Farming will never be the same! | Terraria 1.4.4

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The addition of placeable unsafe walls in Terraria is going to change how we make farms forever. Let’s take a look!

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1.4.4 Playlist:

Art and animations by MythicalWater
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Music (in order played):

Twelve Speed - Slynk
Select - Patrick Patrikios
Papov - Yung Logos
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Sunny Days - Anno Domini Beats

#Khaios #Terraria #1.4.4 #LaborOfLove
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The fact that the dungeon guardian can also spawn with the new cursed dungeon walls is hilarious and terrifying. It can open the door to a lot of trolling. On the bright side, it can also open a lot of possibilities for puzzles and adventure maps.

Kleiser
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Wait, so you can now make traps that spawn dungeon guardians all over the world . . . maybe we could see this in the next terracorps?

Jengamouse
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The dungeon brick one is also a great way to troll friends when they have not yet defeated skeletron

kckefk
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If you toss luminite brick into the shimmer, it gives a different brick depending on the moon phase.

tushka
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The new unsafe walls also make us able to complete previously unbeatable challenges, like a block randomized world, as you loose the blocks, walls, etc, breaking the enemies spawns almost everytime

RaphaelStar
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Heavy Work Bench, Ecto Mist, and Shimmer really are the MVP’s of Terraria now lol

anyearoldmongolianguy
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Map makers: this is where the fun begins

kingvoidrider
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Imagine someone making an almost invisible mini-dungeon in the middle of the community hellavator... before Skeletron ;D

roshibomb
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This is perhaps the biggest game changer of 1.4.4
Never built a farm before but with this change I'm thinking I might actually do so

__carbon__
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This is massive for adventure builds. Also was to instantly kill any player who wanders off the path by putting the dungeon walls and summoning the guardian.

nameless_the_first
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my favourite thing about shimmer is still probably getting pre-hardmode crates in hardmode, which helps a lot as a builder who plays non-journey-mode still and uses wooden and iron crates a lot in builds

Khitiara_
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There's also a new item called the Shadow Candle which negates enemy-reducing effects of NPCs, which means the Skeleton Merchant won't interfere with your farming sessions even if he does spawn

umbreonthedreamer
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something extremely useful for hardmode with the shimmer is it downgrades so you can turn any extra ore to iron for the mechbosses

findot
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I really like how Relogic are making it possible to make completely custom maps without the need of any external software! So far the only thing you can't do is change the world size and spawn point in game, but let's see what the future holds XD

johnnys.
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Admittedly, this was made within 2 weeks of the update dropping, but there's a lot of missing info and even wrong information here.

Lihzahrds don't have any block count requirement. You stand in front of wall, they spawn on bricks. 1 wall and 1 brick is the baseline here. In the then-new Remix seed, you can remove the brick too.

Your spider and desert builds use way more walls than they need to and get much lower spawn rates than they should. Instead of placing walls above the spawn blocks, place them directly behind the spawn blocks. You'll get 100% spawn conversion with a fraction of the walls. For dungeon, place the walls 1 tile tall directly above the dungeon bricks; no need to go 5 blocks high, but the condition there is different so the walls need to be above rather than behind. Pre-Plantera, you can use any unsafe wall for dungeon spawns, not just dungeon walls, as long as the block is brick.

For cobweb farming, use the surface in a world that's not The Constant to avoid spider spawns and get 6x faster cobweb generation. Use vertical or horizontal corridors that are 4 blocks wide/tall so that all walls can generate cobwebs, rather than just the edges. Preventing spiders from spawning entirely is nice because town NPCs don't block spider spawns at all. With small cobweb numbers, you can guarantee cobwebs dropping from specific walls by hammering the wall before you pick up the cobweb; it's an average gain of 0.75 cobwebs as compared to the normal 0.25.

While you don't need sand to spawn underground desert enemies, forgoing sand means forgoing the other major use of desert walls, skyrocketing the spawn rate. Placing 1500 sand blocks and standing in front of safe desert walls gives you a whopping 5x spawn rate, immediately reaching the cap while not allowing any underground enemies to spawn so you can farm other enemies instead.

kellamyoshikage
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The dungeon wall Dungeon Guardian sounds like a good trap 🙂

Thumb_
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WOW super excited to make these farms!! Thank you for making this video :D

steampoweredpines
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for the spider walls, it will also work if the wall is ONLY behind player, then spiders would spawn everywhere, which is much easier to achieve than placing all the walls at mob spawning area. (yes there are two conditions and either *one* would make them spawn.)

saphilasagiri
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its insane how much the shimmer changes how we play the game wasnt expecting a new liquid to be so cool and useful!

jackhoran
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The level of information you bring to the table with things I would never have known is seriously insane. Every new playthrough becomes something else entirely because of things I learn from you.

polarbroomega