User talk:Bame66

From Terraria Wiki
Jump to navigation Jump to search

Hey!

Hi and thank you for your contributions to the wiki! Edits like yours are very much appreciated. Since you have been involved in the recent discussion about Guide:Class setups, I would like to invite you to the Terraria Wiki Discord server: https://discord.gg/zZGmGqk. Discord facilitates animated discussions, so we can reach a consensus about this page sooner. Thank you again for your commitment and hopefully see you on the Discord! --Rye Greenwood (talk) 23:35, 12 March 2019 (UTC)

regarding Chlorophyte Ore and Crystals in "Gardening", there was a split request.

The "Renewable resources" guide already had a split request for chlorophyte, IMO reasonably so: Most of that guide simply listed what resources were renewable or not, with at most a brief mention of how they could be farmed... and then there was that whole subsection about farming chlorophyte ore. (You might look at the talk page for background.) I put in crystals too because once chlorophyte's in, there's no reason crystals shouldn't be. --MentalMouse42 (talk) 11:02, 5 July 2019 (UTC)

You may have misunderstood the purpose of the split request (assuming this is the one you're talking about). It was about how non renewable resources should have their own page instead of staying in "Renewable Resources"; they weren't actually supposed to be split to Gardening, as that guide is better suited for Plants and Herbs.
I'm not sure why Chlorophyte was listed as Non-renewable though, so I can see why you got confused. Renewable Resources needs a lot of work at the moment, and Crystals and Chlorophyte are two of the main resources that people normally make farms for, so I think it's better to move your new sections to that guide instead.
Edit: I should also point out that the Non Renewable section was meant to be moved to a new guide, Guide:Farming, but that link happened to be a redirect to Guide:Gardening. That doesn't mean they were the same guide. Bame66 (talk) 11:24, 5 July 2019 (UTC)
Hmm. It does look like I misinterpreted the split request, but what I saw was that most of the farming info had in fact been split to Gardening/Farming. I found that reasonable, and considered the section on chlorophyte farming obtrusive in the remaining page, so I figured I was finishing the job.
Splitting non-renewable from renewable resources would be arbitrary and annoying to the reader, basically they'd need to know beforehand whether something was renewable, before they could know which page to look for the info on. (I think the fact that the split languished for 3 months suggests that even the proposers weren't terribly enthusiastic about it.) Chlorophyte is actually an excellent example of why the split would be problematic, being an edge case. As the pages note, it's "almost unlimited", aka "nearly renewable", because its production consumes mud. But while mud can be made from dirt, and both are plentiful... they still can't be created within a world, therefore non-renewable.
As it stands what we have is (1) an excellent page which discusses renewability and categorizes "all the stuff" as to whether or not it's renewable (and why) and (2) an excellent page on farming resources, now including the one that's technically not renewable but is still worth farming. So I'd say "if it ain't broke, don't fix it". I'm torn as to whether going over to the item template with icons would actually be a good thing, which is why I haven't set out to do it myself. --MentalMouse42 (talk) 22:30, 6 July 2019 (UTC)
The biggest problem with Gardening right now is that the Chlorophyte and Crystal (and to an extent, bait) sections just seem out of place, since the guide looks like it was made for plants only.
But... not only are Plants renewable resources, they are also the easiest and most worthwhile to farm, so I think the best course of action here is to merge the two guide into one: Farming Resources. This will:
* Give a needed rework to Renewable Resources, giving a detailed guide on each resource that is worth farming.
* Fix the Non Renewable issue the guide currently has, without splitting it away, because as you mentioned it is better to keep everything in one page.
* Rework the Non Rewewable section itself, as right now most of it is just "This is some stuff you can find in a world"
The one issue with this is that the amount of images and tables in Gardening may end up cluttering the page, but i think that wouldn't be too hard to fix.
Any thoughts? Bame66 (talk) 23:33, 6 July 2019 (UTC)
Merge them? To what end? If it's just the name "Gardening" that bothers you, we could pull it back to the name "Farming" (making the redirect go the other way) It's certainly natural to speak of, e.g."farming crystals". Indeed, the first sentence of the page reads "Gardening is the practice of intentionally spawning resources in a convenient area for harvest", which doesn't actually imply a plant. I forget the syntax that subs in a page's actual name, but if the source was altered to use that, it wouldn't care what the page name is. (ETA: Found it, and made the change. It's {{PAGENAME}} .
Now, I could see splitting out chlorophyte and crystal farming to separate pages, but they'd be pretty short pages, because neither is as complex as subject as the other Farming-category guides. It might be better to put the respective sections back into the resource pages as sections there, with redirects, e.g. "Farming Crystals" and Crystal Farming would both redirect to "Crystal shards#Farming crystals"... but then they wouldn't be in guidespace anymore. But, "Renewable resources" and Gardening by whatever name are naturally different pages. One is a reference page, providing information about game resources. Tthe other is an instructional page teaching how to farm certain resources.
And... looking back at the page, I see you appear to have renamed the wrong page! The page (formerly known as) "Renewable resources" page had perhaps a sentence or link for each farmable resource -- it's focus is in fact listing and distinguishing both the renewable and non-renewable things. Renaming that one to "Farming resources" is just baffling. If anything, the "Gardening" page has the better right to that name, except that there's also the matter of the Guide infobox, which has these and other pages under a category of "Farming".
At this point, my inclination is:
  1. Move the page about renewability to simply "Renewability", thus squelching arguments about "oh, it's discussing non-renewable resources too, horrors!".  ;-) I'm going to do that now, and update the infobox to match.
  2. That leaves the question of where to put chlorophyte and crystal farming. At this point, I'd be fine with giving them their own pages, short as they may be.
  3. If the previous end up/stay as sections, they should get redirects.
  4. Put a disambiguation page at "Farming", listing the various pages in that infobox category, including the new pages/redirects.
--MentalMouse42 (talk) 01:24, 7 July 2019 (UTC)
Actually, we agreed in the Discord to merge both Gardening and Renewable resources to one page. I didn't have time to finish the "new" guide yesterday which is why you can only saw the rename.
Basically, the reasons for the merge are:
* The concept of a "Non renewable resource" is simply pointless in Terraria, since you'd have to be extremely dedicated to even run low in a resource in a world.
* Even if you somehow exhausted a resource, you can simply make another world for it, something the Renewable Resources guide itself mentioned at the beginning.
* Gardening was always meant to simply focus on plants, hence the name "Gardening". But there is really no reason to separate Plants from other renewable resources.
* The "Renewable Resources" was already in need of a rework.
Once again i think you didn't understand what the point of "Guide:Gardening" and "Guide:Farming" was; one was meant for growing plants in a garden, while the other would've been the "Non renewable" section of Renewable resources. I think the fact that Guide:Farming (a page that doesn't actually exist) redirected to Gardening may have confused you.
The old idea of splitting Renewable Resources was scrapped and now we will focus on just "Farming Resources". The whole "Non Renewable section" will probably be mostly gone since as i mentioned above, the concept of Renewable resources is simply worthless to talk about in detail. Bame66 (talk) 10:40, 7 July 2019 (UTC)

I'm popping the indents back out, because that was getting out of hand.

  • "We agreed on the Discord"? Who's "we"? I don't follow the Discord, and I haven't seen any sign of recent discussion in the pages of this wiki. If you had taken some time to invite me to a discord discussion, I might have been able to join in, but I would not assume that Discord is part of how things are decided on a wiki.
  • Just to be clear, from my point of view, I came back after an absence and tried to improve a page which had a 3-month old split request; you responded initially with reasonable criticism, but then you went on to immediately rearrange pages, including completely redefining the page I was working on all without on-wiki discussion. I've been working on various wikis for a decade, so I know something about wiki etiquette, and let me tell you, that's kinda rude!
  • Bluntly, when I came to it a couple of days ago, much less when I was working on it in 2017 and 2018, "Renewable Resources" was not "a guide to farming resources".
  • I had just reworked the Renewable Resources section to be a much cleaner summary, without all the tiny sections. I've rescued the resulting page into my sandbox. User:MentalMouse42/Sandbox/Renewability.
  • Non-renewability is hardly pointless -- not everybody wants to be a world-hopper. While landscape blocks may be plentiful, this is not true of items from location-specific structures and chests. In particular, many players do want to know which items may not be replaceable, for example if they are making a trophy/collection room.
  • I can certainly get behind a combined page for farming resources. I will look at your work and consider it when I've had time to calm down. I'll agree that a listing of non-renewable stuff has little place in a guide to farming resources, but again, I think it's a useful wiki resource in its own right.

--MentalMouse42 (talk) 13:38, 7 July 2019 (UTC)

Yeah, sorry, that was very rude of me. I basically ignored you when i merged the guides. I didn't actually remove the Non renewable section, i realized halfway through the edit that it was very worth keeping. The only part that was removed was the very long list of all chest drops, since that didn't feel too important for the guide.
The guide wasn't actually rewritten like i said it would've been, in fact it remains mostly the same; the main change was that a kinda big part of the renewable section was replaced with the farms from the Gardening guide, and that's only because Gardening had better and more detailed info on those parts. It's still divided in three sections: Renewable, Practically unlimited and Limited. This way, you can organize each resource depending on its renewability, and also detail methods of farming the renewables in the same place. Redirecting constantly to Gardening would be kinda annoying for the reader, don't you think?
Your edits to the old Renewable resources guide were a step forward towards making the page better, however they didn't help with the main issue of it: A guide that only details which resources are renewable or not isn't very helpful for a game where even the "non renewable" resources are practically unlimited. For example even the Hive blocks are hard to deplete, and those are part of the most limited blocks in a world.
Again, i'm really sorry for literally ignoring you on the decision, and for making it sound like i was going to change everything.
P.S i think that Discord invite that Rye left first in the Talk section should work for you, otherwise i don't really know how to invite you. Bame66 (talk) 14:18, 7 July 2019 (UTC)
Coming back after a proper breakfast: Apology accepted! We all step on someone's toes sometimes, being able to apologize makes the difference. Looking at the new page, it does look pretty good. I can see a couple of places where it lost information, but I'll edit those in and/or take them to the page's talk. For non-renewable items, while your summary is good for that page, I think the list of individual items is worth a new page, specifically so players can find out what items are irreplaceable. I'll work on that. --MentalMouse42 (talk) 14:34, 7 July 2019 (UTC)
It's a problem i have, really. It's the second time i cause an issue like this in this wiki :P
I have readded a couple things from "your" page back, and tbh the chest item list doesn't actually sound that unnecessary. If you add that part back i wouldn't object.
Next time i'll try to make sure that *everyone* involved with a page discussion agrees with a decision i'm about to make. Bame66 (talk) 14:54, 7 July 2019 (UTC)

Whatfor clipping weapon rec for Medusa's head on Guide:EOW strategies?

I'd say pulling that rec was pretty peremptory, but don't want to edit-war. Have you actually tried it? I have. The Medusa's Head does 45 base damage, to all segments in line of sight. The Eater's body segments only have 150 health. With a modest damage bonus, that basically means wiping the boss (or a large section of it) out in 3 strikes, and it's not too hard to set up near-perfect shots once it's free of the ground. ETA: And with a statue farm, player can pick it up pretty much as soon as they get into Hardmode. --MentalMouse42 (talk) 01:56, 4 September 2019 (UTC)

It can definitely kill it super quickly, but my issue with it is that it doesn't really mean a lot. Not only are there a ton of good piercing weapons in HM (Jester's arrows are the first thing that comes to mind), but also being able to kill that boss quickly doesn't mean too much at this point in game. Even the weakest HM weapons can kill EoW pretty fast, but then again looking at how excellently Medusa's Head does it I can see it being re added. Bame66 (talk) 19:54, 4 September 2019 (UTC)
Thanks, for the record I re-added it with more explanation. --MentalMouse42 (talk) 20:43, 5 September 2019 (UTC)

Re: Invincibility frames on Damage page...

The upshot is: Where else? A number of pages mention either invincibility frames or piercing limits in passing, but I couldn't find any place where it was authoritatively discussed, and it really ought to be documented somewhere. The Damage page itself is pretty scanty, but the intro makes it clear that it does deal with damage in general, I couldn't find anyplace more appropriate, and it's not enough to warrant its own page. I'm hoping that over time others will fill in info on these matters -- when I get a chance I'll try ransacking the forums myself, but now there's a place to put any new info. --MentalMouse42 (talk) 22:56, 25 October 2019 (UTC)

Yeah, this is really the only page where it can stay, because no one will ever agree with making a full iframes page that it's 2 short paragraphs. My issue/nitpick is like, the Player's own Iframes due to it feeling a bit out of place, but again there really isn't anywhere else to put it. Bame66 (talk) 23:37, 25 October 2019 (UTC)

Possessed hatchet vs Betsy

Bame66,

When I added possessed hatchet before to the Old One's Army strategy, I was surprised when you reverted it. I didn't revert back, since I felt like you had a good point, but I've experimented quite a bit since then.

I've beaten Betsy with summoners, mages, rangers, and melee fighters. I've beaten on both Normal mode and Expert mode, and possessed hatchet is by far the easiest kill. I've used it with the UFO and also while flying around the crystal with wings. There is quite a bit of movement in the fight, since Betsy is fast and strafes across the screen. I'm not sure that trying to track her with the Terra Blade or Influx Waver gives a better DPS considering all the missed shots you can make.

I'd like to at least add it in as a possibility. It can't hurt, can it?

Mathbrush1 (talk) 16:46, 18 May 2020 (UTC)

I've also beaten the Old One's Army many, many times (in fact, I tested all the weapons listed on the page to make sure it wasn't wrong on anything). I highly doubt the Possessed Hatchet was "by far the easiest kill" when it sits at a relatively disappointing 1k DPS when other good post-Golem weapons easily average 2k-3k combined with its very poor crowd control on an event that is pretty much a DPS test and when Betsy is the biggest target in the game so having homing for her barely matters. Betsy may "move" a lot, but she deals so little damage with all her attacks that there is barely a need to even dodge her, in fact most of your time will be focused on just killing her quickly while making sure the birds don't get to finish off you or the Crystal.
I guess it doesn't hurt to just have it as a "it works but other stuff is better" but if it only works in one thing, and it's not even particularly good at it, it may be more misleading than helpful. Bame66 (talk) 23:05, 21 May 2020 (UTC)

Empress of Light strategies

I would like to know why you deleted a few Empress strategies. First: the dodge chances. Black Belt/Master Ninja Gear, as well as the Brain of Confusion, are actually rather helpful, especially during the daytime battle. The dodge chances can save you and get you out of some of the toughest situations, and I thought the tips were pretty helpful; in fact, I didn’t even realise the BoC could be useful there. Next up, the Discord/Dissonance items. Why? When you’re getting pinned down by the light flower attack, or you accidentally flew into space and a homing attack just fired, or you’re being targeted by the ‘sword storm’ attack, these are genuinely useful, and I’m really quite confused as to why you deleted them. — Preceding unsigned comment added by 108.217.54.150 at 19:57, 30 May 2020‎ (UTC)

I have two reasons for that:
The first is that all four of them (the Brain, MNG, the RoD and the Hook) were in the Armor section, which is not where they should be as that's for, you know, armor. I didn't actually remove MNG or BoC from the gear recommendations, just moved them to Accessories where they should've been.
The second is that I only updated the Guide with the night-time fight in mind, and didn't even think about day time strategies. That's my bad, and now I'm going to re-add the parts that add emphasis to their ability to cancel all damage, as well as adding an equipment section for the Hook and Rod of Discord. Bame66 (talk) 22:03, 30 May 2020 (UTC)

Thank you for your help!

I face the Old One's Army in Master Mode and you were completely right, The Possessed Hatchet was not strong enough. I ended up using Terra Blade for most of the fight, plus Flairon for the bosses (I couldn't find an Influx Waver). Thanks for your help! Mathbrush1 (talk) 04:01, 3 June 2020 (UTC)

Why did you undo my edit?

A few days ago I added in Frost armor that the debuff is handy for tracking worms and other enemies that go through tiles, but you undid it. Why? 56KPK (talk) 01:09, 8 October 2020 (UTC)

  • For some reason, I understood that you meant that since attacks with the set bonus can reveal some stuff through tiles, you could spot some worms underground like that. I thought that was way too unreliable to be useful so I undid it. Reading it again though, I misunderstood what that meant. I've added it back with a reword. Bame66 (talk) 11:43, 8 October 2020 (UTC)
I suppose it was a bit unclear. 56KPK (talk) 06:00, 9 October 2020 (UTC)

Removing significant amounts of items from Guide:Class setups

You recently edited https://terraria.fandom.com/wiki/Guide:Class_setups, removing a ton of items you deemed unnecessary. I can understand why you might not want to see every wooden armor set and weapon (although I disagree, the point is to show good class setups at specific points of progression. The pre-boss section covers a wide span of in game progression, and depending on where in that progression the player is the best set available could be shadewood armor or it could be platinum armor. By removing all that you further obscure early-game progression for those that are starting their worlds) or some christmas items, but your edits beyond that were unnecessary and should be reverted. If not I'll have to take the time to add back certain items myself. I won't undo the edit since some of the changes were good.

You removed text I added that pointed the player towards powerful and easily obtainable weapons in the early game, but more importantly removed highly useful items such as the TERRASPARK BOOTS (from every section besides endgame, even though they're a pre-hardmode item), magma skull, lava charm, MANA CLOAK, and tiger climbing gear + armor such as cactus armor, ancient cobalt armor(the strongest available at that progression point), and orichalcum armor. Not to mention removing weapons like the sniper rifle and paladins hammer + ammunition like flaming arrows (pre-boss section), cursed arrows, cursed bullets, and high velocity bullets.

You replaced frostspark boots with lightning boots, despite it being a clear downgrade. You removed orichalcum armor but for some reason left mythril and palladium armor. You removed multiple viable and powerful items and weapons.

In conclusion, this edit had several poor changes and was inconsistent, and as such should be revised.


Should be noted that conflicting opinions will forever be an issue with a guide like Class Setups, so don't take my reverts personally. Now, to explain my edits:

About the tips for Shadow Orb/Crimson Heart weapons, that was a weird emphasis on those weapons. Getting them doesn't require you to go very far out of your way, they are not the strongest of their tier, and the guide doesn't have tips for specific weapons like that anywhere else. It was just odd and unnecessary.

This guide focuses on combat utility, so Terraspark's small QOL effects are irrelevant. For all that this guide is concerned about, Lightning Boots, Frostspark and Terraspark are practically the same item, so listing Lightning Boots alone is a way of saying "don't bother upgrading them, you are not missing out on much". And yes, I am calling them "small QoL". Lava Waders are outclassed by 2 common potions, and in all my years in the Terraria community I have never seen anyone find an use the Ice Skates. I kept Terraspark in at Endgame because at that point may as well have infinite Water walking, it doesn't really matter.

Magma Stone gets no meaningful benefits from its preHardmode upgrades. By the time you pick up a Magma Stone you'll already have explored the Underworld, which means you'll likely have mined Hellstone, so the Obsidian Skull will be of no use to you. Even its single defense point is when upgraded. Grinding for an Obsidian Rose is much harder and far less rewarding than crafting a pair of Obsidian Skin potions. By crafting Magma Skull and Molten Skull Rose the only thing you are doing is locking yourself out of the Fire Gauntlet later on.

Mana Cloak will forever be an outclassed item. Any exploits that you could pull off with the Star Cloak are better done by Star Veil or even Bee Cloak. Any mana economy that you could get out of Mana Flower is better done by Magnet Flower. Let me also just point out that once you do the math on Mana you'll realize that a theoretical item that gives infinite mana would only be about a 10% DPS increase for most weapons, so that 50 mana that you may or may not pick up from Mana Cloak won't ever matter.

Tiger Climbing Gear allows you to grapple onto a block that has to be right next to your character. A hook allows you to grapple onto any surface from 10-30 tiles away with no accessory cost. If you can buy a Tinkerer's Workshop for Tiger Climbing Gear you can also buy a Grappling Hook. If you don't have Tinkerer and just got Climbing Claws from a Wooden Chest, then you'll be in a cave using Ropes or Platforms which are better and faster for climbing up walls. It has no use beyond being a vehicle for good modifiers.

Cactus Armor is limited to just being a rudimentary way to kill weak enemies using its 1.4.1 set bonus. Once you get a competent weapon you won't be doing that anymore. It's the same deal as the Wooden Armors: Never optimal and won't be used for more than an hour of gameplay. If pre Boss is going to include Shadow Orb and Jungle items then there is no excuse for minute 1 gear to be sitting alongside it.

Ancient Cobalt is a clone of Jungle Armor. Jungle Armor is crafted using the materials dropped from the same enemies that can drop Ancient Cobalt Armor. If you can get Ancient Cobalt Armor, you are inevitably going to get a full set of Jungle Armor as well. Jungle is far easier to get, so you will always get Jungle armor instead of Ancient Cobalt.

Palladium is not only very easy to get a full set of, but it's also an underrated armor set with a great defensive set bonus that can be comparable to Adamantite. The melee variant of Mythril armor also has niches over Adamantite, trading defense and melee speed for more DPS. Not that this is only Melee mythril; Ranged and Magic mythril isn't included due to their armors being directly outclassed by everything else. Orichalcum armor just sucks and has no niche. Cobalt doesn't even deserve a mention.

Sniper rifle was only removed from Endgame where it's truly useless compared to VBeater and SDMG. Paladin's Hammer is stuck in a limbo where it's not a bad weapon but it's also outclassed by so many things that it's never optimal. I guess it deserves a spot still, but idk.

Flaming Arrows are directly outclassed by Frostburn arrows. If you have a choice, you'll always make the latter. The only difference between the two is a single ice block that Frostburn requires.

The sad reality of bullet variance is that Crystal and Chloro are so dominant that you'll very rarely find a reason to use anything else over them; only High Velocity gets a niche due to its pierce (and it wasn't removed from the guide). Ichor and Cursed Bullets only get used as sidearms to inflict their debuffs, which I guess is fine but a sidearm melee weapon with a Flask is always better. Bame66 (talk) 01:23, 15 July 2021 (UTC)

Flipper movement speed bonus

Hey there, you recently edited the Flipper page to add that it grants a +10% movement speed bonus underwater. I'm curious as to where you found out about this, as I'm having trouble finding it in the source code. The player's accFlipper attribute is only used in Terraria.Player.JumpMovement, where it is only used to enable the "infinite double-jumping" underwater. Could you point me towards where the movement speed bonus is granted? --Rye Greenwood (talk) 16:17, 16 September 2022 (UTC)

> Looked through the code again... couldn't find it either. Cuack. I must have confused it with something else when looking through the code, my bad there. Bame66 (talk) 12:09, 19 September 2022 (UTC)