Baih's Builds

Clara

Terrarian
***Still in the process of creating and uploading images of my builds over the next few years

***Spread over several posts because of 100 image limit

Here is a collection of stuff I have built which I like enough to put here. I build a lot of things but they are generally designed around functionality and layout rather than detail.

General Builds

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PvP/Minigame/Playable Builds

Builds from maps designed to be played on, from PvP to parkour to adventure to survival

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In Game Pixel Art

Generally really easy to make, using sprites as a basis for most of these.

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Wiring

Different Wiring Systems I have made

Minigame on a server, much more updated version of my older one.

At the start the bird statue at the bottom left activates the 2 above it. The bird at the top left goes around and turns the lights for each of the 8 segments of the roulette on and off in a circle. When it reaches the end it spawns another bird where it started, creating an endless loop. Meanwhile the bird at the middle of the left side goes through a long path to delay time as the lights spin around. Once it has reached the end of the path it starts the randomiser at the bottom right. The randomiser will randomly choose one of 8 outputs, opening up a gate for the bird at the top left to go into. Past the gate the bird will activate the spiky ball trap in the respective segment, killing whoever is in there.
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Little PvP gamemode I made in 1.2, where there were multiple control points for a team, the more you had in a row from your base, the faster you gained points towards winning.

The blue wire is connected to control point closest to the right base, green is connected to the middle. It is symmetrical on the other side. Dart traps on timer, the more control points a team has in a row starting from their base, the more darts will fire towards the boulder counter which at the end will show which team has had more control.
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Made in pre 1.2 for my PvP gamemode LBE 2.0, it splits 8 players into 2 teams of 4 players randomly, team combinations are not completely equally distributed, it works more than well enough though. It is based off my more complex system in LBE Valentine's Hoedown.

The system starts at the top right boulder. The door randomiser makes either the top or bottom boulder fall from the 2 boulders in the middle where one is above the other. This goes on to activate which way Player 1 goes, which will determine their team. This mini-system repeats itself for a total of 8 players. Each time the mini-system is completed it counts how many players are on a side with the boulders on the top left. Within the top left 8 boulders, one of the 2 dart traps fires depending on which team the corresponding player is, activating a counter that counts to 4. When one of the counter reaches 4, sand falls in each of the randomiser mini systems. The sand blocks the door from opening a certain way, forcing the remaining randomisers to all choose a certain output, so each team has 4 players. The sand blocks the door is then dropped further right before the boulder goes to the door. The 2 boulders at the bottom right just add a delay between each randomiser mini system, otherwise some dart traps activate too fast missing a beat. Because of this the system is a little slow, it could be sped up now in 1.2 using a hoik counter, or another type of counter using solely boulders.
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Made in pre 1.2 for a PvP map called LBE Valentine's Hoedown, which would of been 2 years ago at Valentines 2013. It is quite a rough and large build, could be shortened a lot but I ended up making the newer 2 Team randomiser, this had quite a specific use. From a group of 8 players it will create 4 pairings of players. It is made up of 5 different sections, A-E.
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Within section A there are 8 copies of this mini system. The mini system includes 3 door randomisers, one at the top and one either side beneath it. The top one randomly activates one of the other two, which both have 2 random outputs, creating 4 total random outputs. Each of the 4 boulders at the bottom right is connected to an output, so one of them will fall and go into section B. Also each of the 4 outputs is connected to section C, choosing one of the 4 teams for the related playing. There are 4 groups of 2 people, so within the 8 mini systems each team output must be activated twice. When a team has been activated twice, sand will fall forcing the doors to open one way, so the randomiser will be forced to give a certain output, making sure each team has 2 players.

The bottom left randomiser will always choose between 2 teams, say Team 1 and Team 2, as will the right randomiser will choose between Team 3 and Team 4. When either both Team 1 and Team 2 or both Team 3 and Team 4 are full, then the top randomiser will be forced to give an output to the randomiser where there are still spaces left in the teams. So if the bottom left randomiser chooses between Team 1 and Team 2 and both of those teams are full, the top randomiser will be forced to give an output to the right randomiser.

Before the boulder hits the sand forcing a doors direction, the sand will fall again, using dart raps to break the cobweb holding the sand up. If you look at the entire system one of the mini-systems in A is smaller, which is the first one activated and doesn't need the sand as no teams will be full. Unnecessary but I made that one first and expanded it afterwards.
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Here is the top of section B, which deals with deciding which sand falls down in the mini systems from section A. It is made up of lots of rows, of which there are 2 types. The bottom 4 rows in this picture are the first type, where a boulder will go through one of them. The boulder is random, coming from one of the 4 random outputs from section A, so each of the 4 will correspond to one of the 4 teams. Each row includes two pressure plates the boulder will activate, each plate connected to a counter which can be seen at the top. There are 4 counters that count to 2, each one connected to one of the 4 rows and corresponds to one of the 4 teams. Once a 2 long counter is completed, it will block any more of the same team outputs, so each one will be completed by the end as there are 8 sets of these types of rows.

The top 6 rows are of the second type. The second type of row has a boulder in the middle, which is activated when a counter is completed. A boulder will go on to activate the the sand falling in each of the mini systems in section A, forcing the doors to open in a certain way. There are 7 sets of these rows, one for each mini system except the first which doesn't need them. There are also 2 longer counters at the top, which will activate the sand in the top randomiser of the mini systems, so it activates when a set of 2 teams is full. One of the pressure plates in the first type of row will indicate which counter needs activating.
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Section C is the spawn of the map where the players will be. There are 2 active stone blocks on the side near the boulder at the left, activated by placing a switch on them and pressing it. The bottom one activates the boulder and starts the system, the top on makes players fall down. Each player can fall onto one of 4 of the activate stone block pairs, each one indicating a team. For each player one of them will be randomly activated from the output from section A. I used the TShock warp plate plugin so you will get warped to a different team area, without using the mod I expect you could still make it work so players go to different areas depending on the team, easily now in 1.2 with teleporters.
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Section D and E have very simple parts.. D is a simple time delay so everything is activated in the right order at the right time. E is a wire extender, as wires could only go a small distance before they will stop working. Here is the time delay.
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Here is the wire extender.
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This quite a large build and could of been made much more efficient in 1.1, especially by doing the time delays more precisely, but I started working on different maps.

This was the first team randomiser, I made for LBE 1.0. You start the system by placing a switch in between the diamond of active blocks at the top left. It activates the door randomisers at the right, each one of the 4 rows with a door was connected to a pair of active and inactive stone blocks. This meant there was a 50% for each individual pair to be switched, players who had active stone could go back up whereas those with inactive go down. The main problem with this was that it meant each player was matched with another that they would be against no matter what.
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This is the core mechanic behind the LBE series and has not changed much even in LBE 4.0 I am currently making. The player presses the switch, which will open 5 doors. A boulder will go through the doors, the more doors open in the correct direction in succession from the first one, the further the boulder rolls. Depending on how far the boulder rolls, a different gate will be open. In the gamemode the lower chance of getting a chest, the better the item the got, each chest having half the probability of the previous, with the final two having the same probability. Players went through this multiple times and would get random item sets, law of averages meant teams were normally balanced, in fact the team randomiser has more impact on who wins than the item randomisers. I did create another spin off called RBE with my pal mbran where all the chests had equal probability of being picked and were of equal power, it just used basic chained randomisers.
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Here is another item randomiser I used for SLBE, it has a large variety of possible items each time. You start it with the switch next to the sign. It activates a timer that counts 6 times,a s seen at the bottom left. Also all of the doors are opened at the start, there is a boulder to open each door to break up the wire that would of opened them all at once, as there was only one wire colour and I needed to cross wires. When you press a switch the boulder right of the sign activates, going further depending on how many doors are successively open in the right direction. Then each time the counter activates, it will fire a dart trap to the right, and depending on how far the previous boulder went, then the further the dart rap can fire, activating a boulder at the end which will travel mroe distance depending on how lucky you were with doors opening. This repeats several times, and the further the darts/boulders have traveled, the better the item that would of been unlocked.
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It went up to 21, which was a secret surprise chest if you got really lucky. The main 2 drawbacks with this system is that it takes a decent amount of time to work and it uses a lot of chests, so players did not have many different types of items as there is a 1000 chest limit to a world. I ended up using mannequins and other placeables in place of chests for some items. Note that there is still a 1000 chest limit to a world, but now you can place weapons on weapon racks which can be destroyed automatically via wiring, which can save chest space if you need to.
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In RBE made by me and mbran, there is a wiring system I made which changes the arena randomly. It uses quite a large randomiser here, which is reusable and uses boulders. Each time it is activated it fires a dart trap at the top right breaking a boulder, opening the activate stone for the dart trap to travel further next time it fires. The boulder will then either break at the door or go an hit the pressure plate at the top left. If it hits the plate it will stop the bottom boulder from hitting another plate, so there are 2 possible outputs with 50% chance.
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I chained a lot of these together so there are a total of 16 different outputs each with equal chance of activating. Each output will activate a boulder as seen on the left.
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Each boulder will hit different pressure plates, which will activate different wires that go down into the arena.
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Each wire is then connected to different gates inside the arena, so different gates will be open at different times. Each time a team scores a point the randomiser system is activated, changing the layout of the arena.
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This system could of been improved a lot, you can see I was quite lazy building it, but it worked well and was a fun PvP gamemode.

This is my copyrighted "Biya Cube", loosely based of my buddy Noels "Noel Cube". This is featured in my Starraria adventure map. The top 4 switches are connected to columns of torches, the right switches connected to rows, and the ones at the bottom are connected to the corresponding coloured torches. The idea is you have to light up all the torches, it is not very challenging but quite cute. This absic idea was done by Noel, I did the same then mirrored the wiring down below to some gates, so each torch must be lit for all the gates to be open. I also created another version with some switches missing to make it harder.
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Part of my Starraria adventure map, this is a minigame where you have to have fast reflexes. You start by pressing the switch on the top left teleporter. It activates a bird statue at the bottom, which will hit multiple pressure plates. Each plate will activate a teleporter from one segment to the next, with an arrow pointing to which one it is, so you have to move on top of it quickly before the bird has passed the plate.
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Probably the earliest build featured in this thread, a casino I built a long time ago by hand on a server as well, which was a silly fun waste of time. It has two games, roulette and a slot machine. Roulette is in section A, B and C while the slot machine is in section D.
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Section A is straight forward, there are a bunch of basic randomisers chained together to randomly give one of 16 outputs. Each of these 16 outputs represent 16 numbers and outcomes for the roulette.
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The 16 outputs then pass through section B. At the top left wires will activate a bird statue at the top or bottom of the box, alternating. This represents odd/even, and the bird will activate the wire to light up the odd or even box depending if it is at the top or bottom. In the middle box it uses the same idea, this time in 3 groups of 4 segments, instead of 2 segments for odd/even. Each group of 4 segments represent different things such as row, column and colour. The section at the top right just makes it so the wire doesn't get too long, as it stops working after 1000 tiles. It creates a break in the wire and actives a new section of wire.
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The 16 outputs are then connected to different numbers, and the other outputs from section B connected to the other boxes. Players choose a box to bet on and if they win they receive a proportional amount of server currency.
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In section D there is the slot machine. There are 3 boxes, the player presses both levers under a box at the same time. One lever will activate a bird that goes back and forth between pressure plates, turning the lights on and off in a pattern to create 5 different states for the box. The other lever will start a bird randomiser, which if successful will go to another, which is again successful will kill the bird changing the lights, leaving the box at a random state. If a bird is not successful in the randomiser it starts it again. Each box is wired the same, if 2 boxes state match then the player wins a small prize, if all 3 match then they win a large prize.
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Very recent and quick little system I made very recently, it counts a player score in a minigame. Every time a player hits a target it activates a pressure plate sending the input to the dart traps at the left, which are part of a counter. At the end to find out their score the player presses a lever which activates a boulder from the 10 underneath the counter and from the 3 just right of it. Depending on the counter, a different boulder will reach a pressure plate. The columns reuse the same boulders as it cycles through the single digits. The rows go through the tens, going up to 30. The boulders on the right will then go through pressure plates activating lights in the display to create the number.
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Another very recent build, it will shoot boulders through the same area for 10 minutes. It uses a simple counter on a 5 second timer, and the pressure plates are on platforms instead of blocks so boulders can go through them. The boulder from the counter will fall down and travel right every time, the sand from the counters will fall down the 1 wide hole underneath so they do not block the path.
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These are pretty good builds! I never usually build in Terraria, so that's pretty impressive. I like the 2Dforts one. :p
 
Great builds! Makes me want to go back to sinking some hours into building. I really like the concept of your NPC dwellings & the Simpsons is rad!
 
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