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I consider the gemstone a bit easier to earn. If your world doesn't have a medium maze in the forgotten ruins. You can create an alternate world, search for it again and possibly get a free second amber larva and giant mushroom while you're at it. Where as azeos wilderness takes twice the time to mine through, and has far more area to explore.
With how costly repairing is, creating a new world to get something yours forgot to include is a larger pain. Even going in with immediate access to Azeos, you're going to burn through a Scarlet Pick before even getting that far. Iron isn't going to fair much better.
It's a good idea, just not really that feasible when your best bet is to go in with a pile of pickaxes.
(also, my world had 2 giant mushrooms, is that normal?)
Anyway, it depends. You can end up easily paying twice the repair cost because your pickaxe can end up using twice the durability if you don't pass certain thresholds in mining damage.
For instance, a scarlet pick on a player with 490 mining damage can go through 400 stone walls before breaking. A scarlet pick on a player with 525 mining damage can go through 800 stone walls before breaking. Your pickaxe would literally save half of it's durability if you just swapped off to a torch on every other hit to finish the stone wall since the second hit would be overkill in the case of the 490 mining damage player.
What you get in return for redo'ing the forgotten ruins is moderate amounts of mining xp and excessive amounts of stone walls and iron, on top of an amber larva. Which the stone walls can easily power level your crafting too 100 (letting you get the repair cost reduction perk if you want). And if mining reaches 80, you can get mining accessories (ancient rings) that would make an iron pick deal more damage to walls than even an ancient pick on a normal player. And ancient rings would turn the ancient pick into a pick that is capable of destroying mold walls with relative ease.
Although i'm not sure what i'm doing differently because I have gotten four sword hilts from just breakable drops and found two chipped blade temples upon first entering the nature biome.
I also got the ancient pickaxe on the first time beating Azeos too.
However with all that luck I still haven't gotten the grub helm after slaying the Hive Mother 11 times now even though I got the grub chestplate the first time I defeated Ghorm.
I do personally think the loot tables for the bosses are extremely ridiculous. And if anything there really should be at the very least one guaranteed clear orb spawn in a world generation. And also make the boss summon items an infinite stock item.
As for the crafting system I personally haven't had much problems at all with the repairing system ever since the reinforce feature was added. And scrap parts are like candy so I am really confused what the problem people have with it is.
Is it the durability being too low or the fact reinforcing an item costs the equal level bar/resource to do so? I personally find that to be fair when it gives a rather sizable stat buff for the reinforced over-repair, but I do want to know why people want it changed again.
The giant mushroom is supposed to spawn in the clay biome. There's a rare chance it can spawn in the dirt starter biome instead though. So I'd imagine the generator must have left them both in for their world.
I've had a world generate a map with no amber larva Point of Interest.
From my amber larva search patterns I've seen a world with only 1 maze and no gemstones in them.
But the maze usually has the clear gemstone.
Here's an example:
https://youtu.be/kGgJYev4tzc