hey there Loki &friends, haven't been on in a while, switched over to switch to go play some Metroid dread for a while. i come back to my Playstation and Terraria has another hotfix pending? nice. you guys are absolutely killing it . lets see what we got here:
- D-Pad Cursor Snap feature from RL/PW can be achieved by binding dpad to Grid Snap (see video below)
- D-Pad Hotbar feature from RL/PW can be achieved by binding the four dpad directions to Dynamic Hotbar 1-4 (see video below)
case in point; the level at which you guys adhere to the general complaints/issues of the player base is truly exceptional. this of course was highly requested though I never thought something like this would be coming back due to overcomplicating other existing binds but here it is. already loving the
dynamic hotbar add; never again will i have to put tools in my regular hotbar when building! what a godsend. its one of those "how did i ever play without this?' features.
(tested, and it also works with the whole
"switch to world and build/use from inventory" system.)
ONE HEADS UP IF YOU RUN INTO THIS: i noticed when mapping grid snap to the dpad in general (+) it conflicts with using the dpad within the INVENTORY for navigation. No worries, there is a SIMPLE FIX! Simply go to controller binds (edit) --> controller binds (1st page) and map the dpad to '
navigate inventory (secondary)'. this will allow you to use dpad for grid snapping without it conflicting the inventory's dpad navigation.
- Grapple is now bound to B again, along with Interact - Interact may be bound to whatever button players have assigned for Secondary Fire or Grapple, but not any others in order to avoid numerous conflicts and edge case issues.
oh and the good news just keeps on rolling in. WOW! this is phenomenal,
at this rate nobody will have ANYTHING to complain about in regards to how this version competes with previous versions ppl preferred. little by little, slowly but surely ppl are getting back the play style they are most comfortable with. and this speaks VOLUMES.
- Fixed Dungeon Casters and other Projectile weapons' VFX not showing in the left hand side of the world
- Fixed Geodes not being able to be thrown on the ground to open them
you know what i totally noticed this after the 1st patch but never posted about it, i was traversing the underground hallow farming gelatin crystals for QS, i noticed magic weapons started getting a bit glitchy, such as spectre staff / crystal serpent bullets not appearing at all but still being there as they would still 'hit' enemies. the same would occur with the DCU's laser beams, they def didn't load in correctly and at certain points where i'd try to drill up close flush to a wall the game would sort of 'softlock' for like 30 secs until it eventually comes back after the 1st vertical line of blocks would break lol.... hopefully this has been fixed seeing how it has since been acknowledged.
same can be said about the geodes glitch lol. i thought that it was ME who was doing something wrong haha. so i just gave up &stashed them until i heard more about it, glad to know this has also been fixed.
Phenomenal job as always my dudes. cant wait to dig back in


