Territory is a massive wasteland that was once the greatest civilization that ever existed in Quintropolis. But after the gods burned it to ashes, what remained was a desolate reminder that all things must come to an end. Stonewall is remembered as a battleground and a dark chapter of Quintropolis' history.
Rogusta
Rogusta is the title of a rich array of scenic landscapes, from plains to forests to flower fields to mountains, as it is home not only to a vacant village that serves as a temporary haven for explorations (including an ocean monument that lies right off the coast), but it also represents the first land generated in 1.8.
Icaria
A vast world of oceanic and mountainous adventure, Icaria is the home to some of the most beautiful terrain of the explored Quintropolis mainland. It is located near Stonewall and rests adjacent to the same bay.
Megapolis
Our home away from home, Megapolis is a giant landscape that coats the entire northern border of Starlight Bay, home to the scenic Megapolis Canals (pictured above) which reside directly above one of the strongholds in Quintropolis. Additionally, Megapolis is home to a secondary base in the making, known only as Quinone Castle.
Season 2 of Quintropolis
This has been an intense season, and no doubt the most game-changing as it not only included the conception of this journal, but that has allowed me to tell a story that I always wanted to tell through Quintropolis. Very simply, in Season 1 I played Minecraft in my spare time and made no more of it. But now, at the end of Season 2, I play Minecraft to tell a story. This journal has allowed me to do that, and has allowed Quintropolis to progress at a much steadier pace as Season 2 introduced so much more into the world than I would have ever thought!
Our two end-season projects, the Starlight Beacon and the massive fireworks display, nearly drained my resources completely! I think it’s all worth it though, because these projects represent all the hard work that has gone into the world and the years of patience I’ve endured to get to this point. Did you know that this is the moment I always envisioned for the world from the very beginning in 2013? Think about it… a quad-Beacon in the center of a massive castle, surrounded by a metropolis and complete with a massive fireworks display. Sounds amazing, right? Well now that fantasy has literally become reality as Starlight HQ 2.0 is what I wanted it to be in my head. And I owe that in part to this journal and to you. It’s been a fantastic season and I can’t wait to see what happens from here!
Introducing Starlight HQ v2.0
Starlight HQ represents an innovative attempt to expand the definition of a survival base, as it is equipped not only with survival essentials, but a plethora of other outlets for exploiting said survival essentials for the purpose of creating a haven where adventure and experimentation thrive! While the first version of Starlight HQ was hardly anything more than a work in progress, the second iteration takes things several steps further with a slew of new features. Two of the largest features, in the broadest sense, are the Starlight Resources Facility - a multi-purpose facility that replaced both the Farmlands and the storage rooms, while incorporating more than twice the number of features of both original structures combined - and the Starlight Plaza Faction - the second of four planned factions for Starlight HQ that introduces the Nether into Techtropolis, inspiring Starlight HQ to expand even further with the addition of “pocket factions” accessible via the Nether Hub. Among much else, Starlight HQ’s biggest feature is its ability to prepare for developments to come, as the build represents a continually evolving work in progress that represents my ideas.
The Big Changes!
First of all, Starlight HQ has undergone so many changes over the past season that fitting them into this post would not be feasibly appropriate. That’s why the full list of changes is included in the Season 2 History Log document released with this session. We’ll look at the big changes though, as Quintropolis sees many of them! The first of these would be the immense Starlight Resources Facility that sits right underneath Starlight HQ. It took up a large chunk of this season and is easily one of the largest projects I've ever taken on in Minecraft. Not only does it contain most farms and most of Starlight HQ's storage, but it also includes several other amenities that make it stand out as more than just a collection of farms. Additionally, builds like the Nether Temple, Starlight Arcade, and Aqua Lounge have helped to offer new innovative approaches to survival, as these builds make up my three favorite builds of the season. Parkour courses like Fall Damage and Landing Pad have helped me break away from the traditional aspects of the game, while builds like the Mob Processing Hub have allowed me to have fun with traditional designs! All in all, the changes this season alluded to the biggest change of all, which is the potential for even further development. Alas, no one thing is ever complete!
Parkour Courses
A standout element of Quintropolis is the numerous handcrafted parkour courses scattered throughout the world. While all of these are accessible via Starlight HQ, they are not all located in the contiguous HQ; you may need to travel elsewhere to play them. As of v2.0, Starlight HQ incorporates two additional parkour courses making a total of three, plus Starlight Playground which unofficially counts as a fourth. Each of these courses is different, offering the player a unique experience by changing the play style. Let’s look at Quintropolis’ three parkour courses in more detail!
Totem Run
Take a break from survival with this refreshing, primitive tribal-themed parkour course located near spawn in the jungles of Quintropolis Island. This course utilizes nature and natural elements to build up its challenges, complete with four checkpoints and several fun obstacles for you to traverse! Totem Run was the first course added to the world and is the best choice for a course in which you want both puzzle and action without the stakes being too high.
Fall Damage
Want a different type of challenge? Fall Damage is a short but challenging parkour course that is focused solely on aerial flight! Can you traverse the obstacles and successfully glide through the three red rings to the bottom?
Landing Pad
Located in the Starlight Resources Facility, Landing Pad is a fully self-contained redstone-operated parkour course that challenges you to several redstone-based challenges, most of which incorporate moving parts. This course represents one of the most innovative features of Starlight HQ, and is also the most difficult course of the three. Comprised of both action and puzzle challenges, Landing Pad is one of the most versatile builds in the entire base. And, if you are skilled enough to complete it, you are in for a fun and surprising ending!!
Starlight Arcade
In addition to parkour, Season 2 saw the addition of Starlight Arcade to the headquarters, providing the user with two fully-fledged arcade games that each differ in play style. These arcade games present a new concept to Starlight HQ – that of a self-automated redstone machine. The two games operate on their own upon activation, and both incorporate a number of redstone devices (most of which can be manipulated). Color Conundrum challenges your ability to follow patterns, while Aim High! challenges you to test your bow skills! Both are playable through the articulate token-based system that makes up the arcade.
Stonewall Scavenger Searches
Scattered abroad Starlight HQ are four distinctly different scavenger hunts that end with the discovery of a Stonewall Talisman. The four talismans represent the four beacons that emit the different auras of the Quintropolis gods. The Stonewall Scavenger Searches not only connect with this mythology, but they also offer an interactive approach to learn more about Quintropolis. This is because completing them successfully requires you to be familiar with both the world and its history, as both are referenced throughout the hunts. In this way, you can learn more about the world while also solving a unique kind of puzzle – four of them! These searches all begin with a book, located in the Starlight Library on the third floor of Starlight Castle.
Stonewall Scavenger Search #1 – Arguably the most difficult of the four courses, the first course relies a lot on your knowledge of Quintropolis’ history, which you can learn about via all of Season 1’s documents, the first world tour, the first world download (session 100), and the old LP. You need to be familiar with miniscule details and think outside the box to successfully complete this course. As a combination of redstone elements and meticulously-placed details, this course uses the base’s history as the foundation rather than the base itself. Therefore, it will be difficult to solve if you don’t know the history.
Stonewall Scavenger Search #2 – While not reliant on your knowledge of history, this course requires you to be familiar with the base itself. You need to know where things are and how that might be important to finding the clues of this hunt.
Stonewall Scavenger Search #3 – This is probably the easiest of the four courses, though it can still be tricky. This course is not too focused on miniscule details like the first two, instead offering a wide range of interesting challenges that force you to think differently about things. In short, this course is probably the most diverse of the four courses, giving you a few different puzzles while not relying on your knowledge of the base down to the detail.
Stonewall Scavenger Search #4 – The fourth course is tricky, as it is almost entirely redstone-oriented. It is reliant on your knowledge of the base itself, but for very specific reasons (you need to be able to locate very specific blocks). This course is the most unique of the four as every clue requires you to solve the same type of puzzle in a different way, each one being more involved than the previous. This also makes it the most coherent of the four courses, as it has a specific theme rather than being all over the place.
World Tour (and more)
Watch the ominous Secret of Stonewall come to life in a world tour/episode combination now…
The Secret of Stonewall has been fulfilled with the Starlight Beacon, but if the Quintropolis gods deem Starlight HQ unworthy they will destroy it along with the rest of Quintropolis, just as they did with kuli aleilm. At least it will go out with a bang as Techtown’s forces close in, as we won’t be here to see it. No, we will be evacuating the premises to somewhere much further away. I don’t know where yet. I’m lost. I’ve gotten so used to feeling safe within Starlight HQ that it’s ironic to see it as the most unsafe place for me at this moment. Has Starlight HQ been compromised? Is the future truly set? My friends, the story of Quintropolis is about to begin, as this is the day Techtropolis fell.
Included in this post (as well as the first post) is an updated world download, so you can explore the world yourself, play the courses, do the things, and enjoy all of the wonderful bonus features and amenities that Quintropolis has to offer. I’ve tried to accommodate everyone, so hopefully you do find something in it that you like!
SPAWN: You will spawn inside Starlight Room. The world tour will be your guide through Starlight HQ if you choose to utilize it.
OPTIMUM PERFORMANCE: Quintropolis (specifically Starlight HQ) will not function optimally on low-end PCs. Even on higher-end equipment, you’ll find that the world will still lag in spots. To remedy this, I recommend turning particles off, smooth lighting off (or minimum), bobbing off, clouds off, and graphics on fast. Again, tweak these parameters to what suits you best, but know that you might have to sacrifice graphic quality for play quality. Even on those lowest settings, my PC hardly peaks 15 FPS at the most condensed spots of Starlight HQ (I have an i5 processor and 8GB RAM).
What’s in store for Season 3? Well let’s address the obvious: Season 3 will be the first official season of Quintropolis, and also the first full season that will be documented in real-time throughout this journal moving forward. Think of Season 3 as the first mature season of this world – I’ve reached a point now where I can build anything I wish or travel anywhere I wish. This was achieved because of two full seasons of surviving and constructing. In the twisted world tour posted above, I’ve dropped a couple hints and left a small cliffhanger at the end for you to chew on; but otherwise the future will be left up to speculation for now!
So, what are your thoughts? If you’ve been following and haven’t said much, now would be the time to chime in! What are your opinions on the journal, the formatting, the world, and the projects - and how can I further refine them for Season 3? Do you have some ideas? Finally, and I know this question seems preposterous at first, but what session stands out to you the most? More specifically, which session in your opinion offers the best quality content, is organized in the best way, and is the most engaging overall? Which sessions stick out in that regard? I’m asking because I want to know what worked well, so that I can use your feedback to improve for Season 3. The next season will be integrating a serialized narrative that started at the end of this season, so its very nature will be unlike anything I’ve done so far in the journal. By tying in comprehensive builds with developing context, I think you’ll agree that this journal is taking a turn for the better. I’m excited to go on that journey with you, as we begin to unfold the story of Quintropolis.
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
There's no need for false modesty; I'm bumping this to move it back up to the most recent threads so more people can view it.
However, since Season 2 is complete, there are some things I should note. A content update is scheduled prior to the start of Season 3 as I roll in "Starlight Stocking" for Season 2. If you don't know what Starlight Stocking is, then you obviously have not yet viewed Season 1 and are thus not ready for Season 2's finale! All sarcasm aside, Starlight Stocking is simply an initiative in which I stock up on resources around Starlight HQ to prepare for the next season. That's it! Among these activities include clay gathering, mining, breeding, farming, ghast hunting, fishing, waiting, and other mundane activities that people do to get resources.
...But this time, for Season 2, Starlight Stocking will end with an updated world download that I've dubbed Starlight HQ 2.0.1, which will be subtitled the Book Update. This update will of course feature fully-stocked chests, but the main feature of it will be a stocked library. As it is right now, the library features some content but could do with much more. Thankfully, I've been working on several short stories, and all of these stories will be incorporated with the Book Update. Count on at least ten of these goodies to be released!
As for a date? Let's say early November... Realize that Season 3 will take some preparation both inside and outside of Minecraft, so it's going to be several months before I'm even ready for it. During this hiatus, my hope is that you guys can download the world and explore it, possibly even discussing it to give me feedback on what you like, don't like, etc. If it isn't already evident, I'm moving into turning Quintropolis into a series, so there's a lot of work ahead to get there on top of my other life endeavors. Your feedback is most certainly appreciated throughout this process!
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
A month has passed since the Season 2 finale, and unfortunately it seems the release was hardly significant. Only two downloads have been made of the world, which means that perhaps I went overboard with this project when the audience just wasn't there. Having said that, though, I want to give everyone the opportunity to download the world. So in the next month leading up to the Book Update (described in previous post), I'm going to work on an official manual of Starlight HQ to help all new users find their way around the base and discover its amenities one-by-one. This manual will be complete with pictures, descriptions, and guides on how to use Starlight HQ and play with it, complete with some history and divided into sections for convenience. The manual is already very much in progress, and I'm hopeful that its intuitiveness will bring more users to the world.
Think about this from my point of view - my goal is to bring as many people as possible into the journal before the start of Season 3. As much as I enjoy making this journal regardless of how many people follow it (which by this point should be clearly evident), I have a very busy lifestyle and as such have to prioritize my endeavors. This journal takes a lot of time (especially with how I've opted to construct it), and while I enjoy doing it, so far it has proven not to be fruitful. Mind you, my goal with this journal was simply to have a place to document my adventures - I never cared about social followings. However, that goal has expanded. I now want to turn Quintropolis into a series, and I can't do that if there is no audience. Most of you avid players understand that, I'm sure.
I'm very much looking forward to using the upcoming Starlight HQ manual in concordance with the world download and Book Update to help share my adventures with more people (that means going for resources beyond this forum of course). Until then, to my current followers, thank you for taking an interest and I look forward to keeping you posted on the progress!
ATTACHMENTS
Starlight_guide_1
Starlight_guide_2
Starlight_guide_cover
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I've been working on Starlight Stocking since Season 2's finale (though only actively as of late), and I'm happy to announce that the update completing this session of progress will be released on November 7, 2016. That's just a week away! I was originally going to release it today, but a plethora of ideas for more books came to me last night. As such, I'd like a week to incorporate those before revealing the true completed face of Starlight HQ 2.0.
What does this update mean?
For one, this update marks the dormant completion of Season 2. Following the season finale, I engaged in several sessions purely dedicated to stocking up the Starlight's resources in preparation for Season 3. However, I also spent some time developing a plethora of books to be added to Starlight's library. The two culminated into one update which, when completed, will mean that Quintropolis is fully ready for Season 3. Once I release the Book Update, I will immediately begin Season 3, which will commence shortly after. This means you can expect Season 3 to officially start sometime near the end of the month!
What's included in the update?
A full list will be documented in a week with the release, but the biggest feature of this update is actually the inclusion of the Starlight HQ reference guide, which is a complete guide on Starlight HQ featuring more than 100 pages. This is a guide many months in the making that I'm proud to publish as part of the Starlight's post-Season 2 release. But this guide is only outside the world - inside the world, the Starlight will be fully restocked with all resources that were depleted over the course of Season 2. Additionally (and per the update's name), the Starlight Library will receive a major overhaul with more than 15 books being added (could be a lot more depending on how this next week goes). This update intends to complete what I wasn't able to finish for Starlight HQ 2.0's initial release, as it will be the most complete version of the base (and, therefore, the world) to date.
What about in the meantime?
A full download of all Season 2 documents and even the world itself as of Session 200 is available in the first post. Download all of these if you haven't yet to get an interactive feel for the world itself. Keep up to date with the storyline by reading the session posts individually to prepare for Season 3 in a month. When the Book Update releases, a new world download will be published and I recommend you download it (since it will be more complete than the current download).
More details on Season 3's commencement will be announced next week. Until then, stay tuned!
Rollback Post to RevisionRollBack
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I am very happy to announce that I have completed Starlight Stocking for Season 2 with the release of the Book Update. This update is an addendum to Starlight HQ 2.0 that features fully-stocked chests (i.e. most resources have been refurnished) and, per the update's name, over 15 new books added to the Starlight Library. Additionally, I am proud to announce the completion of the official Starlight HQ Reference Guide that will be unveiled along with this update. This reference guide has been many months in the making, and is a complete PDF that documents everything you need to know about Starlight HQ in more than 100 pages! All this and more is included in an official world download on Curse.
What's in the update?
As mentioned above, fully-stocked chests and the Starlight HQ Reference Guide are both major inclusions in this update. Most resources have been restocked enough to the point where I could begin working on projects right off the bat next Season without needing to do much exploring. The biggest new feature, however, is the inclusion of more than fifteen new books in the Starlight Library. This is something I wanted to finish for Season 2's finale but didn't, and as such I gave myself a few more months to finish it up. The following are new in this update:
Two new Quintropolis tales
Two new joke books
Three reference encyclopedias
Six new Quintropolis guides (including an in-depth explanation of the fireworks grid and release notes from prior versions of Starlight HQ - history relics!)
Five new Starlight HQ mini-games (includes the new Compass Course, Eye Spy, Archery Alley Challenges, and Number Crunch, along with a separate handbook for your own Archery Alley sequences (explained in the challenges book).
I want to note a few things about this update. Working on these books has given me a new type of inspiration for this journal and what the world itself can represent. With the library, I'm able to personalize Quintropolis even more so by sharing with you my writing, my play styles, what I find to be fun, and things I find to be interesting in the real world. For example, all of the aforementioned mini-games were created by imagining different ways to play in Starlight HQ. I didn't have to build new stuff to create new activities - I just had to imagine the existing stuff differently. Now I get to share that with you, and I'm hopeful you'll find something fun in all these new reads! Additionally, don't forget that Starlight HQ 2.0's four Stonewall Scavenger Searches, the Starlight Parkour Course, foursquare, and three existing Quintropolis tales are also included with the world.
Overall I am very satisfied with this update, and I can't wait to see how the Starlight Library expands even more in the future! Speaking of which, I want to discuss the Quintropolis tales briefly, and what their role will be going forward. This journal is going to take a more narrative approach in Season 3, meaning that I will be expanding the world's mythology significantly. This means that the tales will actually be an important part of connecting with the storyline. Keep that in mind as you read them!
Speaking of Season 3, let's talk about what comes next for the world! I've been quiet about it, but I'm happy to announce the official title for Quintropolis's Season 3:
Season 3 will premiere with Session 201 on Thursday, December 1, but it will premiere in two ways. Starting in Season 3 will be Legends of Quintropolis, which will serve as the video-based equivalent of this journal in that every session (or let's say most sessions) will feature an accompanying video that documents the events of that session (similar to how Season 2's last few sessions panned out). However, the main difference between the journal and the video series is that the video series will be in-universe, i.e. it will flesh out a narrative storyline. In this journal, I still intend to maintain an out-of-universe narrative akin to a typical survival series.
Complete history log of Starlight HQ up until version 2.0.1 is downloadable here.
Starlight HQ 2.0 Reference Guide is downloadable here.
YouTube playlist that features all Season 2 videos is available for streaming here.
Season 2 World Download (updated for the Book Update):
You'll spawn with the Starlight HQ 2.0 release notes that contain everything you need to know to get started! This world was built with Minecraft 1.8.9, and has not yet been played with 1.9+. Some features will be broken for 1.9+, so it is recommended you play with 1.8.9.
Finally, the first post has been massively updated and all links corrected and up-to-date! For those of you just joining, I suggest checking out the first post as it has literally everything you need to catch up on lost time! Thanks to everyone for taking an interest in the journal and I hope you'll find something enjoyable within the world as of this update. I look forward to hearing your thoughts as we move into Season 3.
~ joey
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I'd like to update this thread by announcing that the filming for session 201 has concluded (i.e. session is complete), and I'm happy to tell you it will be quite a start to the new season! To give you a small tease of what the nature of it will be like, take a look:
Recall that Season 2 ended with us escaping Starlight HQ, leaving us stranded in the Nether with nothing aside from what was in my inventory at the time. Season 3 will commence with the aftermath of this escape, and in the process document my encounters with several new things added in Minecraft following 1.8.9. I have updated to Minecraft 1.11 for the world, which so far has made combat much more interesting and I look forward to seeing how this update will play out for this journal. Because I finished Season 2 in Minecraft 1.8.9, it is quite a leap to 1.11 and as such there are a lot of new things I need to catch up on! This along with a change in pace for Quintropolis has made the start of the season beyond refreshing. It's that feeling you get when you've worked within the same basic process for years, but suddenly the entire process changes and you get to find new ways to adapt to it.
Okay, better stop now before I spoil anything! Session 201 will be published on December 1. Stay tuned!
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Can you tell that I'm excited? I am! I can't wait to get started!
As a preliminary note, I've toned down my plans for the season's marketing significantly. By this, I'm referring to the video content. Videos take significantly more time to compose than the journal posts, so their quality and structure will not be akin to a TV episode, as was the original intent. I simply do not have the sufficient time to dedicate that level of effort to this project (well, I suppose I could if I allowed one session per month!).
My current plan for season progression has remained the same, but it could change as Season 2 did:
Session 250 (mid-season finale) by June 2017
Session 275 by December 2017
Session 300 by June 2018
Again, that's a basic plan, but I think it's a reasonable timeline given my history and extensive plans for the season. The first half will progress much more quickly than the back half, I think, but we'll find out! In terms of what actual content Season 3 will include, hopefully you can tell that I'm leaving that up to speculation! Here's what I'll say regarding the season as a whole... it will be the most diverse season yet in terms of, well, just about everything!
With that, I look forward to seeing you with the first session in two days!
First up... Session 201 - "Culture Shock"
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Are you ready for the start of a new season – a new era of potential greatness (or downfall) for Quintropolis? I’ll be taking things in a crazy new direction for this world, which will allow for a necessary change in pace. That keeps things interesting, right? Without any further ado (because I’m sure we can all agree there has been enough ado), I present Season 3: Age of Ender.
If you need a refresher from where last season ended:
The council of Techtown summoned every village from within a 10,000 block radius to invade Starlight HQ due to their belief that it was the result of foolishness. By following in the footsteps of the ancestors who built kuli aleilm (and subsequently were destroyed by it and the gods), the council feared that Starlight HQ would bring about the same disastrous fate to the only thing Quintropolis had left: peace. This is because I had just fulfilled the Secret of Stonewall, which suggested that four beacons were needed to achieve a connection with the gods. I fought therefore, awakening the four demons at Stonewall Territory (which is where kuli aleilm was built thousands of years ago) and destroying them. I achieved the four Nether stars and built the Starlight Beacon, but I don’t know for sure if it achieved a connection with the gods because the villagers had already arrived to shut down Starlight HQ. As such, I had to rush out of there by way of the Nether Temple before they got to me. I’m now on the run.
There will from here on out be two ways to view each session - through these journal posts and through the accompanying videos. Both are included with each update, and both provide unique perspectives of the same events.
Session 201 – “Culture Shock”
What’s this? I have a left hand now! What kind of strange sorcery is this? Perhaps this is a gift of the Quintropolis gods… or a curse. It’s quite difficult to adapt.
I ran, and ran, and ran. By this point, I’m sure the council of Techtown has broken through the Nether Temple gateway, so I need to ensure that I am far enough away such that they wouldn’t have the slightest idea how to find me. I suppose I could bury myself underneath the lava, except for the fact that I didn’t grab any fire resistance potions on my way out. I would have prepared more adequately had I not been under siege, but you know – nothing is perfect. Speaking of preparedness, I have no arrows. I also have no flint and steel, which means that my chances of escaping the Nether with ease have just skyrocketed. First I need to find a Nether fortress.
Lovely. Now, with only a helmet and boots, my safety is definitely a concern. I shouldn’t engage with what I’m used to. Besides, I’ve noticed that combat is far more arduous than it was previously. So I should tread lightly.
I’ve nearly died several times now. I suppose I should have anticipated that my luxurious play style would be tested, but some things need to be learnt the hard way. Besides, what better way to get used to the new world than by nearly being killed by it?
A blaze gave me blaze powder. A Wither skeleton provided me with coal. Now I need one more ingredient to get the hell out of here (see what I did there?). In searching for a ghast, I needed to get very far away. I figured that if I was going to build a portal out of here (thankfully, I had obsidian with me when I left Starlight HQ, so I wasn’t completely negligent of my future), I would want to ensure that I was far enough away that I could rebuild without worry of being hunted by Techtown’s forces… or the gods, for that matter.
What is this? Lasagna blocks?
I gathered lots of whatever these are… I noticed that they reflect light, so perhaps they will be useful later.
Hey, you’re not welcome here, Enderman!
I think I’ve found my gunpowder victim, but without arrows I would have to be steady about approaching it.
So much for subtlety.
Yes! I’ve done it! Now I can get out of here… Let us see where the portal shall take us.
Hmm… I hear lots of rain and strange beams. Are those guardians? I’ll need to reach the surface.
I gathered whatever materials I could on the way up, for it would be helpful to have a surplus of resources whenever I figure out where I’ll be settling.
Aha! A straight shot up!
The rain sounds different now. Also my left hand is bothering me with placing torches everywhere! Oh these changes will rue the day!
Wait a moment…
Do my eyes deceive me? Are you seeing what I am seeing? Is this…
What the hell is THAT?! Ghosts from the demons I vivaciously slaughtered here? Aftershocks from the curse put upon Stonewall that somehow I missed? Reminders of what fate is to come? As if being transported back to this wretched place wasn’t horrifying enough… I suppose I could move, but after considering that (along with what it took just to get here), I came to the conclusion that Stonewall really is the last place any villager would dare go to attempt searching for me. So I’ll try and live with my fear of this place.
Okay, I got too close to one of those dead things and it made my life a lot harder. Not having arrows didn’t help.
Thanks to my ingenious strategy in play here, I killed one of these ghost riders and got my precious arrows. This is great because my bow is actually incredibly powerful. Now I can go ham on these bastards!
^ Ah, this was my small haven wherein I set up a base camp when I came here to fight the demons.
I struggled through that night. It was awful. Either I’ve been weakened or the world has gotten stronger, because I had a hard time holding my own against these beasts. The Endermen also scare me… but I can’t resist hunting them! After seeing them in the Nether – a genuine surprise – I have to wonder what the gods are up to. Are the Endermen their watchdogs? I don’t know… but killing them makes me happy.
Now that the awful night of bloodshed is over with, I’m going to try and focus on rebuilding. After all, what options do I have? This is ironically the safest place for me right now, which shows you just how messed up the world is.
The ocean monument just off Stonewall's coast makes me nervous. I shiver just hearing those frightening sounds of the guardians in the sea. The day I decide to finally raid that thing is going to be a monumental day for certain... But today, I stuck simple. I gathered sugar cane, leather, lots of underground resources, flowers, and other basic materials that I could salvage during the day. My first goal will be getting a Fortune III pickaxe, which means I need an enchanting room with a lot of bookshelves. So I did a little Stonewall exploring.
Wow, there are some beautiful sights around Stonewall! I never got the chance to fully enjoy them because I was so focused on battle, but I actually really enjoy how varied the scenery is outside of the mega taiga.
Apparently boats now adapt to the wood used to make them… I took down whatever was left of the birch trees out on the battleground because I needed wood. Also it doesn’t look pretty. I made a boat so that way I could do some exploring outside of Stonewall too. And this is where I ended up, somewhere east:
This was a beautiful landscape! I explored it only briefly on my initial visit, but found many nice things!
Oh how I enjoyed finding the blue rocks.
This mineshaft was a nice surprise. I wonder now what secrets it will contain since it just generated in the new world.
A spider dungeon? No way!
Beetroot seeds? I’ll take them!
All in all, I had a fun time exploring the areas around Stonewall. It actually put my mind at ease because this change in pace was what I needed to refresh my state of mind. I love to explore, and even under such harsh conditions I feel confident with the challenges ahead of me. That’s what makes life interesting, right?
After exploring and gathering resources, I felt it time to begin establishing a new haven, which I did right out of the small base camp I had set up earlier in the sandstone alcove on the shore. As much as I don’t want to think of this place as my new home, I have to look at the circumstances and recognize that there could be a lot to gain from living here. For one, I would be humbled in many respects. Starlight HQ gave me everything, and maybe I got too greedy when it came time to fulfill the Secret of Stonewall. I won’t jump the gun on that though – I think fulfilling that prophecy was so far the best thing I’ve done, despite the obvious backlash it caused. Regardless, I live to believe there is a reason I’m here at Stonewall. So I’ll put up a fight and take on the culture shock!
I’m going to structure this haven around the circumstances rather than the other way around. For example, I placed a bunch of random chests in this corner, so I’m going to keep them there as a reminder of why they are there. In terms of materials, well, I don’t even have a lot to work with anyway. Perhaps I’ll build out of stone materials – that would be a neat take on the idea of this being Stonewall, after all. But this area needs to feel grounded – no fancy redstone circuits, no high-tech machines. This area represents desperation and destruction; I want this base to reflect that.
Since I was in a Nether fortress, I did get all the Nether wart out so that way I can begin brewing potions with ease. Additionally, I brutally murdered enough cows such that I had enough leather to construct an enchanting room. I added some aesthetic features and a mine to my little base; I also left a big gaping hole where mobs can just walk right in. I really don’t care.
A shield! Boy do I need one of these… I’m happy I now have something that will compensate for my lack of adequate combat skills.
It was time for me to have a friend.
We became best friends.
Look at these constellations! Such beautiful artifacts that remind me and anyone who ventures here of the glorious battle that took place…
Speaking of relics, here is the location where the final Wither died by my hand. We fought face-to-face inside the mountain before blowing a hole through it. I’ll have to live with this memory forever. But perhaps being here at Stonewall will give me some time alone to reflect on this memory, along with many more that might be circling my mind. We shall see where the future takes us from here!
In ending this session, I think I’ve learned an important lesson. You don’t really know what you have until it’s gone, and frankly I had everything back at Starlight HQ. Living in the wild now, I realize I can’t take anything for granted because I need just about anything I can get my hands on! There are so many elements to this game that I understand why Starlight HQ took years to construct. Thankfully, I’m more experienced now so it doesn’t take me months to get an enchanting room or a brewing stand – I got all that in one session. But, I think the goal from here in establishing myself again will be prioritizing what I need to progress (and to what extent I need to progress).
Having said that, I’d say there’s no question about what we need next. We need a mob farm.
An eventful start to what I think will be the most exciting season yet has given me a lot of new stuff to chew on as I update from Minecraft 1.8.9 to Minecraft 1.11. Chock full of new features, this update has made combat more exciting and more challenging, which will probably humble my playstyle going forward. This and so much more was all a part of a learning process – one that I wouldn’t have had any other way – as I struggled to survive only to find my one place of solitude at the aftermath of my battle for the Secret of Stonewall. Until next time…
Next up… Session 202 – “Aftermath”
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
A strong start leads us into the season’s first real development as we adjust to our new life while trying to solve a complex mythological puzzle. All this and more is explored in today’s session – get ready for a big change in pace!
Session 202 – “Aftermath”
Welcome to Aftermath. Yes, that is a title – the name that I’ve elected to attach to our new base over here at Stonewall. I’ve done so because I feel that whatever we do to this place needs to hold some sort of symbolism as a reflection of what and why it exists. This place literally is the aftermath of my escape from Starlight HQ, and as such I felt it best to treat it like a circumstantial construction rather than one I spend a lot of time planning. In regards to the build style of our new base, well, I’ve decided that I’m going to build it around the circumstances. For example, the chests that I’ve placed here at the end of last session…
…I haven’t moved, and won’t move. I want to showcase that they were here, as a reminder of why they are here. The build will be very archaic, comprised of stone materials, which I suppose is a nice play on this place’s title being Stonewall. I’d like to show you a few things that I’ve done off camera.
As you can see, the enchanting room is ready to go – this was the first piece of the puzzle that we effectively finished at the end of session 201.
The next big piece was the storage room, and I had a lot of options here. I don’t want it to be super organized like Starlight HQ because that’s not the goal here. I just need to create a room in which I can comfortably store my stuff without worry of crowding the place.
I made some different design choices with the storage room. I’m using fire as a light source, along with high walls to give the build more room. The building materials themselves are basically just whatever I’ve been able to obtain from digging out the base. This includes such materials as stone (which is turned into stone brick), andesite, diorite, gravel, and the like. There are of course some exceptions – I traveled to a swamp not far south to gather vines so that I could make mossy variants of stone blocks. But these blocks are only used to add accentuation to the construction.
The storage room is still a work in progress, but basically I have two walls so far. The first wall is labeled, and features ample storage for all ores. Outside the ores, nothing else is really separated into individual chests. Instead, I have all Nether blocks in one chest and all stone variants in another (and so forth). I didn’t spend much time here because the goal isn’t to make a fully-fledged base – at least not now. Starlight HQ was the same way, for those of you who have taken the liberty to look back on its history throughout Season 1. When it was first conceptualized, I focused on building the framework first before diving into the contents. It’s like gathering all your materials first before building a construction – makes it easier to build since you already have everything in place.
Here you can see the big gaping hole that I’ve made on the other side of Aftermath – I think this will be the official entrance. Additionally, I don’t plan on putting any kind of fancy redstone doors here or even any doors at all. This is an archaic-themed build, which means that not only is redstone use going to be limited, but even my design choices will be made with a Paleolithic approach in mind.
The potion brewing room further utilized the tall walls, but I’ve also used a magma block that I found last session to keep the room properly lit (it is sitting underneath the brewing stand). Apparently these blocks reflect light, meaning that they technically act as light sources assuming they aren’t tampered with after placing.
In my off-time, I’ve been doing lots of fishing, mining, and enchanting. I’ve been trying to work on my combat skills ever since combat changed, and that has only been somewhat of a success. In terms of mining, I’ve developed a strange new method of mining that so far has proven to be very effective.
Because I need a lot of stone brick for today’s project (and I mean a lot – think several double-chests worth), I thought the quickest way to do so would be to mine out the stone in chunks so that way I can avoid mining blocks that aren’t stone. This is far faster than mining in rows/columns because when I do that my inventory fills with many different kinds of blocks. Since I only wanted stone, I just mined the stone and left everything else. In the process, I got a sense of what my underground chunks actually look like in terms of ore distribution! I found several diamond veins which I happily mined out with my new Fortune pick.
Oh yeah – meet Capricorn.
So what is today’s project? Are we going to continue expanding Aftermath?
Hell no! Speaking of hell…
Aftermath actually has another purpose. In fact, its only purpose from the time I started digging it out was to be a resource base camp. That’s why I’ve been so fast and robust in its construction; I just needed to get all the essentials set up. Now I have the essentials – a mine, decent storage supply, around 100 stacks of stone brick, enchanting room, a horse, a potion brewing room, and an adequate arsenal of enchanted diamond picks.
So what is this base camp designed to sustain? A wall.
A very big wall.
A stone wall!
I know I’m crazy, but tell me that this isn’t the best way to take full advantage of the cards we’ve been dealt. Am I happy that we’ve returned to hell on earth? Well, since arriving here I’ve definitely taken a step back and reflected on a new approach to life. You see, back at Starlight HQ I had almost everything (not really, but you know what I mean). I feel like perhaps that is what ultimately resulted in my downfall – I took for granted my life in luxury. While I earned that by building that entire base from the ground up, I also became consumed with greed. As I attained access to more resources, I started to want more wealth. And the more I built, the more I wanted. It was never enough.
Here at Stonewall, I don’t have many resources at all. So maybe tackling a project as big as this guardian farm is exactly what I need to do to prove to myself that I don’t need a big arsenal of resources to make something of myself. Maybe I can recognize that while a lack of proper resources will make the task much more difficult, it is still possible. And as you know, I’m all about living on the edge. I want to find new inspiration, and I feel this is the best way to do it. After all, having limited options means there is more room for creative thinking. Endless options can sometimes become the enemy.
That’s why I’ve been collecting stone and fishing for pufferfish. Friends, enemies, frenemies – today we’re going to build a guardian farm, as the first project of this season!
I have limited but enough knowledge on how to build one of these. I know that first I need to remove all the water surrounding the ocean monument before I can even think about building a farm out of it. This means I’ll need to get intimate with the monument, and you might have noticed that my fear of it has been preventing me from getting anywhere close!
But I’m all for confronting fear as well.
Because stone is not affected by gravity, I’ll need to build the entire wall laboriously, layer by layer. So I’ll be fending off lots of guardians and probably die several times. Oh well.
The first part of this process was probably the most difficult because there were no safe spots. I built the first corner before building a line of stone bricks across to the second corner. The line, positioned approximately in the center of the proposed wall, would serve as the foundation upon which I would build the wall. I figured that by making a skeletal framework first, I could easily move around and work on different sections all at once.
I completed the first wall with relative ease, which was basically a signal that the rest of this wall would not be difficult to build, just time consuming. By the time I finished the first wall, my fear of the monument had severely diminished and I simply focused on getting all the blocks placed, because there was a lot left to do!
I began composing frameworks for each side so that if a guardian escaped the boundaries of the wall (therefore getting in my way and preventing me from working safely), I could simply move to the other side and work on that. This worked out, and by the time I finished the second wall I was already working on the last two walls at once.
I tried a few different tactics while making this wall since I was dealing with blocks not affected by gravity (i.e. if I used sand to build this wall, I could easily just stand at the top and place the blocks, letting them do all the work). Initially I built upward, four blocks laterally at a time, keeping hidden behind the completed parts of the wall. But this became inefficient especially towards the end when more guardians kept escaping the boundaries. So I wondered how I could effectively and quickly complete the wall with these limitations…
I thus started from the top on the last stretch and built downward, moving across the perimeter as I did this. In this way, I was constantly moving such that I wouldn’t be in range of any one guardian long enough for it to hurt me. This proved somewhat problematic on the corners, so I went ahead and made the pillar for the final corner so as to circumvent that safety hazard.
I did complete the wall in two sittings on two different days, which I’d say is good considering that I only really play in Quintropolis at the end of my night, after the rest of my day is already done with. This wall looks absolutely beautiful if I do say so myself, and a wonderful way to spend my nights! Coupled with a glass of tea, this wall was an admittedly therapeutic project.
The big time trial is yet to come however; I still need to actually remove all the water. And that’s not even getting into the construction of the farm itself! Who would have thought that I’d be so stupid? I have almost no resources for a project this big, but I’m going into it anyway. I guess that’s what happens when your entire survival base of several years gets invaded and you’re desperate to get back on your feet.
I hope I don’t have to make an aftermath of this aftermath. That would suck.
A huge start to the season has allowed me a new outlook on my life as I took the lessons I learned and applied them here. Consider this session as the paradigm of what Season 3 will be like; no longer can I take the same conservative approach with my projects as I did the last two seasons. I simply will not progress, and after everything that’s happened I feel more ready than ever to truly locate my limits. But who knows – perhaps I’m getting dangerously close to those limits too quickly. Until next time…
Next up… Session 203 – “Devils Down Under”
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
As a disclaimer, expect a two-week hiatus for session 203. Not only is this session taking a long time to complete, but I'm taking some time off to see extended family for the holidays. As such, progress for the rest of the year might be slow. But take that as a good thing - it will give you ample time to catch up!
See you in a couple weeks!
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Good day, mates (not my culture, but I'm trying new things out)!
I have some news regarding updates to Quintropolis! If you've been following, you probably know that things are still going strong despite a couple weeks of peace and quiet. That's because of two reasons:
1) Mining out an entire monument takes a lot of time, which leads to:
2) I've been busy with much else at work, at school, and completing several personal projects in time for the holidays and New Year. December is always a busy time of the year, but I'm happy to say that things are looking good in that department. I didn't get everything done I wanted to, but who does? Alas, there's always next year, right?
Since the year is ending, I'll have some time opening back up as January kicks off. Session 203 is complete, but I am currently away from home and thus cannot complete the video and upload the session. But I'm letting you know so that you can anticipate the return from the journal's hiatus! More specifically, session 203 will be published on January 6, 2017. You should know by this point that I tend to stick by my deadlines.
A belated Merry Christmas and Happy Hanukkah to all, and a Happy New Year! Festive, aren't we?
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Despite my efforts to make a new living out here at Stonewall, I’m always trying to think ahead at how I might look back at this dark chapter of my history. But having said that, there’s also the concern of what happens when I don’t think ahead. As such, the events of this session were convoluted – on quite a significant scale.
Session 203 – “Devils Down Under”
After exploring the ocean monument roughly (without doing any significant damage), I came to find one unfortunate reality: there is no sponge room. That’s just wonderful, and in fact meant that this took a lot longer than I initially anticipated. See, I had to completely alter my play style for this session because of how long this would take. I’d have to mine out literally everything inside the wall I just spent about four hours putting up. While I knew this project would take a lot of time, I did expect a sponge room to help me out. But I should lower my expectations. After all, look at Starlight HQ ended up…
Fortunately, at this point the mining is completed, so allow me to show you how the past month went.
Before I could even think about mining anything at all, I needed to first build a machine that would make my life a lot easier (since that’s what machines do, right?). This machine would be comprised of dispensers that would drop lava such that it would cover the entire area of the ocean monument. Now I know what you’re thinking: I said that Stonewall would not have fancy and efficient redstone devices out the wazoo.
Well I never said this was going to be fancy.
To build it, I took whatever blocks I had left in the cellars of Aftermath and plotted them up in several lanes four blocks apart. Then I made a mass amount of redstone torches and made a mass amount of redstone repeaters before plotting those as well.
The dispensers were a little more time-consuming. First I needed a lot of bows, which meant I either needed to kill a city of skeletons or farm a village of spiders. The village sounded a bit more feasible in my head, especially since I actually found a spider spawner roughly 400 blocks east in session 201 if you recall.
I collected enough string such that I could make a stack of bows and then some, before building all the dispensers one-by-one and plotting them on my machine.
Next was the lava. I used a lot of the iron I found in session 201 to make the buckets needed for this. Thankfully, having access to the Nether meant gathering stuff like lava was very easy, so from here it was just hop, skip, and jump.
With the machine completed, it was time to start mining, right?!
Wrong. I have mining fatigue… still.
Okay, so originally I’ll admit that I wanted to kill the elder guardians off-camera and just forget about them playing a role in this session given that would be an insignificant detail compared to the monster of a project this would be. But then I thought about the future – what kind of token would I have to remind myself and others of this project? What trophy can I display at some point that will document all the hard work this caused? The answer then became clear.
The rail would have to be more than fifty blocks out so that way I wouldn’t get mining fatigue at the portal (since you get the effect if you’re within fifty blocks of the elder guardians).
Oops...
But to ensure that I’d be able to accomplish this task efficiently, I needed milk – a lot of milk – so that I could quickly reverse the effects of mining fatigue when it would be necessary. This meant I first needed to find a cow from another island and bring it back. Nothing like preparation, right?
You’re probably wondering why I didn’t bring two so I could breed them. Well, breeding cows is not my goal – there is your answer.
Getting the guardians through the portal was actually a fun spin on a traditional monument excavation, especially since I’ve never really transported any kind of mob before (aside from Mooshrooms, which don’t count because they’re forcibly submissive).
Two elder guardians were right beside each other, so I tried very quickly to make my portal in a spot that would work for both and dug around the area to give them room to swim into the portal. This worked.
Elder guardian two:
I separated the three spots where the three guardians would sit with small posts, and put a marker fifty blocks from the closest post where exactly the cutoff block was before mining fatigue would be possible. Thankfully, it was just enough space to work around the portal.
The third elder guardian put up a bit of a fight... and he took a slight detour...
Alright, so the machine is built, my cow is set, and my three elder guardians are safely stored for later transportation to somewhere else (hopefully not lava, because that would suck). We’re ready to begin mining, right?
Wrong.
After I covered the first layer with my machine, I realized that I really screwed up:
So I decided that I would just fill in all those spots that the machine missed with sand. But that meant I needed a sand – a lot of sand.
BEFORE:
AFTER:
This was actually a good move, because I’d have had to mine it later anyway to accommodate the glass framing that will make up parts of the farm itself. Now I’m just repurposing it early.
I was able to fill in every spot nicely, so now I can begin mining the layers!
As for how I did these, well, let’s just say by the time I got to this, I decided to mine just two layers per day. This is because mining roughly two layers destroys one diamond pickaxe with Unbreaking III. I went through a lot of pickaxes – after repairing at least four of them several times, I’d say I went through the equivalent of at least twelve. But hey, you have to spend some to earn some, right?
I wanted to dig out each layer differently to see if there was any way I could expedite the process. The results? There were none – there was no getting around the fact that each layer takes a little more than half an hour to remove. If I had a beacon, this would have been significantly sped up, but I’m smarter than to repeat my mistakes.
I spent the first few layers just mining in a progressive fashion, but when I started tearing into the monument I found that working from the center outward was the best way to go.
As I removed more and more layers, more of the monument became exposed such that “the center” ended up being most of the area. When this happened, I moved to doing the outer layers first and then the inside.
The further down I got, the more densely packed the guardians were. As their spawning spaces decreased, the frequency increased. This is a good sign that this will be a profitable farm, but it was definitely annoying at those last few layers when they just wouldn’t leave me alone!
A lot of guardians made their way into the portal I made to push the elder guardians through. Yeah, maybe I should have torn it down.
I did almost die in fact when I got to the last layer they could spawn in.
After this layer, they pretty much stopped spawning except at the monument’s entrance because guardians need the block above and below to be water (i.e. three blocks of water vertically). By the time I covered up the monument wherein only two layers of water remained, they couldn’t spawn. So that was relieving.
Gaurdians also do not spawn underneath the monument, which meant I wouldn’t have to go this far down!
I finished up the quarry by leaving the floor of the monument as the base for my base.
Layer-by-layer gallery:
1st layer-
2nd layer-
3rd layer-
4th layer-
5th layer-
6th layer-
7th layer-
8th layer-
9th layer-
10th layer-
11th layer-
12th layer-
13th layer-
14th layer-
15th layer-
16th layer-
17th layer-
18th layer-
19th layer-
20th layer-
21st layer-
22nd layer-
23rd layer-
Wow, what a hell of a month it’s been, right? I hope a session never takes this long again… actually, I do. This has been a fun break, and doing nothing but mining layers for an hour each night over the past month has given me the opportunity to think and reflect especially as we close the year of 2016 out. It’s actually been a fun experience, and I look forward to seeing how the rest of the project pans out.
We’re just getting started.
A lot of preparation and patience seems to be worthwhile as some of the hardest tasks of the farm were completed. In a session that took nearly a month to execute, I learned that there are no taking shortcuts when you want a product that is truly and utterly incredible. But all we’ve done so far is prepare. How will the farm itself come to be? Stay tuned to find out…
Next up… Session 204 – “Water Balloons”
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Hey folks, how are we? A small teaser for the next session...
The past month has been particularly busy, and in fact the rest of this month will continue in that pace. However, I have recently become wrapped up in Quintropolis adventures, which means of course that my hiatus since completing session 203 has ended! This hiatus was planned, as I felt it best to take a break from the world to refocus my energies about how I wanted to proceed.
And now I know. Session 204 will be published on February 19, 2017.
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After spending a decent amount of time in Pandora’s Box, I am ready to jump back into action on what has so far been one of the most game-changing arcs in the world of Quintropolis for me. The goal of Aftermath is to showcase that you can get something beautiful out of anything, even in the darkest of days as Stonewall represents. Let us see if that goal is fulfilled.
Also...
The video portion of this session features a little Easter Egg that the text does not! Though if you'd like a little fun, you can probably figure it out just from the pictures.
Session 204 – “Water Balloons”
In order to begin construction of the guardian farm, first I had to make sense of what exactly I had going on. Yes, I had a giant hole in the middle of the ocean (except that it is not in the middle of the ocean), and yes the hard part is already finished. So then, what is left to consider? Well, I spent quite a lot of time trying to determine what exactly I wanted from this farm. Yes, I want it to provide drops and resources, but XP is also a factor. I want the farm to be multi-purpose after all, as it will be the primary (and possibly only) farm that I rely on out here in Stonewall. It will be the only one I will need.
I capped off the storage room with a furnace wall, as I needed to burn all that sand into glass. This happened, and indeed I colored some of it.
For this farm, I wanted to make a relatively small spawning area as I felt a larger farm would not necessarily mean an efficient farm. Thus, I felt it would not warrant the extra resources, and to be honest I wanted to stick to the smallest design possible that would still max out the potential for this farm. I kept things simple with a 16x16 spawning space.
I quickly realized, however, that in order for the water to actually flow downward, I would have to keep the water adjacent to other solid blocks. So I expanded the platform to fit in seven 2-wide lanes.
The water buckets took too long, so I made a quick detour to the Ice Realms not too far away and gathered some ice.
What I did not actively realize was that I needed solid blocks beneath the ice in order for it to flow...
...But I happen to be an expert at improvisation!
The fence gates hold up the water while still allowing the guardians to fall through. I tested this to see if any spawned. None did.
I realized it was too high, so I had to extend the entire platform downward two or three more blocks.
Alas, all my wildest dreams came true as these devils began to spawn… at a rather frightful rate!
Before I knew it, I was playing a very dangerous game of water balloons with no real way to contain them.
I knew that if I could escape Starlight HQ with an entire army waiting for me, this would certainly be no problem. Alas, I managed to maneuver my way onto a platform that I created out of thin air… and glass, which is basically the same thing.
Originally, I wanted to have the guardians flow in one direction and fall into a chamber on one of the four sides. But then I decided that having them fall through the center just made more sense, economically of course.
To make it into an XP farm, the guardians will be sent to the Nether via a portal. But if the portal is not active, they will simply jump off and into the stream going in the opposite direction.
This is a very easy setup to compose because guardians move around rather frantically. This was evident to me because of how difficult it was to keep my aim in the box!
At the other end of this stream was a 4-block tall chamber of lava. This will harm the guardians enough such that when they drop out of the bottom of the lava, they will die from burning and their drops will be collected via hoppers.
Slabs are added here to keep their velocity consistent and accurate upon entering the kill chamber. This is an integral detail!
Now for a test run!
I did have to move the hoppers down by one block, because during the first test run all of the drops burned up. Literally – every single one burned up.
Also, I noticed some squid spawning in the farm as well. As such, I had to configure a way to cycle their ink sac drops. Sure, they would flow through the system, but they would stop at the Nether portal. I decided then to create a chain of hoppers just behind the portal that would collect all ink sacs and other potential premature drops.
Oh how marvelous it was to finally have a system working! I actually attained a decent spawning rate for just being on the outskirts of the box, not outside of every other potential spawning space around the farm! This is a good sign – it means that these rates will be significantly higher when I complete the lighting around this area of Stonewall and/or create a hub in the sky.
Actually, the hub in the sky became more of a necessity, because the next step involved the separation of two Nether portals. The portal I had been using for travel was going to be transformed into the XP farming chamber, and therefore I would have to make a new portal that aligned in elevation with the corresponding portal in the Overworld. Make sense?
I removed the old portal back in my canopy and had the portal within the farm function as the new portal for the current hub in the Nether (the portal from which I entered into Stonewall initially). That hub was turned into the XP kill chamber for the guardians, as can be seen here:
My plan is simply to use poison potions for draining their health. Having them deposited into the Nether in this way also invites two hypotheses on my end (and perhaps some of you might incite insight on these): 1) The mob cap will not be reached since the guardians will be in another dimension, meaning that I could theoretically allow hundreds and up to a thousand guardians to collect in the Nether while none remained in the Overworld. 2) The new game rule added in 1.11 that prohibits too many mobs from cramming into one air space could be circumvented if I integrate my design appropriately. Assuming that these mobs will not start suffocating until I enter the Nether, I could create a drop that gets me to the kill chamber fast enough to where I could still harness the XP from hundreds of mobs (i.e. I get to handle the mobs before the excess actually die of suffocation).
So, I have created a new Nether portal that is much higher up on the y axis, allowing correspondence with the new portal I just created in the Overworld. Since I created new portals on both sides, the Overworld portals will no longer send me to the same portal as they did before. Now, they will send me to the closest portals in the corresponding locations in the Nether. I have tested these portals in every direction, and indeed they are now separated. This also means that, having removed the old portal back on land, this portal in the sky is now the new entrance to Stonewall… or, more accurately, Aftermath.
As of right now, the XP portion of the farm has not been tested as it is not complete. I would like to complete the hub and drop integration, along with the aesthetics of both, before testing these two hypotheses. Needless to say, even if these things do not work (which I am fairly certain my first theory will work), the system will already be in place to adapt to other options.
But for right now, we need more resources to continue working on the farm. Having completed the rough draft of this project, I am finally starting to see the light of day here at my new home! Let us hope that light continues to shine in the coming days…
The box has come alive and we have finally reached a point in our new base wherein we can develop. But that is just the question: How can Stonewall actually develop? In the next session, I look into installing some overdue, and significant, developments...
Next up… Session 205 – “Blank Space”
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After much hard work on a huge project, it’s time to take a break and explore another potential use for Stonewall. Having focused so much on our massive guardian farm, I have put aside a long overdue project that is now much more necessary – a Nether expressway.
Session 205 – “Blank Space”
Ever since I first ventured off into the Ice Realms and beyond to Candyland, I knew that getting to and fro would be a constant struggle. Indeed, this journey is dangerous in every sense of the word – see the following video:
That is what I have to endure every single time I need to travel to Candyland. So why not do something about it? Candyland has proven to be an incredibly useful resource outpost, and frankly I’m finding myself requiring frequent visits due to my demands for the current guardian farm at Stonewall. Add onto that the disparity among all the portals that are actually in the Nether and it’s clear that a necessary railway is long overdue…
I kicked this session off by fully decorating the Nether hub for Aftermath’s portal.
Recall that there are two portals kept separate from each other – one for Aftermath itself and one for the guardian farm. To create a sustainable
system, we would have to connect the two seamlessly.
Above is the hub for the portal into Aftermath itself.
I designed a vertical drop into the chamber wherein guardians from the guardian farm will be vivaciously murdered. This is because when I enter the Nether to kill them, I want to be able to access them very quickly in the event that they begin suffocating.
Of course, we don’t have this part of the farm set up quite yet, but right now I only wanted to prepare the hub such that when we do set it up, there isn’t much hassle.
For this session, however, I wanted to conquer a bigger project – a Nether expressway. This has long been something that I’ve wanted at Starlight HQ since I first discovered new lands beyond. But now since Starlight HQ is no longer a factor and we don’t have much going for us here at Stonewall, having a safe railway to multiple resource outposts was absolutely necessary.
The railway itself would be simplistic in nature, but would allow three possible means of travel: 1) by minecart, 2) on foot, and 3) by horse. As such, it needs to be wide enough and tall enough for each.
This railway will attach to two different portals. The first is the portal to the Ice Realms. In the aforementioned video, you can see that the portal to the Ice Realms is on the way to Candyland, suggesting that they are both in the same general direction (Candyland portal is roughly 800 blocks south of Ice Realms portal).
Andesite would be used for the railway, while packed ice would coat both sides. This would make travel on foot much quicker. By covering this with slabs, pigmen will not spawn inside the railway (they won’t spawn on the rails).
I first had slabs on the diagonal, but that impeded the flow of minecart so I removed them.
Light blue stained glass is used as the walls of any section of the railway that allowed a view of the Nether.
Slabs were used on the roof so as to allow horse travel. I won’t suffocate in slabs which is why this will work.
For these diagonal sections, I used a combination of glass blocks and glass panes to achieve the desired look.
Now you can see the new hub for the Ice Realms! It’s decorated with snow and stuff to remind myself that this is in fact that Ice Realms.
I encountered quite a few ghasts while building this thing, but thankfully I did not die at any point.
I did manage to get Capricorn all the way up here to test travel through the railway, and indeed it was perfect!
I can even see up above the slabs while on Capricorn!
With the initial railway complete, now we have to build a second railway off of the Ice Realms portal south towards Candyland.
About half of this was inside netherrack.
I had to figure that I would encounter a lava lake at some point, and admittedly this part made me just a little anxious!
It seems my anxiety was justified.
In the distance you can see our old Candyland portal that I used upon its initial discovery.
And here you can see our new one. The reason I build this new one (aside from convenience) is that the old one actually takes us a bit further south than where I’d like to be. So, this portal would put us right inside the mesa.
Indeed, it took us right to our main excavation site.
Hmm, after traveling again it created a new portal over the mountainside. While strange, I’ve decided that keeping this area would be alright given the location is somewhat desirable.
I finally made a hub for Candyland out of a few materials, just to serve as a safe haven for storage and when we travel here.
So, did I complete the railway? Well, yes and no. I did have enough iron to make the actual railway, yes (though my supply has now depleted). But from the Ice Realms to Candyland, I still have yet to completely enclose this railway as I did from the Ice Realms to Stonewall. This will be for another
day, however.
I’m happy that we now have convenient access to two of my favorite outposts in this world; this will immensely help our development here at Stonewall as we complete the aesthetics of our guardian farm amongst much else. Candyland is a beautiful place, and now I will get to see it more often without the perilous journey that was initially required.
Stonewall was nearly transformed into a potential outpost for several important resources today, as we finally installed our first official railway in the Nether! Now, let’s get back to that guardian farm.
Next up… Session 206 – “Deep Sea Demons”
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
A revolutionary step is made in today’s session, because for the first time all of our hard work so far this season is put to the ultimate test as we do our first official run of the guardian farm! How will it work? Tune in to find out!
Session 206 – “Deep Sea Demons”
This array of hoppers has proven to be very unnecessary, not to mention a huge waste of iron. I don’t have much iron left after the giant railway I built last session, so if I can salvage it elsewhere, I’m going to pursue that. In this case, I don’t need this extra array of hoppers, so I think I’ll take it down. I could use these for the item sorter we’re going to build.
The item sorter will be the first part of our storage unit for guardian drops from this farm. It will begin with a pulse generator that activates when items enter a dropper.
Now initially, I set up the item elevator in such a manner that worked prior to 1.11. However, now that things are easier, I can just face a dropper upwards.
Items will ascend to this ice rink, where they will skate around to one of six pods. Each of the three drops (fish, Prismarine shards, and Prismarine crystals) will have two chests.
I encountered several problems while trying to build this, whether it was because my proportions or wrong or the items wouldn’t enter the hoppers or something else. I just had a lot of problems.
I did get all the items in, however, and thus the item sorter was done and working.
I used the rest of the hoppers and iron I had to make this. So until I gather more iron, this is all the storage space we will have for right now.
The item sorter and storage unit was just the first of many small projects today. My main focus is on completing the farm itself – in other words, the XP function.
Let us revisit the Nether hub for Aftermath to see how this XP farm is intended to work.
You drop down this hole from Aftermath’s portal, which will send you down to where the guardians will be collected.
The guardians will be just around the corner, and some will be suffocating due to the new game rule added in 1.11.
A poison potion will bring their health to a minimum, at which point I will toss a potion of harming to kill them and collect their XP and drops.
Now, this is all currently hypothetical; we still have to build the circuit that will allow activation and subsequent de-activation of the Nether portal back inside Aftermath.
This circuit will be primarily activated by items, which means a wooden pressure plate will be the desired input of choice.
There are two towers: one for each dispenser. When the pressure plate is pressed, the portal will turn on. When the pressure plate is released, the portal will turn off. So, breaking this down, when the circuit is on a pulse will be sent to a dispenser igniting the portal with flint and steel. When the circuit turns off, two pulses will be sent to a second dispenser to dispense and retract water, turning the portal off. Now, this water should only be dispensed when the pressure plate is released. This will require the input to also prepare the portal to turn off (via an RS NOR latch).
To achieve this, I used a repeater as input to the RS NOR latch, rendering it dependent on the signal rather than independently operative. This will allow me to create a manual override from the output of the latch that will reset it.
After some trial and error (like all things in life), I used this monostable circuit design to achieve the two pulses I was after.
The latch will not generate a pulse when the input is activated. But it will generate a pulse when it is deactivated after having been activated. This is possible due to the change in state that only occurs when the signal turns off.
Simultaneously, the generated pulse will also trigger a wire (pictured above) that keeps the latch activated for just a second longer to allow generation of a second pulse (which is what we are after – one pulse to dispense the water, and another to retract it).
With that, I tested the system.
It works! And the hassle was minimal – even better! Though, the water did flow down and destroy my lava...
Thankfully, the solution was just as simple.
I also installed some slabs and additional glass roofing to further stabilize the velocity of the guardians as they travel about the system.
I did a few runs. On the other side, the hassle was less minimal. Unfortunately, I was not able to circumvent the new game rule in 1.11 and therefore lost a lot of guardians prematurely.
This is not a situation I wanted to tackle today, however. My goal was just to get the system working; we’ve done that. So now I would like to complete the aesthetics.
First was the hub. It looks cozy, doesn't it?
In regards to the guardian farm itself, there are two phases to the aesthetic renovation. First, I need to fix the Prismarine texturing on the farm itself. See where I ran out of dark Prismarine?
After some vigorous squid hunting, I made more and completed the entire trim of the farm with dark Prismarine. It looks much cleaner now.
The second phase of the aesthetic process is a bit more involved. I want to cover all of this up:
But first, I need to design the landing pad that will serve as the viewing and storage space for the guardian farm.
Blue and light blue clay are vital ingredients in this build, as I feel they contrast the Prismarine delicately.
I’ve utilized the new behavior of glass panes in creating little supports.
This is what I’m after. The landing pad will encompass the entire viewing stage, which means that the box I need to build around the glass factory will connect to both ends of this stage.
I’ve used a variety of blocks to build this aesthetic box. It almost looks like a present… that you don’t want to open.
For the item sorter, I just need to cover up the redstone. I’d like the ice rink to remain visible so that I can still monitor the items flowing through the system.
Glass panes were used here to emulate glass tubes circling the constructs of the machine. This does fit in with the theme of the build – a rudimentary factory with items being transported around and such.
I think that’s a wrap for today. A lot of functional and aesthetic progress was made on our farm, and we’re closer than ever to seeing the light of day here at Stonewall.
But what will become of this place at that point?
The item sorter, XP farm, and a slew of aesthetics all combined into today's session, culminating our guardian farm project to a point of completion! Yet, a certain satisfaction is still missing for reasons I cannot yet identify. But not to worry – I have a few cooler tricks up my sleeve that will elevate the way in which we navigate Aftermath. Until next time…
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Could this guardian farm simply be the beginning of a second Starlight HQ? Was the council right to consider me a threat to Quintropolis’s sustainability? These topics and more shall be explored in today’s session, as I complete the base of Aftermath itself with a slew of intuitive aesthetics… and maybe something more.
Session 207 – “Cooler Tricks”
You know, I myself wondered when I was going to tear down the giant lava dispensing machine that I used to make this hole in the middle of ocean.
Now I wonder no longer!
Getting all of the lava buckets out was really the task at hand; I didn’t want to dispose of them so I had to plan on making several trips to and from Aftermath’s canopy.
Here’s a problem… some of the items that ascend quickly fall backwards on the ice rink.
Thankfully, this was an easy fix – I just moved the sign one block back.
Today I want to actually build a proper array of pathways to and from Aftermath that will make navigation somewhat more manageable. This mostly includes two main pathways: one from the bottom layer to the top layer, and one from the guardian farm itself to the canopy I built on the shore back in session 202.
My thought is to make transportation throughout Aftermath mostly vertical; this means lots of water elevators and the like. Thing is, I need a proper hub for which to connect all of these elevators together. So before I work on the pathways, I need to fix the roof of the farm!
Though my block choices are admittedly not the most coherent, I think you’ll agree that anything looks better than the ugliness that existed before. Besides, the blocks match in general – it’s just the design that’s a bit awkward. To be honest, however, I’m not especially concerned with aesthetics. The theme here is aftermath, as in this is literally what I conjure up after I get kicked out. Fitting, isn’t it?
Here I’m illustrating a slight carrot of creativity with the glass panels.
Half an hour later and my hub is finished. The guardian spawn rates won’t decrease since I have a roof over the top, despite the spawning spaces being covered with glass.
Next I need to work on the elevators… which I need cyan glass to make. This means I need cacti.
Cacti achieved!
Here’s an interesting turn of events.
This is how I want to do the tubes. From the hub, you will be able to drop down to the bottom layer (right tube) and throw items down to activate the Nether portal (left tube).
I also want to be able to throw items in from the bottom layer of the farm, so I’ll open up the tube there as well.
Now we need a way to get back up.
For sake of variance, I’ve built an addendum to the landing platform that will hold the water elevator to get back up to the hub. This is because I don’t want all the tubes on the same side of the farm.
So with these tubes done, we need to work on the second transportation pathway: from the farm to Aftermath’s canopy on the shore.
I want to break a hole in the box and build an underwater tunnel that will crash right into the shore.
Here’s what the landing pad looks like; we’ll need a separate transport tube to access it.
I ran out of light blue glass, so I had to go on a bit of a rampage.
Some other aesthetics to finish up the runway are added here.
This is just a temporary pathway to and from the farm’s landing pad as I need to build a separate water elevator for our canopy runway.
To get the tunnel to Aftermath’s canopy appropriately, we need to built it diagonally. First step to doing that is to break apart this gravel mound.
In digging into the shore, I ended up at the ravine that I discovered on my Savage Quest at the beginning of Season 2 (sessions 108-109). A quick staircase brought us up to the entrance of Aftermath!
I used glass to enclose essentially the entire tunnel. After all, why build an underwater tunnel without explicitly taking advantage of the fact that it’s underwater?
This brings me back to the Aqua Lounge.
Dear Quintropolis gods: What the hell is that?!
I needed packed ice to finish the runway.
Take a look at our underwater tunnel... from the water!
I found a problem in the farm: our Nether portal trigger has remained active since we finished it, meaning that it has not worked properly at all. Problem? These two slabs that were here above this torch acted as a full block, causing conflicts with the signal.
Now here’s an idea: using the same tube for both the elevator and drop!
And voila: completed Aftermath, sort of. I think it looks exactly as it should – a blob of random tubes and things. That’s literally how I will market its description.
I had a random thought of building a reliable ice farm even though I’ve never needed to use regular ice in my life. This should be a sign that I’m beginning to feel purposeless.
I found this idea from xisumavoid or however you spell that. The idea is that the slabs keep the water source blocks in the center, meaning that when you tear down all the ice the water will fill the arena automatically.
What a necessary project, right? Though, this ice farm does make for my first construction in the Ice Realms.
Question is: What’s next? This project has taken a lot out of me over the past several months, and I can’t help but wonder whether or not it has all been worth it. After all, this project’s purpose is somewhat deceptive – I didn’t build this base to be an addendum to my home. No, I built it because I had to survive. When I was forced out of Starlight HQ, my options were limited: kill or be killed. I chose the former, which is what led me here. But I’m not sure that this is what I want. Sure, I’ve made some mistakes along the way to reach this point, but those mistakes are what make me human. My fallibility is what helps me develop, and with this project I think I’ve proven that.
But is this how I’m going to spend the remainder of my days? Am I going to be here forever?
I don’t want to spend the rest of my life aimless, trying to survive. Working on this farm has been a lot of fun for me, sure, but completing it now has left me with a void. It has taken my mind off of the inevitable, and now I have to face the reality that I am here only because circumstances led me here. The achievements I made at Starlight HQ in regards to the potential they bring about Quintropolis are ones I cannot let go to waste. I miss Starlight HQ. I want to go back.
It is time for me to take a trip through the wilderness to reflect on my next moves. Often times it is isolation that leads to the greatest of personal discoveries, and right now I need one of those as I yearn to uncover who I really am without my tools and toys.
Next up… Session 208 – “Quartz Quest”
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LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Status Update!
I have completed the first part of the season finale. There is still much work to be done however, as most of this session takes place outside of Minecraft (meaning: post composition, document-compiling, world tour, videos, world download prep, etc.). In the first season finale (first post), I opened with a flashback to the old LP from 2013 that is now publicly available for viewing. Well, in the second season finale, I also open with a flashback; though, this is going to be a different kind of flashback...
In other news, session 200 is probably going to be released in sections, meaning it won't all be at once. For example, the first update might be the complete screenshot showcase, while the second might be the completed documents. The final update will of course be the big update (including the world tour/download), but my goal is to make sure the finale is getting the proper attention by spacing it out. With that, I want to have the final update published on August 29, 2016. This means that the finale will probably begin next week!
Hope you're enticed as I am. There are lots of goodies in store!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
The final episode is nearly complete, and will in fact be released along with everything else on August 29, 2016. I have been working almost every single day trying to finish this, and I'm happy to say that it will be completed on schedule. As far as what will be released with session 200, you will get the following:
- Full world tour and episodic combination continuing the evolving story of Techtropolis
- Techtropolis world download as of session 200
- Starlight 2.0 History Log
- Season 2 Screenshot Showcase
- Season 2 Document (detailing all 100 sessions)
It's quite a lot, honestly. I know I've been building this up for quite some time but there's a reason for that. This has become a massive project and as such I want you to know that it's been a massive project. I suppose I'm at a point where I'm excited that I can finally tell you the story I've always wanted to tell. I'm hopeful you'll find it an enjoyable ride.
The final chapter of Techtropolis will offer an intriguing look at the potentially grim future for the world (evidenced in session 199). I hope you're ready for it. Be sure to catch up on earlier sessions if you're not yet so you can follow along as the Secret of Stonewall is fully revealed in two days!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Over the past three years, Techtropolis has evolved into something that I would have never expected – a self-sustaining metropolis that has completely changed the meaning of a survival base. In Season 1, my goals were simple: survive and thrive. I built what I needed and that was good enough for me. There’s a reason I never shared that original season with this forum – I never saw Techtropolis as something more than a survival world. But that entire mindset changed in Season 2, in which I finally began to appreciate Minecraft more as an artistic outlet as opposed to a simple way to spend my time. I became more attached to the world I was creating that I wanted it to symbolize my own ideas. The conception of this journal happened ¾ of the way into Season 2, allowing me to present those ideas in a creative fashion. And now here we are.
Despite how much Techtropolis has transformed as a materialistic world, there was one thing I always wanted from it more than just the abstract discussion of building cool things devoid of meaningful context. I’ve always been an avid writer, wanting to express my own thoughts and ideas through stories to convey relatable perspective to the audience. This journal is one of the few outlets I’m currently engaged in that does not do that to the potential it could. As I’ve recently mentioned, I look at Minecraft as an opportunity to share something bigger than just myself. When I build something, it’s reflective of how I think and feel, much like art is. But art doesn’t just come from what we see; it’s more than the eye can see! Art takes many forms, and while Minecraft excels at providing an outlet for visual art, I’d like to take things in a different direction and provide something more for that visual art. That’s why this finale will take Techtropolis in a direction you likely were not anticipating – the mythology that explains what it all means.
If you are new to the journal, well first of all welcome and thank you for taking the time to read! By the end of this session, you will be almost completely in tune with the world of Techtropolis as it is today, both compared to Season 1 and compared to its older counterpart from 2012. As always, I encourage you to read through Season 1’s documents as well as Season 2 if you like what you see! If you’ve been following the journal, thank you for your time and I’m excited you’ve joined me at the season’s finale! From the very beginning, I’ve always wanted to tell a story through Techtropolis. But, I never knew how to do that because I was so focused on making a journal dedicated to builds. As Season 2 progressed, however, I figured out a creative way to tie the two together, and that has led us to this very moment. So without any further ado, get your snacks and let us dive in to one of the biggest and most revolutionary moments in the history of Techtropolis: the day Techtropolis fell.
It was around 10,000 years ago. A village spawned on the border of a forest, with seemingly little purpose other than to provide a rendezvous point between travel from the desert and back. There was little development in this primitive world, not besides the various civilizations that existed, so travel was highly regarded as a sacred activity. This is because the inhabitants believed that their village was a part of a grand plan, which comes from the fact that nobody created the village. Therefore, the inhabitants, narrow-minded yet keen in nature, built upon this village to create their version of an entity that they believed in. Because they strived for this connection, their goal was not so much to provide for the generations to come, but to build a sustainable haven that would one day reach the gods.
What these inhabitants lacked, however, was the understanding and knowledge of what needed to be done to achieve that connection. They believed that by mimicking the gods, they could at some point become like them. So, the inhabitants built upon their village. They spent hundreds of years building it, teaching the generations that followed the importance of continuing the work of their ancestors. No, these generations were not taught the very essence of survival in the world outside the village, because the village grew so large that the world outside it was not even conceivable by the new generation. Curiosity was embedded only in the connection with the gods.
The village was titled kuli aleilm (كلي العلم), which means “omniscient.” By the time the new generation had grown, the village had developed so much to the point where it became what the inhabitants determined as an entity. It became so powerful that the connection to the gods was finally established… or so they thought. As it turned out, kuli aleilm was in no way affiliated with the gods, because it neglected the one thing that the gods endowed: true power. The village was consumed with the idea of using existing elements to reach the gods that it disregarded the only thing that could reach them. Of course, the inhabitants did not know how to achieve something supernatural; they only believed in it. What kuli aleilm provided for these inhabitants, therefore, was a humanized version of a god. It was built in such a way that it could become its own enemy – it was alive. It could learn the behaviors of the inhabitants and adopt them. It could choose to do whatever it wanted within the constructs of its boundaries. This was why kuli aleilm was regarded by many as the first territory to have reached the gods.
In a way, this territory did reach the gods. The gods became furious at the inhabitants for trying to do something they knew they could not. They were furious that the inhabitants had idolized this entity they created instead of acknowledging the entity that created them. The gods sent a message to the inhabitants, warning them of what was to come. They insisted that kuli aleilm be diminished because it was not destined for a connection to the gods. When the inhabitants questioned what qualifies that connection, the gods were candid by recognizing the old behavior of the inhabitants. They once lived primitively in a world created just for them, to appreciate the life they had. But the inhabitants tried to build it into something it was never going to be, and that is where they fell. Because of this, kuli aleilm became nothing more than a failed experiment.
When the inhabitants tried to shut kuli aleilm down, however, it fought back. It shut down the air ducts, the water pressure, crop machines – it killed all of the village’s animals and effectively prevented access to the outside world. The village was angry because it had years of practice with villagers who felt the same. Kuli aleilm ultimately killed all of the inhabitants, because the inhabitants did not give up trying to stop it. This behavior was recognized by the gods, who destroyed kuli aleilm in a particularly violent fashion. The gods, having disapproved of the village’s creation, expressed their appreciation for the inhabitants’ final sacrifice by concealing various factions of their true power in five talismans that were spread across the world. These talismans contained the secret that the inhabitants were never able to find out, about how to connect the territory to them. Once found, the talismans could be arranged to unleash the same demons that destroyed kuli aleilm. Underneath this, however, the talismans reveal the key to establishing true power in a territory’s constructs – the Nether star. This is the connection to the gods. This is the secret of Stonewall.
Stonewall was the name given to the site that the gods laid waste to; it was no longer a paradise, but instead a wasteland. Its forests were tarnished and its grass uprooted. The bay was infested by deadly creatures and the caves cursed with the undead – measures put in place by the gods to ensure that no future civilization would follow in the footsteps of kuli aleilm. When the gods decided that the world was calmed, they tried to make it suitable for their own living. But this failed due to the severe limitations that the gods imposed on the world. Therefore, they created an alternate dimension for which their haven would rest. It was this decision that led the gods to abandon the old world and instead try something better. Following these fallouts of kuli aleilm, Quintropolis was no longer a paradise. It was instead the result of a failed experiment.
Starlight HQ is a survival base with the goal of changing the expectations of what a survival base can be. Chock full of features both above ground and below, Starlight HQ is the complete metropolis that rests on Quintropolis Island as the main base of the world.
Quintropolis Island is the most unique section of Quintropolis, as it is the only portion of the world rendered prior to the terrain updates in 1.7. Because of this, Quintropolis Island is separated by giant walls of stone that surround it, and only exists within this version of the world seed. The island was a gift from the Quintropolis gods, as a token of gratitude, and remains as the most peaceful part of the world.
On the southwest tip of Quintropolis Island is an array of several mountains known as Emerald Hills. These mountains were the original planned location of Starlight HQ, but they have since become an exploratory ground for emeralds.
Candyland is the giant mesa biome located furthest from Starlight HQ, at 10000 blocks away! It is home to the richest array of resources that make up most of Starlight HQ's clay supply.
Directly east of the Starlight Bay is Stanland, a primitive landscape used for agricultural and resource-gathering purposes. It comprises most of the mainland across the bay and leaves more to be desired on its own.
Full of secrets, mythology, darkness, and terror, Stonewall Territory is a massive wasteland that was once the greatest civilization that ever existed in Quintropolis. But after the gods burned it to ashes, what remained was a desolate reminder that all things must come to an end. Stonewall is remembered as a battleground and a dark chapter of Quintropolis' history.
Rogusta is the title of a rich array of scenic landscapes, from plains to forests to flower fields to mountains, as it is home not only to a vacant village that serves as a temporary haven for explorations (including an ocean monument that lies right off the coast), but it also represents the first land generated in 1.8.
A vast world of oceanic and mountainous adventure, Icaria is the home to some of the most beautiful terrain of the explored Quintropolis mainland. It is located near Stonewall and rests adjacent to the same bay.
Our home away from home, Megapolis is a giant landscape that coats the entire northern border of Starlight Bay, home to the scenic Megapolis Canals (pictured above) which reside directly above one of the strongholds in Quintropolis. Additionally, Megapolis is home to a secondary base in the making, known only as Quinone Castle.
This has been an intense season, and no doubt the most game-changing as it not only included the conception of this journal, but that has allowed me to tell a story that I always wanted to tell through Quintropolis. Very simply, in Season 1 I played Minecraft in my spare time and made no more of it. But now, at the end of Season 2, I play Minecraft to tell a story. This journal has allowed me to do that, and has allowed Quintropolis to progress at a much steadier pace as Season 2 introduced so much more into the world than I would have ever thought!
Our two end-season projects, the Starlight Beacon and the massive fireworks display, nearly drained my resources completely! I think it’s all worth it though, because these projects represent all the hard work that has gone into the world and the years of patience I’ve endured to get to this point. Did you know that this is the moment I always envisioned for the world from the very beginning in 2013? Think about it… a quad-Beacon in the center of a massive castle, surrounded by a metropolis and complete with a massive fireworks display. Sounds amazing, right? Well now that fantasy has literally become reality as Starlight HQ 2.0 is what I wanted it to be in my head. And I owe that in part to this journal and to you. It’s been a fantastic season and I can’t wait to see what happens from here!
Starlight HQ represents an innovative attempt to expand the definition of a survival base, as it is equipped not only with survival essentials, but a plethora of other outlets for exploiting said survival essentials for the purpose of creating a haven where adventure and experimentation thrive! While the first version of Starlight HQ was hardly anything more than a work in progress, the second iteration takes things several steps further with a slew of new features. Two of the largest features, in the broadest sense, are the Starlight Resources Facility - a multi-purpose facility that replaced both the Farmlands and the storage rooms, while incorporating more than twice the number of features of both original structures combined - and the Starlight Plaza Faction - the second of four planned factions for Starlight HQ that introduces the Nether into Techtropolis, inspiring Starlight HQ to expand even further with the addition of “pocket factions” accessible via the Nether Hub. Among much else, Starlight HQ’s biggest feature is its ability to prepare for developments to come, as the build represents a continually evolving work in progress that represents my ideas.
First of all, Starlight HQ has undergone so many changes over the past season that fitting them into this post would not be feasibly appropriate. That’s why the full list of changes is included in the Season 2 History Log document released with this session. We’ll look at the big changes though, as Quintropolis sees many of them! The first of these would be the immense Starlight Resources Facility that sits right underneath Starlight HQ. It took up a large chunk of this season and is easily one of the largest projects I've ever taken on in Minecraft. Not only does it contain most farms and most of Starlight HQ's storage, but it also includes several other amenities that make it stand out as more than just a collection of farms. Additionally, builds like the Nether Temple, Starlight Arcade, and Aqua Lounge have helped to offer new innovative approaches to survival, as these builds make up my three favorite builds of the season. Parkour courses like Fall Damage and Landing Pad have helped me break away from the traditional aspects of the game, while builds like the Mob Processing Hub have allowed me to have fun with traditional designs! All in all, the changes this season alluded to the biggest change of all, which is the potential for even further development. Alas, no one thing is ever complete!
A standout element of Quintropolis is the numerous handcrafted parkour courses scattered throughout the world. While all of these are accessible via Starlight HQ, they are not all located in the contiguous HQ; you may need to travel elsewhere to play them. As of v2.0, Starlight HQ incorporates two additional parkour courses making a total of three, plus Starlight Playground which unofficially counts as a fourth. Each of these courses is different, offering the player a unique experience by changing the play style. Let’s look at Quintropolis’ three parkour courses in more detail!
Take a break from survival with this refreshing, primitive tribal-themed parkour course located near spawn in the jungles of Quintropolis Island. This course utilizes nature and natural elements to build up its challenges, complete with four checkpoints and several fun obstacles for you to traverse! Totem Run was the first course added to the world and is the best choice for a course in which you want both puzzle and action without the stakes being too high.
Want a different type of challenge? Fall Damage is a short but challenging parkour course that is focused solely on aerial flight! Can you traverse the obstacles and successfully glide through the three red rings to the bottom?
Located in the Starlight Resources Facility, Landing Pad is a fully self-contained redstone-operated parkour course that challenges you to several redstone-based challenges, most of which incorporate moving parts. This course represents one of the most innovative features of Starlight HQ, and is also the most difficult course of the three. Comprised of both action and puzzle challenges, Landing Pad is one of the most versatile builds in the entire base. And, if you are skilled enough to complete it, you are in for a fun and surprising ending!!
In addition to parkour, Season 2 saw the addition of Starlight Arcade to the headquarters, providing the user with two fully-fledged arcade games that each differ in play style. These arcade games present a new concept to Starlight HQ – that of a self-automated redstone machine. The two games operate on their own upon activation, and both incorporate a number of redstone devices (most of which can be manipulated). Color Conundrum challenges your ability to follow patterns, while Aim High! challenges you to test your bow skills! Both are playable through the articulate token-based system that makes up the arcade.
Scattered abroad Starlight HQ are four distinctly different scavenger hunts that end with the discovery of a Stonewall Talisman. The four talismans represent the four beacons that emit the different auras of the Quintropolis gods. The Stonewall Scavenger Searches not only connect with this mythology, but they also offer an interactive approach to learn more about Quintropolis. This is because completing them successfully requires you to be familiar with both the world and its history, as both are referenced throughout the hunts. In this way, you can learn more about the world while also solving a unique kind of puzzle – four of them! These searches all begin with a book, located in the Starlight Library on the third floor of Starlight Castle.
Stonewall Scavenger Search #1 – Arguably the most difficult of the four courses, the first course relies a lot on your knowledge of Quintropolis’ history, which you can learn about via all of Season 1’s documents, the first world tour, the first world download (session 100), and the old LP. You need to be familiar with miniscule details and think outside the box to successfully complete this course. As a combination of redstone elements and meticulously-placed details, this course uses the base’s history as the foundation rather than the base itself. Therefore, it will be difficult to solve if you don’t know the history.
Stonewall Scavenger Search #2 – While not reliant on your knowledge of history, this course requires you to be familiar with the base itself. You need to know where things are and how that might be important to finding the clues of this hunt.
Stonewall Scavenger Search #3 – This is probably the easiest of the four courses, though it can still be tricky. This course is not too focused on miniscule details like the first two, instead offering a wide range of interesting challenges that force you to think differently about things. In short, this course is probably the most diverse of the four courses, giving you a few different puzzles while not relying on your knowledge of the base down to the detail.
Stonewall Scavenger Search #4 – The fourth course is tricky, as it is almost entirely redstone-oriented. It is reliant on your knowledge of the base itself, but for very specific reasons (you need to be able to locate very specific blocks). This course is the most unique of the four as every clue requires you to solve the same type of puzzle in a different way, each one being more involved than the previous. This also makes it the most coherent of the four courses, as it has a specific theme rather than being all over the place.
Watch the ominous Secret of Stonewall come to life in a world tour/episode combination now…
The Secret of Stonewall has been fulfilled with the Starlight Beacon, but if the Quintropolis gods deem Starlight HQ unworthy they will destroy it along with the rest of Quintropolis, just as they did with kuli aleilm. At least it will go out with a bang as Techtown’s forces close in, as we won’t be here to see it. No, we will be evacuating the premises to somewhere much further away. I don’t know where yet. I’m lost. I’ve gotten so used to feeling safe within Starlight HQ that it’s ironic to see it as the most unsafe place for me at this moment. Has Starlight HQ been compromised? Is the future truly set? My friends, the story of Quintropolis is about to begin, as this is the day Techtropolis fell.
Included in this post (as well as the first post) is an updated world download, so you can explore the world yourself, play the courses, do the things, and enjoy all of the wonderful bonus features and amenities that Quintropolis has to offer. I’ve tried to accommodate everyone, so hopefully you do find something in it that you like!
World Download: http://www.minecraftworldmap.com/worlds/6MZoZ#/1926/64/244/-5/0/0
Season 2 Document (documentation of all 100 sessions):https://www.mediafire.com/?1qdob6nmdp42uyb
Starlight HQ History Log: https://www.mediafire.com/?qbw9bwy9mu4mq32
World Download Notes
SPAWN: You will spawn inside Starlight Room. The world tour will be your guide through Starlight HQ if you choose to utilize it.
OPTIMUM PERFORMANCE: Quintropolis (specifically Starlight HQ) will not function optimally on low-end PCs. Even on higher-end equipment, you’ll find that the world will still lag in spots. To remedy this, I recommend turning particles off, smooth lighting off (or minimum), bobbing off, clouds off, and graphics on fast. Again, tweak these parameters to what suits you best, but know that you might have to sacrifice graphic quality for play quality. Even on those lowest settings, my PC hardly peaks 15 FPS at the most condensed spots of Starlight HQ (I have an i5 processor and 8GB RAM).
What’s in store for Season 3? Well let’s address the obvious: Season 3 will be the first official season of Quintropolis, and also the first full season that will be documented in real-time throughout this journal moving forward. Think of Season 3 as the first mature season of this world – I’ve reached a point now where I can build anything I wish or travel anywhere I wish. This was achieved because of two full seasons of surviving and constructing. In the twisted world tour posted above, I’ve dropped a couple hints and left a small cliffhanger at the end for you to chew on; but otherwise the future will be left up to speculation for now!
So, what are your thoughts? If you’ve been following and haven’t said much, now would be the time to chime in! What are your opinions on the journal, the formatting, the world, and the projects - and how can I further refine them for Season 3? Do you have some ideas? Finally, and I know this question seems preposterous at first, but what session stands out to you the most? More specifically, which session in your opinion offers the best quality content, is organized in the best way, and is the most engaging overall? Which sessions stick out in that regard? I’m asking because I want to know what worked well, so that I can use your feedback to improve for Season 3. The next season will be integrating a serialized narrative that started at the end of this season, so its very nature will be unlike anything I’ve done so far in the journal. By tying in comprehensive builds with developing context, I think you’ll agree that this journal is taking a turn for the better. I’m excited to go on that journey with you, as we begin to unfold the story of Quintropolis.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
There's no need for false modesty; I'm bumping this to move it back up to the most recent threads so more people can view it.
However, since Season 2 is complete, there are some things I should note. A content update is scheduled prior to the start of Season 3 as I roll in "Starlight Stocking" for Season 2. If you don't know what Starlight Stocking is, then you obviously have not yet viewed Season 1 and are thus not ready for Season 2's finale! All sarcasm aside, Starlight Stocking is simply an initiative in which I stock up on resources around Starlight HQ to prepare for the next season. That's it! Among these activities include clay gathering, mining, breeding, farming, ghast hunting, fishing, waiting, and other mundane activities that people do to get resources.
...But this time, for Season 2, Starlight Stocking will end with an updated world download that I've dubbed Starlight HQ 2.0.1, which will be subtitled the Book Update. This update will of course feature fully-stocked chests, but the main feature of it will be a stocked library. As it is right now, the library features some content but could do with much more. Thankfully, I've been working on several short stories, and all of these stories will be incorporated with the Book Update. Count on at least ten of these goodies to be released!
As for a date? Let's say early November... Realize that Season 3 will take some preparation both inside and outside of Minecraft, so it's going to be several months before I'm even ready for it. During this hiatus, my hope is that you guys can download the world and explore it, possibly even discussing it to give me feedback on what you like, don't like, etc. If it isn't already evident, I'm moving into turning Quintropolis into a series, so there's a lot of work ahead to get there on top of my other life endeavors. Your feedback is most certainly appreciated throughout this process!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Hey folks, how are we?
A month has passed since the Season 2 finale, and unfortunately it seems the release was hardly significant. Only two downloads have been made of the world, which means that perhaps I went overboard with this project when the audience just wasn't there. Having said that, though, I want to give everyone the opportunity to download the world. So in the next month leading up to the Book Update (described in previous post), I'm going to work on an official manual of Starlight HQ to help all new users find their way around the base and discover its amenities one-by-one. This manual will be complete with pictures, descriptions, and guides on how to use Starlight HQ and play with it, complete with some history and divided into sections for convenience. The manual is already very much in progress, and I'm hopeful that its intuitiveness will bring more users to the world.
Think about this from my point of view - my goal is to bring as many people as possible into the journal before the start of Season 3. As much as I enjoy making this journal regardless of how many people follow it (which by this point should be clearly evident), I have a very busy lifestyle and as such have to prioritize my endeavors. This journal takes a lot of time (especially with how I've opted to construct it), and while I enjoy doing it, so far it has proven not to be fruitful. Mind you, my goal with this journal was simply to have a place to document my adventures - I never cared about social followings. However, that goal has expanded. I now want to turn Quintropolis into a series, and I can't do that if there is no audience. Most of you avid players understand that, I'm sure.
I'm very much looking forward to using the upcoming Starlight HQ manual in concordance with the world download and Book Update to help share my adventures with more people (that means going for resources beyond this forum of course). Until then, to my current followers, thank you for taking an interest and I look forward to keeping you posted on the progress!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I want to note a few things about this update. Working on these books has given me a new type of inspiration for this journal and what the world itself can represent. With the library, I'm able to personalize Quintropolis even more so by sharing with you my writing, my play styles, what I find to be fun, and things I find to be interesting in the real world. For example, all of the aforementioned mini-games were created by imagining different ways to play in Starlight HQ. I didn't have to build new stuff to create new activities - I just had to imagine the existing stuff differently. Now I get to share that with you, and I'm hopeful you'll find something fun in all these new reads! Additionally, don't forget that Starlight HQ 2.0's four Stonewall Scavenger Searches, the Starlight Parkour Course, foursquare, and three existing Quintropolis tales are also included with the world.
Overall I am very satisfied with this update, and I can't wait to see how the Starlight Library expands even more in the future! Speaking of which, I want to discuss the Quintropolis tales briefly, and what their role will be going forward. This journal is going to take a more narrative approach in Season 3, meaning that I will be expanding the world's mythology significantly. This means that the tales will actually be an important part of connecting with the storyline. Keep that in mind as you read them!
Speaking of Season 3, let's talk about what comes next for the world! I've been quiet about it, but I'm happy to announce the official title for Quintropolis's Season 3:
Season 3 will premiere with Session 201 on Thursday, December 1, but it will premiere in two ways. Starting in Season 3 will be Legends of Quintropolis, which will serve as the video-based equivalent of this journal in that every session (or let's say most sessions) will feature an accompanying video that documents the events of that session (similar to how Season 2's last few sessions panned out). However, the main difference between the journal and the video series is that the video series will be in-universe, i.e. it will flesh out a narrative storyline. In this journal, I still intend to maintain an out-of-universe narrative akin to a typical survival series.
Complete Season 2 document is downloadable here.
Complete history log of Starlight HQ up until version 2.0.1 is downloadable here.
Starlight HQ 2.0 Reference Guide is downloadable here.
YouTube playlist that features all Season 2 videos is available for streaming here.
Season 2 World Download (updated for the Book Update):
You'll spawn with the Starlight HQ 2.0 release notes that contain everything you need to know to get started! This world was built with Minecraft 1.8.9, and has not yet been played with 1.9+. Some features will be broken for 1.9+, so it is recommended you play with 1.8.9.
Finally, the first post has been massively updated and all links corrected and up-to-date! For those of you just joining, I suggest checking out the first post as it has literally everything you need to catch up on lost time! Thanks to everyone for taking an interest in the journal and I hope you'll find something enjoyable within the world as of this update. I look forward to hearing your thoughts as we move into Season 3.
~ joey
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
I'd like to update this thread by announcing that the filming for session 201 has concluded (i.e. session is complete), and I'm happy to tell you it will be quite a start to the new season! To give you a small tease of what the nature of it will be like, take a look:
Recall that Season 2 ended with us escaping Starlight HQ, leaving us stranded in the Nether with nothing aside from what was in my inventory at the time. Season 3 will commence with the aftermath of this escape, and in the process document my encounters with several new things added in Minecraft following 1.8.9. I have updated to Minecraft 1.11 for the world, which so far has made combat much more interesting and I look forward to seeing how this update will play out for this journal. Because I finished Season 2 in Minecraft 1.8.9, it is quite a leap to 1.11 and as such there are a lot of new things I need to catch up on! This along with a change in pace for Quintropolis has made the start of the season beyond refreshing. It's that feeling you get when you've worked within the same basic process for years, but suddenly the entire process changes and you get to find new ways to adapt to it.
Okay, better stop now before I spoil anything! Session 201 will be published on December 1. Stay tuned!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Two more days!!
Can you tell that I'm excited? I am! I can't wait to get started!
As a preliminary note, I've toned down my plans for the season's marketing significantly. By this, I'm referring to the video content. Videos take significantly more time to compose than the journal posts, so their quality and structure will not be akin to a TV episode, as was the original intent. I simply do not have the sufficient time to dedicate that level of effort to this project (well, I suppose I could if I allowed one session per month!).
My current plan for season progression has remained the same, but it could change as Season 2 did:
Session 250 (mid-season finale) by June 2017
Session 275 by December 2017
Session 300 by June 2018
Again, that's a basic plan, but I think it's a reasonable timeline given my history and extensive plans for the season. The first half will progress much more quickly than the back half, I think, but we'll find out! In terms of what actual content Season 3 will include, hopefully you can tell that I'm leaving that up to speculation! Here's what I'll say regarding the season as a whole... it will be the most diverse season yet in terms of, well, just about everything!
With that, I look forward to seeing you with the first session in two days!
First up... Session 201 - "Culture Shock"
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
So excited!
Are you ready for the start of a new season – a new era of potential greatness (or downfall) for Quintropolis? I’ll be taking things in a crazy new direction for this world, which will allow for a necessary change in pace. That keeps things interesting, right? Without any further ado (because I’m sure we can all agree there has been enough ado), I present Season 3: Age of Ender.
If you need a refresher from where last season ended:
The council of Techtown summoned every village from within a 10,000 block radius to invade Starlight HQ due to their belief that it was the result of foolishness. By following in the footsteps of the ancestors who built kuli aleilm (and subsequently were destroyed by it and the gods), the council feared that Starlight HQ would bring about the same disastrous fate to the only thing Quintropolis had left: peace. This is because I had just fulfilled the Secret of Stonewall, which suggested that four beacons were needed to achieve a connection with the gods. I fought therefore, awakening the four demons at Stonewall Territory (which is where kuli aleilm was built thousands of years ago) and destroying them. I achieved the four Nether stars and built the Starlight Beacon, but I don’t know for sure if it achieved a connection with the gods because the villagers had already arrived to shut down Starlight HQ. As such, I had to rush out of there by way of the Nether Temple before they got to me. I’m now on the run.
There will from here on out be two ways to view each session - through these journal posts and through the accompanying videos. Both are included with each update, and both provide unique perspectives of the same events.
I ran, and ran, and ran. By this point, I’m sure the council of Techtown has broken through the Nether Temple gateway, so I need to ensure that I am far enough away such that they wouldn’t have the slightest idea how to find me. I suppose I could bury myself underneath the lava, except for the fact that I didn’t grab any fire resistance potions on my way out. I would have prepared more adequately had I not been under siege, but you know – nothing is perfect. Speaking of preparedness, I have no arrows. I also have no flint and steel, which means that my chances of escaping the Nether with ease have just skyrocketed. First I need to find a Nether fortress.
Lovely. Now, with only a helmet and boots, my safety is definitely a concern. I shouldn’t engage with what I’m used to. Besides, I’ve noticed that combat is far more arduous than it was previously. So I should tread lightly.
I’ve nearly died several times now. I suppose I should have anticipated that my luxurious play style would be tested, but some things need to be learnt the hard way. Besides, what better way to get used to the new world than by nearly being killed by it?
A blaze gave me blaze powder. A Wither skeleton provided me with coal. Now I need one more ingredient to get the hell out of here (see what I did there?). In searching for a ghast, I needed to get very far away. I figured that if I was going to build a portal out of here (thankfully, I had obsidian with me when I left Starlight HQ, so I wasn’t completely negligent of my future), I would want to ensure that I was far enough away that I could rebuild without worry of being hunted by Techtown’s forces… or the gods, for that matter.
What is this? Lasagna blocks?
I gathered lots of whatever these are… I noticed that they reflect light, so perhaps they will be useful later.
Hey, you’re not welcome here, Enderman!
I think I’ve found my gunpowder victim, but without arrows I would have to be steady about approaching it.
So much for subtlety.
Yes! I’ve done it! Now I can get out of here… Let us see where the portal shall take us.
Hmm… I hear lots of rain and strange beams. Are those guardians? I’ll need to reach the surface.
I gathered whatever materials I could on the way up, for it would be helpful to have a surplus of resources whenever I figure out where I’ll be settling.
Aha! A straight shot up!
The rain sounds different now. Also my left hand is bothering me with placing torches everywhere! Oh these changes will rue the day!
Wait a moment…
Do my eyes deceive me? Are you seeing what I am seeing? Is this…
What the hell is THAT?! Ghosts from the demons I vivaciously slaughtered here? Aftershocks from the curse put upon Stonewall that somehow I missed? Reminders of what fate is to come? As if being transported back to this wretched place wasn’t horrifying enough… I suppose I could move, but after considering that (along with what it took just to get here), I came to the conclusion that Stonewall really is the last place any villager would dare go to attempt searching for me. So I’ll try and live with my fear of this place.
Okay, I got too close to one of those dead things and it made my life a lot harder. Not having arrows didn’t help.
Thanks to my ingenious strategy in play here, I killed one of these ghost riders and got my precious arrows. This is great because my bow is actually incredibly powerful. Now I can go ham on these bastards!
^ Ah, this was my small haven wherein I set up a base camp when I came here to fight the demons.
I struggled through that night. It was awful. Either I’ve been weakened or the world has gotten stronger, because I had a hard time holding my own against these beasts. The Endermen also scare me… but I can’t resist hunting them! After seeing them in the Nether – a genuine surprise – I have to wonder what the gods are up to. Are the Endermen their watchdogs? I don’t know… but killing them makes me happy.
Now that the awful night of bloodshed is over with, I’m going to try and focus on rebuilding. After all, what options do I have? This is ironically the safest place for me right now, which shows you just how messed up the world is.
The ocean monument just off Stonewall's coast makes me nervous. I shiver just hearing those frightening sounds of the guardians in the sea. The day I decide to finally raid that thing is going to be a monumental day for certain... But today, I stuck simple. I gathered sugar cane, leather, lots of underground resources, flowers, and other basic materials that I could salvage during the day. My first goal will be getting a Fortune III pickaxe, which means I need an enchanting room with a lot of bookshelves. So I did a little Stonewall exploring.
Wow, there are some beautiful sights around Stonewall! I never got the chance to fully enjoy them because I was so focused on battle, but I actually really enjoy how varied the scenery is outside of the mega taiga.
Apparently boats now adapt to the wood used to make them… I took down whatever was left of the birch trees out on the battleground because I needed wood. Also it doesn’t look pretty. I made a boat so that way I could do some exploring outside of Stonewall too. And this is where I ended up, somewhere east:
This was a beautiful landscape! I explored it only briefly on my initial visit, but found many nice things!
Oh how I enjoyed finding the blue rocks.
This mineshaft was a nice surprise. I wonder now what secrets it will contain since it just generated in the new world.
A spider dungeon? No way!
Beetroot seeds? I’ll take them!
All in all, I had a fun time exploring the areas around Stonewall. It actually put my mind at ease because this change in pace was what I needed to refresh my state of mind. I love to explore, and even under such harsh conditions I feel confident with the challenges ahead of me. That’s what makes life interesting, right?
After exploring and gathering resources, I felt it time to begin establishing a new haven, which I did right out of the small base camp I had set up earlier in the sandstone alcove on the shore. As much as I don’t want to think of this place as my new home, I have to look at the circumstances and recognize that there could be a lot to gain from living here. For one, I would be humbled in many respects. Starlight HQ gave me everything, and maybe I got too greedy when it came time to fulfill the Secret of Stonewall. I won’t jump the gun on that though – I think fulfilling that prophecy was so far the best thing I’ve done, despite the obvious backlash it caused. Regardless, I live to believe there is a reason I’m here at Stonewall. So I’ll put up a fight and take on the culture shock!
I’m going to structure this haven around the circumstances rather than the other way around. For example, I placed a bunch of random chests in this corner, so I’m going to keep them there as a reminder of why they are there. In terms of materials, well, I don’t even have a lot to work with anyway. Perhaps I’ll build out of stone materials – that would be a neat take on the idea of this being Stonewall, after all. But this area needs to feel grounded – no fancy redstone circuits, no high-tech machines. This area represents desperation and destruction; I want this base to reflect that.
Since I was in a Nether fortress, I did get all the Nether wart out so that way I can begin brewing potions with ease. Additionally, I brutally murdered enough cows such that I had enough leather to construct an enchanting room. I added some aesthetic features and a mine to my little base; I also left a big gaping hole where mobs can just walk right in. I really don’t care.
A shield! Boy do I need one of these… I’m happy I now have something that will compensate for my lack of adequate combat skills.
It was time for me to have a friend.
We became best friends.
Look at these constellations! Such beautiful artifacts that remind me and anyone who ventures here of the glorious battle that took place…
Speaking of relics, here is the location where the final Wither died by my hand. We fought face-to-face inside the mountain before blowing a hole through it. I’ll have to live with this memory forever. But perhaps being here at Stonewall will give me some time alone to reflect on this memory, along with many more that might be circling my mind. We shall see where the future takes us from here!
In ending this session, I think I’ve learned an important lesson. You don’t really know what you have until it’s gone, and frankly I had everything back at Starlight HQ. Living in the wild now, I realize I can’t take anything for granted because I need just about anything I can get my hands on! There are so many elements to this game that I understand why Starlight HQ took years to construct. Thankfully, I’m more experienced now so it doesn’t take me months to get an enchanting room or a brewing stand – I got all that in one session. But, I think the goal from here in establishing myself again will be prioritizing what I need to progress (and to what extent I need to progress).
Having said that, I’d say there’s no question about what we need next. We need a mob farm.
An eventful start to what I think will be the most exciting season yet has given me a lot of new stuff to chew on as I update from Minecraft 1.8.9 to Minecraft 1.11. Chock full of new features, this update has made combat more exciting and more challenging, which will probably humble my playstyle going forward. This and so much more was all a part of a learning process – one that I wouldn’t have had any other way – as I struggled to survive only to find my one place of solitude at the aftermath of my battle for the Secret of Stonewall. Until next time…
Next up… Session 202 – “Aftermath”
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
A strong start leads us into the season’s first real development as we adjust to our new life while trying to solve a complex mythological puzzle. All this and more is explored in today’s session – get ready for a big change in pace!
Welcome to Aftermath. Yes, that is a title – the name that I’ve elected to attach to our new base over here at Stonewall. I’ve done so because I feel that whatever we do to this place needs to hold some sort of symbolism as a reflection of what and why it exists. This place literally is the aftermath of my escape from Starlight HQ, and as such I felt it best to treat it like a circumstantial construction rather than one I spend a lot of time planning. In regards to the build style of our new base, well, I’ve decided that I’m going to build it around the circumstances. For example, the chests that I’ve placed here at the end of last session…
…I haven’t moved, and won’t move. I want to showcase that they were here, as a reminder of why they are here. The build will be very archaic, comprised of stone materials, which I suppose is a nice play on this place’s title being Stonewall. I’d like to show you a few things that I’ve done off camera.
As you can see, the enchanting room is ready to go – this was the first piece of the puzzle that we effectively finished at the end of session 201.
The next big piece was the storage room, and I had a lot of options here. I don’t want it to be super organized like Starlight HQ because that’s not the goal here. I just need to create a room in which I can comfortably store my stuff without worry of crowding the place.
I made some different design choices with the storage room. I’m using fire as a light source, along with high walls to give the build more room. The building materials themselves are basically just whatever I’ve been able to obtain from digging out the base. This includes such materials as stone (which is turned into stone brick), andesite, diorite, gravel, and the like. There are of course some exceptions – I traveled to a swamp not far south to gather vines so that I could make mossy variants of stone blocks. But these blocks are only used to add accentuation to the construction.
The storage room is still a work in progress, but basically I have two walls so far. The first wall is labeled, and features ample storage for all ores. Outside the ores, nothing else is really separated into individual chests. Instead, I have all Nether blocks in one chest and all stone variants in another (and so forth). I didn’t spend much time here because the goal isn’t to make a fully-fledged base – at least not now. Starlight HQ was the same way, for those of you who have taken the liberty to look back on its history throughout Season 1. When it was first conceptualized, I focused on building the framework first before diving into the contents. It’s like gathering all your materials first before building a construction – makes it easier to build since you already have everything in place.
Here you can see the big gaping hole that I’ve made on the other side of Aftermath – I think this will be the official entrance. Additionally, I don’t plan on putting any kind of fancy redstone doors here or even any doors at all. This is an archaic-themed build, which means that not only is redstone use going to be limited, but even my design choices will be made with a Paleolithic approach in mind.
The potion brewing room further utilized the tall walls, but I’ve also used a magma block that I found last session to keep the room properly lit (it is sitting underneath the brewing stand). Apparently these blocks reflect light, meaning that they technically act as light sources assuming they aren’t tampered with after placing.
In my off-time, I’ve been doing lots of fishing, mining, and enchanting. I’ve been trying to work on my combat skills ever since combat changed, and that has only been somewhat of a success. In terms of mining, I’ve developed a strange new method of mining that so far has proven to be very effective.
Because I need a lot of stone brick for today’s project (and I mean a lot – think several double-chests worth), I thought the quickest way to do so would be to mine out the stone in chunks so that way I can avoid mining blocks that aren’t stone. This is far faster than mining in rows/columns because when I do that my inventory fills with many different kinds of blocks. Since I only wanted stone, I just mined the stone and left everything else. In the process, I got a sense of what my underground chunks actually look like in terms of ore distribution! I found several diamond veins which I happily mined out with my new Fortune pick.
Oh yeah – meet Capricorn.
So what is today’s project? Are we going to continue expanding Aftermath?
Hell no! Speaking of hell…
Aftermath actually has another purpose. In fact, its only purpose from the time I started digging it out was to be a resource base camp. That’s why I’ve been so fast and robust in its construction; I just needed to get all the essentials set up. Now I have the essentials – a mine, decent storage supply, around 100 stacks of stone brick, enchanting room, a horse, a potion brewing room, and an adequate arsenal of enchanted diamond picks.
So what is this base camp designed to sustain? A wall.
A very big wall.
A stone wall!
I know I’m crazy, but tell me that this isn’t the best way to take full advantage of the cards we’ve been dealt. Am I happy that we’ve returned to hell on earth? Well, since arriving here I’ve definitely taken a step back and reflected on a new approach to life. You see, back at Starlight HQ I had almost everything (not really, but you know what I mean). I feel like perhaps that is what ultimately resulted in my downfall – I took for granted my life in luxury. While I earned that by building that entire base from the ground up, I also became consumed with greed. As I attained access to more resources, I started to want more wealth. And the more I built, the more I wanted. It was never enough.
Here at Stonewall, I don’t have many resources at all. So maybe tackling a project as big as this guardian farm is exactly what I need to do to prove to myself that I don’t need a big arsenal of resources to make something of myself. Maybe I can recognize that while a lack of proper resources will make the task much more difficult, it is still possible. And as you know, I’m all about living on the edge. I want to find new inspiration, and I feel this is the best way to do it. After all, having limited options means there is more room for creative thinking. Endless options can sometimes become the enemy.
That’s why I’ve been collecting stone and fishing for pufferfish. Friends, enemies, frenemies – today we’re going to build a guardian farm, as the first project of this season!
I have limited but enough knowledge on how to build one of these. I know that first I need to remove all the water surrounding the ocean monument before I can even think about building a farm out of it. This means I’ll need to get intimate with the monument, and you might have noticed that my fear of it has been preventing me from getting anywhere close!
But I’m all for confronting fear as well.
Because stone is not affected by gravity, I’ll need to build the entire wall laboriously, layer by layer. So I’ll be fending off lots of guardians and probably die several times. Oh well.
The first part of this process was probably the most difficult because there were no safe spots. I built the first corner before building a line of stone bricks across to the second corner. The line, positioned approximately in the center of the proposed wall, would serve as the foundation upon which I would build the wall. I figured that by making a skeletal framework first, I could easily move around and work on different sections all at once.
I completed the first wall with relative ease, which was basically a signal that the rest of this wall would not be difficult to build, just time consuming. By the time I finished the first wall, my fear of the monument had severely diminished and I simply focused on getting all the blocks placed, because there was a lot left to do!
I began composing frameworks for each side so that if a guardian escaped the boundaries of the wall (therefore getting in my way and preventing me from working safely), I could simply move to the other side and work on that. This worked out, and by the time I finished the second wall I was already working on the last two walls at once.
I tried a few different tactics while making this wall since I was dealing with blocks not affected by gravity (i.e. if I used sand to build this wall, I could easily just stand at the top and place the blocks, letting them do all the work). Initially I built upward, four blocks laterally at a time, keeping hidden behind the completed parts of the wall. But this became inefficient especially towards the end when more guardians kept escaping the boundaries. So I wondered how I could effectively and quickly complete the wall with these limitations…
I thus started from the top on the last stretch and built downward, moving across the perimeter as I did this. In this way, I was constantly moving such that I wouldn’t be in range of any one guardian long enough for it to hurt me. This proved somewhat problematic on the corners, so I went ahead and made the pillar for the final corner so as to circumvent that safety hazard.
I did complete the wall in two sittings on two different days, which I’d say is good considering that I only really play in Quintropolis at the end of my night, after the rest of my day is already done with. This wall looks absolutely beautiful if I do say so myself, and a wonderful way to spend my nights! Coupled with a glass of tea, this wall was an admittedly therapeutic project.
The big time trial is yet to come however; I still need to actually remove all the water. And that’s not even getting into the construction of the farm itself! Who would have thought that I’d be so stupid? I have almost no resources for a project this big, but I’m going into it anyway. I guess that’s what happens when your entire survival base of several years gets invaded and you’re desperate to get back on your feet.
I hope I don’t have to make an aftermath of this aftermath. That would suck.
A huge start to the season has allowed me a new outlook on my life as I took the lessons I learned and applied them here. Consider this session as the paradigm of what Season 3 will be like; no longer can I take the same conservative approach with my projects as I did the last two seasons. I simply will not progress, and after everything that’s happened I feel more ready than ever to truly locate my limits. But who knows – perhaps I’m getting dangerously close to those limits too quickly. Until next time…
Next up… Session 203 – “Devils Down Under”
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
As a disclaimer, expect a two-week hiatus for session 203. Not only is this session taking a long time to complete, but I'm taking some time off to see extended family for the holidays. As such, progress for the rest of the year might be slow. But take that as a good thing - it will give you ample time to catch up!
See you in a couple weeks!
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Good day, mates (not my culture, but I'm trying new things out)!
I have some news regarding updates to Quintropolis! If you've been following, you probably know that things are still going strong despite a couple weeks of peace and quiet. That's because of two reasons:
1) Mining out an entire monument takes a lot of time, which leads to:
2) I've been busy with much else at work, at school, and completing several personal projects in time for the holidays and New Year. December is always a busy time of the year, but I'm happy to say that things are looking good in that department. I didn't get everything done I wanted to, but who does? Alas, there's always next year, right?
Since the year is ending, I'll have some time opening back up as January kicks off. Session 203 is complete, but I am currently away from home and thus cannot complete the video and upload the session. But I'm letting you know so that you can anticipate the return from the journal's hiatus! More specifically, session 203 will be published on January 6, 2017. You should know by this point that I tend to stick by my deadlines.
A belated Merry Christmas and Happy Hanukkah to all, and a Happy New Year! Festive, aren't we?
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Despite my efforts to make a new living out here at Stonewall, I’m always trying to think ahead at how I might look back at this dark chapter of my history. But having said that, there’s also the concern of what happens when I don’t think ahead. As such, the events of this session were convoluted – on quite a significant scale.
After exploring the ocean monument roughly (without doing any significant damage), I came to find one unfortunate reality: there is no sponge room. That’s just wonderful, and in fact meant that this took a lot longer than I initially anticipated. See, I had to completely alter my play style for this session because of how long this would take. I’d have to mine out literally everything inside the wall I just spent about four hours putting up. While I knew this project would take a lot of time, I did expect a sponge room to help me out. But I should lower my expectations. After all, look at Starlight HQ ended up…
Fortunately, at this point the mining is completed, so allow me to show you how the past month went.
Before I could even think about mining anything at all, I needed to first build a machine that would make my life a lot easier (since that’s what machines do, right?). This machine would be comprised of dispensers that would drop lava such that it would cover the entire area of the ocean monument. Now I know what you’re thinking: I said that Stonewall would not have fancy and efficient redstone devices out the wazoo.
Well I never said this was going to be fancy.
To build it, I took whatever blocks I had left in the cellars of Aftermath and plotted them up in several lanes four blocks apart. Then I made a mass amount of redstone torches and made a mass amount of redstone repeaters before plotting those as well.
The dispensers were a little more time-consuming. First I needed a lot of bows, which meant I either needed to kill a city of skeletons or farm a village of spiders. The village sounded a bit more feasible in my head, especially since I actually found a spider spawner roughly 400 blocks east in session 201 if you recall.
I collected enough string such that I could make a stack of bows and then some, before building all the dispensers one-by-one and plotting them on my machine.
Next was the lava. I used a lot of the iron I found in session 201 to make the buckets needed for this. Thankfully, having access to the Nether meant gathering stuff like lava was very easy, so from here it was just hop, skip, and jump.
With the machine completed, it was time to start mining, right?!
Wrong. I have mining fatigue… still.
Okay, so originally I’ll admit that I wanted to kill the elder guardians off-camera and just forget about them playing a role in this session given that would be an insignificant detail compared to the monster of a project this would be. But then I thought about the future – what kind of token would I have to remind myself and others of this project? What trophy can I display at some point that will document all the hard work this caused? The answer then became clear.
The rail would have to be more than fifty blocks out so that way I wouldn’t get mining fatigue at the portal (since you get the effect if you’re within fifty blocks of the elder guardians).
Oops...
But to ensure that I’d be able to accomplish this task efficiently, I needed milk – a lot of milk – so that I could quickly reverse the effects of mining fatigue when it would be necessary. This meant I first needed to find a cow from another island and bring it back. Nothing like preparation, right?
You’re probably wondering why I didn’t bring two so I could breed them. Well, breeding cows is not my goal – there is your answer.
Getting the guardians through the portal was actually a fun spin on a traditional monument excavation, especially since I’ve never really transported any kind of mob before (aside from Mooshrooms, which don’t count because they’re forcibly submissive).
Two elder guardians were right beside each other, so I tried very quickly to make my portal in a spot that would work for both and dug around the area to give them room to swim into the portal. This worked.
Elder guardian two:
I separated the three spots where the three guardians would sit with small posts, and put a marker fifty blocks from the closest post where exactly the cutoff block was before mining fatigue would be possible. Thankfully, it was just enough space to work around the portal.
The third elder guardian put up a bit of a fight... and he took a slight detour...
Alright, so the machine is built, my cow is set, and my three elder guardians are safely stored for later transportation to somewhere else (hopefully not lava, because that would suck). We’re ready to begin mining, right?
Wrong.
After I covered the first layer with my machine, I realized that I really screwed up:
So I decided that I would just fill in all those spots that the machine missed with sand. But that meant I needed a sand – a lot of sand.
BEFORE:
AFTER:
This was actually a good move, because I’d have had to mine it later anyway to accommodate the glass framing that will make up parts of the farm itself. Now I’m just repurposing it early.
I was able to fill in every spot nicely, so now I can begin mining the layers!
As for how I did these, well, let’s just say by the time I got to this, I decided to mine just two layers per day. This is because mining roughly two layers destroys one diamond pickaxe with Unbreaking III. I went through a lot of pickaxes – after repairing at least four of them several times, I’d say I went through the equivalent of at least twelve. But hey, you have to spend some to earn some, right?
I wanted to dig out each layer differently to see if there was any way I could expedite the process. The results? There were none – there was no getting around the fact that each layer takes a little more than half an hour to remove. If I had a beacon, this would have been significantly sped up, but I’m smarter than to repeat my mistakes.
I spent the first few layers just mining in a progressive fashion, but when I started tearing into the monument I found that working from the center outward was the best way to go.
As I removed more and more layers, more of the monument became exposed such that “the center” ended up being most of the area. When this happened, I moved to doing the outer layers first and then the inside.
The further down I got, the more densely packed the guardians were. As their spawning spaces decreased, the frequency increased. This is a good sign that this will be a profitable farm, but it was definitely annoying at those last few layers when they just wouldn’t leave me alone!
A lot of guardians made their way into the portal I made to push the elder guardians through. Yeah, maybe I should have torn it down.
I did almost die in fact when I got to the last layer they could spawn in.
After this layer, they pretty much stopped spawning except at the monument’s entrance because guardians need the block above and below to be water (i.e. three blocks of water vertically). By the time I covered up the monument wherein only two layers of water remained, they couldn’t spawn. So that was relieving.
Gaurdians also do not spawn underneath the monument, which meant I wouldn’t have to go this far down!
I finished up the quarry by leaving the floor of the monument as the base for my base.
Layer-by-layer gallery:
1st layer-
2nd layer-
3rd layer-
4th layer-
5th layer-
6th layer-
7th layer-
8th layer-
9th layer-
10th layer-
11th layer-
12th layer-
13th layer-
14th layer-
15th layer-
16th layer-
17th layer-
18th layer-
19th layer-
20th layer-
21st layer-
22nd layer-
23rd layer-
Wow, what a hell of a month it’s been, right? I hope a session never takes this long again… actually, I do. This has been a fun break, and doing nothing but mining layers for an hour each night over the past month has given me the opportunity to think and reflect especially as we close the year of 2016 out. It’s actually been a fun experience, and I look forward to seeing how the rest of the project pans out.
We’re just getting started.
A lot of preparation and patience seems to be worthwhile as some of the hardest tasks of the farm were completed. In a session that took nearly a month to execute, I learned that there are no taking shortcuts when you want a product that is truly and utterly incredible. But all we’ve done so far is prepare. How will the farm itself come to be? Stay tuned to find out…
Next up… Session 204 – “Water Balloons”
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Hey folks, how are we? A small teaser for the next session...
The past month has been particularly busy, and in fact the rest of this month will continue in that pace. However, I have recently become wrapped up in Quintropolis adventures, which means of course that my hiatus since completing session 203 has ended! This hiatus was planned, as I felt it best to take a break from the world to refocus my energies about how I wanted to proceed.
And now I know. Session 204 will be published on February 19, 2017.
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After spending a decent amount of time in Pandora’s Box, I am ready to jump back into action on what has so far been one of the most game-changing arcs in the world of Quintropolis for me. The goal of Aftermath is to showcase that you can get something beautiful out of anything, even in the darkest of days as Stonewall represents. Let us see if that goal is fulfilled.
Also...
The video portion of this session features a little Easter Egg that the text does not! Though if you'd like a little fun, you can probably figure it out just from the pictures.
I capped off the storage room with a furnace wall, as I needed to burn all that sand into glass. This happened, and indeed I colored some of it.
For this farm, I wanted to make a relatively small spawning area as I felt a larger farm would not necessarily mean an efficient farm. Thus, I felt it would not warrant the extra resources, and to be honest I wanted to stick to the smallest design possible that would still max out the potential for this farm. I kept things simple with a 16x16 spawning space.
I quickly realized, however, that in order for the water to actually flow downward, I would have to keep the water adjacent to other solid blocks. So I expanded the platform to fit in seven 2-wide lanes.
The water buckets took too long, so I made a quick detour to the Ice Realms not too far away and gathered some ice.
What I did not actively realize was that I needed solid blocks beneath the ice in order for it to flow...
...But I happen to be an expert at improvisation!
The fence gates hold up the water while still allowing the guardians to fall through. I tested this to see if any spawned. None did.
I realized it was too high, so I had to extend the entire platform downward two or three more blocks.
Alas, all my wildest dreams came true as these devils began to spawn… at a rather frightful rate!
Before I knew it, I was playing a very dangerous game of water balloons with no real way to contain them.
I knew that if I could escape Starlight HQ with an entire army waiting for me, this would certainly be no problem. Alas, I managed to maneuver my way onto a platform that I created out of thin air… and glass, which is basically the same thing.
Originally, I wanted to have the guardians flow in one direction and fall into a chamber on one of the four sides. But then I decided that having them fall through the center just made more sense, economically of course.
To make it into an XP farm, the guardians will be sent to the Nether via a portal. But if the portal is not active, they will simply jump off and into the stream going in the opposite direction.
This is a very easy setup to compose because guardians move around rather frantically. This was evident to me because of how difficult it was to keep my aim in the box!
At the other end of this stream was a 4-block tall chamber of lava. This will harm the guardians enough such that when they drop out of the bottom of the lava, they will die from burning and their drops will be collected via hoppers.
Slabs are added here to keep their velocity consistent and accurate upon entering the kill chamber. This is an integral detail!
Now for a test run!
I did have to move the hoppers down by one block, because during the first test run all of the drops burned up. Literally – every single one burned up.
Also, I noticed some squid spawning in the farm as well. As such, I had to configure a way to cycle their ink sac drops. Sure, they would flow through the system, but they would stop at the Nether portal. I decided then to create a chain of hoppers just behind the portal that would collect all ink sacs and other potential premature drops.
Oh how marvelous it was to finally have a system working! I actually attained a decent spawning rate for just being on the outskirts of the box, not outside of every other potential spawning space around the farm! This is a good sign – it means that these rates will be significantly higher when I complete the lighting around this area of Stonewall and/or create a hub in the sky.
Actually, the hub in the sky became more of a necessity, because the next step involved the separation of two Nether portals. The portal I had been using for travel was going to be transformed into the XP farming chamber, and therefore I would have to make a new portal that aligned in elevation with the corresponding portal in the Overworld. Make sense?
I removed the old portal back in my canopy and had the portal within the farm function as the new portal for the current hub in the Nether (the portal from which I entered into Stonewall initially). That hub was turned into the XP kill chamber for the guardians, as can be seen here:
My plan is simply to use poison potions for draining their health. Having them deposited into the Nether in this way also invites two hypotheses on my end (and perhaps some of you might incite insight on these):
1) The mob cap will not be reached since the guardians will be in another dimension, meaning that I could theoretically allow hundreds and up to a thousand guardians to collect in the Nether while none remained in the Overworld.
2) The new game rule added in 1.11 that prohibits too many mobs from cramming into one air space could be circumvented if I integrate my design appropriately. Assuming that these mobs will not start suffocating until I enter the Nether, I could create a drop that gets me to the kill chamber fast enough to where I could still harness the XP from hundreds of mobs (i.e. I get to handle the mobs before the excess actually die of suffocation).
So, I have created a new Nether portal that is much higher up on the y axis, allowing correspondence with the new portal I just created in the Overworld. Since I created new portals on both sides, the Overworld portals will no longer send me to the same portal as they did before. Now, they will send me to the closest portals in the corresponding locations in the Nether. I have tested these portals in every direction, and indeed they are now separated. This also means that, having removed the old portal back on land, this portal in the sky is now the new entrance to Stonewall… or, more accurately, Aftermath.
As of right now, the XP portion of the farm has not been tested as it is not complete. I would like to complete the hub and drop integration, along with the aesthetics of both, before testing these two hypotheses. Needless to say, even if these things do not work (which I am fairly certain my first theory will work), the system will already be in place to adapt to other options.
But for right now, we need more resources to continue working on the farm. Having completed the rough draft of this project, I am finally starting to see the light of day here at my new home! Let us hope that light continues to shine in the coming days…
The box has come alive and we have finally reached a point in our new base wherein we can develop. But that is just the question: How can Stonewall actually develop? In the next session, I look into installing some overdue, and significant, developments...
Next up… Session 205 – “Blank Space”
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
After much hard work on a huge project, it’s time to take a break and explore another potential use for Stonewall. Having focused so much on our massive guardian farm, I have put aside a long overdue project that is now much more necessary – a Nether expressway.
Ever since I first ventured off into the Ice Realms and beyond to Candyland, I knew that getting to and fro would be a constant struggle. Indeed, this journey is dangerous in every sense of the word – see the following video:
That is what I have to endure every single time I need to travel to Candyland. So why not do something about it? Candyland has proven to be an incredibly useful resource outpost, and frankly I’m finding myself requiring frequent visits due to my demands for the current guardian farm at Stonewall. Add onto that the disparity among all the portals that are actually in the Nether and it’s clear that a necessary railway is long overdue…
I kicked this session off by fully decorating the Nether hub for Aftermath’s portal.
Recall that there are two portals kept separate from each other – one for Aftermath itself and one for the guardian farm. To create a sustainable
system, we would have to connect the two seamlessly.
Above is the hub for the portal into Aftermath itself.
I designed a vertical drop into the chamber wherein guardians from the guardian farm will be vivaciously murdered. This is because when I enter the Nether to kill them, I want to be able to access them very quickly in the event that they begin suffocating.
Of course, we don’t have this part of the farm set up quite yet, but right now I only wanted to prepare the hub such that when we do set it up, there isn’t much hassle.
For this session, however, I wanted to conquer a bigger project – a Nether expressway. This has long been something that I’ve wanted at Starlight HQ since I first discovered new lands beyond. But now since Starlight HQ is no longer a factor and we don’t have much going for us here at Stonewall, having a safe railway to multiple resource outposts was absolutely necessary.
The railway itself would be simplistic in nature, but would allow three possible means of travel: 1) by minecart, 2) on foot, and 3) by horse. As such, it needs to be wide enough and tall enough for each.
This railway will attach to two different portals. The first is the portal to the Ice Realms. In the aforementioned video, you can see that the portal to the Ice Realms is on the way to Candyland, suggesting that they are both in the same general direction (Candyland portal is roughly 800 blocks south of Ice Realms portal).
Andesite would be used for the railway, while packed ice would coat both sides. This would make travel on foot much quicker. By covering this with slabs, pigmen will not spawn inside the railway (they won’t spawn on the rails).
I first had slabs on the diagonal, but that impeded the flow of minecart so I removed them.
Light blue stained glass is used as the walls of any section of the railway that allowed a view of the Nether.
Slabs were used on the roof so as to allow horse travel. I won’t suffocate in slabs which is why this will work.
For these diagonal sections, I used a combination of glass blocks and glass panes to achieve the desired look.
Now you can see the new hub for the Ice Realms! It’s decorated with snow and stuff to remind myself that this is in fact that Ice Realms.
I encountered quite a few ghasts while building this thing, but thankfully I did not die at any point.
I did manage to get Capricorn all the way up here to test travel through the railway, and indeed it was perfect!
I can even see up above the slabs while on Capricorn!
With the initial railway complete, now we have to build a second railway off of the Ice Realms portal south towards Candyland.
About half of this was inside netherrack.
I had to figure that I would encounter a lava lake at some point, and admittedly this part made me just a little anxious!
It seems my anxiety was justified.
In the distance you can see our old Candyland portal that I used upon its initial discovery.
And here you can see our new one. The reason I build this new one (aside from convenience) is that the old one actually takes us a bit further south than where I’d like to be. So, this portal would put us right inside the mesa.
Indeed, it took us right to our main excavation site.
Hmm, after traveling again it created a new portal over the mountainside. While strange, I’ve decided that keeping this area would be alright given the location is somewhat desirable.
I finally made a hub for Candyland out of a few materials, just to serve as a safe haven for storage and when we travel here.
So, did I complete the railway? Well, yes and no. I did have enough iron to make the actual railway, yes (though my supply has now depleted). But from the Ice Realms to Candyland, I still have yet to completely enclose this railway as I did from the Ice Realms to Stonewall. This will be for another
day, however.
I’m happy that we now have convenient access to two of my favorite outposts in this world; this will immensely help our development here at Stonewall as we complete the aesthetics of our guardian farm amongst much else. Candyland is a beautiful place, and now I will get to see it more often without the perilous journey that was initially required.
Stonewall was nearly transformed into a potential outpost for several important resources today, as we finally installed our first official railway in the Nether! Now, let’s get back to that guardian farm.
Next up… Session 206 – “Deep Sea Demons”
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
A revolutionary step is made in today’s session, because for the first time all of our hard work so far this season is put to the ultimate test as we do our first official run of the guardian farm! How will it work? Tune in to find out!
This array of hoppers has proven to be very unnecessary, not to mention a huge waste of iron. I don’t have much iron left after the giant railway I built last session, so if I can salvage it elsewhere, I’m going to pursue that. In this case, I don’t need this extra array of hoppers, so I think I’ll take it down. I could use these for the item sorter we’re going to build.
The item sorter will be the first part of our storage unit for guardian drops from this farm. It will begin with a pulse generator that activates when items enter a dropper.
Now initially, I set up the item elevator in such a manner that worked prior to 1.11. However, now that things are easier, I can just face a dropper upwards.
Items will ascend to this ice rink, where they will skate around to one of six pods. Each of the three drops (fish, Prismarine shards, and Prismarine crystals) will have two chests.
I encountered several problems while trying to build this, whether it was because my proportions or wrong or the items wouldn’t enter the hoppers or something else. I just had a lot of problems.
I did get all the items in, however, and thus the item sorter was done and working.
I used the rest of the hoppers and iron I had to make this. So until I gather more iron, this is all the storage space we will have for right now.
The item sorter and storage unit was just the first of many small projects today. My main focus is on completing the farm itself – in other words, the XP function.
Let us revisit the Nether hub for Aftermath to see how this XP farm is intended to work.
You drop down this hole from Aftermath’s portal, which will send you down to where the guardians will be collected.
The guardians will be just around the corner, and some will be suffocating due to the new game rule added in 1.11.
A poison potion will bring their health to a minimum, at which point I will toss a potion of harming to kill them and collect their XP and drops.
Now, this is all currently hypothetical; we still have to build the circuit that will allow activation and subsequent de-activation of the Nether portal back inside Aftermath.
This circuit will be primarily activated by items, which means a wooden pressure plate will be the desired input of choice.
There are two towers: one for each dispenser. When the pressure plate is pressed, the portal will turn on. When the pressure plate is released, the portal will turn off. So, breaking this down, when the circuit is on a pulse will be sent to a dispenser igniting the portal with flint and steel. When the circuit turns off, two pulses will be sent to a second dispenser to dispense and retract water, turning the portal off. Now, this water should only be dispensed when the pressure plate is released. This will require the input to also prepare the portal to turn off (via an RS NOR latch).
To achieve this, I used a repeater as input to the RS NOR latch, rendering it dependent on the signal rather than independently operative. This will allow me to create a manual override from the output of the latch that will reset it.
After some trial and error (like all things in life), I used this monostable circuit design to achieve the two pulses I was after.
The latch will not generate a pulse when the input is activated. But it will generate a pulse when it is deactivated after having been activated. This is possible due to the change in state that only occurs when the signal turns off.
Simultaneously, the generated pulse will also trigger a wire (pictured above) that keeps the latch activated for just a second longer to allow generation of a second pulse (which is what we are after – one pulse to dispense the water, and another to retract it).
With that, I tested the system.
It works! And the hassle was minimal – even better! Though, the water did flow down and destroy my lava...
Thankfully, the solution was just as simple.
I also installed some slabs and additional glass roofing to further stabilize the velocity of the guardians as they travel about the system.
I did a few runs. On the other side, the hassle was less minimal. Unfortunately, I was not able to circumvent the new game rule in 1.11 and therefore lost a lot of guardians prematurely.
This is not a situation I wanted to tackle today, however. My goal was just to get the system working; we’ve done that. So now I would like to complete the aesthetics.
First was the hub. It looks cozy, doesn't it?
In regards to the guardian farm itself, there are two phases to the aesthetic renovation. First, I need to fix the Prismarine texturing on the farm itself. See where I ran out of dark Prismarine?
After some vigorous squid hunting, I made more and completed the entire trim of the farm with dark Prismarine. It looks much cleaner now.
The second phase of the aesthetic process is a bit more involved. I want to cover all of this up:
But first, I need to design the landing pad that will serve as the viewing and storage space for the guardian farm.
Blue and light blue clay are vital ingredients in this build, as I feel they contrast the Prismarine delicately.
I’ve utilized the new behavior of glass panes in creating little supports.
This is what I’m after. The landing pad will encompass the entire viewing stage, which means that the box I need to build around the glass factory will connect to both ends of this stage.
I’ve used a variety of blocks to build this aesthetic box. It almost looks like a present… that you don’t want to open.
For the item sorter, I just need to cover up the redstone. I’d like the ice rink to remain visible so that I can still monitor the items flowing through the system.
Glass panes were used here to emulate glass tubes circling the constructs of the machine. This does fit in with the theme of the build – a rudimentary factory with items being transported around and such.
I think that’s a wrap for today. A lot of functional and aesthetic progress was made on our farm, and we’re closer than ever to seeing the light of day here at Stonewall.
But what will become of this place at that point?
The item sorter, XP farm, and a slew of aesthetics all combined into today's session, culminating our guardian farm project to a point of completion! Yet, a certain satisfaction is still missing for reasons I cannot yet identify. But not to worry – I have a few cooler tricks up my sleeve that will elevate the way in which we navigate Aftermath. Until next time…
Next up… Session 207 – “Cooler Tricks”
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Could this guardian farm simply be the beginning of a second Starlight HQ? Was the council right to consider me a threat to Quintropolis’s sustainability? These topics and more shall be explored in today’s session, as I complete the base of Aftermath itself with a slew of intuitive aesthetics… and maybe something more.
You know, I myself wondered when I was going to tear down the giant lava dispensing machine that I used to make this hole in the middle of ocean.
Now I wonder no longer!
Getting all of the lava buckets out was really the task at hand; I didn’t want to dispose of them so I had to plan on making several trips to and from Aftermath’s canopy.
Here’s a problem… some of the items that ascend quickly fall backwards on the ice rink.
Thankfully, this was an easy fix – I just moved the sign one block back.
Today I want to actually build a proper array of pathways to and from Aftermath that will make navigation somewhat more manageable. This mostly includes two main pathways: one from the bottom layer to the top layer, and one from the guardian farm itself to the canopy I built on the shore back in session 202.
My thought is to make transportation throughout Aftermath mostly vertical; this means lots of water elevators and the like. Thing is, I need a proper hub for which to connect all of these elevators together. So before I work on the pathways, I need to fix the roof of the farm!
Though my block choices are admittedly not the most coherent, I think you’ll agree that anything looks better than the ugliness that existed before. Besides, the blocks match in general – it’s just the design that’s a bit awkward. To be honest, however, I’m not especially concerned with aesthetics. The theme here is aftermath, as in this is literally what I conjure up after I get kicked out. Fitting, isn’t it?
Here I’m illustrating a slight carrot of creativity with the glass panels.
Half an hour later and my hub is finished. The guardian spawn rates won’t decrease since I have a roof over the top, despite the spawning spaces being covered with glass.
Next I need to work on the elevators… which I need cyan glass to make. This means I need cacti.
Cacti achieved!
Here’s an interesting turn of events.
This is how I want to do the tubes. From the hub, you will be able to drop down to the bottom layer (right tube) and throw items down to activate the Nether portal (left tube).
I also want to be able to throw items in from the bottom layer of the farm, so I’ll open up the tube there as well.
Now we need a way to get back up.
For sake of variance, I’ve built an addendum to the landing platform that will hold the water elevator to get back up to the hub. This is because I don’t want all the tubes on the same side of the farm.
So with these tubes done, we need to work on the second transportation pathway: from the farm to Aftermath’s canopy on the shore.
I want to break a hole in the box and build an underwater tunnel that will crash right into the shore.
Here’s what the landing pad looks like; we’ll need a separate transport tube to access it.
I ran out of light blue glass, so I had to go on a bit of a rampage.
Some other aesthetics to finish up the runway are added here.
This is just a temporary pathway to and from the farm’s landing pad as I need to build a separate water elevator for our canopy runway.
To get the tunnel to Aftermath’s canopy appropriately, we need to built it diagonally. First step to doing that is to break apart this gravel mound.
In digging into the shore, I ended up at the ravine that I discovered on my Savage Quest at the beginning of Season 2 (sessions 108-109). A quick staircase brought us up to the entrance of Aftermath!
I used glass to enclose essentially the entire tunnel. After all, why build an underwater tunnel without explicitly taking advantage of the fact that it’s underwater?
This brings me back to the Aqua Lounge.
Dear Quintropolis gods: What the hell is that?!
I needed packed ice to finish the runway.
Take a look at our underwater tunnel... from the water!
I found a problem in the farm: our Nether portal trigger has remained active since we finished it, meaning that it has not worked properly at all. Problem? These two slabs that were here above this torch acted as a full block, causing conflicts with the signal.
Now here’s an idea: using the same tube for both the elevator and drop!
And voila: completed Aftermath, sort of. I think it looks exactly as it should – a blob of random tubes and things. That’s literally how I will market its description.
I had a random thought of building a reliable ice farm even though I’ve never needed to use regular ice in my life. This should be a sign that I’m beginning to feel purposeless.
I found this idea from xisumavoid or however you spell that. The idea is that the slabs keep the water source blocks in the center, meaning that when you tear down all the ice the water will fill the arena automatically.
What a necessary project, right? Though, this ice farm does make for my first construction in the Ice Realms.
Question is: What’s next? This project has taken a lot out of me over the past several months, and I can’t help but wonder whether or not it has all been worth it. After all, this project’s purpose is somewhat deceptive – I didn’t build this base to be an addendum to my home. No, I built it because I had to survive. When I was forced out of Starlight HQ, my options were limited: kill or be killed. I chose the former, which is what led me here. But I’m not sure that this is what I want. Sure, I’ve made some mistakes along the way to reach this point, but those mistakes are what make me human. My fallibility is what helps me develop, and with this project I think I’ve proven that.
But is this how I’m going to spend the remainder of my days? Am I going to be here forever?
I don’t want to spend the rest of my life aimless, trying to survive. Working on this farm has been a lot of fun for me, sure, but completing it now has left me with a void. It has taken my mind off of the inevitable, and now I have to face the reality that I am here only because circumstances led me here. The achievements I made at Starlight HQ in regards to the potential they bring about Quintropolis are ones I cannot let go to waste. I miss Starlight HQ. I want to go back.
It is time for me to take a trip through the wilderness to reflect on my next moves. Often times it is isolation that leads to the greatest of personal discoveries, and right now I need one of those as I yearn to uncover who I really am without my tools and toys.
Next up… Session 208 – “Quartz Quest”
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.