Terraria State of the Game - July 2022

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Greetings Terrarians!

Summer is nearly over already?! My how the time flies when you are having fun - which we certainly hope has been the case for all of you out there! We have been having a TON of fun during the development of the Labor of Love update. Reading fan ideas, brainstorming other cool new stuff internally, seeing where the creativity takes us: it has been a real blast. That said, we can definitely see the light at the end of the tunnel. So, let's dive right into the late-summer State of the Game news shall we?




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STATE OF THE GAME - TABLE OF CONTENTS

PC NEWS - RE-LOGIC

TMODLOADER NEWS - TML TEAM


CONSOLE NEWS - DR STUDIOS

MOBILE NEWS - DR STUDIOS

COMMUNITY NEWS



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TERRARIA - LABOR OF LOVE UPDATE


Labor of Love has reached a point where we feel like the end of development is extremely close. We have been whittling down our bugs and tasks lists while also taking on a solid handful of cool ideas that you all have shared with us on the forums, social media, Discord, and more. Hopefully, you have been keeping up with the spoilery tidbits we have been sharing along the way. Still no exact date to give you just yet (though it is starting to come into focus)

That said, you came here for the latest and greatest, right? We would hate to disappoint you, so here it goes...


THE VOID BAG HAS EVOLVED!

For those of you who aren't already familiar with the current version of the Void Bag, it is a portable personal storage container similar to the Money Trough. Uniquely, it also has the ability to automatically pick up any extra items whenever your inventory is full.However, we have added expanded functionality to the Void Bag to further enhance its role as a supplementary inventory.
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For starters, the Void Bag can now be opened or closed with Right Click. When in the Closed state, it will deactivate its ability to pick up extra items, and act just like second Money Trough. When in the Opened state, however, a variety of new functionality becomes available!

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Any crafting materials kept within the Void Bag will be available for any crafting recipes! You will not have to directly access the storage, or summon the portal, to be able to immediately craft with anything inside of the Void Bag!


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Healing, Mana, and Buff Potions stored in the Void Bag can be used directly via their respective Quick Hotkeys. You can store all of your favorite buff potions in the Void Bag and simply refresh at any time! Mana Flower auto-potion functionality will work with the Void Bag as well! Enterprising players might keep some core buff potions in their regular inventory, with a secondary set of specialized buff potions in the bag. Depending on which mode the Void Bag is in, this will allow players to effectively hold two different potion "loadouts" at a time!


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You can now Favorite items stored within the Void Bag. This has been added because you can ALSO Quick Stack to Nearby Chests anything inside of your Opened Void Bag. Favorite the things you want to keep, and then use Quick Stack for faster chest sorting!


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Using Loot All on a chest with a full or nearly full inventory will deposit any overflow directly into the Void Bag


There are a number of other items which will function automatically when placed in a Open Void Bag, as they would when in the player's inventory, including:
  • Info Accessories
  • Paint Sprayer, Presserator, and any accessories that grant Wire, Actuator, or Ruler vision when in the inventory
  • The Guide to Critter Companionship
  • Keys stored in the bag can be used to open Chests
  • Wormhole Potions
Hope this revamp and evolution of the Void Bag has you even more excited for Labor of Love than ever before! Again, if you missed any of the litany of spoilers that we have shared over the past month on Twitter and elsewhere, be sure to check out and follow our social media channels to catch up and so that you do not miss any that might drop in the future!

We will hopefully have a date soon, we promise! (How's that for a non-committal promise?)

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STEAM WORKSHOP NEWS
Closing in on 60,000 packs and worlds so far, you are missing out if you haven't taken the time to check out the Workshop yet. Planning on another round of Developer's Choice soon - so get your best and brightest up on the Workshop now!

Once Labor of Love hits, expect even more summer cleaning to come your way. %-_-


Click the banner above to check out the Terraria Workshop!

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WHAT ELSE IS GOING ON?

Right now, the core focus of the team is the final push to get Labor of Love done to what we have as the vision for the update. Still have that one eye on the future though. :)

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As always, keep your bug reports coming via the handy bug report button below!



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Thanks again, Terrarians - we are as always blown away by your support!


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Hello everyone!

This month has almost all been bugfixes - as things often are after a major launch like TML 1.4!. There's still more todo, but we're doing our best to fix issues and support as many users as possible - so keep your reports coming in.

We have also added tML support for modded pylons (thanks to MutantWafflez). Thanks to this, pylon mods should become more compatible, and we can expect more modded pylons.

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tModLoader Steam Workshop - New Mods every Day!

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The TML Steam Workshop is already up to nearly 2,000 mods in just one short month. Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!
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tModLoader 1.3 Still Available

As a continued reminder, the developers behind each individual Terraria mod will need to update their mods to the 1.4 era, so hang with them while that process takes place. We also realize that some older mods that are no longer in development may never make the leap to the 1.4 era. Given that, we have kept the 1.3.5 version of TML playable

How do I switch back to 1.3 tModLoader?
1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select '1.3-legacy' in the drop-down menu on top;
3. Close the window. You don't need to type any passwords!
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WHAT'S NEXT FOR TML?

Bug fixes and more bug fixes... did we mention bug fixes? We have a few other things in the works, but they are not really ready to talk about yet.

As always, you can keep track of the current progress and such more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)


Developers who are willing to contribute may do so by doing PRs to the tModLoader/tModLoader branch. (See tModLoader/tModLoader)

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TMODLOADER ISSUES/BUGS

The Re-Logic team does not directly develop TML, so bugs with TML are best reported via the links below.

tModLoader - Play Terraria with Mods!

https://tmodloader.net/discord


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CONSOLES - PLAYSTATION/XBOX/SWITCH

The team at DR Studios has really enjoyed this development cycle, being able to run alongside our good friends at Re-Logic and working in parallel to try and keep Mobile and Console right on pace. We won't lie, being able to show brand new Terraria content for the first time on Mobile and Switch was simply amazing, and we are so happy to be able to take part in the spoiler-y fun at last. Speaking of, we have some fun new stuff to show you this month, so shall we?


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Equipped pets are now visible on the Player Select Menu!

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Who doesn't want to channel their inner Wolf?

Until next time, Console friends - thanks for all of your love and support!

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The team is feeling pretty good about console at this point, but we know a handful of bugs and issues are still wandering out there in the wild. We have most of these documented (again, the best way to make sure your issue is seen is to file a Bug Report in the TCF Bug Section by pressing the button below!)



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Hello everyone!

Another month down, another month closer to Labor of Love for everyone! Just like on console, we have been thrilled to keep mobile as close to real-time parallel development to PC as possible for this update. That isn't to say we are right there each and every second, but all of the Terraria platforms have never been this close before. Exciting!

Now, we would be remiss without giving you a spoiler of your own, right? Well, pardon our dust a bit on this one as it is still very much a work in progress (we do not have the mappable UI button in quite yet as well, but it is coming!)


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Gear Loadouts on Mobile Terraria - Work in Progress!

Thanks as always for the honor and trust you give us each month to work on Terraria - it is not a responsibility that we take lightly, and we look forward to bringing more amazing things to you all as we move forward.

Greetings Terrarians!

Here's the latest and greatest happenings on the Community side of things. Thanks as always for being the most engaged and awesome gaming Community ever!


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TERRARIA MERCHANDISE STORE HUB

The merchandise hub is where you can find all of the latest and greatest Terraria merchandise - and we are kicking off the new year with a handful of new offerings, including brand new plush! Check out the latest merch drops as well as some classics and pick up that epic Terraria gift for a friend (or yourself!).


Click the banner above to head to Terraria.org/store now!

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TERRARIA MERCHANDISE UPDATES

NEW TERRARIA MERCH COMING SOON


We have a few new fun items coming soon that you might enjoy - and even more planned for the Holidays. While we don't want to reveal anything JUST yet (as we prefer to be able to show things when you are able to actually go ahead and get them), we have the following and more in the works:

New Clothing Designs
Keychain/Bag Clips
The first Terraria Jigsaw Puzzle
...and a lot more!

Oh... and we can confirm that Town Slime stuff is already in the works. We won't show you JUST yet... we would rather wait until we have them fully ready and available - but the Town Slimes are coming...

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OTHER COMMUNITY NEWS

TERRARIA MODS WIKI LAUNCHES SOON

Our good friends at Wiki.gg have been working with the TML Team and others on a brand new Terraria Mods Wiki!

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The wiki is located at Terraria Mods Wiki, and is available for your use now. A small group of folks received advance access in order to start adding content - but now we are ready to reveal it to everyone. The current format is a modified version of the same theme used on the vanilla Terraria wiki. This might need to be changed in the future in order to avoid confusing readers on which wiki they are on. We are currently working with the tModLoader team to develop some assets to hopefully make the Terraria Mods wiki feel even more unique.

We looked at the current Fandom mods wiki to start, but based on its current status, we decided to make a mostly fresh start here. Basically, the new Terraria Mods wiki has the same structure as the one on Fandom, just without any mods currently covered there. The small group we have reached out to in advance before going public has mainly be mod devs to add their mods to the wiki in advance of the launch. We will also attempt to bring over particular mods from the Fandom wiki as long as their content is in good shape (i.e. following naming conventions and using proper templates). Being as there are almost 200 mods on the Fandom wiki, it would take a lot of work to determine which mods are still active and organized among everything else. The plan is to be more on top of mod content on wiki.gg than things ever were on Fandom, so we avoid unorganized/old content, keep to consistent standards, etc.

We hope you take some time to check this out today!

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TERRARIA LEGO IDEAS CONCEPT UPDATE - GOAL ACHIEVED!!!

The Terraria Lego Ideas concept that we had mentioned for the past few State of the Game posts has reached the 10,000 Supporter goal that Lego sets for things to move on to the next phase. We have tried to reach out in parallel to see if we can help enable things along the way. As for what is next or the timing, no one knows just yet - but if and when we do, we will tell you immediately. Thanks again to our wonderful community for sending a strong message that Terrarians want Terraria Legos!!!


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TERRARIA GUILDS FOR HOPE CHARITY FUNDRAISER
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The Terraria team is thrilled to be participating in the United Servers of Discord Alliance’s first Guilds For Hope charity fundraiser! We’re teaming up with many other communities to raise money for Give Kids The World Village, an 89-acre, whimsical nonprofit resort in Central Florida that provides critically ill children and their families from around the world with magical week-long wish vacations at no cost.


Watch this video to learn more about the Guilds for Hope charity event


Half of all critically ill children eligible for a wish choose to visit Central Florida and its world-famous theme parks. Give Kids The World is the nonprofit that fulfills all of these wishes. – providing every wish family with an all-inclusive experience including transportation, accommodations, all meals and snacks, donated theme park tickets, and more!

This fundraising event officially begins August 1, but teams can register now!

Together, let's try and raise as much money as possible to help support GKTW. Once you open the Team Fundraiser link below, you can either donate to the Terraria team goal, or you can register as a fundraiser for a team. By registering as a fundraiser, you will be able to unlock reward tiers by reaching designated milestone thresholds including the top fundraiser winning a 3 day, 2 night stay in Orlando at the Melia Orlando Celebration Hotel (certificate valid for up to one year) and a tour of Give Kids The World Village; and by contributing to our team, you’ll be able to help us compete for the ultimate goal- bragging rights!


We invite everyone to help bring hope and join this charity event by registering at this link: Tiltify - Made for Fundraisers

If you are interested in learning more about the Guilds for Hope charity event then please join the #guilds-for-hope channel in the USDA server located at Join the United Servers of Discord Alliance Discord Server!
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Until next time, Terrarians - we hope you have an amazing month, and we look forward to bringing you the latest and greatest next time!

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The update will be very interesting...Great job, ReLogic!!!
 
Any crafting materials kept within the Void Bag will be available for any crafting recipes! You will not have to directly access the storage, or summon the portal, to be able to immediately craft with anything inside of the Void Bag!
I wish this extended to piggy bank, safe, and defender's forge. At least if the relevant access containers are within range or, in the piggy bank's case, if a money trough is in the inventory.

You can now Favorite items stored within the Void Bag. This has been added because you can ALSO Quick Stack to Nearby Chests anything inside of your Opened Void Bag. Favorite the things you want to keep, and then use Quick Stack for faster chest sorting!
This, too, should be extended to the other personal storage items. Mostly because I want the coins in the bank to stay where I put them instead of being reshuffled to random places whenever I get more than 100 copper, silver, or gold coins in total. Also to help visually separate between items I put there so that they won't clutter my main inventory but I want to use on the go anyway (e.g. sentries and minion summon items) and those that are just loot overflow.
 
This, too, should be extended to the other personal storage items. Mostly because I want the coins in the bank to stay where I put them instead of being reshuffled to random places whenever I get more than 100 copper, silver, or gold coins in total. Also to help visually separate between items I put there so that they won't clutter my main inventory but I want to use on the go anyway (e.g. sentries and minion summon items) and those that are just loot overflow.

I don't mean to imply that the issue is "unfixeable", but the coin reshuffling thing is a consequence of how various stacks of coins cease to exist during the deposit/conversion system, only to be replaced by new ones. Favoriting would not actually fix the issue you've described, and while a solution may exist, in my experience, Piggy Bank money code is sufficiently complex and delicate that attempts to fix it may cause serious bugs (and has done so in the past). Unfortunately, even doing everything you asked would be resolve that particular problem.
 
The revamp of the void bag is definitely going to change the game for many players, I can't wait to get my hands on it when 1.4.4 arrives!

I also love how large of a game Terraria is now. It's amazing how dedicated the developers and the community are to this game.
 
This is the single greatest change to the game. Thank you devs. I would like to know how the quick sort will work with multiple void vaults? I can think of some malicious uses for this feature in multiplayer.

Honestly, the only qol feature I think this game is missing is an option to select a stackable item and have all but one be usable. Ex: If I select a full stack of torches and hit the auto-store, all but one of my torches would go into the nearest chest. It's definitely something I could go without, but it would make recourse management easier.

Keep up the great work and don't rush, you are all doing a fantastic job. <3
 
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Will the open void bag also allow bait placed inside to be used? This seems like a logical extension of the potion use, but I wanted to make sure.

Also, like the Guide to Critter Companionship, possibly make the Guide to Plant Fiber Cordage, and the Guide and Clothier Voodoo Dolls toggle-able and work through the void bag instead of being accessories.

Edit: also, as with my recommendation with the Guides/Dolls, make the Encumbering Stone toggle-able.
 
Is there going to be any more news on the echo machine thingy? That makes things invisible? For example:

  1. Will it work on liquids?
  2. Will the effects from light-emmitting blocks also become invisible? Specifically the maddening blinking of teleporters. If not, could the steampunker sell a non-blinking variant? Maybe if she's in a GY biome or something?
  3. Will holding the cursor over something invisible, such as a switch or torch, still display the little interaction icon (if that's what it's called)?
  4. Will there be "layers" to it? For example, can we make blocks vanish, but keep the walls behind them visible?
  5. Will the monolith(?) itself be able to turn invisible?
  6. Does the monolith have a range? Or will we just need one per map?
  7. Can the monolith be operated via wiring too?
  8. On Chippy's video, he mentioned that this would be a "coating", rather than a paint, and that there might be an "illumanant coating" too. Is this true? If so, will there be other coatings too, such as negative?
 
Is there going to be any more news on the echo machine thingy? That makes things invisible? For example:

  1. Will it work on liquids?
  2. Will the effects from light-emmitting blocks also become invisible? Specifically the maddening blinking of teleporters. If not, could the steampunker sell a non-blinking variant? Maybe if she's in a GY biome or something?
  3. Will holding the cursor over something invisible, such as a switch or torch, still display the little interaction icon (if that's what it's called)?
  4. Will there be "layers" to it? For example, can we make blocks vanish, but keep the walls behind them visible?
  5. Will the monolith(?) itself be able to turn invisible?
  6. Does the monolith have a range? Or will we just need one per map?
  7. Can the monolith be operated via wiring too?
  8. On Chippy's video, he mentioned that this would be a "coating", rather than a paint, and that there might be an "illumanant coating" too. Is this true? If so, will there be other coatings too, such as negative?
If you look at the actual original post you will find the term coating. It seems like it's just going to be another version of paint, and assuming that I wouldn't expect liquids to be coatable, and you should be able to coat walls/furniture/blocks separately; however, if it is its own layer I would expect everything on the "coated title" to become invisible regardless of how many layers. We still aren't sure if it is activated via wiring or if it's more akin to other types of monoliths which influence blocks on-screen. I would assume the monolith will operate like the fountains, which can be activated via wiring while still influencing specifically liquid titles when they are both in distance of the player. Looking more carefully at the original post, I saw that when activated, the torches no longer emitted particles; the only other way to stop torches is to deactivate them, so this might actually be based on the wiring system. If it is, I would imagine it is its own color only being activated by the monolith, however this is only speculation and I think acting like the fountains is far more likely.
 
Is there going to be any more news on the echo machine thingy? That makes things invisible? For example:

  1. Will it work on liquids?
  2. Will the effects from light-emmitting blocks also become invisible? Specifically the maddening blinking of teleporters. If not, could the steampunker sell a non-blinking variant? Maybe if she's in a GY biome or something?
  3. Will holding the cursor over something invisible, such as a switch or torch, still display the little interaction icon (if that's what it's called)?
  4. Will there be "layers" to it? For example, can we make blocks vanish, but keep the walls behind them visible?
  5. Will the monolith(?) itself be able to turn invisible?
  6. Does the monolith have a range? Or will we just need one per map?
  7. Can the monolith be operated via wiring too?
  8. On Chippy's video, he mentioned that this would be a "coating", rather than a paint, and that there might be an "illumanant coating" too. Is this true? If so, will there be other coatings too, such as negative?

TUMM11's response is mostly on the mark.

1. As it is actually a type of Paint, and not the machine, that renders things invisible, it will not work on liquids.
2. Tiles with glowmasks will have their glowmask become invisible, but they will not stop generating light. This allows for "invisible" light sources like torches.
3. Correctly aiming a mouseover on an interactible tile WILL show the mouse icon for it.
4. Blocks and walls can have the coating applied individually, but there will not be an option to "toggle walls and toggle blocks individually". They are either under the effects of the coating or not.
5. You can apply coating to the Monolith itself.
6. The monolith has an area of effect; it is, in fact, the Monolith which REVEALS hidden blocks, not rendering them invisible in the first place.
7. Yes.
8. There is Illuminant Coating. Any future coatings are TBD, as they have performance impacts to add.
 
glowmasks
Great name.
This allows for "invisible" light sources
Amazing.
Blocks and walls can have the coating applied individually
Will the coating be applied with standard brushes and rollers in that case?
The monolith has an area of effect; it is, in fact, the Monolith which REVEALS hidden blocks, not rendering them invisible in the first place.
Amazing.
There is Illuminant Coating
Does that mean we can paint something THEN have it illumanated?
 
Is there any intent to make some more NPCs that operate sort of like the town pets? Something like animated mannequins that can defend the town spots but don't provide anything other than that?

I know the reason for pylons was Red hated people making big towns, but now there is a system in place to outright punish players that like big towns (via higher NPC prices). This would be a compromise where the core NPCs are spread out and there are multiple smaller towns, but they could grow a bit more. No new shops, just an item that animates a clothes mannequin and you can arm them with stuff. You could still include the biome requirements for certain ones (think a djinn NPC that has to be in the desert but all he does is cast the spell that desert spirits use, nothing else and no buff/debuff for prices, but they will count as an NPC for pylon usage).

There are so many vanities this would work for, but you could cut it down to normal stuff like Honey/Jungle/Chlorophyte/Turtle/Beetle "Guardians" must be in the jungle (due to the source materials, and you wouldn't need to incorporate all of them, just one or two), while the "Frost Guardian" (which is Frost Armor, plus an Ice Blade or something) is only allowed in the tundra, and the "Forbidden Guardian" is only allowed in the desert. That would require no recolouring of anything, and the mannequin body (which we saw in an old video by Spinx has been animated as a vanity, but that was a cruel cruel joke) could be used for the armor's occupant. If you wanted to recolour, the Harpy, the Djinn, and the Lamia are all good candidates.

Imgur link for my own recolours, but I suck at coding stuff so I haven't been able to make them work as a TModLoader pack yet:
 
Seeing those new additions to the Void Storage is great, its usefulness pretty much just doubled.

Now, if only coins in your Piggy Bank didn't jump all over the inventory when using quick stack, I'd say the extra inventories have been perfected in 1.4.4.
 
Personally I think the Piggy Bank should work the same way whenever you have the Money Trough in your inventory, with buffs & Favoriting. Otherwise, cool stuff!
 
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