

↑ See "Spawn rate" on the Modding fish data page.The only possible output is Sturgeon Roe, which can be put into a Preserves Jar to make Caviar. The initial pond capacity is 1 fish, but the capacity can be increased to 10 by completing four quests. However when I opened my world all of my map had gone even though all the things I've done in the world are there. When I played again on my regular PC, I had all my progress and I uploaded it into my Cloud. Sturgeon can be placed in a Fish Pond, where they will reproduce every 4 days. I played Terraria on another PC without any of my save data but logged into Steam. It can be used in dyeing, serving as a blue dye at the dye pots, located in Emily's and Haley's house, 2 Willow Lane. If you can explain exactly how you want the features to work, maybe we could help you in more detail, but otherwise we'd just be suggesting random proc-gen techniques that simulate what we imagine you are looking for and those, very likely, will not be transferable if your idea is different.Sturgeon can be used in the spool of the Sewing Machine to create the Fishing Vest. if you have multiple desert biomes, are they the same in general?), etc. how I assume Terraria works, the desert biome and the grass biome are separated by a large walking distance and you won't hit another desert biome if you keep on going), do you want each biome to be similar (i.e. Do you want your biomes to be separated by large areas and to be unique (i.e. There are some ideas in proc-gen that are generalised (for instance, using heightmaps for terrain), but a lot of the other features are going to depend on exactly how you want things implemented within your gameworld. So the problem with these "how do I do proc-gen X" questions is that the answer is usually fairly unique and specific to your circumstances. A Legend of Zelda themed adventure map for Terraria 1. Secondly, if your device has a smaller memory, it is advisable to use Terraria small maps, and it helps that such worlds make your work easier since all the resources are within reach. A more miniature world occupies little space, allowing you to construct as many maps as possible. Often the system clock is used to initially "generate" the seed upon game start.Ģ) Use a random seed to generate everything and save the result into a file that gets loaded upon revisiting the game so you only have to perform the random generation the one time. The Terraria world sizes have different impacts on users. This seed can be in the user's save file or something. the poisonous trail map mentioned below Terraria Calamity Our third fence. This results in two options for your random generation.ġ) Have a seed that you always reuse to re-generate the world every time the player starts playing. Stalker: 13 This page contains all the Outfits Sets, Costumes & Clothing in. You can find out how to do this by looking up random seeds in the manual. Because things are not truly random, as long as you start all your random generation with the same seed number then every random call will be the same as the previous time (assuming they are called in the same order) since they are starting at the same place in the algorithm. map for my world and renamed the old file to XXXXX.map and my minimap is back to normal. The world is your canvas and the ground itself is your paint. Possibly related to fiddling with cloud saving. Nothing is impossible in this action-packed adventure game. This base starting number is called a "seed". Edit: Somehow the extenstion on the map file located in the character folder in Documents\My Games\Terraria\Players was changed to. If you plan to randomly generate something, no matter what it is, then you should know this:Ĭomputers cannot actually produce random numbers! The best we have is, essentially, an algorithm that produces a series of "random" numbers from a base starting number. Now, even without knowing any of this I can still state something about any random generation. If you could answer some of those that would greatly help. Do you have your biomes pre-designed and you just want to shift their entire position? Are you attempting to procedurally generate biomes first? Or are you only concerned with the "features" being randomly placed while the actual biome shape is constant? And by constant can you clarify if you mean things stay the same session-to-session or player-to-player? Can you be a bit more specific on what exactly you need help on? I'm not quite sure what to address.
