ItsTheKais
Steampunker
For convenience's sake, this post has been edited so that the most polished design stays at the top. The original content has been spoilered at the bottom for posterity.
The Mk4 World Load Detector, now working in 1.4 and beyond (in spite of Re-Logic's efforts):
When first building this, make sure that the grates and logic gates are configured properly according to the guide on the bottom (remember, grates are open by default). Once built, and water is backed up in the upper-left tank, the detector can be primed by flipping the switch (once or twice, to keep the pumps running). It will now activate when you load the world, re-priming itself and sending a single wire signal out of the green wire on top.
Unlike a teleporting-dummy-ghost world load detector, this works no matter where the player is in the world, making it more practical for the everyday user's world, where you might have multiple beds scattered around and/or don't want to be greeted with shrill teleporter noises first thing every session, and for adventure maps where said sounds would betray the inner workings and break immersion.
Compared to the previous (1.3.X) WLD design, this one relies on no bugs beyond massaging the liquid flow algorithm into rounding numbers up as often as possible, can be built anywhere in the world instead of only on the roof of the underworld, and reacts to world loads in a quarter of the time thanks to the new timers.
Technical: this first watches for liquid settle events by trapping water inside a grate suspended above a water sensor - a settle will force that water down into the gap below and trip the sensor. The contraption in the upper-right box then outputs a single pulse out the top and starts the pumps if they are not already running (i.e. when the game settles liquids on world load) or does nothing if they are running (filtering out subsequent settle events that happen when the liquid flow system is overloaded).
The Mk4 World Load Detector, now working in 1.4 and beyond (in spite of Re-Logic's efforts):
When first building this, make sure that the grates and logic gates are configured properly according to the guide on the bottom (remember, grates are open by default). Once built, and water is backed up in the upper-left tank, the detector can be primed by flipping the switch (once or twice, to keep the pumps running). It will now activate when you load the world, re-priming itself and sending a single wire signal out of the green wire on top.
Unlike a teleporting-dummy-ghost world load detector, this works no matter where the player is in the world, making it more practical for the everyday user's world, where you might have multiple beds scattered around and/or don't want to be greeted with shrill teleporter noises first thing every session, and for adventure maps where said sounds would betray the inner workings and break immersion.
Compared to the previous (1.3.X) WLD design, this one relies on no bugs beyond massaging the liquid flow algorithm into rounding numbers up as often as possible, can be built anywhere in the world instead of only on the roof of the underworld, and reacts to world loads in a quarter of the time thanks to the new timers.
Technical: this first watches for liquid settle events by trapping water inside a grate suspended above a water sensor - a settle will force that water down into the gap below and trip the sensor. The contraption in the upper-right box then outputs a single pulse out the top and starts the pumps if they are not already running (i.e. when the game settles liquids on world load) or does nothing if they are running (filtering out subsequent settle events that happen when the liquid flow system is overloaded).
The Mk3 World Load Detector designs:
The top design can be built anywhere, but relies on an obvious bug that may get fixed in a future update. The bottom one is more future-proof, but must be built at the boundary of the underworld (the red line marks the point at which water begins to evaporate).
Unlike a teleporting-dummy world load detector, these work no matter where the player is in the world, making it more practical for a standard Terraria world, where the player might have multiple beds scattered around and/or doesn't want to listen to wiring noises every time they load the game.
The top design can be built anywhere, but relies on an obvious bug that may get fixed in a future update. The bottom one is more future-proof, but must be built at the boundary of the underworld (the red line marks the point at which water begins to evaporate).
Unlike a teleporting-dummy world load detector, these work no matter where the player is in the world, making it more practical for a standard Terraria world, where the player might have multiple beds scattered around and/or doesn't want to listen to wiring noises every time they load the game.
This setup will send a single pulse the moment the world is finished loading. No more manually restarting timers!
The build itself is just a water duplicator, which overflows into a long, winding channel with a liquid sensor at the end. Because this build straddles the upper boundary of the Underworld, where wayward water quickly boils away, that sensor never actually gets a drop to drink during gameplay. But when the world is loaded, the game settles flowing liquids... and it doesn't take the drought of the Underworld into consideration when it does this, so once gameplay begins, the sensor is suddenly drenched with the water that was previously flowing through the channel. An actuator quickly drains that water away, which makes it "wake up" and start evaporating again, and a T flip-flop filters out the second pulse from the sensor. (the little tray below the actuator isn't really necessary)
Works 100% of the time from what I can tell. It might sometimes misfire in multiplayer - I vaguely recall that servers occasionally settle liquids in the middle of gameplay, but I could be remembering wrong.
EDIT: An alternative design that can be built anywhere (thanks to @ManaUser for the idea):
This one uses a puddle of lava/honey on top of minecart rails to evaporate the water. This is ambiguously a bug, so on the off-chance that it could be fixed, I'm going to refrain from calling it a total replacement.
The build itself is just a water duplicator, which overflows into a long, winding channel with a liquid sensor at the end. Because this build straddles the upper boundary of the Underworld, where wayward water quickly boils away, that sensor never actually gets a drop to drink during gameplay. But when the world is loaded, the game settles flowing liquids... and it doesn't take the drought of the Underworld into consideration when it does this, so once gameplay begins, the sensor is suddenly drenched with the water that was previously flowing through the channel. An actuator quickly drains that water away, which makes it "wake up" and start evaporating again, and a T flip-flop filters out the second pulse from the sensor. (the little tray below the actuator isn't really necessary)
Works 100% of the time from what I can tell. It might sometimes misfire in multiplayer - I vaguely recall that servers occasionally settle liquids in the middle of gameplay, but I could be remembering wrong.
EDIT: An alternative design that can be built anywhere (thanks to @ManaUser for the idea):
This one uses a puddle of lava/honey on top of minecart rails to evaporate the water. This is ambiguously a bug, so on the off-chance that it could be fixed, I'm going to refrain from calling it a total replacement.
Last edited: