Terraria

Fastmav347 wrote:

I picked this up during steam sale, for some reason its just not clicking with me after playing minecraft. Maybe I'm missing something?

I play both pretty much the same way. I give myself minor goals like building a snowman or making rooms to attract people. Maybe make a garden or a monster trap. Do some boss killing. Make a mountain and write your name in it using lava. Make a sky fortress that you can jump off directly into a hellavator. Do some art projects. Whatever just give yourself something to do.

You can also just play for progressing through the bosses and biomes, the sets of armor, weapons, and tools each biome/boss allows you (and NPCs that get triggered to come live in your house).

Spoiler:

You can keep pretty busy by first killing the big eye described in my last post. Once you have the dryad NPC living in your house, buy the purification powder from her, which when sprinkled on corruption blocks lets you dig them-they become regular stone-and dig your way down to those grey spheres at the bottom of the corruption tunnels. Smash 3 of them with a hammer (get the cool stuff inside) and the second big boss will emerge...and you'll probably die. You can look up strategies for him on the wiki, or figure one out yourself. After you kill him a couple times, and make all the gear you can...a meteorite should land somewhere. Go find that and CAREFULLY dig it up (it will set you on fire if you touch it). Make stuff from that. Then go dig down in the jungle. And be sure to have something that shoots...and then....there's like a huge amount more of bosses/biomes/stuff to do...

p.s. I used to live an hour and 10 minutes from you, in Ann Arbor. Now I live 16 hours of flying and waiting in airports from you. Weird, huh?

Funny you should say that, I was born in Latvia and my family is from souther siberia.

New terraria patch! I wasn't expecting this at all, it's huge!

As many of you know, we have currently been working this last month on Terraria 1.2.3! It has been a great experience working with two other programmers and I am very excited about how this update has turned out!

Dedicated Server Software
Terraria 1.2.3 Changelog

Features and Mechanics:

You can now name chests.
Added ingame settings menu.
There's now options for the ambient sound.
Save and Exit is now in the settings menu.
Added sliders for parallax & volume settings.
Game now loads at saved resolution and even remembers if you use maximized window.
Reforging cost is now 1/3 the value of an item, instead of 1/2 the value.
You can now turn platforms into stairs using the hammer.
Added infinite wiring support across the map. (this used to have a distance limit)
Updated Robe graphics.
Updated Music Box graphics. Each music box now has a unique design.
Music notes now come from music boxes.
Update the graphics for Cobalt Shield, Obsidian Shield, and Paladin Shield.
You can now place switches and levers on walls.
Accessories now have an option to be visible and show on your character. This can be toggled off and on.
You can now wear vanity wings.
Wings can now be dyed.
Dyes are now stackable.
Buckets are now stackable.
Ore now stacks to 999.
You can now change cloths colors at a dresser.
Added Ctrl + Z, X, C, and V (clear line, cut line, copy line, and paste into line respectively).
Added Shift+Insert, Shift+Delete, Ctrl+Insert (paste, cut, and copy respectively).
Added the ability to mine multiple tiles without resetting the hit count on every tile.
Increased tile limit to 65536.
Added cactus variations.
Added biome specific stalactite variations.
You can now place saplings on all grass types.
Reduced the effect of campfire and heart lantern regeneration.
Ancient Shadow armor drop rate was reduced slightly.
Multicore Lighting added to options menu.
There are now critter sounds.
Added sounds for Waterfalls and Lavafalls.
Birds are now more likely to spawn in mornings. Each type has several songs to sing.
When you hover over text in the interface menu the text now turns yellow.
Replaced Tree 9's graphic.
Players have a longer respawn delay after a non pvp death with a boss alive in multiplayer.
Dark tiles on the map no longer tell you what they are when moused over.
Added upside down slopes.
Upside down slopes spawn in new worlds.
Using Mana Potions now puts a debuff on the player that lowers magic damage based on the amount of time left.
Mana potions all have higher stacks.
Spelunker no longer gives off light. This prevents ore from showing up on the map
Spelunker now causes ore to be gold colored on the screen
Hunter potion no longer gives off light. enemies will appear in red, friendly creatures appear in green.
Slightly reduced the chance for rain.
Pyramids are slightly more common.
Waterleaf now only blooms in the rain.
Life crystals no longer spawn in the dungeon.

New Items:

Added several new paint colors: Brown, Shadow, and Negative paint.
Added Team Dye: Changes colors depending on team.
Added Beetle Armor. There are two difference chest pieces, one for melee offense another for melee defense.
Added Beetle Husks to craft Beetle Armor - drops from Golem.

Added Beetle Wings.
Added Shroomite Digging Claw.
Added Gemspark Blocks.
Added Gemspark Block waterfalls.
Added Womannequin.
Added several new wallpapers to the Painter.
You can now craft an animated steampunk tileset out of Cogs.
Added several new weapons racks that can be made at a Sawmill.
All bosses now have a chance to drop a Boss Mask.
Added Waterfall and Lavafall Walls. These are craftable by having a Crystal Ball and glass near a water or lava source.
The Merchant now sells a Bug Net.
You can now catch and release several critters using the Bug Net.
You can now place critters in cages.

Added Crimson seeds.
Added 8 new crafting stations.
Over 100 new furnitures were added to existing tilesets.
Added Heavy Workbench.
Added Copper Plating, Stone Slabs, and Sandstone Slabs. These are crafted at the Heavy Workbench.
Added Venom Staff.
Added Super Mana Potions.

New Npc:

Added Stylist NPC (Congratulations Ripsand!) - Sells rare hair dye, changes hair style and color. (spawns in spider caves). She will also sell new hair styles! (Thanks Omnir)
Added 20 new friendly critters.
Added Traveling Merchant. He will randomly show up once you have at least 2 NPCS and stay for one day. His inventory will always be random and present things he has found during his time spent traveling. He has over 30 different things he can sell.

Hardmode Balance Changes:

Drastically increased the drop chance of Keymolds.
Ice Golem now drops a Frozen core that is used with Hallowed Bars to craft Frost Armor.
The Pickaxe Axe now requires 1 soul from each Mech boss to craft.
The Drax requires a soul from each boss to craft.
Plantera bulb's don't spawn until all 3 mech bosses are defeated.
You cannot summon the Golem until after Plantera has been defeated.
Mech bosses are now slightly more difficult.
The Golem has had its life, defense, and damage increased slightly.
The Golems attacks now penetrate walls.
The Golem now shoots 2 beams if you are directly above or below him.
Increased Golem Fist damage and knockback.
Increased the size of temple boss rooms.
Wasp gun damage increased by 3.
Golden shower debuff time was reduced to 10 seconds..
Golden shower now only penetrates 5 targets.
Golden Shower now does slightly less damage.
Autohammer can only be bought after killing Plantera.
The Mushroom Spear can now only be obtained once you have killed one of the mech bosses.
The Mushroom Spear has had its sale price increased.
The Hammush can now only be obtained once you have killed a hardmode boss.
Souls now sell for less.
Gungnir now sells for less.
The Hammush has had its sale price increased.
Poison Staff and Frost Staff do less damage now.
Chlorophyte is slightly more rare and grows slower.
Crystal leaf does a bit more damage and shoots faster.
The Rod of Discord now takes 1/6 of your life rather than 1/5.
The Rod of Discord debuff now lasts 8s down from 10s.
Slightly buffed Shotgun, Marrow, and Ice bow.
Slightly buffed Repeater Damage.
Increased the damage of Terra Blade.
Increased the damage of True Excalibur.
Increased the damage of True Night’s Edge.
Terra Blade, True Excalibur, and True Night’s Edge shoot beams more rapidly
Rainbow Rod does more damage.
Rainbow gun's rainbow now lasts 10 seconds.
Buffed Unholy Spear use speed.
Lowered the damage of Chlorophyte Bullets.
New hardmode ore spawns slightly less and is slightly harder to craft.
Palladium pickaxe can no longer mine Adamantite and Titanium.
Meteor heads no longer drop loot in hardmode.
Increased Lost Girl spawn chance.
Scourge of the Corrupter does slightly more damage.
Corruption, Crimson, and Hallow Grass wall spreads further.
Frostburn debuff now does more damage over time.
Added Spectre Mask and Spectre damage set bonus.
Nerfed Spectre Healing helmet.
Spectre Healing Armor: Now uses more mana instead of decreasing mana usage.
Retinazor shoots lasers a bit slower, and they do slightly less damage.
The North Pole now does less damage and has a cap on its projectiles.
Increased Scourge of the Corruptor's damage.

Pre Hardmode Balance Changes:

Lesser mana potions are no longer craftable. They will always be sold by the merchant.
Tim is now more common.
Increased Bee Gun damage by 1.
Natures gift is now slightly more common.
Increased mana usage of gem staves.
Slightly lowered damage of higher tier gem staves.
Lowered value of Magic dagger and Beegun

Optimizations:

Sped up world loading a bit by directly copying tile data from runs.
Terraria has a more efficient format for the World saves. On average it's 20% of their previous size.
Lighting no longer loads on servers, saves 50 megs of memory.
Sped up world clearing when changing from one offline world to another.
Optimized lighting code for better performance.
Optimized rain performance.
Sped up Rain Cloud code and made it draw better.
Reduced netcode data usage for tiles by 75% to 85%.
Map drawing changed to work over time rather than lock the machine up while it happens.
Maps draw much faster and their save files are 60% smaller.
Moved tile framing to real time to cut out having to do it during world load.
Removed overhead from drawing tiles and walls. Light mode 0/1 run 15% faster.
Checking World Alignment sped up significantly.
Checking World Alignment folded into LoadWorld. Gets rid of a lot of overhead.
Sped up the Water moving code a bit. 5-10%.

Bug Fixes:

Pumpkin Moon and Frost Moon can now be started when using a Snowman pet.
The game will now verify there is a lihzahrd altar at the end of world gen. This should hopefully fix the bug with there sometimes being none.
Mouse will no longer function if you have a window over Terraria's window.
You can no longer waste boss summon items by using them after that boss has spawned.
Fixed a bug where too many Waterfalls would crash the game.
Fixed a bug with mana stars not dropping in multiplayer.
Fixed a bug where numerous NPCs could spawn if you beat a hardmode boss in a non-hardmode world.
Instead of consuming 2 blocks, extractinating has a chance of giving a smaller amount of money.
The Golem's evil plans are no longer foiled by platforms.
Invasions can now spawn enemies anywhere near friendly NPCs instead of just the middle of the world.
One of the twins can no longer despawn as long as the other is still active.
Destroyer now drops loot on the closest segment to the player
Fixed Sugar Cookie typo.
All waves in Frost Moon correctly use "Flocko" in the warning.
Boulders with Chests on them no longer crash the game if the boulder is hit.
Red Stucco no longer spreads corruption.
Piggy Bank and Safe now correctly combine coins when Quick Stacking.
Changed how damage/tooltips are generated so weapons get the full damage boost % instead of losing a bit to float precision.
Nurse no longer charges for, or removes the potion cooldown, heart lantern and campfire buffs.
Fixed a bug where moving very large quantities of water could leave some water floating.
Fixed bug where ancient cobalt armor pieces did not grant critical strike chance.
Fixed bug where inactive tiles counted for sticky purposes.
Fixed bug where wings appear too high when on a mount, made hoverboard not appear on a mount.
Fixed bug where sign bubbles would appear in the wrong place at reverse gravity.
Fixed two of the floating player bugs where the player is wildly off the surface they are standing on.
Fixed a bug with leaving honey having water sound and particles.
Fixed bug where featherfall potion did not function equally on reverse gravity.
Fixed minor bug with rain sounds.
Fixed bug where you didn't get the set bonus by mixing Ancient Cobalt & Jungle armor pieces.
You can now see the archery buff's damage bonus in the item tooltips when its up.
Fixed bug where blizzard staff could shoot upwards if you stand in hell's bottom.
Fixed exploit where queen bee could get stuck in tiles and not move
Fixed a bug where Crimsand deserts were not making the water show up red.
Mechanical Glove only improves melee damage.
Fixed bug where you cant hurt the clothier with clothier voodoo doll using projectiles (bows / guns / thrown items / spears / flails and so on)
Fixed a bug with guns not shooting bullets with the correct velocity
Fixed bug where spawn rates were higher than intended everywhere rather than when below the middle of dirt layer.
Fixed bug where NPCs that don't really die (Slimer, Mother Slime, Corrupt Slime) drop hearts and mana stars on shapeshifting (dying).
Fixed bug where you can respawn skeletron prime if you kill its prime cannon hand and not skeletron prime himself.
Fixed bug where heart crystals could spawn in nonsolid areas.
Fixed bug where skeletron hand hook did not remain attached to tiles as much as the rest of the hooks in the game.
Fixed bug where info accessories displayed info when you looked at empty signs but not when you looked at texty signs.
Fixed bug where the selected item was affected by pressing numbers while editing signs.
Fixed a bug where health bars would appear empty when really full.
Fixed bug where Dust would grow massive when you paused the game.
Improved Dryad's world status dialog
Coins now stack as best as they can when you deposit or quickstack them in chests.
Fixed bug where fairy bell would not sync properly in multiplayer.
Fixed bug where fairy bell fairy color would not save / load.
Fixed bug where Shadewood Bow could not be reforged.
Fixed bug where Restoration Potion's rarity was lower than Mana or Life Potion's rarity (despite being the same tier).
Fixed bug in world gen where Restoration potions could generate with their stack over the max.
Fixed bug where platinum candle did not emit light in non-rgb lighting mode.
Fixed bug where piranha gun would chase invincible enemies (blazing wheels and dungeon flails).
Fixed bug where nurse would charge money to remove water candle debuff.
Fixed bug where north pole projectile could attain enough gravity velocity to pass through blocks.
Made Frozen debuff not hide your armor.
Big Fix:You can no longer interact with stuff when fullscreen map is open.
Fixed hoverboard bug where you could walk on air while in reverse gravity.
Added unimplemented crimson monster sounds.
Fixed general bug with gravity where it did not account some terms for half blocks.
Fixed issue where you cannot jump while in reverse gravity in water.
Fixed bug where certain hats would be placed weirdly under reversed gravity.
Fixed bug where rune robe particles appeared on player's head in reverse gravity.
Fixed bug where chat bubbles displayed "wrong" in reverse gravity.
Fixed tile sheet for Water Fountain to remove two bars that vanish when you turn them on. (Jungle/Snow biomes).
Fixed bug where blazing wheels didn't get placed into tiles.
Fixed bug where Crimsand Blocks couldn't be shot out of a Sandgun (added crimsand friendly projectile).
Fixed bug where merchant would not spawn if you own over 21k platinum.
Fixed bug where you couldn't pick up crimson grass and hallowed grass with dirt rod.
Fixed bug where dirt rod ball shakes erratically in water.
Fixed bug where dungeon guardian still tried dealing 9999 damage (and was exploitable thanks to that).
Fixed bug where flesh walls didn't return the item when destroyed.
Fixed bug where gingerbread men dropped yeti head gores for feet.
Fixed bug where attempting to move npcs with reverse gravity used the opposite screen height position.
Fixed bug where Brain of Cthulhu wouldn't make dryad spawn or stop talking about the chasms.
Fixed bug where guide will tell you to press ESC to open inventory even if you changed your keys.
Fixed bug where chests could be placed in bad positions (e.g. ice blocks or sloped tiles in worldgen).
Fixed bug where hooks would break if they try to attach to blocks with liquid in them.
Flocko & Elf Copter now both correctly run away at dawn.
Summoning Golem will now properly only use one Power Cell.
Title Screen music can now be correctly captured when it plays from another Music Box.
Fixed a typo on the Alternate Undeground Music Box.
Fixed bug where special armor visuals don't apply with auto-pause on (robes / werewolf / merform).
Necro Armor reports the right ranged boost on it's Tooltip.
Touching Lava while in Merform will no longer force the player to leave the water and renter to get the Merform back.
Teleporting from Honey to Water will no longer leave the player moving slowly, as if they are still in honey.
Fixed bug where Guide would talk about crafting lens when you don't have any.
Fixed bug where Guide would talk about shadow orbs and corruption in a crimson world.
Fixed bug where Guide would keep talking about shadow orbs until you beat Skeletron rather than eater of worlds / brain of cthulhu.
Fixed bug where Dryad would mention the corruption in purification powder suggestion while in crimson world.
Fixed bug where zooming with sniper scope / binoculars would go in opposite height direction when in reverse gravity.
'Down' button in reverse gravity with feather fall now correctly does the same thing as 'Down' in feather fall without reverse gravity.
Fixed bug where Crimson hearts would be called shadow orbs in minimap
Rod of Discord works properly when gravity is flipped.
Fixed the bug where removing walls in the Underworld would not update the map.
Fixed bug where certain items would be invisible when using flame dye.
Using a Rod of Discord releases all grapples.
Fixed a typo in the Steampunker dialog about the Pirate.
Using a teleporter tile releases all grapples.
Touching lava while in water will now properly put the fire buff out when you leave lava.
Fixed issue where merman / werewolf transforms are visible when you're invisible.
Fixed bug where wing items showed on player's back when in merman form.
Fixed bug where pirate captains would be dismembered into 5 heads instead of 1 body.
Fixed robe lower body animation issues when using items.
Fixed precision with hydra staff in reverse gravity.
Fixed starfury getting magic prefixes despite being melee weapon.
Fixed starfury projectiles being magic instead of melee (no longer triggers spectre set or scale with magic crit).
Fixed bug where you could place campfire in water.
Fixed exploit with moving items around in auto-pause.
Fixed bug where Sand falling was not unsloping tiles.
Fixed bug where mannequins wouldn’t draw robe bottoms.
Fixed bug where skeletron hand hook would emit glows of melee enchantments.
Golem and plantera now drop money (15 gold each).
Fixed bug where Staff of Earth's boulders would sink through tiles if they're in water.
Fixed issue where magma stone fire particles would apply to bug net.
Crimson Hearts now have the right name when hovered over on the map.
Fixed Princess robe not having a bottom.
Fixed bug where chaos elementals can spawn prehardmode.
Fixed exploit where shadow dodge buff wouldn't be removed if its the last buff in a full buff list.
Fixed exploit where you could throw torches to activate hotbar items without costs.
Fixed dying by demon altar having no message.
Wearing Frost Armor no longer makes Spiky Ball Traps give Frostburn debuffs.
Spear traps will vanish when reaching the trap, whether it is inactive or not.
Enemy attacks no longer trigger Spectre set healing from hitting friendly NPCs.
Running underwater no longer causes flashes of the Suffocation debuff.
Dark Mummy and Pixie no longer drop both Status Protection accessories at the same time, 100% of the time.
Ancient Cobalt gear no longer drops both Armor and Legs at the same time.
Crimson Altar now shows up when you hover over it on the map.
Bug where Spectre Staff was trying to chase a Wyvern off the top of the map fixed.
Fixed bug where Crimson Axe npc wouldn't drop Nazar.
Fixed bug where Crimtane’s name wouldnt be displayed in mouseover on map.
Fixed bug where mayan dart trap darts were affected from frost armor
Thorns potion now properly requires worm tooth to craft.
Fixed issue where Ice Torch would not emit light when thrown on the ground.
Fixed bug where wisp spazzes in water.
Fixed frost moon wave display test (Elf Zombie to Zombie Elf).
Fixed a bug that was causing the Map to draw over already drawn areas.
Fixed the Nymph Banner typo.
Fixed a crash when you destroy a teleporter with a chest on top.
Fixed a typo causing Bezoars to drop from the Steampunker (178) instead of Moss Hornet (176).
Fixed bug where platinum candle was not right clickable.
Fixed crash on minimizing the game.
Fixed torch duplication bug.
North Pole can no longer fire through walls.
Fixed a bug with the Christmas Hook.
Extractinator now only consumes 1 block at a time (bug fix)
Golem and Plantera now flee to despawn after all players have been killed.

WOW. That's an update. It's been a while since I've played. Maybe I need to boot it up again.

Tamren wrote:
Added the ability to mine multiple tiles without resetting the hit count on every tile.

That right there should probably be qouted a few hundred times.

mrtomaytohead wrote:
Tamren wrote:
Added the ability to mine multiple tiles without resetting the hit count on every tile.

That right there should probably be qouted a few hundred times.

Do they heal themselves over time then? I liked the fact that I could reset a block I accidentally hit by hitting a different block.

Another patch, although this one is all bug fixes with one juicy detail regarding version 1.2.4!

Redigit wrote:

Good evening Terrarians! We have all been hard at work these last few days to fix the bugs that were reported with 1.2.3. Thank you for your continued support and patience!
The team had a meeting last night and we have laid out the groundwork for 1.2.4: The long anticipated Lunar update. This will be our next big focus for the next few months..
Terraria 1.2.3.1 Patch Notes


Balance Changes:

Spectre Hood doesn't increase mana usage anymore.

Made it slightly easier to advance in frostmoon waves.
Made several frostmoon monsters shoot slower and do less damage.

Bug Fixes:

Fixed bug with a naked arm drawing over some vanity shirts.
Fixed bug where Autopause played bad with Chest renaming (and sign editing a bit).
Fixed bug where Brick Layer and Cement Mixer were not reducing stack quantities when placing items.
Fixed bug where prefixes were not getting set properly on a world load.
Fixed bug where coins would disappear during Quick Stack.
Fixed an exploit where you could duplicate coins with Quick Stack.
Fixed crashes when starting the dedicated server in a language other than English.
Fixed an issue where Team Dyes were causing crashes when used with Capes.
Fixed a bug where the map was drawing Fireblossom wrong.
Fixed a bug where the map was showing Water Candle as Band of Regeneration.
Fixed bug that was causing maps from older versions to erase.
Fixed a bug where Chests could not be placed on 2x1 tiles. There had to be a solid tile to the right of the chest to place it.
Fixed several typos.
Fixed bug where in-game options Map Control section wasn't blocking input like the regular controls.
Fixed bug where Hardcore characters couldn't open the menu after death.
Fixed bug where opening a chest with a sign open would lock the inventory.
Fixed bug where stylist had a hole in her selling list if you didn't meet a requirement.
Fixed bug where Magnet Sphere applied venom and Venom Staff did not.
Fixed the problem with the familiar wig and missing hair.
Added Butterfly Bottle recipes.
Fixed non-animating critter cages.
Due to layering issues, you can no longer show a shield and a cloak at the same time.
Gemspark blocks now properly glow when dropped as items in the world.
Fixed bug where hidden accessories still applied their dye color (wings still apply it if hidden but in the air).
You can only equip one pair of wings at a time.
Face accessories that shouldn't show hair no longer show hair.
Fixed the Cthulhu typos in game.
Mech bosses no longer spawn randomly if another boss is alive. You can still summon multiple bosses manually.
Hardmode bosses will no longer spawn if no player is above ground.
Fixed an issue where placing a bucket on a mannequin would eat it whole
Fixed workaround delay for placing things on mannequin starts using your items.
The travelling merchant can no longer spawn in lava.
Fixed problems with rescued NPCs not having any names.
Fixed the recipe for Super Mana Potions. They now correctly create 15 Super Mana Potions.
Fixed the Stylist name "Esmeralda" to not have a space at the end.
Platinum coins now stack to 999.
Fixed an issue where tiles might not update properly in multiplayer.
Fixed torches being able to be placed on wrong sides of slopes (that leaves them in air).
Fixed the problem with altars/pots/chests spawning in bugged conditions.
Fixed a bug with ice bricks not blending with snow blocks.
Fixed the Fairy Bell buff from breaking quick buff.
Chests should no longer lose their names in multiplayer.
Fixed bug where players would fall into tiles when walking into a ceiling with a mount.
Fixed bug where Cogs could be overwritten by another item in the Steampunker's shop.
Fixed bug where prefixes would be lost when you buy an item from the shop with right click.
Fixed bug where long hairs would draw the front part in the player's feet when in reverse gravity.
Fixed bug where palladium pickaxe and drill would say they can mine adamantium and titanium when that's no longer the case.
Arcane Rune Walls now count for housing.
Fixed bug that allowed mana hair to go pink when you armor that gives max mana.
Fixed bug where capes did not show properly when mounted.
Fixed issue where maps were not saving on some worlds.
Fixed bug where Blue Moon and Harpoon had invisible hit boxes near the player.
Fixed bug where frostburn wasn't applied in pvp when using flower of frost.
Fixed bug that allowed levers to be placed and immediately broken.
Fixed bug where queen/king statues didn't teleport stylist and travelling merchant respectively.
Fixed bug where painted tiles did not draw on the map properly.
Fixed bug where steampunk workbench was not craftable.
Fixed bug where you could have Fairy Bell and other light pets up simultaneously.
Fixed a few language issues pointed out on the forums.
Fixed a bug where Extendo Grip let you open chests that would instantly close again.

Edit:
We just put out a hot fix to stop the Travelling Merchant from always spawning and to allow players to buy stuff when they have several stacks of platinum.

Wow, I thought Terraria was all but over. But the guy seems to be putting a lot of effort into it.

Maybe when the Lunar update hits we could get a server going again?

I'm just getting into this game now after owning it forever and bouncing off of it a few times. I really like it. Minecraft's sparse and lonely feeling is nice, bit Terraria feels more alive and has some well though out features. (Man I love rope.)

I don't mind learning as I go and reading the wiki, but two quick questions: did I do myself a disservice by picking the largest world size, and do I always go back to spawn any time I leave the game? Can I set up camp somewhere and reload the game in the desert? Or some kind of waypoint/ fast travel?

If you are playing offline by yourself a large world was probably not the greatest idea. Large worlds are twice as wide and twice as tall as small worlds and they are fricken massive. It takes tens of minutes to get from the centre to the edge of the map without speed boosting or jump items. Not insurmountable by any means but it will take a lot longer to get between major landmarks. There are ways to set up fast travel routes later in the game.

For respawning you always appear in the centre of the map on the surface if you die or leave the game and come back. You can build a bed and bind to it to set a new spawn point. Deconstructing the bed will cause you to revert back to the default spawn.

Yeah, a large world was probably a mistake.

Michael wrote:

I'm just getting into this game now after owning it forever and bouncing off of it a few times. I really like it. Minecraft's sparse and lonely feeling is nice, bit Terraria feels more alive and has some well though out features. (Man I love rope.)

I don't mind learning as I go and reading the wiki, but two quick questions: did I do myself a disservice by picking the largest world size, and do I always go back to spawn any time I leave the game? Can I set up camp somewhere and reload the game in the desert? Or some kind of waypoint/ fast travel?

You need to craft a bed, and put that bed in a room with a door and background (I think at least 8 blocks wide, and put the ceiling as high as you can normally reach. Right click on bed, spawn point set. You can look up beds on wiki or

Spoiler:

when you've got iron bars, make a couple iron chains. you'll notice recipes you didn't have before. one is to make a new tool bench, the sawmill. This let's you also make the loom. You need both to make a bed (cobwebs become silk...wood plus silk is a bed.)

There's no longer a limit to having 5 worlds, you can have 1000. Large worlds make it take much, much longer to get to specific biomes. however, when just starting and all you want is normal stuff (copper, iron, silver, tin, gold, some gems) and don't want to trip over environments that might kill you...then large is good.

So for going up to the point of all the best stuff you can make without killing a boss, or going to a different (read dangerous) environment/biome, large is fine. Once you're all equipped as much as you can without killing the first boss...better off sticking to small and medium.

edit: you almost kinda know I was going to get Tamren-hausered. Dude knows his stuff. :)_

Thanks for the tips. I just had a pretty huge realization that you can move characters between worlds. Derp. (I only ever had one dude and one world.) So I had some sweet gear that I just brought to my new Smallworld.

Michael wrote:

Thanks for the tips. I just had a pretty huge realization that you can move characters between worlds. Derp. (I only ever had one dude and one world.) So I had some sweet gear that I just brought to my new Smallworld.

Yup, sometimes I would generate whole new worlds just so I could run through them and clearcut all of the trees. Building up a huge stock of wood isn't actually that easy because trees are biome specific now. I used to clearcut the jungle to get wood because the trees there grow back on their own. But if you want "normal" wood you have to cut down normal trees or plant saplings, and planted trees are never very tall compared to wild trees so the yield is lower. It's worth nothing that wood from any kind of tree is interchangeable as far as crafting goes, but the furniture you make from it will look different.

It's actually required to generate more than one world if you want to see everything. Some of the biomes and end game stuff is randomly selected from one of two choices. So on a single world you get one or the other, to see the other you need to gen a new world.

Played a new world last night. So has the game just started throwing more resources at you closer to spawn, or did I get lucky and spawn in a good spot.

Also, flattening the top of a hill is kinda a pain with the new auto step up function. What do people usually do when trying to make a flat area. I typically mine out one horizontal layer at a time while constantly holding forward and mining the block directly in front of me. It seems that method doesn't work anymore. Even with a molten pickaxe.

I usually use dynamite ;). It shouldn't be too hard unless you are trying to remove only one level. Just mine the working face flat so that it blocks your movement and work from the inside out. The last block mined should be the one at the very front so that it holds you in place until you are done and can move on to the next section.

Like this:

8765
1234

If you ARE trying to remove only one level at a time, stand on top of it and dig backwards so you don't constantly step up and down.

It's not really advertised but you can push down and to the right/left and then you won't go up the single step as you dig laterally.

Any thoughts as to why this bed won't be accepted as a new spawn point? I've been moving it around and right-clicking but I'm obviously missing some of the criteria. Even after reading the wiki article I"m not sure what's out of whack.

IMAGE(http://i.imgur.com/5ITXR0G.jpg)

Michael wrote:

Any thoughts as to why this bed won't be accepted as a new spawn point? I've been moving it around and right-clicking but I'm obviously missing some of the criteria. Even after reading the wiki article I"m not sure what's out of whack.

IMAGE(http://i.imgur.com/5ITXR0G.jpg)

It is the glass in wall, unfortunately. You'll have to remove that to make a valid bed. I think the background glass walls can stay however.

I think you need a table and chair.

Terraria wiki[/url]]The bed must have enough space. The room doesn't have to be any specific shape but the area of the room (including the walls, ceiling and floor) must equal at least 60 tiles but less than 750.

I'm not gonna count, but could be that.

Baron Of Hell wrote:

I think you need a table and chair.

A table and chair is only necessary for an NPC dwelling.

Thanks guys. I got rid of the glass walls and walled off the bedroom, and now it's working.

Michael wrote:

Thanks guys. I got rid of the glass walls and walled off the bedroom, and now it's working.

But which was the actual issue?

Good question. It turned out to be the area. Once I took out the wall the spawn reset. Then I put the wall back up and put in the glass ceiling/wall and it still works fine, so the area was the issue.

If you put wooden platforms in to seal the hole in the floor, it will count as a solid floor for the purpose of dividing room sizes. You can still walk on it and move between levels.

So I started a new character to see what new stuff I would find and how things would change. Thankfully I started with a crimson corruption. I highly recommend that if you've played before, you make sure if you start a new character you make sure the world has the red bad guys.

A few times now, a travelling merchant has arrived with some new stuff. And there's all these critters you can capture now. Most go in cages, though butterflies go in jars, and fireflies go in jars but become hanging lanterns.

Here's what I've made with new guy, thanks to some new materials sold by travelling merchant. Word to the wise: when you get the message that the travelling merchant has arrived, do NOT quit/save to get back to house. He will be gone. So even if you're starting new character, leave a pile of cash if you want him to buy stuff for your old character.

From the merchant:
IMAGE(http://cloud-2.steampowered.com/ugc/3335221527143745203/F54EB4DD05467E5C007537C95F8046507572D987/1024x640.resizedimage)

My critter and herb garden...though I need more pots. Also, the new copper plating tiles can be seen below the garden. You can't tell from image, but the lantern hanging below blue butterfly bottle is animated (the firefly lantern moves around a lot.)

IMAGE(http://cloud-3.steampowered.com/ugc/3335221527143728420/5D0C06567EB9D2A34D2F8F21B93C545580A34841/1024x640.resizedimage)

At the bottom of the garden is an Ammo Box.

Spoiler:

10 gold, like the crystal ball, but for 10 minutes your ammo consumption is reduced 20%

Roo wrote:

So I started a new character to see what new stuff I would find and how things would change. Thankfully I started with a crimson corruption. I highly recommend that if you've played before, you make sure if you start a new character you make sure the world has the red bad guys.

A few times now, a travelling merchant has arrived with some new stuff. And there's all these critters you can capture now. Most go in cages, though butterflies go in jars, and fireflies go in jars but become hanging lanterns.

Here's what I've made with new guy, thanks to some new materials sold by travelling merchant. Word to the wise: when you get the message that the travelling merchant has arrived, do NOT quit/save to get back to house. He will be gone. So even if you're starting new character, leave a pile of cash if you want him to buy stuff for your old character.

[/spoiler]

Wow. They've added quite a bit to it. I guess maybe I should get in there and start over in a new world to test things out as well.