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Author Topic: Terraria - 1.3 released. Big Patch!  (Read 1317770 times)

forsaken1111

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Re: Terraria - 1.1 released!
« Reply #8295 on: January 28, 2012, 10:29:02 am »

What? Another server down?

Where I'm supposed to built villages and other stuffs now ;^;
Mine is up, and stays up 24/7. Just nobody uses it.
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Aklyon

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Re: Terraria - 1.1 released!
« Reply #8296 on: January 28, 2012, 10:53:17 am »

Forgot that it might take awhile to change the dyndns ip, so here's the direct one: 74.110.148.150
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

MC Dirty

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Re: Terraria - 1.1 released!
« Reply #8297 on: January 28, 2012, 10:53:42 am »

What? Another server down?

Where I'm supposed to built villages and other stuffs now ;^;
Mine is up, and stays up 24/7. Just nobody uses it.
Yes, because noone knows the IP or pass. Putting the IP in your sig would be the easiest solution.
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Trapezohedron

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Re: Terraria - 1.1 released!
« Reply #8298 on: January 28, 2012, 10:59:55 am »

I thought clowns would sit lobbing bombs at your shit even if you were just hiding?
They most likely do, thats why you go away from your base during blood moon. Get corrupt grass seeds or deathweed seeds, since both drop only during blood moon. Or go kill mosnters. Or drink a battle potion, and hide under a mobfarmer.
Either that, or just build underground, 200ft below the first cave layer, just to be sure. Although that poses other problems, such as:

Hallow
Corruption
Enemies from the above groups
People dying from the aforementioned enemies

Building is better in pre-wall though, unless you're aiming to have a bit of everything (crystal farm, soul farm).
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forsaken1111

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Re: Terraria - 1.1 released!
« Reply #8299 on: January 28, 2012, 11:07:16 am »

What? Another server down?

Where I'm supposed to built villages and other stuffs now ;^;
Mine is up, and stays up 24/7. Just nobody uses it.
Yes, because noone knows the IP or pass. Putting the IP in your sig would be the easiest solution.
Easiest way to attract griefers as well. Guess I should just shut it down if people can't be bothered to PM for the info. -shrug- Won't bother me, I only started it because people wanted a new server.
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Darkmere

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Re: Terraria - 1.1 released!
« Reply #8300 on: January 28, 2012, 11:16:25 am »

I'm starting to feel like hardmode is kind of taped onto the game, and that it's kind of a dead end. It doesn't quite fit in and it just kind of feels.. not as open as it was before hardmode.

Yeah, agreed. hardmode destroys all the "natural" biomes unless you make a point to painstakingly safeguard them all BEFORE activating it. Once the novelty wears off, hardmode actually limits your options pretty much everywhere. It actually makes building in a building game annoying to do.

I've actually been pretty happy with it.  I've been running the same world and played heavily for the first 3 weeks or so after the 1.1 patch came out, and 4-5 hours a week since then with my kid.  It's been on hard mode for a long time, and still has every biome intact, without having taken any major steps towards conservation.  I've just kept some seeds from each one in storage in case they do get wiped out, but they haven't.  The world still feels really diverse and interesting.  There's a definite flavor of corruption/hallow being a threat to all the more natural stuff, but there are very resilient pockets of natural desert/jungle/etc out there to be found.  There's a large jungle area that I'm kind of fond of, because you have to travel a good distance east through hell and then it's just up from there and goes about halfway to the surface.  It just feels appropriate that those biomes would cling to survival in remote areas where you can discover them like hidden paradises.

You're fortunate on that count, then. My large world has no regular deserts, no ocean (replaced by hallow/corrupt, only those mobs spawn. i.e. no sharks. My jungle is gone, replaced by corruption, and at least one flying island has been corrupted when I wasn't looking (corrupter spit).

Hardmode also offers cobalt/mythril bricks, not just pearl* blocks. Anyway, I'd rather not dump all the work I put into a large underground city on this world, just to make a new one. I intentionally avoided hard mode spoilers so it would be new and exciting. I was rewarded by loss of most biomes and clowns destroying my aboveground outpost on the first night. Yeah I can rebuild it out of dungeon brick and go back to making arcologies to preserve biomes, but that doesn't change my original point.

/rant
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

SirAaronIII

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Re: Terraria - 1.1 released!
« Reply #8301 on: January 28, 2012, 12:23:08 pm »

That reminds me, why aren't there any adamantite bricks?
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Bordellimies

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Re: Terraria - 1.1 released!
« Reply #8302 on: January 28, 2012, 02:23:40 pm »

That reminds me, why aren't there any adamantite bricks?

Dark red bricks would be rad. But they'd probably be too expensive to make without inventory editing.
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umiman

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Re: Terraria - 1.1 released!
« Reply #8303 on: January 28, 2012, 04:20:18 pm »

I haven't touched this game since clowns were implemented. I absolutely refuse to do anything even if there's the 0.0001% chance that it'll get griefed. Why on earth did they think a mob made to grief players would be fun. If people wanted that, they'd just play multiplayer.

I want my giant, mapwide constructions to be left alone thank you very much. The last thing I need is a random clown blowing up the support of a cathedral ceiling in which I have no way to reach.

I haven't had a problem with clowns really. They've blown up some dirt and sand but thats pretty much it. And won't building stuff during blood moon be already annoying enough? Just go kill stuff or gather up deathweed/corrupt grass during Blood Moon.
Yes, I'll go hide in the one tiny corner of the map that I haven't actually built anything every single time a bloodmoon comes up, then I have to idle there with the mainscreen focused or it'll be paused in the bloodmoon.

I've used the same, exact same map since the launch of this game. I built my own massive deserts, jungle, castles, ships, airships, etc. More than a hundred hours of work. I know not everyone plays like this but I do. I activated hardmode already because I didn't know better back then so I could have the new biomes. Then clowns fucked my shit up. So fuck it. I won't play until they're gone.

Flying Dice

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Re: Terraria - 1.1 released!
« Reply #8304 on: January 28, 2012, 04:51:41 pm »

I still don't understand why people get so worked up over clowns. I've been playing on my hardmode world for easily 40+ realtime hours, and have seen clowns a grand total of one time, where they blew up some dirt before I killed them. That aside, there are building materials that they can't destroy. I may just be speaking for myself here, but I tend to put big construction projects in side worlds, specifically to prevent them from being screwed up while I play around in my main.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

SalmonGod

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Re: Terraria - 1.1 released!
« Reply #8305 on: January 28, 2012, 04:56:04 pm »

My terraria castle has come under clown attack a few times.  I've spent maybe a grand total of 10 minutes repairing the aftermaths.  After the first couple incidents, I moved the majority of my base below the surface, which almost completely eliminated the problem.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

The Merchant Of Menace

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Re: Terraria - 1.1 released!
« Reply #8306 on: January 28, 2012, 04:57:24 pm »

Some people don't want to have to relocate their base just because the game decided it was a good time for random bombs to appear.
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Micro102

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Re: Terraria - 1.1 released!
« Reply #8307 on: January 28, 2012, 06:40:39 pm »

I came back to this game due to all the new content, but it's extremely frustrating. For some reason the selected item keeps switching. It usually changes to whatever is in the 8th slot, but sometimes other things. I have accidentally used tons of potions this way, and it has gotten me killed in more then one situation.

1. Writing numbers on signs/in chat changes activate inventory slot to the number's slot.
2. Gamepad going crazy?
3. Make sure you're not clicking a hotkey used to drink potions.

Actually your best bet will be to check your hotkey bindings in Options, something might've been borked.

It's when I'm in single player, so no chat or signs were made.

I don't use a gamepad.

I don't have any hotkeys set for potions, and the selection bar goes to the 8th slot.


I'm at a loss.


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JoshuaFH

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Re: Terraria - 1.1 released!
« Reply #8308 on: January 28, 2012, 06:53:30 pm »

That happens to me too! Just when I go into, and then out of my inventory, BOOP my current item is item number 8.

I've learned to stop keeping dynamite in that slot, after the incident with my Friend's house.
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Aklyon

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Re: Terraria - 1.1 released!
« Reply #8309 on: January 28, 2012, 07:14:33 pm »

You can still have signs in singleplayer.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.
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