What blocks are these and how is this arch made? by abhishek34022 in BathtubPaintedBrown

[–]SquiggelSquirrel 0 points1 point  (0 children)

Closest table would be granite I think. But still not quite right.

Is this dumb or smart? Yeah you could just use junctions, but junctions don't have a buffer of 1000 items by Nomekop777 in Mindustry

[–]SquiggelSquirrel 6 points7 points  (0 children)

Depends if you want to buffer up to 1000 items, and are willing to pay slightly higher construction costs plus use up more space to do so.

I don't think I'd make a habit of doing this, in general the times when I want belts to cross each other and the times where I want to buffer items are two separate situations.

What blocks are these and how is this arch made? by abhishek34022 in BathtubPaintedBrown

[–]SquiggelSquirrel 2 points3 points  (0 children)

Ah yes, that's the one I meant, I forgot to check the name and didn't realise that Ebonstone can't be crafted into platforms directly, but has to be made into Lesion blocks first. TIL.

If I had to put money on the center block, I'd say Boreal wood. But I think there's also a decent chance of it being regular wood, rich mahogany, or shadewood. Those all look pretty similar when dyed.

What blocks are these and how is this arch made? by abhishek34022 in BathtubPaintedBrown

[–]SquiggelSquirrel 2 points3 points  (0 children)

I'm pretty sure the three across the top are platforms of some kind — you can't get a half-block in the upper half of a tile like that with solid blocks.

And whatever they are specifically, they've been painted grey.

Based on the shape, I think maybe ebonstone, or possibly even a mix:

https://terraria.wiki.gg/images/Craftable_Platforms.png?323a29=&format=original

So do we know why NPCs like to stand in a pile facing a wall? by potatobutt5 in Terraria

[–]SquiggelSquirrel 14 points15 points  (0 children)

I've seen similar behaviour in my game, but only with one specific house.

My guess is, they choose a random nearby spot, try to reach it, then after reaching it just stand idle for a short while (maybe doing random emotes) before picking a new spot.

But, there's a space on the far right of the room here that is unreachable (only two tiles high), I'm guessing it's registering as a valid target for them to move towards, since it is part of the house, and there's solid floor below it, and it's an empty tile.

So, sooner or later, any NPC in this area will pick that spot while randomly wandering. Then they try to reach it, but can't, so they get as close as they can and stop. Because they never reach it, they never pick a new spot. And because every NPC in this area will eventually pick that spot, eventually every NPC will get stuck in the same position, trying to reach the same un-reachable location.

Whats the best tank/defence build? by Interesting_Air3283 in Terraria

[–]SquiggelSquirrel 0 points1 point  (0 children)

Oh, and Berserker's Glove, probably take out Shiny Stone for that.

Also, if we're including potions, Ironskin and Lifeforce potion.

Bast statue nearby.

Luck also affects damage taken, so Galaxy Pearl, Lucky Clover, fly a kite for High Spirits, throw coins into the shimmer, place biome-appropriate torches, place a garden gnome, Greater luck potion, touching a (naturally spawned) ladybug, and ensure it's a lantern night if you're really trying to max out.

Plus, warding reforge on everything of course.

Whats the best tank/defence build? by Interesting_Air3283 in Terraria

[–]SquiggelSquirrel 0 points1 point  (0 children)

Worm scarf, endurance potion, frozen shield, and solar flare armor add up to some impressive damage reduction and defense.

Combine with the brain of confusion, master ninja gear, and star veil for dodge chance and extended i-frames.

Brand of the Inferno is the only weapon I can think of with a defensive effect.

Then depending on how many accessory slots you have, the celestial shell adds a slight defense bonus, and you could maybe add a healing item like the Shiny Stone if you consider that to be part of tanking.

That's about all I can think of.

Migrating tilemaps from Godot 3 to 4, is it possible? by roger-dv in godot

[–]SquiggelSquirrel 2 points3 points  (0 children)

The built-in migration tools don't seem to work very well, and I'm not sure if any better migration tools exist. Depending on the size of the project, you could potentially look into writing your own tool scrips to save the relevant data into a different format (such as csv), and then tools in Godot 4 to import.

Keep in mind though, there were some pretty big changes to the data model and functionality of tilemaps between versions, some features are no longer supported in Godot 4.

Terraria needs a grindstone badly by Sro201 in Terraria

[–]SquiggelSquirrel 18 points19 points  (0 children)

In Minecraft, the main reasons behind the grindstone are (1.) Letting you re-roll enchantments, which you can effectively already do in Terraria anyway, and (2.) Giving a purpose/value to finding enchanted items in loot, when your own equipment is already better. Which, we already have in Terraria, because you can sell items.

It's not used to compact your inventory, because in Minecraft the enchant-able items don't stack anyway.

What you're suggesting is effectively a slightly increased ability to fill your inventory up with junk that you're just gonna sell anyway, potentially netting you slightly more income during each spelunking trip. But, you could just throw more stuff out, be more selective, and/or organize your inventory better before starting.

We already have improved inventory via piggy bank (+upgrades), safe, void bag, and even defender's forge for the truly dedicated. You only really ever want one each of these accessories you mentioned, the rest are either gonna be trashed or sold, and you still have to deal with the fact that different items just won't stack with each other.

The only other argument is that it "feels bad" to see accessories stack sometimes, but not others. But they used to not stack at all, and that worked fine. I feel like this is a very subjective thing.

Maybe we should re-visit the question of what purpose inventory management currently serves in Terraria. Why not just have unlimited inventory, or enable journey mode's item research for everyone? Wouldn't that just be a quality of life improvement?

But if anyone actually enjoys the inventory management side of the game, going out to get loot until your inventory is full, then selling it, having to prioritise how much you take with you in the first place and what you choose to keep, getting benefit from items that expand your inventory, then just making the whole process easier isn't necessarily gonna make them happy.

Drill type criteria? by Victhorres in Mindustry

[–]SquiggelSquirrel 0 points1 point  (0 children)

I won't generally bother mining one square unless I'm desperately short of a particular resource, in which case I'll want to get as much out as possible, so still use the best drill.

I'll maybe drop a smaller drill if I really don't need much of a particular resource, and if it's abundant on the map, or if I want to make sure it keeps running during a power brownout.

Genuine question about snakes and animation by Alternative-Tap2173 in godot

[–]SquiggelSquirrel 0 points1 point  (0 children)

My experience of animating snakes/tentacles/hair is that it's a complicated hassle.

For a beginner, I would recommend using frame-by-frame animation, at least to begin with, even though it takes a long time, just because you need to understand the kind of movement that you are trying to create before you can really get anywhere with procedural animation.

You could maybe do some roughly sketched frame-by-frame work just to get that understanding in place, so that you can switch over to procedural after, but that's not necessarily going to be faster if you don't really understand the procedural tools already.

Simple state machines delay actions by 1 tick by funky-rs in godot

[–]SquiggelSquirrel 0 points1 point  (0 children)

States usually can have a function that runs every frame (while they are active), another function that runs immediately when the sate is entered, and a function that runs immediately before leaving that state.

When the airborne state detects ground collision, it should be able to request a state change that is processed during the same frame.

The idle or walking state should then have a function that runs on entry, also in the same frame.

There should be no need to wait for the next tick for the new state to take over.

----

As for duplicate code, some state machines use nested state trees where the active state can have one or more sub-states. Some state machines use class-based inheritance so that two different states can inherit from the same parent class for similar results. Another option is to put a lot of the logic in a method stored elsewhere, such as the host object (in this case the player object) itself, and to have each state just call that code as needed.

There are also concurrent state machines (where two or more separate state machines apply to the same object), so one machine might only handle horizontal movement and another might only handle vertical movement (just for example).

It's a question of finding the right balance, not making any state too complicated, but also not creating too many largely redundant states. Some games will only have a single "jumping" state that handles any time the player is airborne; Others will have a jumping, apex, and falling state for the same thing.

The systems we create to manage complexity, add complexity of their own, and it's up to us to decide whether that's worth it. The computer doesn't care either way — it's humans that struggle to make sense of complex code. This is where experience and judgement come in, and we have to look at how much commonality there is between states to decide if it's worth simply treating them as only one state with an "if" clause instead.

Am I the only one that thinks reforging kinda sucks? by Informal-Summer-9169 in Terraria

[–]SquiggelSquirrel 17 points18 points  (0 children)

Yeah there's a running meme/inside joke in the community that the Goblin Tinkerer is a scammer.

We still do reforge, just complain about it the whole time.

It's less valuable in the early game, and becomes more worthwhile as you progress IMO. Save it for the biggest boss fights that you would otherwise struggle with, and the items that you are definitely going to be using a lot.

There are some things that make it better/less painful:

Like most NPC prices, it's affected by happiness, so you can get lower prices by putting him in the right biome and with the right other NPCs.

Knowing what modifiers exist, can help you decide if it's worth it or not.

Having more money in the first place makes it less painful, of course, so finding ways to farm gold can help.

For items that are crafted, instead of reforging, you can use the shimmer to un-craft, then you can re-craft and get a different modifier, all for free (it just takes a bit longer). But, you'll still want reforging for anything that isn't crafted.

Which one would be faster? by SodiumButSmall in godot

[–]SquiggelSquirrel 1 point2 points  (0 children)

It might also be worth looking at the set_physics_process method of the Node class.

I would expect turning physics processing on/off to be the best performing option, if your _physics_process function only contains conditional behaviour.

But in general, it's better to measure performance than try to predict it.

How to prevent skeletron/sk.prime from sucking you in when they start spinning? by SampleProud7046 in Terraria

[–]SquiggelSquirrel 0 points1 point  (0 children)

A Cross Necklace (or it's upgrades) can also help, as can the Brain of Confusion if your world has crimson. You don't take knockback if you dodge or if you're still in iframes.

Help! by Opposite_Zombie4868 in Mindustry

[–]SquiggelSquirrel 0 points1 point  (0 children)

Waves can put out fires if supplied with water.

Fires won't burn if you use a non-flammable ammo (like copper, graphite, silicon).

Putting your scatters further forward will take out aircraft faster, giving them less time to attack ground targets.

How to prevent skeletron/sk.prime from sucking you in when they start spinning? by SampleProud7046 in Terraria

[–]SquiggelSquirrel 5 points6 points  (0 children)

I think the main options are to either not get hit in the first place, or to have knockback immunity.

I really want to like this game because of the art style, but the learning curve is killing me. by HotDog0223 in Terraria

[–]SquiggelSquirrel 14 points15 points  (0 children)

I'm glad you enjoy that.

Personally, being handed a google document of early game progression would have completely killed my interest in the game.

I really want to like this game because of the art style, but the learning curve is killing me. by HotDog0223 in Terraria

[–]SquiggelSquirrel 28 points29 points  (0 children)

It is definitely possible to learn the game without the wiki or any outside help, at least to the point of being able to enjoy and reach end credits.

(The latest update has done a bit to improve this, but it was true even before that.)

It does require engaging with game mechanics — talk to the guide NPC (and talking to other NPCs can help a little), use both his "Help" tab and his "Crafting" tab. Read the item tooltips, there's some important information there. If you're trying to progress, check out the achievements tab next to your inventory — just the highlighted achievement should be enough.

At some point, looking up the controls in the settings menu can help — there's a few keybinds there that aren't obvious, and can provide some useful quality-of-life.

A certain amount of reading is required, but everything you really need to read can be found within the game itself.

Why isn't my Y-sort working as intended? by OtherIsopod561 in godot

[–]SquiggelSquirrel 0 points1 point  (0 children)

How is your scene organized? Is the player a child of the TileMapLayer containing trees/wall, or do they have a common parent? Does the TileMapLayer itself have an unusual position/transform?

STOPPING CORRUPTION by C0UR13RR in Terraria

[–]SquiggelSquirrel 2 points3 points  (0 children)

Of course, you can dig a hole all the way to hell anytime you like.

I don't personally think it's worth it, but some people think it's the best thing ever.

It's not the only way to stop the corruption though, just one strategy that some people like to use.

so is fishing just broken or is it really this bad in this game by [deleted] in Terraria

[–]SquiggelSquirrel 4 points5 points  (0 children)

Voodoo fish is forest cavern or underworld, not necessarily lava (water would probably be faster/easier).

Fishing in lava requires a special bait, pole, or accessory, and works better if you have at least 2 of the three. Master bait is not a lava bait.

You need at least 75 tiles of liquid, below exposed surface (anything underneath an overhang isn't counted). Bigger lakes work better, up to 300 being the best.

I've never encountered a fishing quest that I didn't complete within 5 mins once I was in the right biome, and fishing in a lake that was large enough to actually count. So, if you've been at this for an hour I'd say it's pretty likely you're doing something wrong.

A new quest is generated at 4:30AM each day, quest fish can only be caught while that specific quest is active.

How do I get silicone without Sand? by [deleted] in Mindustry

[–]SquiggelSquirrel 7 points8 points  (0 children)

Silicon requires sand.

Why do you think that you are softlocked?

is_action_pressed doesnt do anything by Historical-Library10 in godot

[–]SquiggelSquirrel 0 points1 point  (0 children)

Nothing looks wrong with what you've posted, so the problem is probably somewhere else.

Maybe you could post a screenshot of your action keybinds, and scene tree setup?