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Baconfry
Baconfry
That seems sort of weird... getting loot from a chest without opening it... and I'd still have to include sixteen chests scattered around the world anyways. It doesn't really solve much to me.
zimberzimber
zimberzimber
So that if you have a Ranger Hallow Key, it would drop the Rain Bow and the other chest contents.
That solves the problem of adding more chests, and RNG deciding what item you are forced to use.
zimberzimber
zimberzimber
The point was this: 1 Biome chest
The key decides what relic will drop
The player decides what key they get
Therefore, the player decides what item they get
Baconfry
Baconfry
RNG doesn't decide what item you are forced to use. The type of lantern that appears with each biome chest already tells you what's inside. Did you read my implementation thread?
zimberzimber
zimberzimber
I did, but I find it uncomfortable that there are 16 chests that are SOMEWHERE around the world.
Even if you use that GPS accessory, it will show the closest chest, not the one you need.
Baconfry
Baconfry
I can make it ignore unlocked chests...
zimberzimber
zimberzimber
That fixes half of the problem.
What if you are pointed towards a chest you don't have a key for or one with the unwanted weapon?
Baconfry
Baconfry
Hmm. I could instead make it toggle-able to display every locked chest from one biome...
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