Just a question. Isn't world gen for 1.3.2.1 exactly the same as for 1.3.1.1?Update Released: v0.3.3
No new features, but I need suggestions again. What's needed most right now?
- Updated to tModLoader 0.8.3.1 and Terraria 1.3.2.1
- Should fix all "minecart & mod worldgen" related bugs
Yeah, but fixes in tmodloader and the possibility of mods spawning 1.3.2 items or tiles means it's worth mentioning.Just a question. Isn't world gen for 1.3.2.1 exactly the same as for 1.3.1.1?
Ah. That makes sense. Didn't mean to sound rude. Sorry. I was just curious.Yeah, but fixes in tmodloader and the possibility of mods spawning 1.3.2 items or tiles means it's worth mentioning.
Its crystal biome. Get it right lol.You can see the Crystilium biome though)
No new features, but I need suggestions again. What's needed most right now?
No new features, but I need suggestions again. What's needed most right now?
I was wondering if any of the following are possible or could be added?
- If you spawn both Crimson and Corruption, it generates 2/3/4 of each (small/medium/large worlds respectively). Is it possible to restrict it so that it generates only 2/3/4 total? (Maybe this falls under the "Corruption/Crimson amounts" wishlist item?)
- An option to control the number of paintings generated? (Similar to statues.)
- An option to control the amount of furniture generated in the Dungeon, Obsidian Towers and/or underground cabins?
- An option to restrict snow/desert generating within X blocks horizontally of the world centre? (1.3 was pretty bad about always generating the snow practically on top of the spawn point.)
- An option to guarantee an Enchanted Sword Shrine contains an Enchanted Sword and/or an Arkhalis?
- An option to pre-generate some Hallow? (Maybe it could generate a Corruption/Crimson cave with Pearlstone and Hallowed grass instead of the normal variant. Or it could generate over a bit of otherwise normal Forest. The hardmode stripes don't quite have the same effect.)
- Ability to restrict Shadow Orbs generating in Crimson caves, and vice versa?
- Number of Pyramids?
- Option to restrict the amount of sand/desert? (Another 1.3 worldgen change. Underground Desert and Ocean excluded, worldgen dumps sand all over the place.)
- Option to control the number of Obsidian Towers generated, along with hellstone variants and how far from centre they can be placed?
I've added an option for this in the latest. Check in Terrain once you update.i wonder if flat spawns r hardcoded in2 the game all of my attempts @ creating a crazy sprawling mountainous surface have a superflat spawn. (w/ like, some jagged dips, but the line of best fit is still basically flat) once it gets 2 the surface tunnels tho, we're good, but i wanted the world 2b fun 2 navigate & build in from the very beginning.
the important stuff im doing:
Large Expert World
surface height variance @ 1000%
lower limit @ ~16%
upper limit @ 35-40%
surface tunnels @ ~5000%
anything i should change?
it seems like the game deliberately chops off blocks in spawn after a certain height, right after all the blocks r generated. maybe the next feature could b a setting 2 tell the game not 2 butcher every single world like that
I'm on the fence on the surface mushroom biome, but maybe, I should be able to see if it'll be hard or not. Starting points might be cool, but right now the cloud thing is a bug. Being in the middle of the map is best for actually playing the game though.I don't know if this is possible but it would be interesting to be able to gen a world with a pre-existing above ground mushroom biome. And the ability to control the biome the initial spawn point is in. Currently it's possible to have it in the Forest or Snow biome and while you can spawn on a cloud island I think that might technically be a bug. Snow starts and cloud island starts can be interesting and it would be cool to be able to choose them instead of just hoping. And I suppose someone might want to try other biome starting points as a challenge mode or something.
I want to get around to corruption/crimson amounts. I don't really care for paintings, and they might end up being incredibly painful to add an option for that.I had some suggestions/requests previously:
Are any of those possible? Do any of them sound interesting? Particularly 1, 6, 7 and 9 would be nice. Thanks in advance if any are added!
I've been meaning to download the source and take a look at it but I never remember. If TerraCustom uses the same decompiler as TModLoader, then I might not be able to do much anyway. The decompiler doesn't play nice with the GOG version of Terraria. It's another thing I've been meaning to investigate properly, and another thing I never remember / have the time for...
Yeah! Cool! I want that!Bonus: Should I include this option for allowing minecarts in underworld and on surface?
Bonus: Should I include this option for allowing minecarts in underworld and on surface?
The updated links work fine for me. Seems a bit overkill to move the entire thread just for a problem on your end, no?Can someone please move this to the work in progress thread til a link becomes available? I keep clicking it only to find its not complete.
Error what link? The main thread says "No link yet but soon"The updated links work fine for me. Seems a bit overkill to move the entire thread just for a problem on your end, no?
Can someone please move this to the work in progress thread til a link becomes available? I keep clicking it only to find its not complete.
What is going on, are you posting on the wrong thread? My OP has nowhere the words "No link yet but soon." Also, the download links are all right there near the top of the post.Error what link? The main thread says "No link yet but soon"
In a spoiler
Edit ... oh now I see it...
OP will you please clean your thread you just made me feel like a tool.
The current Terracustom uses tmodloader 0.8.3.1 as it's codebase. I didn't plan for the fact that large world enabler won't load on pre 0.8.3.2, but it's ok, it will just disable it and then it'll load fine. Once you get back into tmodloader and want to play, then you'll want to enable that mod.How do I use this with tmodloader mods? Better Question ... whenever I try to make a world it makes me run 0.8.3.1 tmodloader ... why?
View attachment 132754
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View attachment 132756
This mod uses functionality only present in the latest tModLoader. Please update tModLoader to use this mod
at LargeWorldEnabler.LargeWorldEnabler.Load()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
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After launching from steam
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Profit ...