Biomes & Nature Jungle Saved!

Do you want the jungle to be protected?

  • Yes! I only want my jungle to be protected from the corruption, none of that cross-biome nonsense.

    Votes: 1,185 58.8%
  • Yes! I want the jungle to fuse with the spirits of light and dark. (Comment on what you want added.)

    Votes: 628 31.2%
  • No! I love watching the jungle wither away to become a corrupt wasteland that can never be restored.

    Votes: 68 3.4%
  • Uh… I don’t really care… Am I supposed to?

    Votes: 135 6.7%

  • Total voters
    2,016
This is why I grab as many jungle grass seeds as I can and surround the jungle with pearlstone blocks
The Jungle grass seeds are useless if you don't have mud. You need to manually mine every single dirt block the corruption has made from mud and craft them into mud using water as a crafting recipe, then place every single one of those thousands of block back manually in the exact same position and plant jungle grass seeds everywhere to return the jungle to somewhat normal again.
 
100% Support the second idea.
The hardmode burst of my word spawned o..REPLACED 60% of my Jungle. And to get even worse, I was only able to buy a Clentaminator and fight back later on(With the increased frequency of Events).
I though the hallow would help, like in the other biomes, to block the spreading, but since this mechanic is relatively the most inconsistent part of the game, it didn't, simply because it can't spread trough mud.

IMO, it makes 0 sense why the most important biome for Hardmode is also the most fragile one. People can say it's meant to force players to take care of the biome, but the execution of that is plainly awful. Often I found myself making artificial arenas to every time I wanted to fight plantera, since there's not enough space to fight without enraging it.

If ToW is supposedly getting Corrupted Dirt, Snow and, seemingly Mud, why can't they port the latter to the first game?
 
This thread was rewritten as of June 1, 2015, the old version of the thread can be found in a spoiler at the bottom of the page.

One of the things that always bothered me is how the corruption and crimson interact with the jungle. When one of these biomes gets too close to the jungle, they replace the jungle grass and turn the mud into dirt (a process that can only be reversed by replacing each individual block by hand). This never made any sense to me, as none of the other biomes can be permanently damaged by corruption and it gave me the impression that the player was expected to protect the jungle, even though there was nothing else in the game suggesting this. It became even worse in 1.2, when the jungle became an integral part of hardmode and we got the clentaminator to fight back against the spreading biomes, yet this mechanic was left unchanged and the clentaminator wasn’t able to reverse the damage. I think it’s time to fix that.

The first way this could be done is by simply giving jungle immunity to corruption and crimson, just like it’s immunity to the hallow. Mud and jungle grass would be completely unaffected by corruption, and the jungle would be immune to all the spreading biomes just like the dungeon and underworld. This would be the easiest way to protect the jungle, and also seems to be the most popular. However, it could also greatly reduce the amount of corruption/crimson generated upon the defeat of the Wall of Flesh if the stripe would have gone through the jungle. This is actually a problem with the hallow, and it can leave many players with only a small amount of hallow located deep underground, as seen here.

The second way this can be fixed is by allowing all the spreading biomes (including the hallow) to convert jungle grass and plants instead of replacing them, growing on the mud in the jungle instead of turning it into dirt. With this change the clentaminator could be used to restore the jungle, and it wouldn’t get in the way of spreading biomes when the wall of flesh is defeated. This would also make it easier for players to farm both jungle enemies and corruption/crimson/hallow enemies at the same time, and it could allow for more content like the light/dark mummies in deserts or pigron in snow biomes. Although this would take a bit more time to implement then the first option, it just makes more sense this way and is consistent with the other natural biomes.
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And there it is, I finally got around to rewriting this old thing (hopefully it wasn’t too long…) Anyway, if you’d like to support this suggestion, you can add a support banner to your signature. Just copy one of the strings of code below and paste it here.
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And here's the old version of this thread, in case anyone was interested.
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Re-uploaded from TO, with a few minor edits

The jungle is one of the most important biomes in terraria. It is home to many vital plants and animals, but the corruption (or crimson) threatens to wipe them all out. Once hardmode is activated, the corruption can permanently destroy the grass that sustains every living thing in the jungle. If the corruption was already next to the jungle, or it spread there upon the death of the wall of flesh, it will be nearly impossible to stop it from wiping out the jungle.

I’ve always wondered why the jungle can be destroyed by the corruption and crimson, as well as why the hallow can’t touch it (but I’m not about to complain about that). Although it didn’t matter much in 1.1 because there wasn’t anything important in the hardmode jungle, this should have been changed when 1.2 came because so much progression is centered on the hardmode jungle now. Without the jungle it’s impossible to get chlorophyte ore, which is needed to craft most of the endgame armor sets as well as clorophyte weapons and tools. The jungle is also the only place that you can get life fruit and fight Plantera, meaning without the jungle it becomes impossible to obtain most of the endgame gear or get 500 health. If the jungle is lost to the corruption or crimson the player is forced to either build an artificial jungle or make an entirely new world, and that’s just not fair.

The easiest way to fix this problem would be to simply make jungle grass and mud un-corruptible, making the jungle immune to corruption and crimson like how it’s immune to the hallow. However, another way to solve this problem is instead of letting the jungle be completely destroyed by the corruption and crimson, the jungle could be converted into a corrupt, crimson, or hallow jungle like how the snow biomes can be converted with the different colors of ice. If happened the jungle content would still be there along with content from the biome the jungle was converted into. There should be aesthetic changes when the jungle is converted (New background plants and walls, as well as new music). There could also be cross-biome content that only appears when the jungle is converted, like how pigron and the scaly truffle only appear in converted snow biomes.

So what do you think, Do you want to stop the corruption and crimson from destroying the jungle? Do you want the jungle to get a lot of new cross-biome content, or do you want it to stay untouched? Vote in the poll on what you want. Personally I want to see a hallowed jungle just so I can hear the music you get when you mix the jungle and hallow themes together.

(P.S. I know this doesn't mean much, but this was my first thread on TO)

I think a Plantera that looks like an Eater Of Souls would be pretty neat
 
Honestly the Terraria staff just need new ways of curing Corruption and Hallow than the just clentaminator in general. Because you'd have to tear the crap out of your world to cure it, and that makes it just as bad as being fully corrupted or hallowed. They could also add Jungle Solution for the clentaminator.
 
@MegaMage314 @Purpulear and Everyone here: If you're not opposed to modding your game, there is a very fitting 'solution' to this problem. Look up this mod:


https://forums.terraria.org/index.php?threads/solutions-mod.54710/


The above mod allows for various new solutions for the Clentaminator, including one that turns dirt into mud, including grass and trees. Yes, this means you can now replace other biomes with the jungle, and with great ease. You can even create jungle over biomes like corruption and crimson with this mod. You can also make ice from dirt as well, allowing to fully-generate snow/ice biomes if you like. The new solutions are sold by a new vendor NPC. Albeit the mod isn't perfect, in that some of the solutions spawn water, lava, and chlorophyte (among other crazy stuff) via Clentaminator and are EXTREMELY op, and many of these new solutions can be bought far cheaper than I'd like (and the mod's creator doesn't seem to be very open to suggestions sadly).


But despite the mod's quirks, imo it's all a small price to pay in order to get the jungle back (without to resorting to less immersive methods). It's still balanced in that you can't just get these OP solutions until after defeating mech bosses just like in vanilla, or alternatively the new vendor will spawn in your world sooner if you have a Clentaminator in your inventory. I have nothing to do with making the mod -- it's just so few are aware this mod exists and I'm sure mentioning it here will no doubt leave many in this thread rejoicing. No idea why Terraria's devs couldn't just incorporate this themselves, but fortunately somebody has finally corrected their grave error in the form of this mod -- and I think this is the closest thing we're going to get to what we all wanted.
 
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@MegaMage314 @Purpulear and Everyone here: If you're not opposed to modding your game, there is a very fitting 'solution' to this problem. Look up this mod:


https://forums.terraria.org/index.php?threads/solutions-mod.54710/


The above mod allows for various new solutions for the Clentaminator, including one that turns dirt into mud, including grass and trees. Yes, this means you can now replace other biomes with the jungle, and with great ease. You can even create jungle over biomes like corruption and crimson with this mod. You can also make ice from dirt as well, allowing to fully-generate snow/ice biomes if you like. The new solutions are sold by a new vendor NPC. Albeit the mod isn't perfect, in that some of the solutions spawn water, lava, and chlorophyte (among other crazy stuff) via Clentaminator and are EXTREMELY op, and many of these new solutions can be bought far cheaper than I'd like (and the mod's creator doesn't seem to be very open to suggestions sadly).


But despite the mod's quirks, imo it's all a small price to pay in order to get the jungle back (without to resorting to less immersive methods). It's still balanced in that you can't just get these OP solutions until after defeating mech bosses just like in vanilla, or alternatively the new vendor will spawn in your world sooner if you have a Clentaminator in your inventory. I have nothing to do with making the mod -- it's just so few are aware this mod exists and I'm sure mentioning it here will no doubt leave many in this thread rejoicing. No idea why Terraria's devs couldn't just incorporate this themselves, but fortunately somebody has finally corrected their grave error in the form of this mod -- and I think this is the closest thing we're going to get to what we all wanted.
But I'm on the Xbox version and I'm not a modder.
 
But I'm on the Xbox version and I'm not a modder.
That's too bad. Modding has completely rejuvenated Terraria for me -- to the point I'm having more fun now than I ever have. If you really enjoy playing and have any kind of computer around (PC, Mac or Linux) that can run newer games (but needn't anything 'high-end'), I'd highly suggest getting Terraria for it. There's really no reason not to. The insane amount of replay value feels criminal considering I purchased Terraria for 2 bucks -- some have picked up the PC version even cheaper yet.
 
I think that the whole converting the jungle is a good idea, but would make the game much harder. It depends who you are whether or not that's a good thing. Maybe some strange lore-friendly way to toggle whether or not the jungle is converted. Aha! How about in expert mode the jungle gets converted! Good idea? Yes? No? :redspin:
 
I think that the whole converting the jungle is a good idea, but would make the game much harder. It depends who you are whether or not that's a good thing. Maybe some strange lore-friendly way to toggle whether or not the jungle is converted. Aha! How about in expert mode the jungle gets converted! Good idea? Yes? No? :redspin:
I've heard people suggest that before, but I still don't believe that a converted jungle would be that much more difficult that it would need to be expert exclusive.
 
I like this idea. It adds something interesting to the jungle. A little bit of variety.
My suggestion has nothing to do with adding any monsters or items... It has to do with something that already exists in the game: Plantera. (The reason I bring this up is because The original post mentions nothing about Plantera when describing the cross-biome stuff.) I think it could be cool if Plantera had different attacks and mechanics based on which of the jungles it's currently being fought in. Examples... It could fire a seed (first phase) that has a different effect based on the jungle (Cursed Fire for Corruption, Ichor for Crimson, maybe it could split in the Hallow). I can't come up with any others off the top of my head... If you have any, please feel free to tell me about them.
I realize that not everyone will support this suggestion because it adds another challenging element to an already challenging boss. But it's something to think about. Thanks for reading!
 
IDK what should be added, but maybe a corrupted jungle would have a "demonic overgrowth" theme and the crimson to a "starving mad plant/animal" theme.
 
IDK what should be added, but maybe a corrupted jungle would have a "demonic overgrowth" theme and the crimson to a "starving mad plant/animal" theme.
Interesting... What about the Hallow? What theme would that have, I wonder...?
 
I think they should merge. Who knows what one would find?
Um, crosses of Mimics that look like purple-vine-covered-chest-things.
 
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