A world in Terraria is divided into five layers, each appearing at different depths, or elevations. Each layer has its own characteristics, and most layers contain multiple biomes. Depth can be determined via a Depth Meter or any of its derivative access
The Underground is the first layer below the surface. It fills the area between the Surface and Cavern layers, beginning at a depth of 0ft and extending downward. The Underground can be recognized by its distinctive background, which no longer contains n
Layers[] The height requirement (Sky/Surface/Underground/Cavern) is set by the height of the surface of the water, not by the position of the player. This can be taken advantage of by creating two adjacent pools of water on different layers. This allows the player to fish in either while...
Throwing coins into Shimmer increases the player's Coin Luck, of which the strength and duration of will be determined by the value of the coin and the amount thrown. Upon placing 300 or more tiles of Shimmer in the Underground or Cavern layers, an Aether biome is created. In the Aether...
Layers Lazure Lazure's Barrier Platform Lazure's Valkyrie Circlet Lazure's Valkyrie Cloak Lazure's clothes Lazure's set Lazures clothes Lead Lead Anvil Lead Anvil/nl Lead Axe Lead Bar Lead Bars Lead Bow Lead Brick Lead Brick Wall Lead Broadsword Lead Chainmail Lead Door Lead Fence Lead ...
TShock is executed by TSAPI, uses hooks provided by both TSAPI and OTAPI, and provides even higher level hooks and support tools to other TSAPI plugins. With all of this in mind, the primary goal when compiling TShock is to remember that only the second and third layers are required to...
They begin to spawn when there are three or more NPCs in an area that is within the Underground or Cavern layers. All the "basic" dyes are either plants that spawn spontaneously, purchased, or mob drops. Quest-exclusive Dyes can be obtained from the Dye Trader if you trade in Strange ...
Layers; using TEdit.Desktop.Services; namespace TEdit.Desktop.ViewModels; public partial class MainWindowViewModel : ObservableObject public class MainWindowViewModel : ReactiveObject { [ObservableProperty] private DocumentViewModel _selectedDocument; [Reactive] public DocumentViewModel SelectedDocument { get...
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