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Author Topic: Terraria - 1.3 released. Big Patch!  (Read 1326213 times)

0x517A5D

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Re: Terraria - 1.2 now out!
« Reply #11115 on: November 09, 2013, 03:22:24 pm »

It was supposed to be near flat with a a small hill, like the grass biodome, but that wasn't enough to make it a jungle biome area.

You just have to get jungle grass on every tile of mud.  This means building it slowly, letting the growth spread before adding a new layer.

Alternately, use an inventory editor, give yourself a 999-stack of jungle grass seeds, and mass-transform the existing mud.

I think it takes 250 tiles of mud/grass to make a jungle biome.  (Other biomes: 50 meteor, 100 hallow, 200 corruption, 200 crimson.  I don't remember desert or snow, they're probably 250.)
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umiman

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Re: Terraria - 1.2 now out!
« Reply #11116 on: November 09, 2013, 04:35:38 pm »

You should invest in more switches and mechanics. It'll make traversing your base a lot easier and more fun.

Things like automatic-doors are very easy to link up. Teleporters, etc. Seeing how you double door-ed everything, I would imagine having them open automatically would be a very welcome convenience.

Here's an example of a layout where instead of doors, the entire castle wall can open and close simply by running through.

Spoiler (click to show/hide)

There are also automatic lights as you can see and various cables for the teleporter network. Having everything automated is awesome.

Shadowlord

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Re: Terraria - 1.2 now out!
« Reply #11117 on: November 09, 2013, 05:07:26 pm »

You can replace the doors with any kind of block/brick/etc, with actuators, linked to player-only pressure plates. That way enemies that break down doors can't get in, and you only have to worry about the ones that fly through background walls.
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<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

frostshotgg

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Re: Terraria - 1.2 now out!
« Reply #11118 on: November 09, 2013, 05:10:46 pm »

The wraith problem is remedied is by having multiple layers of solid walls and no backwall behind them.
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Mageziya

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Re: Terraria - 1.2 now out!
« Reply #11119 on: November 09, 2013, 07:10:23 pm »

The wraith problem is remedied is by having multiple layers of solid walls and no backwall behind them.

Or having a skyfort that has its base built on a hill.
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

SirAaronIII

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Re: Terraria - 1.2 now out!
« Reply #11120 on: November 10, 2013, 02:30:58 am »

Tried out the Pumpkin Moon with my friend earlier. Got all the way up to wave 11, then it starts being too much for us to handle with all the boss-like mobs out at once.

God I hate the Headless Horseman, though. Takes a real beating and doesn't get knocked back at all.
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beorn080

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Re: Terraria - 1.2 now out!
« Reply #11121 on: November 10, 2013, 02:42:46 am »

The wraith problem is remedied is by having multiple layers of solid walls and no backwall behind them.

Or having a skyfort that has its base built on a hill.
Or rope. Rope is probably one of the best utility additions to the game.
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Shadowlord

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Re: Terraria - 1.2 now out!
« Reply #11122 on: November 10, 2013, 07:54:40 am »

Yeah, my skyhouse is accessible only via rope, flying, teleporters, that kind of stuff. (I built it above one of the oceans, and far enough up that the critters keep spawning)

It (was) also convenient that I can go up to the roof and harpies will show up, and they drop the maps which summon pirate invasions. :3
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<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

ShoesandHats

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Re: Terraria - 1.2 now out!
« Reply #11123 on: November 10, 2013, 08:24:37 pm »

This is really annoying and probably could be solved by common sense but apparently I'm stupid right now or something so I'll present this to you guys:
Spoiler (click to show/hide)
I'm making a new base, because living at the bottom of an apartment complex is getting old, and I decided it's going to be a big stone pyramid with a tower coming out of it. Of course, it has to be PERFECT, so any asymmetry was out of the question. Then I realized that having an even number of blocks in the base of it meant that lots of stuff was going to be uneven. But how do I properly add one block to the base without it messing up everything? I'm bad at architecture.
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Shadowlord

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Re: Terraria - 1.2 now out!
« Reply #11124 on: November 10, 2013, 08:28:50 pm »

Perhaps:
Remove the (partially built vertical column of) brick wall to your left so that the _| stuff lines up on both sides, then extend the background wall one tile further to the right, and rebuild that wall one tile to the right, and (I'm not entirely sure this last part is necessary) change the sloped tiles back to regular tiles and rebuild a new slope one tile further right. The walls on both sides should be the same number of tiles wide when you are done so you should be able to tell if you need to add more tiles or not.
« Last Edit: November 10, 2013, 08:32:24 pm by Shadowlord »
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<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

frostshotgg

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Re: Terraria - 1.2 now out!
« Reply #11125 on: November 10, 2013, 09:19:48 pm »

Well first you switch grey brick to something else because so ugly. Then when you're replacing everything you move a wall to the right and magically it's odd again.
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Ultimuh

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Re: Terraria - 1.2 now out!
« Reply #11126 on: November 26, 2013, 07:15:38 am »

Put some variation into the construction.
Bricks of only 1 color is as dull as a completely white sheet of paper.
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SirAaronIII

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Re: Terraria - 1.2 now out!
« Reply #11127 on: November 27, 2013, 12:15:35 am »

While I do like the look of a nice gray brick castle, there's no reason to just use gray brick with all the fancy new cool bricks. Iridescent! Mudstone! All the metals! The variety is killing me!
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Kagus

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Re: Terraria - 1.2 now out!
« Reply #11128 on: November 27, 2013, 06:55:16 am »

There is a reason, actually.  That reason being that it's an absolute /pain/ to get some of them in any usable quantity, most notably some of the metal blocks.  That, and a lot of blocks don't mesh with each other, even if you'd think that they really should/would...

Elephant Parade

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Re: Terraria - 1.2 now out!
« Reply #11129 on: December 02, 2013, 08:14:18 pm »

Any Bay12 servers for this up at the moment?

Edit: Bluh. Those stupid crimson spiders freak me out. I hate arachnophobia.
« Last Edit: December 03, 2013, 01:37:36 am by Elephant Parade »
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