Terraria

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.

Only one downside that I've seen to what they've added.

Because many critters can now be captured, statues of said critters work differently.
So the money machine of goldfish statues does not work (no longer drops actual goldfish, since to get one you have to capture it, not kill it).
I think Bloody Moon would still work. I had set up several statues on a circuit with lava, and darts just for fun...

Holy cow! This person's creation is amazing.

Here is the steam community link.

IMAGE(http://i.kinja-img.com/gawker-media/image/upload/s--hor0S0-z--/c_fit,fl_progressive,w_636/f02mdrwop0voiqlfwhwb.png)

I hope my kids don't get hooked on this game...or maybe they should since it certainly seems like you can make about anything.

For the console crowd, the 1.2 update was released yesterday. Hundreds of new things. Back to the controller-enabled grind, I think.

MilkmanDanimal wrote:

For the console crowd, the 1.2 update was released yesterday. Hundreds of new things. Back to the controller-enabled grind, I think.

OMG. Just got back from trip to island, and have this week off. My son is going to go nuts...totally nuts.

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

Edit: Just to be more clear:

ALL THE NEW COOL STUFF IS ON CONSOLES NOW. the 8 more NPCs, the 1000 new items, the other bosses, and all that, the better backgrounds. the above ground mushroom biome. the jungle temple, beehives, etc.

So....got so excited and my kids and I started playing this morning on the Xbox.

Holy F-ing Crap is this thing bugged to the gills.

old worlds won't load. As is, all of our stuff.

No problem, I had essentials in piggy bank, right? Oops...my piggy bank contents were replaced with
things like: 199 iron pick axes, 500+ copper bars, 75 depth meters, 29 gold watches...and other random crap.

Other things seem to be seriously messed up for other people. See here for list of crazy ass bugs, most of which have to do with world building.

Going to have to somehow get my kids to wait to play this a bit...or we'll play with crazy bugs and possibly lose most of our stuff in our own inventories...

edit:

Still reading to see when this might get fixed, and found more official list of bugs here.

I'm wondering what the hell happened. Cause basic play testing would have spotted the first thing you'd do on Xbox: make a new world, go grab stuff from your old world/s. And...fails to load old worlds.

Is there still a GWJ server out there? Or is everyone pretty much playing on their own?

On my own...at least I almost never seen anyone else playing these days...