Playing on the Don't Dig Up seed (large world size), on defeating the Wall of Flesh and causing the strip of Hallow to generate, the strip generates too far towards the worlds edge (either side), changing the outermost three blocks (except the very outermost) to pearlstone/pearlsand/etc.
This...
You had smart cursor on, which is toggled by pressing Ctrl (by default).
Smart Cursor, among other things, selects the closest thing you can interact with, even if you're not directly clicking on it. Since both interacting and opening the radial menu are bound to the same button, one ends up...
AI and animating still happen, but apparently localNPCHitCooldown won't decrease if there's no valid target, at least for Ravens.
I had assumed it was a more noteworthy issue that would (potentially) decrease DPS on fast-moving bosses where the summons maintained the i-frame counter for longer...
Yes, I wouldn't expect it to be updated by NPCs dying/spawning because it would increase how fast summons hit. I would, however, expect it to update over time when not in contact with an NPC, which is currently not the case.
Once a summon (with "local damage cooldown") damages a monster, the timer that counts down until its next damage tick only counts down if it's in contact with a monster (or actively targeting, I would assume).
You can build a setup like the attached image (ignore the trap), which gives the...
From a rough bit of testing in endgame gear, assuming all shots hit:
Betsy's Wrath: ~2.5k DPS average
Razorpine: ~3k DPS average
Nebula Blaze: ~2.3k DPS average
Given that Betsy's Wrath is heavily affected by gravity making it fairly hard to hit all/any shots, and the latter is a homing pillar...
As the title says: If there are player-placed walls, otherwise valid Demon Conch teleport locations become invalid -- either failing entirely if the walls are directly covering the 2x3 area the player will teleport to, or constantly lessening the success chance as more spots above that point are...
So ever since Mimics were added into the game, the 'wooden chest' variant would occasionally spawn at 'surface' level if there were natural dirt walls for them to spawn in front of.
Since 1.4 I've yet to see it happen even once -- both on new 1.4 worlds (master mode) and older worlds (expert...
The issue here seems to be that the functionality of the 'Up' key with this mount is broken.
If you use the Jump key while completely on the ground (Hold the Down key to ensure you are), you'll gain an okay amount of height and can float along just fine, even controlling your height with Down...
So as well crafted as DicemanX's WoF farm is, I decided it would be an interesting challenge to see if I could make a completely gear independent, no player movement or taking even a single hit required setup*. Plus I felt this deserved being revisited since the last time I made a WoF farm. This...
My only real notable issue with 1.3.1 is the fact that Teal Pressure Plates aren't entirely true to their description.
They don't detect terrain piercing projectiles, which while I can understand there might be complications behind detecting those kinds of projectiles (or that it'd be...
I might be mistaken, as I haven't done it in a while and can't check currently, but if I remember correctly...
Having a one block high line above the player, and then altering the blocks with a hammer to be not full blocks (I think I used half-blocks) causes them to spawn above the blocks...
Haven't actually tested this, but wouldn't dropping them off of the bottom of the world (after removing any blocks beyond the screen boundary) despawn them?
Imma just spitball some ideas, even though I can't think of many practical uses for them, I'm sure others can.
Input Controller - When placed over wire, makes it so signals can only go one way, and can block signals entirely. (Already possible by using statues, but would be nice to have a...
Something I've actually been working on for a while now, this is the... fourth iteration of my design for a Moon Lord farm, and by far the most consistent and fastest (around 8 minutes to kill, usually) that I've come up with:
Wiring (Messy cluster, wasn't particularly planning on showing...
The only normal player - Play the game for an hour while upside down the entire time due to gravity potions/gravity globe.
Wow, Incredible! - Defeat Duke Fishron before beating any of the Mechanical Bosses on expert mode.
Engineer - Defeat every boss at least once using only traps or boulders...
Pretty sure that can't be the case, otherwise only brick-type enemies would spawn throughout a newly generated dungeon regardless of wall type -- seeing as the only wall type to ever generate behind dungeon bricks is the brick one.
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