These new Terraria walls let you see LIGHT & DARK perfectly

Visualizing Light and Dark in Terraria with new “Unbreakable Walls”
sanity.
Discord: https://discord.gg/yJrCt9YFz5
join: https://www.youtube.com/@Terraw/join

Music:
Stardew Valley – Volcano Dungeon (Molten Jelly)

Credits:
Mr. Never

Chapters:
0:00 Intro
0:40 Lighting Quirks?
1:06 Showing it off
1:40 Torch brightness, visualized
2:19 Weapons, woo!
3:38 Lighting Modes
4:26 Wrapping it up

Mods and Packs:
Foundry & Alchemy (Pack) – https://steamcommunity.com/sharedfiles/filedetails/?id=2440505684
Stanberry Font (Pack) –
https://steamcommunity.com/sharedfiles/filedetails/?id=2559652586
Stormdark UI (Pack) –
https://steamcommunity.com/sharedfiles/filedetails/?id=2448259079
DragonLens (Cheat Mod) –
https://steamcommunity.com/sharedfiles/filedetails/?id=2939737748
Better Zoom (QoL) –
https://steamcommunity.com/sharedfiles/filedetails/?id=2562953970
Character Stats (QoL) –
https://steamcommunity.com/sharedfiles/filedetails/?id=3033200611

#terraria

Visualizing Light and Dark in Terraria with new “Unbreakable Walls”

45 Comments

  1. Despite what the wiki says, I have been able to block swap out blocks in front of Unbreakable Walls, interestingly.

  2. i wonder if them interacting with light in that way was a performance thing or just something that happened that they never fixed because normally you wouldn't see them

  3. oddly, Retro looks brighter than Color to me, but it may be because your examples mostly stuck to blue light, which i guess has a darker qualia

  4. AH HAAAA I knew this one 😀 I saw some lighting bugs near the underworld which looked just like this. The only thing I don't understand is this also bugged on a non dual dungeons seed (and no T edit stuff this was ps5) Any ideas?

  5. Maybe they don't process lighting because, in their intended form (the Dungeon seed), it would cause bloat in lighting processing. That's my guess anyway.

  6. 3:42 I completely disagree here, retro and trippy lighting have always looked way brighter to me than white and color respectively, and they still look brighter even in these comparisons when looking at the actual game lighting. Maybe there's something wrong with my eyes, but when using white or trippy lighting any light source seems to go a lot further than on the more smooth lighting settings.

    I'm pretty sure the only reason it's the opposite in front of these walls is because light sources on color lighting are programmed to have just a little more range than on retro lighting, to counteract this effect where smoother lighting appears dimmer. When any amount of light is registered as full bright then this effect is obvious, but under normal lighting conditions it only slightly offsets the apparent brightness of the supposedly "dimmer" lighting modes.

  7. should be noted that the wall does not become 'fully bright' when lit, if you look closely the gray pixels of the wall actually fade to black, the reason it appears bright is because it uses a transparent texture without allowing light to pass through it,

  8. Interestingly, this behavior probably isn't actually unique to these walls, they're more likely just the only walls that block natural light but have a transparent texture;
    Other walls also draw as black squares when in total darkness, but they also either have textures which would be indistinguishable from black squares in total darkness, or can never be in total darkness if they're in front of a bright background.