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Zurai posted:Party Girl is supposedly just have 7 NPCs, but she only has a 2% chance of spawning each day. It appears that also counts for respawning.
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# ¿ Oct 14, 2013 09:55 |
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# ¿ May 16, 2024 21:49 |
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Here's an easy way to kill the dungeon guardian solo, but you'll need to have finished the lihzard temple first: Build a long runway near the depth where he comes to get you, and place a teleporter on each end. Put the switches for both teleporters on the same side so you won't have to move your mouse to warp, only right click. A missed click is death. Line the ceiling of the middle of the runway with spiky ball traps all on a 1-second timer. Put a protective wall on either side next to the teleporters so the spiky balls don't roll from the middle onto your teleporter pads. Now lure the dungeon guardian (hopefully you'll only pull one) to the runway, and as soon as he almost reaches you, teleport. He'll then roll down the runway, smacking into all the spiky balls on the way. As soon as he almost reaches you on the other side, teleport again. You can just keep him rolling back and forth through infinite spiky balls forever, until he dies. Each ball will only do 1 damage (2 on a crit) so even though he takes a lot at once, he'll take a while to go down. It's important to build the runway at a good length. Too short and you'll be teleporting about once a second just to stay alive. Too long and the teleport will bring you so far away the guardian will despawn. To speed this up, wear turtle armor with a master ninja gear / black belt accessory. Take one hit from the guardian before your first teleport. Most of the time this will kill you (so set your spawn point nearby) but once you get lucky you'll do a huge chunk of his health at once and the following teleport sequence will take only about half as long. To speed it up even more, try changing into full frost armor between teleports, when you have time. Even traps inflict frostburn. You can build the killing tunnel aboveground, which won't take so long, but as I said if you ever get too far from the dungeon guardian he'll despawn, so you'll need a series of like two or three teleporters just to get you to the surface so you never travel too far in one movement. Teleport halfway up, wait for him to catch up, teleport again, and you'll be at your death tunnel, then start teleporting as above. Brief version: Build a trapped tunnel for the guardian, teleport back and forth while he rolls around in traps, and your patience will be rewarded. Eventually.
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# ¿ Oct 15, 2013 11:25 |
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Any enemy can only take so many hits per second. Unless the flame trap can do enough damage to get past his insane defense, which I doubt, I don't think it would go any faster.
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# ¿ Oct 15, 2013 12:01 |
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I wish there was an accessory or method that could boost drop rates. People are going to grind anyway, why not give them an in-game buff? No matter how difficult to obtain it would be better than leaving idling the oft-chosen recourse for people seeking keys and the like. Personally, I'd settle for one that just increased the drop rate on monster banners. I want those loving banners.
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# ¿ Oct 16, 2013 23:30 |
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RatHat posted:I can't even guess at how long it'd take to farm the rare spawn banners like the Groom, Tim, Pinky, Goblin scout ect.
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# ¿ Oct 17, 2013 00:26 |
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benzine posted:I'm just missing 2 banners to complete the 87
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# ¿ Oct 17, 2013 00:54 |
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benzine posted:A lot, but the jungle ones were easy as i was trying to get an UZI, after that I turned the jungle into a mushroom biome. Also I started a server with increased spawn rates, farming for the rare ones would be crazy.
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# ¿ Oct 17, 2013 01:46 |
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Er, I meant what tool did you use to increase the server spawn rates?
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# ¿ Oct 17, 2013 02:01 |
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Someone was asking about black dyes. I found a pretty good setup for a low-impact ocean farm. You'll need lihzard spear trap blocks, a one-second timer, and the neptune shell, but it works great. Holding a water candle won't show up visibly but the effect will stay. All the dyes, banners, and even pirate maps you could want. Building it into the slope stops jellyfish from going too far, and will get enemies coming from the left to drop down to you. I got really lucky when I set mine up and, like in this screenshot, only really got enemies coming from the right side. Occasionally a mummy or zombie would wander in from the left but for the most part it was a constant parade of ocean enemies from the right. Start a local server and tab out if you want to idle and you'll have 50 inks and a dozen stacks of worthless glowsticks before you know it. I hooked it up in sequence so the spears didn't go at the same time. If they do only one hits, this keeps a nice back and forth rhythm. You could probably use spiked balls but the lack of spread on the spears ensured I picked up items as they dropped, rather than just leaving them on the nearby ocean floor.
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# ¿ Oct 17, 2013 19:17 |
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Office Thug posted:Turtle armor is pretty much the best way to go for afk farming if you can tank whatever it is you're farming. I got at least 2 of each key just from overnight turtle-farming. Find a spot that combines more than one biome, like a hallow/corrupt ice biome. You can however get Hallow/Crimson keys (and souls) at the same point. So you could make an artificial snow+jungle+crimson+hallow/corruption farm and get all four keys, plus souls. Only the leftover biome would need to be found separately.
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# ¿ Oct 18, 2013 07:28 |
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benzine posted:
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# ¿ Oct 18, 2013 17:53 |
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Nah, I'd rather earn them myself. I tried upping spawn rate and cap, but things got pretty hairy. You recommend just the rate, not the cap, then?
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# ¿ Oct 18, 2013 18:15 |
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Blackheart posted:I'd really like it if you could make mineral bricks with ore bars instead of needing the raw ore. I tend to convert all my ore into bars out of instinct. I hope more accessible modding becomes a thing because the first change I'd make is to add those recipes.
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# ¿ Oct 18, 2013 19:19 |
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RatHat posted:Do the Twins only drop their individual trophies if killed last?
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# ¿ Oct 19, 2013 02:25 |
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I Said No posted:Also a cool tip that might not be commonly known - you can paint grass blocks, and anything that grows from them will match the color. Also I do know that glowing mushrooms can grow rainbow colors.
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# ¿ Oct 19, 2013 07:02 |
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Rather than making a single teleport hub that leads to 6 destinations, it's much simpler (and quicker, and cheaper) to just build a sequential series of teleporter towers or waystations. Even on large worlds, by the time you go 2000 wires out, you'll find some place you might want to stop. Then just put a switch on both sides and you have a linear transport that'll take you from one side of the map and back again, with all the important landmarks along the way. It's also easier to remember what's where instead of "which switch is the jungle, again?" and if the surroundings aren't immediately apparent, you can just throw in a little decoration to designate each station. Easy as pie.
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# ¿ Oct 21, 2013 02:00 |
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You could have just said "Blue Filter".
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# ¿ Oct 21, 2013 05:30 |
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RatHat posted:Is it just me or does it seem like most of the best potions use Daybloom as ingredients? I'm always running low on them, even with a farm. Fireblossom is good for only 2 potions, grav and lavaproof, which you really only need for a specific purpose (finding floating islands/mining hellstone) and then never again. No need to farm, and you'll end up with more than you can carry just going around hell. Waterleaf is used in lavaproof and 2 fairly worthless watery potions, you'll have more than you'll ever need in just one trip through the desert. Blinkroot is used in 7 utility potions, most pretty useless (invisibility), but thankfully it's more than common enough just about anywhere you might go that you'll have plenty for the occasional good potion (spelunker). Moonglow is rare-used but useful, featured in both the mana-power and mana-regen potions, plus spelunking. But it's frequent in the jungle so you'll only find a scarcity in the very early game. Deathweed is also pretty useless, so though it appears in the magic power potion you'll doubtful need to farm it. Run through the Crimson/Corruption a handful of times and you'll be set pretty much for life. Daybloom, however, is used in 8 potions, more than anything else, and includes such popular items as Ironskin, Health Regen, Mana Regen, and Shine. Hands down the king of herbs. Which makes it convenient that it grows so fast and blooms so easily.
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# ¿ Oct 21, 2013 22:45 |
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Kyrosiris posted:Yep, all three can naturally spawn even if you've already killed them. Enemies won't drop summoning totems once you've killed a given boss, though.
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# ¿ Oct 24, 2013 23:31 |
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So uh, I assume this isn't supposed to happen? Friend and I challenge the Pumpkin Moon. We get about 8 or 9 waves in. We've killed 4 or 5 pumpkins and what feels like a dozen or more mourning woods. Sun rises and we gather our loot. The next night, "Hey, why is that music playing again?". We run to the battlefield as enemies start to pour in, evidently picking up where we left off. We fight 3 pumpkings at a time and live to tell the tale. We make it to the final wave and poo poo gets crazy. Just as the worst of it comes, the night ends. We spend the entire day regrouping, restocking on mana, bullets, sorting out new wild equipment, etc. We're at the arena and ready when night falls again. And good god, what fresh hell awaits us? 6 loving Pumpkings. At once. And at least as many Mourning Woods on top of that. We kill them like mad. We die and rush back at top speed. It's a bloodbath. Even with our crazy new toys we can barely keep up. We fight literally the ENTIRE NIGHT, wondering when it will end. But it doesn't. Every night, hell comes to earth. So I think my game is bugged.
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# ¿ Oct 26, 2013 09:02 |
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It is? Even with 6+ mourning woods, too? Did Red playtest this at all? And no, no one was using the moon pendant, I'm sure of it. Even if someone was I don't think it's supposed to pick up at wave 9 or whatever, right?
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# ¿ Oct 26, 2013 09:07 |
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shymog posted:Also, I was futzing with my TShock server and some friends and apparently now every night is PUMPKIN WAVE 15 after executing /pumpkin once. That did not go well with our increased maxspawns, resulting in a mess with 10+ Mourning Wood and 15+ PumpKings on screen at any given time. Also, death. Lots and lots of death. We were so fed up with the game by the end of it, until we turned on godmode and sat there slaying dozens of pumpkings and finally realizing "okay there is something wrong here besides just a lack of balance".
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# ¿ Oct 26, 2013 09:22 |
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Yermaw Zahoor posted:Just make generators for each of them, and combine as needed, it's about the only construction I've actually done other than my NPC ghetto. Really easy
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# ¿ Oct 26, 2013 22:37 |
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Rotten Eggs are not useless. They let you take out your frustration on the obnoxious NPCs in your town.
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# ¿ Oct 28, 2013 21:27 |
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With specter armor nerfed, even with a cross necklace on it can be hard to heal enough to compensate for the damage you're taking, especially when Pumpkings can hit for 120+ damage. And if a teammate crosses nearby and needs some healing for themselves it's just going to cut into your own survivability. Cross necklace + turtle armor + vampire knives is the only way to be truly safe and even then you gotta be sure you're constantly hitting something.
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# ¿ Oct 28, 2013 21:48 |
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Well, more damage means more healing.
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# ¿ Oct 29, 2013 06:38 |
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Kyrosiris posted:Presumably, it goes nigh-invincible like Skeletron/Prime do after dawn. Sucks to be you if a Plantera bulb spawns on/near the surface!
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# ¿ Oct 31, 2013 02:07 |
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It's just for decoration. There is no Halloween Biome.
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# ¿ Oct 31, 2013 03:08 |
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Verviticus posted:Is it actuated slime?
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# ¿ Nov 1, 2013 03:00 |
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But it needs a hallowed pick which means he'll have to wreck hardmode bosses anyway.
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# ¿ Nov 2, 2013 10:26 |
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The White Dragon posted:I'd honestly rather him just get to the "real final boss"
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# ¿ Nov 6, 2013 14:34 |
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Powercrazy posted:There should be a "univsersal constructor" item. Where you combine all the various crafting stations into a single item at a demon altar, and then you can place it in your base and as long as you have the materials, you can craft EVERYTHING.
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# ¿ Nov 7, 2013 23:20 |
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I hadn't played the Story of Red Cloud since pretty early in its development, and thought about going back to play the last version by using TConfig or whatever to revert to a version of Terraria that's compatible with it. But then I thought about all the minor changes and improvements that 1.2 brought, and the countless "quality of life" style fixes, and the map, and the one-block-slopes, and I just can't bring myself to go back. I really hope a new API is released, and soon. Or better yet, I hope Red officially supports modding before he stops working on Terraria for good. I feel like this is a game that could really benefit from mods in a pretty diverse way, and some of the stuff people had started on already looked pretty ambitious.
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# ¿ Nov 9, 2013 07:11 |
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Yeah, that's the whole reason Key drops became Mold drops: Red wanted to make sure you couldn't open the chests before beating Plantera and the three mechanical bosses. My first time into Hardmode a corrupt key dropped only ten minutes in and I got the key Scourge of the Corruptor pretty much the first night. I used it pretty much from then on. I can see why Red wouldn't want people lucking out like that and skipping all the other gear.
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# ¿ Nov 11, 2013 03:57 |
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robziel posted:I've put 74 hours into Terraria in the past two weeks, I have seen exactly zero key drops and zero mold drops I kind of don't believe they exist. I really like a lot of the stuff that was added in with 1.2 but it seems like to experience all the new gear you have to farm for days just to have a chance of seeing it and that's a HUGE turn off for me. If I wanted to grind for infinity I'd go play a korean mmo. Once you reach hardmode, that stops. There's only a few items that use souls of light/night which are generic and come from any enemy, but most of the really outstanding gear isn't crafted from dropped resources, it's just straight up given to you in completed form with like a 0.2% chance per kill. Why not have Sniper Skeletons drop a small range of gun parts on every kill, which can be crafted into a sniper rifle? Or every crimson enemy drops Crimson Essence (more for tougher enemies) which can be eventually crafted into a Crimson Key? Making it all or nothing not only removes crafting which has been a huge part of the game up to this point, it makes farming into grinding and turns the player into an RNG slave. That's part of why I liked the Story of Red Cloud (sandbox) so much: none of those really badass items you could get were on super rare drops, but on kill progression. And you could still get rare drops which would save you some time by giving you an intermediary item, so you could still feel lucky, but it was never prohibitive like this.
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# ¿ Nov 11, 2013 19:07 |
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Kajeesus posted:
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# ¿ Nov 14, 2013 11:13 |
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crestfallen posted:If you're going to go this far, just spawn the item in directly.
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# ¿ Nov 19, 2013 05:51 |
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mr. mephistopheles posted:Eh, for an afk farm to even work reliably you basically have to be unharmable. Spawning 50x the enemies isn't going to make my spike trap murder pit any more dangerous for me so yeah I mean if I'm going to cheat I may as well just give myself the item directly. When I want banners for instance I just crank up the spawn rate and go crazy in the appropriate biome. Your health can drop amazingly fast.
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# ¿ Nov 20, 2013 05:29 |
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mr. mephistopheles posted:There are a ton of weapons that swing constantly. He intentionally differentiates the ones that do or don't for balance.
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# ¿ Nov 24, 2013 00:16 |
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# ¿ May 16, 2024 21:49 |
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I'm just saying that the un-upgraded earlier versions of the sword autoswing, but then when you upgrade it, it loses autoswing. That doesn't seem like sensible balance at all.
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# ¿ Nov 24, 2013 02:12 |