Talk:The Aether

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Drunk world generation range

For drunk worlds, the wiki states that it skips the first generation range, and thus should only generate in the second range. (The pictures shown on the wiki help demonstrate this.) However, in a drunk world generated in 1.4.4.1, the Aether Biome generated in an area that better matches the first attempted range.

Here is a .png of the world mentioned above. The seed is 3.4.2.05162020. The world is large, with corruption default, and is in journey mode. This world was also only played in singleplayer.

Wintar (talk) 00:45, 4 October 2022 (UTC)

The boxes in the image don't appear to match the algorithm. Each subsequent generation zone is larger than the previous zone and may contain it entirely, so it should not necessarily be an L shape in the picture. -Caboose684 (talk) 16:28, 12 November 2022 (UTC)

Celebrationmk10 worlds

The Aether Biome on a Celebrationmk10 world does not follow standard Aether biome spawns. It appears to take up the entirety of the possible spawn, and does not spawn one single big central pool. Here's a link to my Medium/Classic Celebrationmk10 world that I created in 1.4.4.1 I believe it was.

https://www.dropbox.com/s/jiqj5glg0yans7b/celebrationmk10aether.png?dl=0

— Preceding unsigned comment added by Xylia (talkcontribs) at 14:40, 4 October 2022 (UTC)

Including Placement Zone Coordinates

The images showing the zones where the aether can be placed are very helpful for seeing where to generally look for Shimmer. The problem is that players can't know if they are actually in the right area and are just guesstimating when searching. To help solve this it would be helpful if the coordinates (Depth and Horizontal Position) of each placement zone for each world size was included so players can know exactly where to search. Russ Guss Doodles (talk) 08:53, 14 February 2023 (UTC)

I'm afraid this is not feasible, unfortunately. The Zones section mentions how the surface/underground and underground/cavern borders are the bases of the zone calculations. Due to the randomized world generation, these borders are at different levels in every world, so the zones are essentially different in every world. Also see Space#Notes, where we have the same issue. --Rye Greenwood (talk) 01:38, 15 February 2023 (UTC)
Ah well that’s a shame. I guess it was worth asking just in case. Russ Guss Doodles (talk) 01:55, 15 February 2023 (UTC)

Aether town tip

Ever since the Aether was released, my usual strategy has been to put my cavern town there. This makes accessing the shimmer very convenient via the pylon network, blocks enemy spawns so that I can use it in peace, and spawns gem critters which regularly walk into the shimmer of their own accord and provide a steady supply of gems. I've found this to be extremely helpful, but I'm not sure if this tip would be too generic? The style guide mentions that tips shouldn't be applicable to a whole group of things (like a tip for all pickaxes being put on a page for a specific pickaxe), and I guess you could say that what I'm describing here is applicable to all towns. But I don't know, this feels a bit different to me? I guess I feel like putting a town *here in particular* is useful. At the very least, the point about gem critters going into the shimmer is unique. I've been torn for ages about whether this is an appropriate tip to add. Any thoughts?

Proposed wording:

  • Creating a town in the aether can provide quick access to it via the Pylon network, allow the player to utilize the shimmer without being knocked into it by enemies, and reguarly spawn gem critters which will walk into the shimmer of their own accord and provide a steady supply of gems.

Zichqec (talk) 03:45, 5 September 2024 (UTC)