Terraria Completionism

Mr Creamy

Terrarian
The world is not new. Its information and secrets lost to time. How many civilizations existed here?
On the eastern edge of the Plateau where the Corans used to be is where our journey begins...

Hello folks! I am Completionist and about a year and a half ago I began a great mission to play Terraria to COMPLETION.

Completion, for me, entailed the following:

Collecting every item AND using EVERY building material in the game in a way that was unique, interesting useful and/or most importantly it had to MAKE SENSE. Each build had to fit in THEMATICALLY within the overall world. So each build either had to be useful in helping the player do something, or had to add to the SETTING, or it had to show off the material that was being used.
A little bit of EVERYTHING all in one world.
As you can imagine, after a year and a half, there is a lot to show. There are many general builds, wire builds/mechanisms, and all kinds of things. Some of which are more unique than others, some are pretty tame, and some I believe are wonderful.

I want to go over all of it in detail because thought went into making every piece fit in with the setting, and i'm not quite finished on some of the final builds (if another update comes out ima kill myself). So i'm going to present it in pieces - of which there may be dozens.

Note also that part of Completionism is the builds are always designed to show off the material(s) that is(are) being used, which are meant to be recognizable. Meaning it's not just about making a build looking interesting or complex, but about making sure it puts on display the materials, or building tricks, or themes, or motifs, or ideas being used and in a way that is coherent within the overall World.


For each Spoiler: Screenshots show you images of the builds. Synopses give you the Lore for each area. Video links to Youtube where we go into specific detail. The order in which Screenshots appear for a given build follows the route taken to tour that build in the corresponding Video.

East Gate & Draw Bridge
Capture 2017-05-05 20_51_07.png


Spawning Area & Rope Elevator
Capture 2017-05-03 22_43_25.png


Storage Cells
Capture 2017-05-03 22_43_52.png


Forges & Armory
Capture 2017-05-03 22_44_22.png


Garden
Capture 2016-12-09 15_19_41.png


Quarters & Workshops
Capture 2017-12-03 13_06_16.png


Great Halls & Throne Room
Capture 2017-12-03 13_13_29.png


Upper Floors
Capture 2017-12-03 13_12_36.png


Royal Bedrooms
Capture 2017-05-04 22_16_55.png


Glass Dining Hall
Capture 2017-05-04 22_17_12.png


Palace Towers
Capture 2016-12-09 17_17_25.png
Our journey begins...

... At the eastern edge of the Coran Plateau, where an enormous peak rests. There are gorges and canyons surrounding this compound to the west, north and south, and a deep river to the east.

The Capitol Palace lies here, built into the rock both above and below. It functions as a hub for the New Civilization, its interior teeming with activity. Materials are gathered and stored here, and then eventually forged into items of greater utility.

The heights of the Palace are kingly places where royality and people of importance live. Great halls are there to dignify their vanity and value. The Seven Light Towers of the Palace can be seen from miles away as the Palace's shining rainbow crown.

Our journey will continue outside the main castle where the rest of the Capitol sprawls over the Plateau.
Garden Balloons
Capture 2016-12-09 15_35_16.png


Old Pipes & Tree Roots
Capture 2017-05-04 21_34_13.png


Copper Bathhouse
Capture 2017-05-04 21_34_45.png


Western Guardhouse & Library
Capture 2017-05-04 23_22_32.png


Confetti Party House
Capture 2017-05-05 21_14_28.png


Main Compound & Party Tree Trunk
Capture 2017-06-06 21_36_12.png


Party Tree Crown (1/5)
Capture 2016-12-24 15_42_12.png

Party Tree Crown (2/5)
Capture 2017-05-05 21_23_54.png

Party Tree Crown (3/5): Hive & Honey Generator
Capture 2017-06-06 21_50_02.png
Party Tree Crown (4/5): Midnight Confetti Nightclub
Capture 2017-05-04 23_19_05.png
Party Tree Crown (5/5): The top
Capture 2016-12-24 15_43_24.png


Slime Sky Island
Capture 2017-12-25 01_39_23.png
Our journey continues...

We left off last time after we came to a hall just beneath the surface of the Coran Plateau.

We venture to the western end where remnants of the Coran Civilization can be seen; some of their constructions and machines are still functional, but lie mostly unused.

The massive canyon marks the end of the Plateau and the Capitol. Beyond it sits the desert where the Corans used to be, the last known civilization being theirs.

In the Capitol there are three guard towers, re-purposed from old Coran tallhouses, that lie at the edges of the canyons along with the only bridges to and from the Plateau.

And at the center of the green land on the Plateau is a massive tree that the denizens here use for living, manufacturing honey, and hosting holiday and other celebrations of their folk...
West Sewer
Capture 2017-05-13 16_28_02.png
Central Intersection
Capture 2016-12-15 19_23_22.png

East Sewer
Capture 2017-05-13 16_23_39.png

Cistern Control & Water Generator
Capture 2017-05-09 23_24_03.png

Eastern Intersection
Capture 2017-05-03 22_39_57.png

Mushroom Outlet
Capture 2017-05-03 22_39_33.png

Sewers (Full)
Capture 2016-12-15 19_25_37.png
Now the journey turns to what's below...

Most of the old civilizations go deep underground. The earth's crust being thin and hollow leaves much room for downward expansion. Many tunnels were discovered and utilized in urban development.

Both the Corans and the Precursors shared this pattern; they built entire cities underground. Likewise the New Civilization follows suit.

Beneath the top ground of the Plateau, where the Surface and Underground Layers meet, the Corans had a massive, elaborate sewer system. It was infrastructure for moving around water and wastewater for the elites living on the Plateau. We believe similar sewer systems existed for the Corans' large cities.

Out with the old, the New Civs repurposed the sewer layer as well as the Cistern and water treatment facilities. All functional processes, ie water treatment, storage, distribution etc. are all handled internally by these systems. Like this they've managed a self-suffiency with regards to earth's most precious resource...
Jungle Grass Farm
Capture 2017-05-03 22_38_35.png

Mushroom Farm
Capture 2017-05-03 22_39_07.png


Aquarium
Capture 2017-05-13 16_26_29.png


West Catacombs
Capture 2016-12-21 12_41_09.png


Main Catacombs & Subway Station
Capture 2016-12-21 12_45_41.png


Nexus & Deep Factory
Capture 2017-05-03 22_35_59.png


Lava Forge & Mixer
Capture 2017-05-13 16_37_52.png
We venture to the deep…

The Corans’ underground network is extensive. It goes further down beneath the Plateau (which the Corans called “The Island”) than anywhere else. The architecture here is very ornate and this intended finery is due to the Corans’ ceremonious attitude with death and beyond.

Long dark passageways lined with graves fill the expanse. Some graves are primitive, mere alcoves along the walls for the deceased, while others are spacious crypts full of formal décor signifying the importance and status of their hosts. The decorative style throughout includes shapes resembling skulls, bones and emblems of death and the afterlife.

All castes, classes and professions were buried here: peasants, soldiers, artisans, farmers, mages, priests, guildmasters, archons, lords, priests, counsellors etc. The higher classes belonged to the fancier crypts while the lower were the many that lay in the alcoves. Some graves were accompanied by commemorative plaques displaying the names and titles of their hosts and sometimes a few last words. Many plaques are still intact.

Besides the Catacomb the area contains many more chambers the New Civs made us of. Just above they have the Aquarium where curious sea creatures are kept. Adjacent to that are also several sterile rooms that serve as farms for growing jungle herbs and mushrooms. Below lie modern New Civ factories, production facilities, laboratories, the Lava Forge and the Mixer.

Additionally, for New Civ use the Catacomb caverns were renovated and expanded to house a subway system used for railway travel across world. The necropolis itself was partially converted into a subway station and a museum displaying the Coran heritage – efforts are being made to prevent its deterioration.

Below the subway is the notorious and crucial Nexus, central to New Civ infrastructure as it permits quick travel throughout the Capitol and the Plateau. The Nexus may be the oldest structure in this entire region, older than the Coran Civilization itself…
Riverlands Fishing House
Capture 2017-05-05 21_34_13.png


Riverlands Cemetary
Capture 2016-12-24 14_11_10.png


Farmland (1/2)
Capture 2017-05-04 23_23_33.png

Farmland (2/2)
Capture 2017-05-04 23_25_11.png


Hallowton Town Square
Capture 2017-05-04 23_24_51.png


White Fountain - Day
Capture 2016-12-24 02_44_33.png

White Fountain - Night
Capture 2016-12-24 15_04_57.png


Costume Warehouse
Capture 2017-05-04 23_01_46.png


Hallowton Subway Station
Capture 2016-12-24 14_09_12.png


The Arboretum
Capture 2017-05-04 23_26_06.png


Hallowton Skyrail Station
Capture 2017-05-04 23_26_52.png
The light shines prettily in the east…

Our journey now takes us away from the New Civ Capitol. East of the Coran Plateau lies a quiet and quaint region: pretty trees, pockets of forest, lazy little rivers and lakes. Various cabins and farms have sprouted up along with a village or two, all within the New Civ Epoch.

Even farther east the forest land runs into a different biome, one whose splendor is only matched by its danger and perils – the Hallow. The Hallow is estimated to have emerged somewhere between the decline of Cora and the emergence of the New Civ. It had spread between the cold Snowland and the calm riverlands before the first settlements appeared.

The largest town, later named Hallowton, was situated near a series of hills where the Hallow and Snowland met. Settling in the Hallow would probably seem foolish to some, but a settlement was needed to help secure and establish an efficient trade route into the Snowlands and the Far East.

Hallowton has numerous defining characteristics. For one its town square has a lovely white fountain that makes a sparkling show at night time. Second is its known for housing the best tailors in the world, offering the most diverse selection of adornments known to man.

Finally, we have the Arboretum: a towering white structure at the edge of the Hallow housing all of the world’s most exotic trees – there to be beheld, enjoyed and of course, periodically harvested and replanted.

Hallowton may be beautiful, however for all that which exists outside the Capitol, there is still yet much to see…
Frozen Fortress Skyrail Station
Capture 2016-12-24 14_13_30.png


Snowlands Surface (1/2)
Capture 2017-05-04 23_29_18.png

Snowlands Surface (2/2)
Capture 2017-05-04 23_29_00.png


Frozen Fortress & Light Orb Towers
Capture 2016-12-24 14_14_13.png


West Light Orb (Night)
5852-279.png


Frozen Gorges
Capture 2017-05-06 11_41_41.png


Frozen Fortress Subway & Upper Halls
Capture 2017-05-06 11_42_56.png


Jelly Playground (1/2)
Capture 2016-12-24 14_15_44.png

Jelly Playground (2/2)
Capture 2017-05-04 21_49_36.png


Deep Subway Station
Capture 2017-05-06 12_44_44.png


Frozen Fortress Lower Halls (1/5)
Capture 2017-05-06 12_45_23.png

Frozen Fortress Lower Halls (2/5)
Capture 2017-05-06 12_45_37.png

Frozen Fortress Lower Halls (3/5)
Capture 2017-05-06 12_45_52.png

Frozen Fortress (4/5)
Capture 2017-05-06 12_46_55.png

Frozen Fortress (5/5)
Capture 2017-05-06 12_47_12.png


Roller Coaster Route:

Old Mine (1/3)
Capture 2017-06-14 22_28_16.png

Old Mine (2/3)
Capture 2017-06-14 22_29_02.png

Old Mine (3/3)
Capture 2017-06-14 22_29_26.png


Roller Coaster End
Capture 2017-11-26 21_58_59.png


Holiday Retreat
Capture 2017-06-14 21_34_34.png
Legends of the White Lands…

Separating the New Civ Kingdom and the Far East is the Snowland. Leagues of frozen terrain, coniferous trees, violent weather and an abundance of subterranean Precursor remnants characterize the region.

Through an elongated canyon reaching the earth’s depths the Precursors had built a series of fortresses as part of their transportation system. The fortresses hosted bundles of railways leading to the Precursors’ Dungeon Capitol, various underground hotspots, old crystal mines, and peculiar amusement parks and recreational areas.

Still accessible in the current era, the amusement areas include a skating rink, strange-colored rooms, starlit chambers, and a massive playground full of amorphous blobs, bubbles, balloons and bouncy clouds.

Above the surface the New Civs can take refuge in an incredibly festive holiday retreat. A tall manor lined with lights, fancy wallpapers, and a plethora of merry decorations, offering both a jolly stayover and a wealth of winter delights.
[Mushroom Land (1/3)
6151-406.png

Mushroom Land (2/3)
6281-394.png
(Mushroom Land 3/3)
6197-452.png


Shroomite Laboratory (1/2)
4352-470.png

Shroomite Laboratory (2/2)
4334-534.png


Mushroom Land (Full)
Capture 2017-04-30 16_18_37.png
Savory, mystical Shrooms!

Now here we come upon the Far East, it begins immediately where the Snowlands end. Not many roads, or infrastructure this far out. The biggest point of civilization is the remainder of the Precursors’ Capitol, but besides that the hotspots are few and far between, and accessible mainly by train.

If one continues east beyond the Snowland and over a hill, one will come upon a very notable and funky site. A small valley of ruined ground and broken earth, absolutely teeming with blue grass and tall glowing mushrooms. The entire area is coated with a dark fog due to how the mushrooms interact with the air and deeper into the valley their thickness conceals most light keeping the place in a deep gloom.

The region also contains a wide range of mobile life unique to the ecosystem – from Fungo Fish, to Spore Zombies, to ravenous Fungi Bulbs; there is even a small handful of houses built of hard mushroom bark where the Truffle dwells.

The New Civs have seeded the area with a resilient, fey, metallic substance called Shroomite which feeds energy into the ecosystem, keeping the mushroom trees tall and alive. They have also set up a teleporter that connects far away to a similar biome in a cavernous trench just south-east of the New Civ Capitol. This teleporter, since it connects all the way back to Capitol, is a quick port to the Far East.

The biome near the Capitol also houses the Shroomite Laboratory where Shroomite is synthesized and produced on mass, then used to keep both biomes healthy.
Sai Village (1/4)
Capture 2017-04-30 15_40_15.png

Sai Village (2/4) - Day
Capture 2017-04-30 15_40_30.png
Sai Village (2/4) - Night
Capture 2015-12-25 21_47_20.png
Sai Village (3/4) - Day
Capture 2017-04-30 15_40_52.png
Sai Village (3/4) - Night
6720-335.png
Sai Village (4/4) - Day
Capture 2017-04-30 15_41_10.png
Sai Village (4/4) - Night
Capture 2017-04-30 16_20_48.png


Jade Caverns (1/2)
Capture 2017-05-06 13_02_53.png

Jade Caverns (2/2)
Capture 2017-05-06 13_03_28.png

Jade Caverns Subway Station
View attachment 168600

Sai Village (Full)
Capture 2017-05-02 20_59_33.png
Everything has its beauty, but not everyone sees it.

Somewhere along the rolling plains, hills and valleys of the Far East lies Sai Village. A quaint little town, it’s recognized worldwide for its unique architectural design and exceptional beauty.

The houses and structures were built in a very minimalistic fashion and with a stylish integration with nature. Throughout the village one finds various planted shrubs, bushes and flora as well as small ponds and gardens made to look as if they were part of the landscape itself. Most notable of this aesthetic are the Eastern Maple Trees, whose leaves are bright violet; together their collective canopy sets a sea of dark red across the valley.

Sai’s inception predates the Corans, and it is likely it was part of the Precursor Empire at one point given its proximity to their Capitol – although at the time it wouldn’t have been any more than a handful of huts. Even back then though Sai must have been a spiritual place, and this theme lives on to the present day.

Travelers from across the world who come to the Far East make sure to stop by here; hence the New Civs have set up a train station just underground.

Beneath Sai Village are the Jade Caverns; a fascinating system of caves full of cool spring waterfalls and jade mineral veins lodged throughout the rock. The Caverns would have formed many aeons ago due to repeated volcanic activity.
Lower Dungeon Floors (looted and barren)
Capture 2017-06-18 15_42_04.png


Upper Dungeon Storage Floors (1/2) & Dungeon Lake
Capture 2017-07-08 21_08_35.png


Green Dungeon Subway Station
Capture 2017-07-08 21_09_04.png


Upper Dungeon Storage Floors (2/2)
Capture 2017-06-18 15_43_33.png


Green Tower Surface Entrance
Capture 2017-06-18 15_57_32.png


Green Tower Foundation
Capture 2017-06-18 15_57_45.png


Salmon Fishing House & Lake
Capture 2017-06-18 15_45_11.png


Green Tower
Capture 2017-06-18 15_44_45.png


Green Tower Sky Station
Capture 2017-06-18 15_45_47.png


Precursor Construct (Day)
Capture 2017-06-18 15_46_34.png

Precursor Construct (Night)
Capture 2017-06-18 15_49_46.png


Green Tower Apex & Study
Capture 2017-06-18 15_46_08.png


Green Tower (Full-Day)
Capture 2017-06-18 15_54_59.png


Green Tower (Full-Night)
Capture 2017-06-18 15_50_56.png
At last it beckons, the civilization of the Dead!

The Precursors always built in two ways: enormous towers spiking into the clouds above ground; and massive, expansive cities stretching all over beneath the ground. Their Capitol exhibits both of these strategies.

What’s under the surface is called the Green Dungeon; the largest ancient city on the continent. It goes for miles in every direction between the Main and Deep Subway Lines.

When the New Civs discovered the Green Dungeon they had to defeat the automated Dungeon Guardians to access the city. What they found was that the city itself was even more dangerous; the entire thing teeming with Marching Bones, Necromancers and all manner of skeletal denizens.

The skeletal army that remained in place of the Precursor people was enough to deter any interaction. The New Civs looted what they could, hauled all the valuables to the upper floors, and sealed the Lower Dungeon for good. The upper floors of the City near the surface became a storage area for the huge collection of Precursor furniture, devices and artefacts. The New Civs built a Train Station here and have done little else in the area ever since.

Above ground the Precursor Capitol stands out as a giant tower jutting out from a swamp to the very tops of the world. At its base the Ancient Cultists gather, issuing prayer to some odd force. Here the Precursor Symbols made of glass, that now hang outside the New Civ Capitol, were once situated; proud banners of that Empire.

The Tower itself appears to have been a control center of sorts; revealing the deep, centralized, technological organization the Precursors must have had.

At the apex sits a thing that is tough to explain, but it is most assuredly a Being. Perhaps magical in nature, perhaps technological, perhaps both, one thing is certain is that this Being controls the undead Precursor armies, and was perhaps the thing that, either through direction or accident, transformed their race into skeletons in the beginning. Now thanks to New Civ intervention it lies isolated from the hordes below.

A few New Civ wizards and researchers frequent the Tower to study the technology & the books there – and the Being as well, albeit cautiously…
Miscellaneous Clouds & Doodads(Day)
Capture 2017-09-17 14_28_40.png

Miscellaneous Clouds & Doodads (Night)
Capture 2017-09-17 14_56_47.png


Shipping Station (Day)
Capture 2017-09-17 14_26_52.png

Shipping Station (Night)
Capture 2017-09-17 14_58_37.png


Power Station (Day)
Capture 2017-09-17 14_27_47.png

Power Station (Night)
Capture 2017-09-17 14_54_05.png

Power Station (Wire)
Capture 2017-09-17 14_55_28.png


Skyware & Cloud Factory (Day)
Capture 2017-09-17 14_28_15.png

Skyware & Cloud Factory (Night)
Capture 2017-09-17 15_00_39.png


Sky Island & Air Cars (Day):
Capture 2017-09-17 14_29_17.png

Sky Island & Air Cars (Night):
Capture 2017-09-17 14_57_48.png


Barracks (Day)
Capture 2017-09-17 14_30_00.png

Barracks (Night)
Capture 2017-09-17 14_53_01.png


Blimp Car (Day):
Capture 2017-09-17 14_30_08.png

Blimp Car (Night):
Capture 2017-09-17 14_52_42.png


Slime Factory (1/3)
Capture 2017-09-17 14_30_49.png

Slime Factory (2/3)
Capture 2017-09-17 14_31_06.png

Slime Factory (3/3)
Capture 2017-09-17 14_43_00.png


Slime Factory (Full\Day):
Capture 2017-09-17 14_43_44.png

Slime Factory (Full\Night):
Capture 2017-09-17 14_51_52.png


Partially Built Slime Skylands (Day)
Capture 2017-09-17 14_30_27.png

Partially Built Slime Skylands (Night)
Capture 2017-09-17 14_52_25.png


Sky Factory (Full\Day)
Capture 2017-09-17 14_42_25.png

Sky Factory (Full\Night)
Capture 2017-09-17 15_02_04.png
The world is full of countless strange phenomena: ruins of old civilizations, fonts of magical energy, the Hallow, underground Temples etc. Some of these are quite tough to explain, and some remain obscure mysteries that even the sharpest minds cannot crack.

There are few however that have been explained; namely, where the heck do Slimes and Sky Islands come from? The answer lies with the ultra-innovated, derelict Precursor technology. The build in question is the unparalleled Sky Factory.

High in the sky near the Precursor Capitol, around the same altitude as the summit of the Green Tower, is a dense gathering of clouds and Sky Islands.


Here you will find a sprawling technological bustle: tall factory walls draped in plating, metallic walkways going between Sky Islands, peculiar material processing machinery, a power station, flying cargo transports, conveyor belts moving freight, mechanical arms and hooks, floating signposts, buoys and light posts to illuminate the clouds at night, windmills on factory roofs etc.

When the New Civs found the place it was completely abandoned, presumably the crews that worked there had been assimilated by the undead armies of the Precursor Capitol. The Factory itself however was in very good condition; virtually none of the machines had been broken or worn out. In great surprise, the entire site showed no signs of decay, like it was ready for immediate use.

The explanation for this would be that the mysterious Being at the top of the Green Tower was remotely conserving the Factory – ensuring for centuries that nothing would erode. Perhaps it planned to populate the Factory with undead workers at some point, but there is no sense as to what ultimate purpose.

It is evident that the core structures of the Factory must have been constructed on the ground below and were then taken up into the air when the levitating Cloud Block material was developed. The Factory was mainly used for manufacturing Cloud Blocks, Sunplate Blocks, as well as the various forms of Slime Blocks and Rainbow Bricks. The materials would then be shipped off to wherever Sky Islands would be built. Slime Blocks in turn would be used in production of other wares or to accommodate anyone who fancied a house with “softer” furniture.


The Precursors had a fondness for extravagance (and also bouncy building materials), and the idea of a luxury home floating in the Sky on top of a cloud was the quintessential product for anyone with such an affinity.

And to end, the Factory did have one more, final, little highlight. At some point during the production of Slime Blocks, the Precursors must have figured out a way to make the material sentient. Basically not only was the Factory the birthplace of all Slimes in the first place, but it was also responsible for the periodic Slime Rains that occurred on the continent. Every once in a while the storage tank that housed Slimes would go over capacity, and they would escape and jump off the clouds resulting in a rain effect that could last hours.


Supposedly the Precursors created Slimes as innocent little pets to play with – as most were totally harmless. Something about the production of Slimes changed over the years; some became dangerous and aggressive. And then there’s King Slime, whose pet was he meant to be?
Rainbow Towers & Beach
Capture 2017-11-15 21_50_27.png


Rainbow Passage
Capture 2017-11-15 21_50_04.png


Rainbow Fortress (1/4)
Capture 2017-11-15 21_49_09.png


Rainbow Fortress (2/4)
Capture 2017-11-15 21_48_21.png


Rainbow Fortress (3/4) - East Coast Station
Capture 2017-11-15 21_46_54.png


Rainbow Fortress (4/4)
Capture 2017-11-15 21_47_23.png


Rainbow Fortress (full)
Capture 2017-11-15 21_55_29.png



Diving Facility
Capture 2017-11-15 22_01_54.png


Diving Facility Lights
Capture 2017-11-15 22_02_14.png

Capture 2017-11-15 22_02_28.png

Capture 2017-11-15 22_02_44.png


Diving Facility Fountains
Capture 2017-11-15 23_19_23.png

Capture 2017-11-15 23_20_49.png
Capture 2017-11-15 23_20_52.png


Great Reef (unlit)
Capture 2017-11-15 22_04_06.png

Great Reef (lit)
Capture 2017-11-15 23_33_35.png


East Coast (full)
Capture 2017-11-15 22_05_05.png
Finally, we come to the eastern edges of the continent. Beyond lie vast oceans and lands unexplored.

Before the ocean, the continent ends in a long parade of beautiful beaches, coral reefs, and casual deserts.

Much in line with their fondness for extravagance, the Precursors had set up lavish – and somewhat paranormal – dwellings here made of Rainbow Brick. Resting above and below ground, and over the water, these structures stand out brightly as they constantly shift color and their pixelation grants them an otherworldly appearance. It appears as if these buildings and underground complexes had been inhabited only by elites.

One of these complexes extends far through the ground beneath the ocean floor. It features a passage that leads to a hidden, glass diving facility underwater. The New Civs use the facility for exploring the depths and researching what the marine land has to offer.

The Rainbow Fortress also contains an observation room right beneath the ocean floor, and there, separated from the ocean only by glass, it observes the extraordinarily colorful Great Reef ecosystem. A long stretch near the coast of rich corals, vibrant fish and a sprawling networks of underwater flora, the Great Reef is one of the World’s great natural wonders…

And that is all that remains of interest here in the East…


NOTE: The Screenshot sections are kept up to date with the current state the World is in. I.e. new images are added, old ones replaced as builds get polished up, new features and items added to the game etc. The Video sections are NOT updated; each one links to a unique video that comes out on a specific date, and I don't bother re-recording. The reason is that the differences are often microscopic: an extra piece of furniture here, a different kind of platform over there, mayhaps a missing painting etc. You wouldn't notice unless you really tried to look for it.

The overall structure and point of each build does not change after a video is made. Having to re-polish sections that are supposed to be done is really annoying, and this is why I try my hardest to make sure a build is as ready and satisfactory to the point as can be before recording - so that I don't ever have to revisit or change that section again. But I can't say it never happens (cursed Frozen Platforms). The reason I bring it up is to emphasize how the Screenshots are the latest, most polished, best, versions of these builds. Truly, however, the differences are negligible.

----------------------------------------------------------

And there's more. Explanation of some of the more elaborate wire builds I have in the world (not including simple stuff like basic light switches and liquid generators).

Shine bright like a diamond (gemspark)!

When the New Civs invented Gemspark what followed was a boom in discovery and industry of all sorts of optical gadgetry. Useful as work lights, factory lights, Wire Facility LEDs, and waterfall color decorators, their implementation quickly spread throughout many New Civ facilities.

Their most favored use, however, was obviously aesthetic. The New Civs employed Gemspark in elaborate configurations and timed sequences for night-time visual appeal. The seven towers of the Capitol Palace were coated with every different color and made to shine permanently in the sky.

Other notable examples were the dance floor of the Midnight Confetti Nightclub in the Party Tree, the Light Orb Towers adjacent to the Frozen Fortress, and of course the White Fountain of Hallowton.
A Light Show is any set of lights or wireable devices that light up when pulsed that are configured or arranged in a creative way. Usually in a timed sequence of some kind. There's a bunch of these in the world, I go over the notable ones.

Each light show works like this:
Capture 2017-04-30 16_31_48.png

There are timers set up in a row, wired to each other as such:
Capture 2017-04-30 16_31_58.png


A switch activates the two timers on either end of the sequence, and a gemspark block (or any other light device) with the blue wire above. After the first second, the far timer deactivates the timer closer to the switch and the gemspark block above it (blue wire again), but it activates the timer to its left and the block above it (green wire). The next second, the timer that was just activated deactivates the previous timer, and the block above itself (green wire again), and activates the next timer in the sequence and the block above it (red wire). And so on and so forth. Then it loops. Basic timer sequence, each second used to activate a light device.

Here's an example of this for the dance floor of the Midnight Confetti Nightclub in the Party Tree:
Capture 2017-12-25 16_01_26.png
Capture 2017-12-25 16_01_40.png


The seven timers on the left sequence through all seven different gemspark blocks arranged in the dance floor. The wires were arranged in such a way so that on the ceiling the gemspark sequence starts at the edges of the room and works its way towards the middle whereas on the floor it starts in the middle and works its way out.

Another example is the Light Orb near the Frozen Fortress in the Snowlands:
5852-279.png

Capture 2017-04-30 16_17_41.png


Here the timers are set up in a vertical column. The arrangement of the gemspark colors, along with the glass between them makes for a very cool night-time effect.

Note that if the blue wire that connects the timers on either end of the sequence is cut, the mechanism will continue to work but the 2-timer signal will bounce back and forth from either end instead of looping. One can also cut the blue wire, have the 2-timer signal bounce (and hence reverse direction), then connect the blue wire again and now the sequence runs in the opposite direction!

I've made a few other Light Shows like these ones in the world and they work in exactly the same way!


A slightly different kind of Light Show is the Fountain of Hallowton.
It involves only one timer, the sequence is much longer; and instead of each set of lights turning on and then immediately off, the mechanism turns them all on first, then turns them all off. The whole sequence takes roughly 20 seconds.

Capture 2017-04-30 16_26_33.png


The mechanisms is triggered by the two sensors you can see above, on either end of the Fountain. The Night Sensor turns on the Fountain in the Evening, and the Day Sensor turns it off in the morning.

When nighttime starts the Night Sensor pulses this 5-second timer by the green wire:
Capture 2017-04-30 18_30_25.png

Capture 2017-04-30 18_30_34.png


The 5-second timer pulses the blue wire once every 5 seconds. The blue wire hits a Logic Gate. The first lamp above the gate is normal, the second one is faulty. The normal lamp starts out OFF initially. Since the timer pulses both lamps at once, the normal lamp and faulty lamp are triggered in the same tick and whenever this happens the normal lamp is triggered first. So when the pulse comes in, the normal lamp switches ON; then the faulty lamp gets triggered and verifies that the normal lamp underneath it is ON; then the gate sends out a pulse.

5-seconds later the timer sends the next pulse, only this time the normal lamp is ON. So first the normal lamp turns OFF, then the faulty lamp trigger verifies that it is OFF, and so the gate does not send out a pulse. Thus the second pulse from the timer is suppressed. The third pulse works exactly like the first one since the normal lamp is OFF again.

This is a common mechanism of using Faulty Gates for suppressing every other incoming pulse. Thus the Fountain mechanism gets pulsed once every 10 seconds, which is around the amount of time needed for each row of lights to turn on.

When the logic gate pulses, it pulses the dart traps with the red wire you see above. The dart traps shoot darts through a pool of honey with teal pressure pads at the end of their flight path. The pool of honey is isolated with bubble blocks and its purpose is to slow down the dart - since liquids in Terraria slow down projectiles. Roughly 21 blocks worth of honey will slow down a dart for just over 1 second.

Capture 2017-12-25 01_20_49.png


You can't see them in the dark, but the yellow wires (above) are connected to the teal pressure pads. Each time one of them is hit, it pulses the gemspark blocks turning on the fountain! (For some reason in the image above, the yellow wire connecting to the last teal pressure pad is cut up in a few places, I don't know why since in-game it's connected just fine).

The teal pressure pads are all spaced out, with each successive one farther and farther away so that the incoming dart would be slowed down just long enough for each set of lights to light up roughly 1 second at a time. It takes around 9 seconds for bottom dart trap to turn on the last set of lights (diamond gemspark at the top).

After all seven darts land, just under 10 seconds passes, and they get pulsed again. This time the darts will trigger the teal pressure pads to turn the lights off! So its 10 seconds for the Fountain to completely turn on, and another 10 to completely turn off, thus completing the cycle.

The whole thing repeats all night until morning when the timer is turned off just after the last pulse to finally turn off the Fountain is sent.

Only way this mechanism breaks is if you leave the game during nighttime when it is running. Turning off the game automatically turns off the timer (which stays off next time you login), and leaves the lights by default in the state you left them in when you left the game. So if half the lights were on before you left, half will be on by default when you come back. Hence this time the mechanism will turn on in the morning due to the Day Sensor, and rather than the sequence turning everything on and then everything off, since some of the lights are now on by default, it'll turn the on-lights off, and turn on the remaining ones.

In this case you'd have to manually turn off the 5-second timer if it's running during the day, and reset the state of the lights.

Anyway, that it's for Light Shows, hope you enjoy!
Midnight Confetti Club
Capture 2017-12-25 16_01_26.png
Capture 2017-12-25 16_01_40.png


Frozen Fortress Light Orb
5852-279.png
Capture 2017-04-30 16_17_41.png


White Fountain
Capture 2017-12-25 01_20_29.png

Capture 2017-12-25 01_20_49.png


Diving Facility
Capture 2017-12-25 01_10_35.png

Capture 2017-12-25 01_10_47.png
Choo!

The recent expansion of the New Civilization can be attributed highly to the creation and development of elaborate transportation infrastructure. From the teleporters in the Nexus, to the roads and highways in the Capitol region, and to, of course, the all-encompassing Transcontinental Railway System.

The TRS network consists mostly of railways, minecart tracks, and subway tunnels weaving throughout the planet’s hollow crust. While the New Civs did achieve the TRS, much of the construction involved repurposing the pre-existing tracks from old underground mines, and the remains of the Precursors’ rail highways in the Snowlands.

The TRS includes four major railway lines: the Main Subway Line, the Deep Subway Line, the Skyrail Line, and the Underworld Line. The first three lines go across the entire continent of the world, from the west coast to the east, but at different altitudes: Skyrail crosses the sky, the Main Subway runs along the Underground layer (Catacomb level of the Main Compound), and the Deep Subway runs far down through the caverns (and the Underworld Line is self-explanatory).

Additionally, each TRS line features several routes connecting it to the line below it; i.e. Main Subway has three routes down to the Deep Subway. The Skyrail is an exception to this; it sits isolated in the sky, accessible only via Nexus teleporter.

The TRS rails have been engineered to be automatic using complex wiring mechanisms and Logic Gates.
Naturally, the Completionism World contains lots of transportation infrastructure.

The biggest feature is an elaborate rail network that connects to all the main hotspots, builds and extreme ends of the map.

The point of a rail network was twofold: 1) having a rail system that connects to everything; 2) have a rail system that was automated – ie could be used to connect to different hotspots on the map by just hitting a switch.

In the rail network there several rail Lines. Each Line has a collection of Train Stations along it with connecting mechanisms between them. If a traveller is on a given Line they can use the automatic travel mechanism to travel comfortably to any other Station on the same Line.

The mechanism here is designed so that one can travel between Stations simply by getting on a cart, hitting a switch, then leaning back and relaxing as the cart gets to the oncoming station and disembarks on its own.

To explain the mechanism I will refer to a simple prototype of two train stations I built in the sky (see below) with one rail Line between them.
Capture 2017-05-02 00_07_13.png


The actual train stations in the world’s rail network have very convoluted wiring so I won’t refer to them here. You will see why.

So in this prototype, we have Station A and Station B (see below). Assume that the prototype is sitting arbitrarily along the Line, i.e. the Line could be longer and you could have more stations west of A, and east of B.
2.png


Let’s say the traveller begins at Station A and wants to go to Station B. He will get into his minecart at Station A, hit a switch, and travel to B where a teleporter will be waiting to teleport him off the Line.

My mechanism employs teleporters to do the embarking and disembarking, but you could also use Minecart Intersections to create off-ramps, which would be simpler and more consistent (but probably less cool).

There are 8 teleporters in total, 4 at each station.

You have 1 teleporter to get on and pick your destination, 1 teleporter to boost you onto the Line after you’ve picked, 1 teleporter to pick you up once you’ve reached your destination, 1 teleporter to rule them all, and 1 teleporter to receive you after you’ve been teleported off the Line.

ON-Teleporter:
PIC3.png

The teleporter at the top (see above) of Station A is the ON-Teleporter. The ON-teleporter is where the traveller gets into his minecart and picks his destination by hitting a nearby switch.

BOOST-Teleporter:
PIC4.png

Below the ON-Teleporter is a platform with two teleporters. The one with booster track above it is called the BOOST-Teleporter. The BOOST-Teleporter boosts the traveller onto the railway Line.

OFF-Teleporter:
PIC5.png

Next to the BOOST-Teleporter is the OFF-Teleporter. The OFF-Teleporter receives the traveler when he arrives at said station. I.e. the OFF-Teleporter at Station A would receive the traveler if he were to disembark at Station A.

Then there’s the teleporter on the Line with the AND-gate underneath it. This is the LINE-Teleporter:
PIC6.png

("LINE"-Teleporter because it’s sitting on the Line). The LINE-Teleporter disembarks the traveler and sends him to the OFF-Teleporter when he arrives at the station.

Hence the path to go from Station A to Station B one must go: A-ON -> A-BOOST -> Travel to B -> B-LINE -> B-OFF

And going from B to A would be: B-ON -> B-BOOST -> Travel to A -> A-LINE -> A-OFF


The wiring at A is:
Capture 2017-05-02 00_09_28.png


The ON-Teleporter is wired to the BOOST-Teleporter and activated by the switch in order to put the traveller onto the Line. Booster Track is set up to reach max speed.

LINE-Teleporter wired to the OFF-Teleporter and activates when the AND-gate underneath it sends a pulse.


The AND-gate underneath the LINE-Teleporter has two lamps above it which are OFF by default.

One lamp is activated by a piece of Pressure Plate Track that sits above the LINE-Teleporter (see below)
PIC8.png


This first lamp is the manual activator. It activates automatically when the traveller arrives at a Station and rides over the Pressure Plate Track. The first lamp does nothing if the second lamp is OFF.

The second lamp is the remote connection between the two stations. It is activated by the same switch that embarks the traveler. When second lamp is ON, and the traveler rides over the LINE-Teleporter, activates the AND-gate and disembarks at that Station.

Meaning that if you get on at Station A, and you’re headed to Station B, you need the second lamp below the LINE-Teleporter at Station B to turn ON. (see green wire below)
Capture 2017-05-02 00_09_09.png

The green wire is pulsed by both switches at both Stations, each one activating the 2nd lamp at the other one. Embarking at one station, readies the LINE-Teleporter at that station, and the destination station.

NOTE: Since the activating mechanism readies the LINE-Teleporter at both the starting station as well as the destination station, the BOOST-Teleporters are set up at the edge of the station so the traveler doesn’t ride over the LINE-Teleporter at the starting station immediately after being boosted onto the Line. In such a case the he’d be thrown off the Line to the OFF-Teleporter at the starting station.

The overall mechanism requires the activation of the two lamps beneath the LINE-Teleporter, but conveniently the second lamp is the only one that requires input from the player. Thus one can hit a switch and sit back and enjoy the ride as the minecart does the rest of the work.

Wire bulbs next to the switches at each Station let the traveler know if the remote lamps at the two Stations are active (see below). They are synchronized with each other meaning that if one wishes to embark at Station A and sees the wire bulb is green, one will know that the lamp at B is already on, and connection is active; hitting the switch would disable it. One would have to hit the switch once to disable the connection before hitting it again to embark.
PIC10.png

Wire bulbs also remind one to sever the connection after arriving at at one’s destination by hitting the switch at that station.

Also note that the LINE-Teleporter mechanism isn’t totally consistent because sometimes the Minecart rides over it too quickly (perhaps due to lag issues related to loading chunks of the world). In my experience the consistency is about 90%.

The reason to keep the remote lamps at both Stations connected by one wire is to make the connection easy to keep track of, and to have fewer wires running between the two Stations. I.e. if A to B was a different wire than B to A, you would need two wires: one at A activating the lamp at B, one at B activating the lamp at A. Needless convolution.

Having more connections would also become a problem as the number of Stations along the Line increased. If there are 10 Stations along the same Line, each Station would need 9 wires leaving it (for lamps at the other 9 stations) and 9 more wires hitting the lamps of its LINE-Teleporters. That is 18 wires weaving all over the place, not to mention any other wires going past the Station if it’s in the middle of the Line and there are connections between Stations to the East and West.

With the mechanism here the amount of distinct wires going between Stations depends on the number of connections. I.e. the number of different ways of going from one Station to another. Which in turns depends on the number of Stations.

If there are 2 Stations total on the Line, that’s 1 connection: 1->2 = 2->1.
If there are 3 Stations, there are 3 connections: 1->2, 1->3, 2->3.
4 Stations, then 6 connections: 1->2, 1->3, 1->4, 2->3, 2->4, 3->4.
N Stations, then (N-1) + (N-2) + … + 2 + 1 connections.

And twice that number if A-> B is not the same thing as B -> A.


The Main Subway Line has 10 Stations in total, with 45 connections in total.

NOTE: The Stations at the ends of the Line don’t need LINE-Teleporters or the AND-gate mechanism at all since the track simply ends. They do however still have wires: i.e. if one embarks at the West Coast and wants to travel to the center of the map, they need to hit a switch preparing the LINE-Teleporter at the Station in the center to disembark them.

Below are Screenshots of various Stations throughout the Main Subway Line with the wiring displayed. As you can tell it can get quite hairy (some of the wires appear cut up).

Frozen Fortress:
Capture 2017-05-01 23_43_21.png


Hallowton:
Capture 2017-05-01 23_42_04.png


Jade Caverns:
Capture 2017-05-01 23_43_43.png


Nexus (UGH):
Capture 2017-05-01 23_41_37.png



The only other nuances in the rail network are for tracks that connect different Lines.

Here the track makes use of Minetrack Intersections, which activate to allow the Minecart to travel to a different Line. This mechanism also requires extra AND-gates at the ON-Teleporter of the boarding station verifying whether the right Intersections are active if I’m traveling to a different Line.

This station in particular connects to the Main Subway, Deep Subway and the Underworld Line:
Capture 2017-05-02 20_29_13.png

In the image above the Levers on the left manually activate Intersections along the track, selecting three different paths to the three different Lines.

You can also see an AND-gate with 3 lamps underneath the blocks; the Levers turn on some of the lamps so the AND-gate checks if the right Intersections are toggled and for the intended Line being selected. When AND-gate activates it send the traveler onto the BOOSTER-Teleporter to the right (of course you could just walk over to it here, but that wouldn't be automatic now would it?). The traveler then rides the track towards whatever the intended Line is and his destination on that Line.


That about does it for Train Stations! Enjoy!
From West to East:

Nexus Station
Capture 2017-12-25 01_22_51.png


Capture 2017-12-25 01_23_09.png


Hallowton Station:
Capture 2017-12-25 01_24_27.png


Capture 2017-12-25 01_24_51.png



Frozen Fortress Upper Halls
Capture 2017-12-25 01_26_10.png


Capture 2017-12-25 01_26_18.png



Jade Caverns
Capture 2017-12-25 01_27_09.png


Capture 2017-12-25 01_27_37.png



Green Dungeon
Capture 2017-12-25 01_28_46.png


Capture 2017-12-25 01_28_51.png



Rainbow Fortress - East Coast
Capture 2017-12-25 01_29_21.png


Capture 2017-12-25 01_29_38.png
From West to East:

Sky Central Station
Capture 2017-12-25 01_36_12.png


Capture 2017-12-25 01_36_17.png



Hallowton Sky Station
Capture 2017-12-25 01_38_07.png


Capture 2017-12-25 01_38_17.png



Frozen Fortress
Capture 2017-12-25 01_40_31.png


Capture 2017-12-25 01_40_42.png



Green Tower
Capture 2017-12-25 01_41_25.png


Capture 2017-12-25 01_41_31.png
Glittering centerpieces!!

A variety of places are designed with mechanism arrays known as Gem Lock Hubs. Certain Precursor facilities, underground temples, technological centers, etc feature these Hubs which are basically proximate collections of devices and systems that are toggled from a central triggering receptacle – a Gem Lock.

During their construction, precious gemstones cut into symmetric crystal shapes were made to fit the receptacles; each one unique for each Hub – essentially a “Gem Key”.

What each Hub does differs from one to the next. In general, they start up multiple wired sets of machines, light shows, computers, traps, electronic systems etc. The control centers of ancient Precursor facilities are Gem Lock Hubs where the triggers alone can activate the facilities and initialize all their main processes.

Overall what characterizes a Gem Lock Hub is that very many devices are toggled from it at once; hence Gem Lock Hub structures tend to be very elaborate.

There are seven Gem Lock Hub systems throughout the World that standout. While none of the Hub builds were built by the New Civs, the New Civs have studied the Hubs they’ve come upon and learned to make appropriate use of them as needed…
What I call a "Gem Lock Hub" is essentially an aesthetic build that has a Gem Lock mechanism as it's centerpiece.

An important part of Completionism is integrating nice-looking aesthetic builds with interactive elements like unique centerpieces and wire mechanisms. The idea is to further show off the use of unique items and/or the gameplay mechanics present in the mechanisms AND to augment the build by adding more flavor to the scene and telling a bit of a story.

Gem Locks function as great centerpieces because of their large size and perfect square shape. They can also trigger the most independent wire pulses of any other triggering mechanism in the game. Seeing as they can have 4 wires of the same color crossing them without touching (see below) they can send in total 16 independent pulses at once.

Capture 2017-12-25 17_33_26.png


This makes them perfect for these centerpiece mechanisms where a large system of devices needs to be activated. The connected devices can be things like Light Shows, Gemspark blocks, smoky logic gates, trap areas, etc. The general purpose is to activate everything in an area when you add the Gem to the Gem Lock and make the whole area "come alive". Ie. If you have an aesthetic build of a factory or facility of some kind, a Gem Lock can be the Master ON-button turning on all the machines.

Naturally I have made 7 Gem Lock Hubs for Completionism, one for each type of Gem. They all follow the aforementioned design theory.

I'll explain the design of the the Sapphire Gem Lock Hub here. which is set-up in the Power Station of the Sky Factory.

Capture 2017-12-25 17_48_10.png

Capture 2017-12-25 17_48_15.png


There are 8 wires crossing this Gem Lock: 3 yellow, 2 greens, 2 red, and 1 blue. I should mention this number is incredibly redundant as I could've probably crossed all the relevant devices with just 3 wires. The reason I used so many is partly due to convenience, and also because some of the devices in question are Wire Bulbs which give different light when they're crossed by different wire colors - and I needed the different colors for the aesthetic.

I'll just briefly go over what each of the wires does:

The blue wire turns on the blue Gemspark blocks in the Power Station.
Capture 2017-12-25 18_01_37.png


The yellow wire in the bottom left corner of the Gem Lock activates some white gemspark lights in the Cloud Factory.
Capture 2017-12-25 18_02_42.png


The green wire in the bottom left corner pulses the green and red gemspark lights in the Cloud Factory which are set to be out-of-sync.
Capture 2017-12-25 18_03_15.png


The red wire in the bottom left corner pulses a steampunk candle, the yellow and orange lights in the Cloud Factory, and a timer at the bottom that keeps the lights blinking.
Capture 2017-12-25 18_03_27.png


The yellow wires on the right side of the Lock activate gemspark and wire bulb lights in the Slime Factory.
Capture 2017-12-25 18_18_00.png

Capture 2017-12-25 18_06_21.png


The green wire on the right activates a timer and a faulty gate which pulses itself to create smoke. The smoking faulty gate is meant to make the Rainbow machine to the right look like it's running and emitting smoke.
Capture 2017-12-25 18_18_07.png


Capture 2017-12-25 18_06_39.png

Capture 2017-12-25 18_08_02.png


The red wire on the right activates multiple smoking faulty gates and a timer to keep them smoking, as well as a Slime Statue to spawn Blue Slimes.
Capture 2017-12-25 18_18_15.png


The first of the smoking gates is meant to give the impression that the machine next to it is running. This machine is supposed to be synthesizing Slime Blocks.
Capture 2017-12-25 18_06_50.png


Capture 2017-12-25 18_07_56.png


The second smoking gate is meant to be part of the machine that creates Slimes themselves and so the Slime Statue is right next to it. Again the smoke is to show how the machine is running.
Capture 2017-12-25 18_07_05.png

Capture 2017-12-25 18_08_08.png


So that generally explains the function of the Gem Lock Hub in the Sky Factory.

Indeed some of those independent wires are redundant. It's not easy to think of a mechanism that would require 16 independent pulses at once to turn it on. It's a creative challenge to develop a Gem Lock Hub that has to use 16 independent ones in a purposeful way - and they can't be redundant. Such a Gem Lock Hub would have to be massively elaborate.

That's all for explaining Gem Lock Hubs!
Sapphire
Sky Factory Power Station
Capture 2017-12-25 17_48_10.png

Capture 2017-12-25 17_48_15.png


Topaz

Amethyst

Amber

Ruby

Emerald

Diamond


It's not so much about any individual piece on its own, but about all of them as part of a larger picture. Whole over parts kinda thing.


Please comment and let me know what you think! If you have any questions, concerns, requests or suggestions I will gladly hear to them and respond. Let me know which part(s) you enjoyed the most. Most of all, I hope you enjoy!!!

Will upload entire world when it's complete.
 

Attachments

  • Capture 2016-12-09 15_58_25.png
    Capture 2016-12-09 15_58_25.png
    1.3 MB · Views: 449
  • Capture 2016-12-05 22_49_56.png
    Capture 2016-12-05 22_49_56.png
    526.9 KB · Views: 466
  • Capture 2016-12-09 15_29_27.png
    Capture 2016-12-09 15_29_27.png
    433.1 KB · Views: 603
  • Capture 2016-12-09 15_37_43.png
    Capture 2016-12-09 15_37_43.png
    550.6 KB · Views: 414
  • Capture 2016-12-09 15_41_08.png
    Capture 2016-12-09 15_41_08.png
    315 KB · Views: 993
  • Capture 2016-12-09 15_43_08.png
    Capture 2016-12-09 15_43_08.png
    304.7 KB · Views: 387
  • Capture 2016-12-15 19_22_59.png
    Capture 2016-12-15 19_22_59.png
    279.9 KB · Views: 396
  • Capture 2016-12-15 19_23_49.png
    Capture 2016-12-15 19_23_49.png
    412.8 KB · Views: 397
  • Capture 2016-12-15 19_24_21.png
    Capture 2016-12-15 19_24_21.png
    552 KB · Views: 543
  • Capture 2016-12-24 14_11_56.png
    Capture 2016-12-24 14_11_56.png
    739.3 KB · Views: 345
  • Capture 2016-12-24 14_14_47.png
    Capture 2016-12-24 14_14_47.png
    1.3 MB · Views: 345
  • Capture 2016-12-24 14_18_37.png
    Capture 2016-12-24 14_18_37.png
    919.2 KB · Views: 412
  • Capture 2016-12-24 14_18_50.png
    Capture 2016-12-24 14_18_50.png
    1.3 MB · Views: 504
  • Capture 2016-12-24 15_08_22.png
    Capture 2016-12-24 15_08_22.png
    435.3 KB · Views: 597
  • Capture 2015-12-25 21_47_20.png
    Capture 2015-12-25 21_47_20.png
    422 KB · Views: 314
  • Capture 2016-12-09 15_39_58.png
    Capture 2016-12-09 15_39_58.png
    389.3 KB · Views: 344
  • Capture 2016-12-24 15_21_08.png
    Capture 2016-12-24 15_21_08.png
    481.1 KB · Views: 341
  • Capture 2016-12-09 15_35_34.png
    Capture 2016-12-09 15_35_34.png
    512.4 KB · Views: 514
  • Capture 2017-04-30 15_35_47.png
    Capture 2017-04-30 15_35_47.png
    901.7 KB · Views: 796
  • Capture 2017-04-30 15_36_06.png
    Capture 2017-04-30 15_36_06.png
    1,006.4 KB · Views: 330
  • Capture 2017-04-30 17_55_19.png
    Capture 2017-04-30 17_55_19.png
    936 KB · Views: 361
  • Capture 2017-04-30 16_29_13.png
    Capture 2017-04-30 16_29_13.png
    196.6 KB · Views: 380
  • Capture 2017-04-30 16_29_28.png
    Capture 2017-04-30 16_29_28.png
    184.6 KB · Views: 509
  • Capture 2017-04-30 16_27_04.png
    Capture 2017-04-30 16_27_04.png
    420.5 KB · Views: 344
  • 6720-335.png
    6720-335.png
    609.2 KB · Views: 261
  • Capture 2017-04-30 15_42_01.png
    Capture 2017-04-30 15_42_01.png
    351.5 KB · Views: 377
  • Capture 2017-04-30 15_41_46.png
    Capture 2017-04-30 15_41_46.png
    1.3 MB · Views: 406
  • Capture 2017-05-03 22_38_07.png
    Capture 2017-05-03 22_38_07.png
    265.1 KB · Views: 266
  • Capture 2017-05-03 22_39_33.png
    Capture 2017-05-03 22_39_33.png
    835.1 KB · Views: 314
  • Capture 2017-05-03 22_37_36.png
    Capture 2017-05-03 22_37_36.png
    1.5 MB · Views: 245
  • Capture 2017-05-04 22_10_19.png
    Capture 2017-05-04 22_10_19.png
    749.1 KB · Views: 949
  • Capture 2017-05-04 22_16_35.png
    Capture 2017-05-04 22_16_35.png
    829 KB · Views: 750
  • Capture 2017-05-04 23_17_07.png
    Capture 2017-05-04 23_17_07.png
    697.3 KB · Views: 216
  • Capture 2017-05-07 19_17_36.png
    Capture 2017-05-07 19_17_36.png
    668 KB · Views: 267
  • Capture 2017-05-09 23_24_03.png
    Capture 2017-05-09 23_24_03.png
    599.7 KB · Views: 225
  • Capture 2017-06-18 15_41_26.png
    Capture 2017-06-18 15_41_26.png
    1,013.8 KB · Views: 348
  • Capture 2017-06-18 15_43_07.png
    Capture 2017-06-18 15_43_07.png
    487.9 KB · Views: 408
  • Capture 2017-11-15 22_03_01.png
    Capture 2017-11-15 22_03_01.png
    416.5 KB · Views: 334
  • Capture 2017-11-15 22_03_15.png
    Capture 2017-11-15 22_03_15.png
    410.9 KB · Views: 356
  • Capture 2017-12-24 21_16_44.png
    Capture 2017-12-24 21_16_44.png
    345.7 KB · Views: 433
  • Capture 2017-12-25 17_52_24.png
    Capture 2017-12-25 17_52_24.png
    156.1 KB · Views: 209
Last edited:
I've done something similar to this, on console. I might start a fresh world and do this. That could be fun with the many friends I have on Xbox Live...
 
I've done something similar to this, on console. I might start a fresh world and do this. That could be fun with the many friends I have on Xbox Live...

Ye I had a few people help me from time to time, but i'm more of a solo builder. Would take too much coordination to make everything "make sense".
 
Ye I had a few people help me from time to time, but i'm more of a solo builder. Would take too much coordination to make everything "make sense".
I can build fine myself, but my friends like to tag along, whether I like it or not...
 
Last edited:
Aright folks. I've managed to get a big chunk all out at once for the holidays. Goal was to get Part 6 out before Christmas since Part 6 is snow, winter and Christmas themed.

Just added the following:
Part 4 : Catacombs
Part 5 : Hallowton
Part 6 : Snowland (part 6 features a Roller Coaster, see video to watch the ride)
... and some new teasers

I've also split the synopsis and screenshots for each Part into two separate sections. Also made some better screenshots of for Part 2 : Party Tree.


Enjoy!
Happy Holidays!!
 
Aright folks. I've managed to get a big chunk all out at once for the holidays. Goal was to get Part 6 out before Christmas since Part 6 is snow, winter and Christmas themed.

Just added the following:
Part 4 : Catacombs
Part 5 : Hallowton
Part 6 : Snowland (part 6 features a Roller Coaster, see video to watch the ride)
... and some new teasers

I've also split the synopsis and screenshots for each Part into two separate sections. Also made some better screenshots of for Part 2 : Party Tree.


Enjoy!
Happy Holidays!!
Nice, would you mind pointing me to the time in the video for Snowman's where the roller coaster is?
 
So I haven't updated this in a while.

Part of the reason is I've been busy finishing some large sections.

A bigger reason is that the next section was supposed to contain my Dynasty Wood build and since the 1.3.5 update is supposed to complete the Dynasty Wood furniture set, I thought I'd delay until I had all the Dynasty furniture items in the build. Seems its taking a long a time.

In any case this probably won't be updated until 1.3.5 is out.

Besides the Dynasty Build, there are many many many sections to come...
 
Alrighty! After a long hiatus. I've updated this thread at long last!

Added the following:
Part 7: Shroomlands
Part 8: Sai Village

Note that Sai Village is based roughly on an image I found on Google Images when I was looking for ideas on how to do Dynasty builds. I can't actually find where the image comes from tho.

Also added Wire Builds section for going into the details of how some of my more elaborate wire builds . This does NOT include things like basic teleportation, light switches, liquid generators etc, the fundamentals. But it DOES include complex things that have some design structure.

The two sections I added so far are:
Light Shows
Automatic Train Stations

Check em out if you want ideas!

Please enjoy!!
 
:eek::dryadeek::merchanteek::nurseeek:~:eek:':eek:
HOLY MOTHER OF MEW THIS THING IS AMAZING!!
I suppose you want specifics though. My favorite parts were probably the Sewers (due to the details and style), and the Shroomlands (because I love Terraria mushroom biomes and the backgrounds look amazing). If I could change anything, it would be shadow painting the pumps in the Honey Hive to make it look a bit more natural, as if the honey is falling from the background of the hive. And if I can suggest something, it would be a collection of themed trophy rooms for every boss and event. Or is that overboard?
 
:eek::dryadeek::merchanteek::nurseeek:~:eek:':eek:
HOLY MOTHER OF MEW THIS THING IS AMAZING!!
I suppose you want specifics though. My favorite parts were probably the Sewers (due to the details and style), and the Shroomlands (because I love Terraria mushroom biomes and the backgrounds look amazing). If I could change anything, it would be shadow painting the pumps in the Honey Hive to make it look a bit more natural, as if the honey is falling from the background of the hive. And if I can suggest something, it would be a collection of themed trophy rooms for every boss and event. Or is that overboard?

The Hive point is excellent, never thought of it. Will make that happens and replace Screenshot. Good call!

As for trophy rooms for bosses. Doing a build with trophies has been in the plan since the beginning. This is supposed to be the final build for the entire world and I have yet to get to it.

There are 4 more parts I have yet to build, and around 10 that need to be polished. Give or take a few.
 
The Hive point is excellent, never thought of it. Will make that happens and replace Screenshot. Good call!
All right, got a suggestion into a build! `:cool:
Although, I can't take full credit for this. FuryForged's liquidfall video was were I got that idea, albeit indirectly. What I can take credit for is this idea I just got: as well as shadow-painting the pumps and the walls behind them, actuating them as well could be a neat touch, as well as putting actuated and hammered hive blocks with honey in them, if you want to go really detailed with this tiny feature that most people will probably skip over with an "ooh, that's neat" for the rest of the tree. `:p
 
All right, got a suggestion into a build! `:cool:
Although, I can't take full credit for this. FuryForged's liquidfall video was were I got that idea, albeit indirectly. What I can take credit for is this idea I just got: as well as shadow-painting the pumps and the walls behind them, actuating them as well could be a neat touch, as well as putting actuated and hammered hive blocks with honey in them, if you want to go really detailed with this tiny feature that most people will probably skip over with an "ooh, that's neat" for the rest of the tree. `:p
Not sure exactly what that would look like 0_o? Might try some stuff. Could also add more shadow painted holes along the walls.
 
Added Part 9 - Green Dungeon.

I recommend everyone scroll down to the bottom Screenshots of this section. There is a unique piece of pixel art I would like your opinion(s) on. May remind you of something you saw in a movie once :D
 
Back
Top Bottom