Terraria State of the Game - April 2022

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Honestly, a rather large portion of these updates have been a mixed bag for me. Some of them are great and will likely change the game in significant ways; a.) Dark Lance/ Melee buff, b.) Universal Sentries buff, c.) max-stack increase buff, d.) adjustments to HM-Swords+, e.) various bug fixes etc.

The part about me not enjoying the recent updates, mostly come at the cost of 'game performance'. It's annoying watching the Devs add more "toilets" and gag items to the game, meanwhile there are noticeable, repeatable, graphical and FPS performance issues that exist, right this second, that are seemingly to be caused by "too many records" and game bloat.

It's on my top list of concerns, because the Devs have given no signals or signs that they acknowledge this issue in an "official capacity", or are close to finding a solution these problems. Almost every time this issue or something similar comes up, they are either silent, a tech person gives a "Band-Aid" suggestion, or the excuse for taxing cost is for he "sake of feature A or B".

I wouldn't mind them adding all the novelty in the world to the game if it wasn't at the cost of things they'd already gotten right in the initial release (i.e. improvements to movement/ overall game performance). So yeah, a launcher is sounding really good to me at the moment, I'd love to have 1.4 - 1.4.1 back if it were possible, since I'm not entirely sure where things went awry.

In short, I'd gladly trade everything pre/post Princess Update for the laser-focused, air-tight gameplay in 1.4x(??).
Very well written.
 

Greetings Terrarians!

You know what they say... April showers bring Terraria news! Or something like that anyway. It is quite an exciting time in the world of Terraria right now, with all sorts of fantastic news happening as we speak - and with plenty more to come as the year moves on. Let's not waste any more time and instead spring right into the latest and greatest surrounding all things Terraria!




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STATE OF THE GAME - TABLE OF CONTENTS

PC NEWS - RE-LOGIC

TMODLOADER NEWS - TML TEAM


CONSOLE NEWS - DR STUDIOS

MOBILE NEWS - DR STUDIOS

COMMUNITY NEWS



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TERRARIA - LABOR OF LOVE UPDATE


The team has made a ton of progress on the Labor of Love update over the past month - and the finish line is in sight. Recently, we have been conducting a huge playthrough with the entire team alongside our trusty playtesters. What are we testing you ask? Well, it's a combination of all of the new stuff we added... and we are playing it on a brand new world seed that is unlike anything Terraria has seen before! What will await you in this new adventure? You will have to wait and see on that, I'm afraid. In the meantime, enjoy some Fart Kart...

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Hey, quit crapping around! We have work to do!!

Want some more tidbits? Ok then fine...


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So, we heard you all might like some Coral Furniture - something to really bring the beach home to your base. Feast your eyes on this!


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Who doesn't love a good World Seed, right? And traps, everyone hates traps right? This one will totally scratch that itch for all you trap-haters out there.


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STEAM WORKSHOP NEWS

The level of quality and quantity on the Terraria Steam Workshop keeps on growing and growing - with over 53,000 packs and worlds so far, you are missing out if you haven't taken the time to check out the Workshop yet. What are you waiting for?!


Click the banner above to check out the Terraria Workshop!

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WHAT ELSE IS GOING ON?

Pretty much we are all-in on Labor of Love... though there are other things in the works to help us continue to prepare for our second project. :)

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As always, keep your bug reports coming via the handy bug report button below!



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Thanks again, Terrarians - we are as always blown away by your support!


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Hello everyone!

We have some definite progress this month that you will want to check out - tML will be doing monthly previews starting in April... and an update on tML 1.4 timing. Want all of the details? Read on!

April has been a big month for tML and it's looking like May will be an even bigger month. Some major mods have started the port to tML 1.4, and they have provided valuable feedback in the process. We'll start May with a focus on a built-in mod porting tool, tModPorter (thanks to Chik3r and Tomat from the community!), which will automate small code changes which have to be made in thousands of places, reducing the amount of manual effort required from modders. We ask modders to keep an eye on tML development, come chat with us in the Discord, and start porting their mods to 1.4 to be ready for when tML 1.4 launches!


As always, you can keep track the current progress and such more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)


Developers who are willing to contribute may do so by doing PRs to the tModLoader/tModLoader branch. (See tModLoader/tModLoader)

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TMODLOADER ISSUES/BUGS

The Re-Logic team does not directly develop TML, so bugs with TML are best reported via the links below.

tModLoader - Play Terraria with Mods!

https://tmodloader.net/discord


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CONSOLES - PLAYSTATION/XBOX/SWITCH

Parity at last! Well at least for a little while...

That's right Console Terrarians, in case you missed it, the 1.4.1 - 1.4.3 updates went live for Xbox, PlayStation, and Nintendo Switch yesterday! So, at least until Labor of Love comes out, all Terrarians are at parity in terms of the core content of the game. Want to learn more about what all is included in this latest Terraria update? Click the banner below to head over to the official launch thread to get all of the juicy details!

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Rest assured that once Labor of Love is out, the team at DR Studios will be hard at work to once again restore parity to the world of Terraria!

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The team is feeling pretty good about console at this point, but we know a handful of bugs and issues are still wandering out there in the wild. We have most of these documented (again, the best way to make sure your issue is seen is to file a Bug Report in the TCF Bug Section by pressing the button below!)



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Hello everyone!

Not to be outdone, Mobile Terrarians also received the 1.4.1 - 1.4.3 update yesterday! That's right, after yesterday's events, all actively-developed platforms of Terraria are on the same content version. This has only happened once for a VERY brief time (and to be fair, Labor of Love will break it again until we can catch back up), so this is certainly a momentous occasion. Of course, once Labor of Love is out, we will begin the work to get everyone back to parity as quickly as possible.

This update also comes with official support for Mouse and Keyboard on Mobile - in case you missed that last month.

Want to know all of the details? Click the banner below to head over to the launch thread to read all about it!

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Thanks as always for the honor and trust you give us each month to work on Terraria - it is not a responsibility that we take lightly, and we look forward to bringing more amazing things to you all as we move forward.

Greetings Terrarians!

Here's the latest and greatest happenings on the Community side of things. Thanks as always for being the most engaged and awesome gaming Community ever!


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TERRARIA MERCHANDISE STORE HUB

The merchandise hub is where you can find all of the latest and greatest Terraria merchandise - and we are kicking off the new year with a handful of new offerings, including brand new plush! Check out the latest merch drops as well as some classics and pick up that epic Terraria gift for a friend (or yourself!).


Click the banner above to head to Terraria.org/store now!

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TERRARIA MERCHANDISE UPDATES

NEW UNDERWORLD SHADOWBOX COMING SOON FROM ARTOVISION!


If you were lucky enough to stop by the Artovision PAX East booth over the past several days, you might have had the chance to see and pick up one of these amazing shadowboxes already. If you missed out, fear not - these will be available for sale online soon, alongside another concept art piece. This amazing artwork is our first "in game" shadowbox and depicts the iconic Underworld fight with the dreaded Wall of Flesh. We will have more information soon on availability, but we wanted this on your radar sooner rather than later!


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OTHER COMMUNITY NEWS

TERRARIA ON R/PLACE

Massive shout out to the community for working together to get Terraria featured throughout the r/place canvas this year! Thousands of Terrarians worked together to show the world we are pixel pushing force not to be messed with! Check out some of the Terraria images that popped up throughout the event! You can also check out Chippy’s coverage of all the exciting happenings.





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TERRARIA LEGO IDEAS CONCEPT UPDATE - HELP MAKE THIS HAPPEN!

Our Terraria Lego idea made by JaoGosma only needs 4k more supporters to be the #1 supported Lego idea! Please take a few seconds to make a free Lego idea account and vote to support our Terraria Lego. How awesome would it be to have an official Terraria Lego! Well you can be one of the few people who actually helped make it a reality by supporting via the link below (or just click the image):

TERRARIA LEGO IDEA

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505 GAMES' BOOTH AT PAX EAST

Last week at Pax East 2022 Terraria made a cool cameo at the 505 Games Pax East booth in the form of cool merchandise and a karaoke event.

Shout out to the winners of the Teraria Pax Karaoke event.

🥇 First Place: Suvi#3834

🥈 Second Place: esenik#1700

🥉 Third Place: Zacc#8060

🏅 Fourth Place: permyriad#3947

🏅 Fifth Place: nickabovethecity#3284

Check out the full set of merchandise we were giving away as prizes at the event!

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Until next time, Terrarians - we hope you have an amazing month, and we look forward to bringing you the latest and greatest next time!

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The Cards with the NPCs are pretty cool i would buy one if i could xO
 
Hi @DroNNI, this video has nothing to do with the topic of the thread though, that I can tell at least. If I’m missing something, please let me know.

Otherwise, the best place for Minecraft videos are on your own profile (which is here: DroNNI) or in the Minecraft thread (here: Minecraft Thread). You’re also welcome to post your YouTube channel here: Member YouTube Channels Thread, but please don’t advertise it anywhere else.
 
Hi @DroNNI, this video has nothing to do with the topic of the thread though, that I can tell at least. If I’m missing something, please let me know.

Otherwise, the best place for Minecraft videos are on your own profile (which is here: DroNNI) or in the Minecraft thread (here: Minecraft Thread). You’re also welcome to post your YouTube channel here: Member YouTube Channels Thread, but please don’t advertise it anywhere else.
im assuming a clown advertised some trash here
 
Well... I just have to delete this game from my library then. Since it's turning into garbage, it was good while it lasted! hahahaha, good luck going downhill with this project. Since this company will only achieve one success in life, which is this game. Edit: "No other developer that I know of provides such a thing for their games", Mojang does support a launcher, but obviously... it's a company that is light years ahead in terms of quality.
d5f.png
 
Well... I just have to delete this game from my library then. Since it's turning into garbage, it was good while it lasted! hahahaha, good luck going downhill with this project. Since this company will only achieve one success in life, which is this game. Edit: "No other developer that I know of provides such a thing for their games", Mojang does support a launcher, but obviously... it's a company that is light years ahead in terms of quality.
who asked?
 
Honestly, a rather large portion of these updates have been a mixed bag for me. Some of them are great and will likely change the game in significant ways; a.) Dark Lance/ Melee buff, b.) Universal Sentries buff, c.) max-stack increase buff, d.) adjustments to HM-Swords+, e.) various bug fixes etc.

The part about me not enjoying the recent updates, mostly come at the cost of 'game performance'. It's annoying watching the Devs add more "toilets" and gag items to the game, meanwhile there are noticeable, repeatable, graphical and FPS performance issues that exist, right this second, that are seemingly to be caused by "too many records" and game bloat.

It's on my top list of concerns, because the Devs have given no signals or signs that they acknowledge this issue in an "official capacity", or are close to finding a solution these problems. Almost every time this issue or something similar comes up, they are either silent, a tech person gives a "Band-Aid" suggestion, or the excuse for taxing cost is for he "sake of feature A or B".

I wouldn't mind them adding all the novelty in the world to the game if it wasn't at the cost of things they'd already gotten right in the initial release (i.e. improvements to movement/ overall game performance). So yeah, a launcher is sounding really good to me at the moment, I'd love to have 1.4 - 1.4.1 back if it were possible, since I'm not entirely sure where things went awry.

In short, I'd gladly trade everything pre/post Princess Update for the laser-focused, air-tight gameplay in 1.4x(??).

I agree with you there. Since the Mobile 1.3 update, which already deprecated lots of devices, world generation has slowed down dramatically and crash rates have gone up. This was partially fixed in 1.4, but I still think fast and stable gameplay should be the main priority, not adding more items for the jungle mimic to drop.
 
I agree with you there. Since the Mobile 1.3 update, which already deprecated lots of devices, world generation has slowed down dramatically and crash rates have gone up. This was partially fixed in 1.4, but I still think fast and stable gameplay should be the main priority, not adding more items for the jungle mimic to drop.

The 1.3 update (on PC, for example) saw a pretty substantial increase in minimum specifications needed to run the game. This is the nature of a game running development for 11 years... technology changes and older tech gets left behind. Mobile 1.3 runs as far down as an iPhone 6 (2014 phone, likely to be declared obsolete by Apple in 2023)... I know because I personally spent many hours testing it on one (alongside my X at the time). You will always have a weakest link - and if you do not move beyond the oldest of the old devices, then you will hamstring the broader evolution of the game.

At the same time, Mobile players also got an actual full Terraria version for the first time with 1.3. I couldn't begin to list all of the (necessary at the time) corners cut and watered down things in the pre-1.3 version - but let's take world size for just one. Your options at the time were Tiny worlds and "Large" worlds much later on (PC Small). Post-1.3 you have the full suite of world sizes at your disposal - just like players on every other platform. This is a recognition and result of the increased power of mobile devices as much as the quality of work from DR.

As for worldgen times, it only really gets hairy if you try to take a bottom rung device and make it gen a Large World (PC Large - nearly 13x the size of a Tiny/normal 1.2 era Mobile world). My 6 gens a PC Small (equivalent of the "large" worlds on pre-1.3 mobile, 3.2x the size of a 1.2 era normal Mobile world) in around 2:30. My old X (2018) does a Large world in a minute and a half. That said, we left the option and choice in there for everyone rather than just saying "let's limit the game to only devices that can do everything at perfect FPS and gen worlds of all sizes in under X time".

It is much the same way that you cannot take a 7 year old PC, pick up the latest and fanciest AAA title and crank the settings to 11 without having performance issues. You have to take account of your device and where the sweet spot is in regards to settings and whatnot (players were also given full access to a host of graphics, etc settings to be able to find their own balance between performance and aesthetics). The alternative is forcing developers to say "let's just make it not playable at all for anyone below a level where they can dial things to 11"... and we don't personally feel that is the right path.

Crash rates most certainly have not gone up, that much I can state unequivocally having been around on the front lines and behind the scenes for both sides of this coin. How soon people forget the litany of issues with the 1.2 era version. That said, the weak link between Terraria and older devices is often RAM... and when you get a RAM overflow, that's gonna be a crash... and 1.3 does require more RAM. Again, though, know your device and adjust accordingly.

Optimizations are always a focus. As is content. The number of features that have been added that might actually drag on performance in the matter suggested by the prior poster are very limited in nature - but represent a tradeoff that the vast majority of folks wanted to see and likely would not want removed.

Again, in the end, it all boils down to 11 years of development juxtaposed with 11 years of technological advancement and where do you draw certain lines in regards to what is possible vs what tech you have to leave behind or accept it won't be a 10/10 experience at all times.

Not quite as simple as it might seem at first glance - probably too much information, but figured it would be worth sharing. :)
 
The 1.3 update (on PC, for example) saw a pretty substantial increase in minimum specifications needed to run the game. This is the nature of a game running development for 11 years... technology changes and older tech gets left behind. Mobile 1.3 runs as far down as an iPhone 6 (2014 phone, likely to be declared obsolete by Apple in 2023)... I know because I personally spent many hours testing it on one (alongside my X at the time). You will always have a weakest link - and if you do not move beyond the oldest of the old devices, then you will hamstring the broader evolution of the game.

At the same time, Mobile players also got an actual full Terraria version for the first time with 1.3. I couldn't begin to list all of the (necessary at the time) corners cut and watered down things in the pre-1.3 version - but let's take world size for just one. Your options at the time were Tiny worlds and "Large" worlds much later on (PC Small). Post-1.3 you have the full suite of world sizes at your disposal - just like players on every other platform. This is a recognition and result of the increased power of mobile devices as much as the quality of work from DR.

As for worldgen times, it only really gets hairy if you try to take a bottom rung device and make it gen a Large World (PC Large - nearly 13x the size of a Tiny/normal 1.2 era Mobile world). My 6 gens a PC Small (equivalent of the "large" worlds on pre-1.3 mobile, 3.2x the size of a 1.2 era normal Mobile world) in around 2:30. My old X (2018) does a Large world in a minute and a half. That said, we left the option and choice in there for everyone rather than just saying "let's limit the game to only devices that can do everything at perfect FPS and gen worlds of all sizes in under X time".

It is much the same way that you cannot take a 7 year old PC, pick up the latest and fanciest AAA title and crank the settings to 11 without having performance issues. You have to take account of your device and where the sweet spot is in regards to settings and whatnot (players were also given full access to a host of graphics, etc settings to be able to find their own balance between performance and aesthetics). The alternative is forcing developers to say "let's just make it not playable at all for anyone below a level where they can dial things to 11"... and we don't personally feel that is the right path.

Crash rates most certainly have not gone up, that much I can state unequivocally having been around on the front lines and behind the scenes for both sides of this coin. How soon people forget the litany of issues with the 1.2 era version. That said, the weak link between Terraria and older devices is often RAM... and when you get a RAM overflow, that's gonna be a crash... and 1.3 does require more RAM. Again, though, know your device and adjust accordingly.

Optimizations are always a focus. As is content. The number of features that have been added that might actually drag on performance in the matter suggested by the prior poster are very limited in nature - but represent a tradeoff that the vast majority of folks wanted to see and likely would not want removed.

Again, in the end, it all boils down to 11 years of development juxtaposed with 11 years of technological advancement and where do you draw certain lines in regards to what is possible vs what tech you have to leave behind or accept it won't be a 10/10 experience at all times.

Not quite as simple as it might seem at first glance - probably too much information, but figured it would be worth sharing. :)
this really did bring stuff to mind I never thought of, and found this interesting
 
This isn't targeted at you @PeacefulPotato btw...

I agree with you there. Since the Mobile 1.3 update, which already deprecated lots of devices, world generation has slowed down dramatically and crash rates have gone up. This was partially fixed in 1.4, but I still think fast and stable gameplay should be the main priority, not adding more items for the jungle mimic to drop.
Just to clarify, since "shooting past" individuals is what we're doing, especially in the manner of slight, dismissive mentions, "the previous poster" is being quite disingenuous, and for several reasons. First, let's take a look at all of the superficial features that we all know effect 1.4's current gameplay performance.
  • Lighting Quality (several different settings)
  • Graphical, Cosmetic Loops (i.e. Special Blocks/ Tiles, Snowfall, Lavaflow, Rainfall etc.)
  • Large bodies of "liquid", Lava, Honey, Water (with a newer one being added in 1.4.4).
  • Windy Day feature (Flags, Banners, Chandeliers, Weathervanes etc.)
  • Changes to Item Displays and Mannequins (can be painted and customized etc.).
  • Changes to item storage has been increased and adjusted, to include Journey Mode's Builder Library.
  • Bestiary+ graphics/ animations.
Before I continue. I just wanna make it clear that this was said "The number of features that have been added that might actually drag on performance in the matter suggested by the prior poster are very limited in nature...", Let's pretend that 6+ features fit the bill of being described as "limited" features, let's discuss the other additions that most players likely won't readily know about unless they're a bit more "tech savvy".
  1. We all know that the Terraria Dev cannot add an unlimited number of items to this game, in fact, just recently Cenx asked players about replacing old content with newer content, at the cost of replacing one "Paint Shade". We're at the point where we're swapping things around to squeeze in newer content, when the correct answer would've been, just save it for Terraria 2. Every new item the Devs add does indeed put stress on game stability, this is an irrefutable fact, not my opinion/ take.
  2. Terraria has new NPC's added to the roster, a.) Zoologist, b.) Golfer, c.) Princess etc.; we all know that "more things to account for" will always effect performance, which is why games are careful about how many "actors" occupy an area at any given time, this is also why the Moon Events were adjusted (the number of Bosses that can spawn at once have been reduced), and this is why Critters cap-out at a certain number. The game is accounting for a LOT of new things, and to suggest that this doesn't have an effect on performance is just plain untrue, it does... it does for every game, especially a game developed on 2011 that hasn't been 'remastered' with a newer Engine (i.e. like Skyrim Special Edition/ Anniversary Edition).
  3. Terraria also has newer tiles added by 1.4, to include the Glowing Moss Blocks (that can be modified) and Ecco Blocks. Again, there is a hard limit to how much content you can add to an oldgen videogame before it becomes unstable. This is simple logistics, and to suggest that game stability doesn't effect performance is also just plain untrue. Nothing needs to be insinuated here, these things are actually happening as we speak.
  4. As I'm sure most of you already know, the notorious "Spaghetti Code" meme is live and in full effect, last I checked this is something that hasn't been "optimized" or "overhauled"; messy code has a tendency to produce errors, which is why something as simply as a "sound bug" can crash your game in Terraria. Though most game errors can be considered "harmless", having a good number of them can and will effect performance and FPS quality, especially when compounded with other "issues".
As you can plainly see, I've already listed about 10 things that we already know, which effect Terraria's performance to varying degrees, factually; others might, and likely do in the background in some cases, but we cannot confirm this without having Terraria's "Source Code". Any game that has stability issues gets worse over time when you keep adding stuff to it (facts), which is why something like "Script Extender+" and "PapyrusUtil SE" were created for Skyrim SE/ AE.

[addendum: 05/13/2022, 1:09 AM]

Also, I think it's important to reinforce just how fragile and sensitive Terraria's stability can be.

  • Somewhere around the initial release of 1.4, there was an issue with "Character Distance Display" in multiplayer, where the distance in which your co-op partners on the same team could be "accounted for" and tracked (x,y degree axis), it was "too large" a distance. One would think that an addition to the HUD would be of little consequence, but this feature did in-fact cause severe slowdown and game performance would take a massive dip at times.
  • With the addition of the new golfing feature, it was possible to "witness" the pseudo-impact of a Meteorite crash; which would also cause your game to crash. Considering the fact that the only real thing happening, or should've been happening, is that the World's "Records" are being updated (which happens all-the-time in Terraria), this shows just how fragile an "update" to the game can be if the Devs didn't account for it, and we can't assume that it doesn't still cause some errors, but is largely ignored because the errors are "harmless".
  • Also, some additions to the game have "secured records", records that MUST stay consistent for the sake of gameplay and stability, such as "Chests", and now 1.4+ "Hat Racks" and "Mannequins". Keep in mind that for quite some time, an error with Chests spawning improperly in your world would cause a CTD and other errors; we now have newer "Chests" that might have "unforeseen issues", or might be causing issues the Devs aren't fully aware of (this might include updates to displays previously used for Duplication Glitches and Weapon Racks).
Point is, it doesn't matter to what degree the Devs choose to cherry pick what's listed above. There's a reoccurring issue here that's pretty undeniable; and this is totally aside from the leaps to newer Hardware (which I'm certain most Terrarias aren't grinding their gears over), some of the changes in 1.4 were worth the updates, others... not so much, we could've done without them OMHO.
 
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We all know that the Terraria Dev cannot add an unlimited number of items to this game, in fact, just recently Cenx asked players about replacing old content with newer content, at the cost of replacing one "Paint Shade".
This is somewhat misleading: the reason why there is "one liquid slot" left to fill or why an existing paint has to be replaced to add a new one is very specific to how tiles are stored. To save space, the data is packed very tightly into individual bits (not bytes). For example the game uses 5 bits to store the paint state of a tile, which happens to allow for 31 paint colors and "no paint". Similarly, there are 4 possible liquid states and 4 possible wire states.
If ReLogic wanted to change this, all existing worlds would need to be migrated with a lot of extra code, and the world size would grow massively. Even adding one more byte per tile to a large world with 8400x2400 tiles would increase the file size by 20 MB.
On the other hand, adding new regular items, NPCs (town NPCs and enemies), tile types or projectiles is no problem at all. Until of course, the bytes used to store item ids, NPC ids, etc. run out, but we probably wont ever reach that. The game supports 32767 different items, NPCs & projectiles each, and 65535 different tile types, out of which basically nothing is used.

which effect Terraria's performance to varying degrees, factually
It is correct that everything affects performance in one way or another, but the biggest bottlenecks by far are still rendering, which is essentially CPU based with performance suffering accordingly, and collision/hit tests for projectiles, etc. which are (understandably) also not even remotely optimized. This is why for example summoning 500 Imp summons and fighting any boss would cause ungodly lag on almost any machine. Adding new town NPCs or tiles is almost irrelevant in that sense.

the notorious "Spaghetti Code" meme is live and in full effect, last I checked this is something that hasn't been "optimized" or "overhauled"
The game source code is more than 600 thousand lines big, which is quite a lot. As yorai has stated before, the only way to really improve on that would be to rewrite the entire game from scratch, which is really not viable. So you really cannot blame them for not making any large overhauls. Especially because despite that they still put in the effort; for example in the 1.4 update the entire enemy loot system was refactored from one singular gigantic function into a robust system :)

we now have newer "Chests" that might have "unforeseen issues", or might be causing issues the Devs aren't fully aware of
Almost all of the tile placement related issues such as duplication, crashes, etc. come from the way the game handles tile breaking and resulting item drops. This usually has nothing to do with the actual tile type but just with the way the checks are implemented. Some of which simply have bugs which allow for these things to happen. They could add 50 new chest designs and they would all use the same code to check breakage. Although to be fair, there are quite a few unnecessarily buggy and weird interactions that could get fixed, but triggering them usually requires already exploiting bugs in the first place.

some of the changes in 1.4 were worth the updates, others... not so much
As loki stated above, there will always be devices and setups that become too old to run a game as it updates, together with the fact that the team is too small to realistically rewrite the game from scratch.
And also, with the right settings it runs almost at 60 fps on a 15 year old laptop with an intel core 2 duo and integrated graphics of mine :)
 
This is somewhat misleading: the reason why there is "one liquid slot" left to fill or why an existing paint has to be replaced to add a new one is very specific to how tiles are stored. To save space, the data is packed very tightly into individual bits (not bytes). For example the game uses 5 bits to store the paint state of a tile, which happens to allow for 31 paint colors and "no paint". Similarly, there are 4 possible liquid states and 4 possible wire states.
There's nothing misleading about what was said [here]. As a person who's had thousands of hours Coding and Modding, even I know that flipping a feature from "false" to "true" impacts game stability (facts), even if the option for having such a feature set to "false" has been the default. As a matter of fact, the "how far away is my teammate" feature being adjusted by proximity is a perfect example of this. Recalibrating the "magnitude" in which something triggers 'on' or 'off' will also have an effect on performance.

If you're telling me that changes to the HUD can tank performance, but adding a new liquid to World Gen will not... I don't believe you, and anyone else who's ever created an edited "Water World" shouldn't either, because it'll always come down to 'optimization' and 'magnitude', not simply looking at "true" or "false" triggers.

Side Note: The critique about the paint replacement was a shot at the Dev Teams new design philosophy and how it's likely negatively effecting the game, it's not suggesting that it has or will have an effect on performance.

If ReLogic wanted to change this, all existing worlds would need to be migrated with a lot of extra code, and the world size would grow massively. Even adding one more byte per tile to a large world with 8400x2400 tiles would increase the file size by 20 MB.
On the other hand, adding new regular items, NPCs (town NPCs and enemies), tile types or projectiles is no problem at all. Until of course, the bytes used to store item ids, NPC ids, etc. run out, but we probably wont ever reach that. The game supports 32767 different items, NPCs & projectiles each, and 65535 different tile types, out of which basically nothing is used.
Keep in mind, my critique about any changes would be in the form of an overhaul or simple 'optimization' of already-existing assets, I don't find implementing the least reasonable method to be useful to anyone, especially if we're discussing things within the realm of a better running game. This is a bad news first, good news second tactic (which leads me to suspect that you're 'media trained'). Anything within the realm of increasing file size is off-the-table, and should be reserved for a second game.

Nice try, but there's a reason that things cap-out when it comes to spawn-rates or even storage (especially the slowdown for items loading in via Power Menu). If the game doesn't ever have to account for a number of them being present, then yes... of course it has little to no effect on gameplay, but there's a stark difference between placing ten (10) 1.4 Mannequins, and placing one-hundred and ten (110). When the game has to actually start 'accounting for things', we're in a whole other realm of ids.

Also, keep in mind that nearly all NPC's sale items (specific item ids) and have the ability to drop item upon death. So yeah, Terraria might support 32,767 different items, but I'm pretty sure it can't display all 32,767 items at one time, now can it (and I'm the one being misleading, huh)? 😏 🤷‍♂️

It is correct that everything affects performance in one way or another, but the biggest bottlenecks by far are still rendering, which is essentially CPU based with performance suffering accordingly, and collision/hit tests for projectiles, etc. which are (understandably) also not even remotely optimized. This is why for example summoning 500 Imp summons and fighting any boss would cause ungodly lag on almost any machine. Adding new town NPCs or tiles is almost irrelevant in that sense.
Perhaps, but I will say that nearly every person who has experienced some lag spikes attributes some of it toward transitioning to different/ newer Biomes. If all of this stuff is "irrelevant at best", why does the new 1.4 Map cause slowdown?

In addition, games like Skyrim SE, Cyberpunk 2077 and Vindictus (all 3D videogames btw) can all run rather smoothly when tweaked and settings are adjusted. I don't see how anything in a 2D game causing slowdown is understandable when it comes to rendering, even for a 2011 game. You don't have to go out-of-your way, or do something unreasonable to experience lag or slowdown, so I can't even be sure that render bottlenecking is the biggest culprit, it could just as easily be "dirty code", coding overlap or a series of "harmless errors" being compounded (that's my conclusion, as Terraria running this poorly is extremely hard to fathom).

The game source code is more than 600 thousand lines big, which is quite a lot. As yorai has stated before, the only way to really improve on that would be to rewrite the entire game from scratch, which is really not viable. So you really cannot blame them for not making any large overhauls. Especially because despite that they still put in the effort; for example in the 1.4 update the entire enemy loot system was refactored from one singular gigantic function into a robust system :)
Actually I can blame them, because "overhauls" aren't limited to coding rewrites, it's also adding newer content and improving previous content (to a noticeable degree, that's it really). I just got finished "overhauling Skyrim SE" with simple retextures; I also added some details to other 3D objects using SMIM. Here's the thing though, if I'm not smart about what I edit and how much I edit the game, performance will certainly take a hit (especially if I have errors with overlapping or corrupt textures).

No one, especially myself, is suggesting that the Devs don't have the space for the stuff they're adding (a lot of games have free space/ slots to add more stuff). If I'm insinuating anything at all, it's that they are poorly choosing their spots to do it. The performance hit from 1.4 to 1.4.2 is pretty noticeable, so unless there's an official breakdown explaining why (when Terraria is already known to be a fragile game), it's pretty reasonable to start throwing logic darts.

Note: I think it's important to bring up the HUD incident here as a good reference point, so that it isn't somehow lost on you just how easy it is to tank Terraria's performance.

Almost all of the tile placement related issues such as duplication, crashes, etc. come from the way the game handles tile breaking and resulting item drops. This usually has nothing to do with the actual tile type but just with the way the checks are implemented. Some of which simply have bugs which allow for these things to happen. They could add 50 new chest designs and they would all use the same code to check breakage. Although to be fair, there are quite a few unnecessarily buggy and weird interactions that could get fixed, but triggering them usually requires already exploiting bugs in the first place.
...or by simply placing 50 Armor decorated Mannequins at your HQ. Seriously, what are we doing here?? We can already prove that "record keeping" hurts performance and some graphics aren't rendered after a certain "cap" is reached, namely with Racks and Item Frames. If you're not going to go into detail about why this is happening, then I'm not sure how anything I'm suggesting is unreasonable or misleading.

In my mind, there's no excuse for the sudden hit to performance, if you are an apologist of sorts, I'd love to hear why this is the case. I say it's because "the current build of Terraria is unstable, even if I don't have the inside scoop as to exactly why that is, to that you say what?"

As loki stated above, there will always be devices and setups that become too old to run a game as it updates, together with the fact that the team is too small to realistically rewrite the game from scratch.
And also, with the right settings it runs almost at 60 fps on a 15 year old laptop with an intel core 2 duo and integrated graphics of mine :)
I don't think anyone here has their panties in a bunch about having to upgrade their devices. 🧐🤷‍♂️
 
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