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Note that Remnants has its own Savanna generation as well, part of its intentional compatibility with Reforged. It's effectively the same as ours functionally, just a different 'style', though the positioning of their jungles and deserts is more consistent, and I believe the Savanna is guaranteed on their end.
I had one spawn right on top of the mineshafts thingy that spawns near the spawn (i think from remnants), or almost on top of the dungeon or next to the ice biome in the mod. I generate a huge map to try to avoid that, but it doesn't seem to matter.
Here is a screenshot with the usual spawn:
https://imgur.com/a/6iJJ3qU
I think it were to spawn on the red X from the snapshot it would not truncate a thing.
Though, what biomes/structures truncate it? It shouldn't be blocked by anything, assuming there's an uninterrupted space between a desert and jungle (ignoring Corruption/Crimson, which savannas can spawn over).
Also the way it scales to world size?, it seems like it ends up being dis-proportionally big on wider than normal worlds.
https://pastebin.com/x1iZZ72q
[14:43:32.360] [Main Thread/ERROR] [Terraria]: System.AggregateException: One or more errors occurred. (Unable to cast object of type 'SpiritReforged.Content.Savanna.Biome.SavannaWaterStyle' to type 'CalamityMod.Systems.CalamityModWaterStyle'.)
I don't understand why this is happening. Has anyone encountered this?
new class: the chain class
the weapons will throw out a chain that attaches to a enemy and startts spining (its an elipse) and the tip deals damage and the spining gets faster as you hold on and there is limit too.
it may be a bit bad but it would be cool to have class about chains
bye!