Helious
Skeletron Prime
- Steam or GOG
- Steam
- Single Player/Multiplayer
- Both
- Operating System
- Windows 10
- Terraria Version
- 1.4.0.4
- Controls Used
- Keyboard/Mouse
Version: 1.4.0.4
OS: Windows 10
Platform: Steam
Mode: Varies (specified for each issue)
Controls: Keyboard+Mouse
Bug 1: Single Player, Journey Mode
Royal Delicacy in Journey-Master Mode seems to have no/a very low drop chance. I have gone through more than 30 fights, in Master Mode the entire time, with godmode off, no time freeze/speeding up, and natural weather changes. Not even once did I receive a Royal Delicacy, even with a 25% drop chance.
Bug 2: Single Player, Journey Mode
When using Block Swap to create glass windows in foreground blocks, any adjacent background walls will retain the slight overlap behind the glass block. This does not occur without block swap, and the walls instantly revert to their intended state after an adjacent block has been broken.
Bug 3: Single and Multiplayer, Master Mode
With Moon Lord Legs equipped, for many frames during moving animations a black bar is visible behind the player's feet. This occurs when walking, falling, and in the character selection screen.
Bug 4: Single Player, Journey Mode
After a session, I left my computer with the game running in the background. When I returned some hours later, the game had crashed with this message:
"System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'WindowsGameForm'.
at System.Windows.Forms.Control.CreateHandle()
at System.Windows.Forms.Form.CreateHandle()
at System.Windows.Forms.Control.get_Handle()
at System.Windows.Forms.Control.GetSafeHandle(|Win32Windowwindow)
at System.Windows.Forms.MessageBox.ShowCore(|Win32Windowowner, Strung text, String caption, MessageBoxButtons buttons, MessageBoxIcon icon, MessageBoxDefaultButton defaultButton, MessageBoxOptions options, Boolean showHelp)
at Microsoft.Xna.Framework.WindowsGameHost.ShowMissingRequirementMessage(Exception exception)
at Microsoft.Xna.Framework.Game.ShowMissingRequirementMessace(Exception exception)
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)"
Note: The next two "bugs" are exploits that I discovered, that may utilize unintended mechanics.
"Bug" 5: Single Player, Journey Mode
It is extremely easy to cheese the Angler's quests. Start by catching one quest fish, then research it. Repeat once more. Then, go to the Angler with your duplicated quest fish to complete the quest. Set the time to Midnight, then immediately to Dawn with time frozen. The Angler has a new quest. Repeat until all quest fish are able to be duplicated. Place all quest fish in inventory from the duplication menu, and repeat the Midnight to Dawn spamming, giving the Angler a quest fish every new day. Replenish quest fish as needed. What I think may be a possible bug is how each switch from night to day is what triggers the Angler's quest timer. I think this may be solved by forcing the Angler's timer to be a real-time value, not a trigger when the game reaches a certain time.
"Bug" 6: Single Player, Journey Mode
Immediate access to all of the Travelling Merchant's inventory is possible as soon as he first arrives. Freeze time, switch to Master Mode, and go to him. Buy what you want, then kill him (He does not attempt to escape being hurt if he is being spoken to, so killing him with lava is very easy). Another Travelling Merchant will immediately spawn in, usually at a different town, with an entirely rerolled inventory. Rinse and repeat until all desired items are acquired. Here, there are 3 things I think may be possible bugs: the Travelling Merchant willingly sacrificing himself as long as you keep him company, the Travelling Merchant instantly respawning if time is frozen, and the newly spawned Travelling Merchant sporting a completely new inventory. I think this may be fixed by causing NPC's to try to escape danger from traps/lava even when being interacted with, only allowing 1 Travelling Merchant to spawn in each day, and/or assigning a specific inventory set to each day, so every Travelling Merchant that spawns on that given day always has the same inventory.
EDIT: Bug 7: Single Player, Journey Mode
Some various text boxes are inappropriately sized for the text contained within them, most commonly manifesting itself as a string being too long before a new line is started.
My apologies for the long post. I hope I have been thorough enough in this report. Thanks for continuing this project for over nine years and creating such an amazing game.
OS: Windows 10
Platform: Steam
Mode: Varies (specified for each issue)
Controls: Keyboard+Mouse
Royal Delicacy in Journey-Master Mode seems to have no/a very low drop chance. I have gone through more than 30 fights, in Master Mode the entire time, with godmode off, no time freeze/speeding up, and natural weather changes. Not even once did I receive a Royal Delicacy, even with a 25% drop chance.
Bug 2: Single Player, Journey Mode
When using Block Swap to create glass windows in foreground blocks, any adjacent background walls will retain the slight overlap behind the glass block. This does not occur without block swap, and the walls instantly revert to their intended state after an adjacent block has been broken.
With Moon Lord Legs equipped, for many frames during moving animations a black bar is visible behind the player's feet. This occurs when walking, falling, and in the character selection screen.
Bug 4: Single Player, Journey Mode
After a session, I left my computer with the game running in the background. When I returned some hours later, the game had crashed with this message:
"System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'WindowsGameForm'.
at System.Windows.Forms.Control.CreateHandle()
at System.Windows.Forms.Form.CreateHandle()
at System.Windows.Forms.Control.get_Handle()
at System.Windows.Forms.Control.GetSafeHandle(|Win32Windowwindow)
at System.Windows.Forms.MessageBox.ShowCore(|Win32Windowowner, Strung text, String caption, MessageBoxButtons buttons, MessageBoxIcon icon, MessageBoxDefaultButton defaultButton, MessageBoxOptions options, Boolean showHelp)
at Microsoft.Xna.Framework.WindowsGameHost.ShowMissingRequirementMessage(Exception exception)
at Microsoft.Xna.Framework.Game.ShowMissingRequirementMessace(Exception exception)
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)"
Note: The next two "bugs" are exploits that I discovered, that may utilize unintended mechanics.
"Bug" 5: Single Player, Journey Mode
It is extremely easy to cheese the Angler's quests. Start by catching one quest fish, then research it. Repeat once more. Then, go to the Angler with your duplicated quest fish to complete the quest. Set the time to Midnight, then immediately to Dawn with time frozen. The Angler has a new quest. Repeat until all quest fish are able to be duplicated. Place all quest fish in inventory from the duplication menu, and repeat the Midnight to Dawn spamming, giving the Angler a quest fish every new day. Replenish quest fish as needed. What I think may be a possible bug is how each switch from night to day is what triggers the Angler's quest timer. I think this may be solved by forcing the Angler's timer to be a real-time value, not a trigger when the game reaches a certain time.
"Bug" 6: Single Player, Journey Mode
Immediate access to all of the Travelling Merchant's inventory is possible as soon as he first arrives. Freeze time, switch to Master Mode, and go to him. Buy what you want, then kill him (He does not attempt to escape being hurt if he is being spoken to, so killing him with lava is very easy). Another Travelling Merchant will immediately spawn in, usually at a different town, with an entirely rerolled inventory. Rinse and repeat until all desired items are acquired. Here, there are 3 things I think may be possible bugs: the Travelling Merchant willingly sacrificing himself as long as you keep him company, the Travelling Merchant instantly respawning if time is frozen, and the newly spawned Travelling Merchant sporting a completely new inventory. I think this may be fixed by causing NPC's to try to escape danger from traps/lava even when being interacted with, only allowing 1 Travelling Merchant to spawn in each day, and/or assigning a specific inventory set to each day, so every Travelling Merchant that spawns on that given day always has the same inventory.
Some various text boxes are inappropriately sized for the text contained within them, most commonly manifesting itself as a string being too long before a new line is started.
My apologies for the long post. I hope I have been thorough enough in this report. Thanks for continuing this project for over nine years and creating such an amazing game.
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