Every Step Costs Money | Tile-Locked Terraria Ep. 1: The Eye of Cthulhu

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Can I defeat the Eye of Cthulhu when every single tile is locked behind a paywall?

Welcome to Episode 1 of Tile-Locked Terraria! In this brand-new modded challenge, I am completely trapped at spawn.

The entire world is broken up into a strict grid, and if I want to take a single step forward, mine resources, or build a house, it’s going to cost me gold to unlock each tile.

With limited space and a severely drained wallet, my first major milestone is to summon and destroy the Eye of Cthulhu. Can I farm enough money to expand my borders, or will I get trapped in a tiny box forever?

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Comment Below: What is the best way to farm early-game gold when you barely have room to move?

#Terraria #TerrariaChallenge #tModLoader #Gaming

00:00 Intro
01:07 Getting Set Up
11:45 The Grind
28:59 The Eye

30 Comments

  1. you can press b to use buffs in your inventory ! that'll drink whatever buff potions you have, and eat food if you have it. it'd be a good idea to hold onto some cooked fish (or better food) for boss fights. i don't remember what all it does. depends on the tier of food. few extra armor points, some regen, and movement speed iirc?

    doing this on classic mode is probably gonna be really easy, especially if you're coming from master mode. probably too late to restart now, but expert mode boss drops could be a good way to farm for money. relics also sell well, but master mode is already hard enough without massively restricting the space you have to play with. expert mode is a sweet spot for me, at least.

    oof, using ai to code… it's just not worth it. often end up spending more time fixing mistakes that it made than if you were to just learn it yourself. thank you for disclosing the usage of ai. out of curiosity, then, did you use ai to make the tile locked terraria logo? if so, i'd be willing to help you make a new asset to use instead. i don't need money for it, it should be a pretty small task for me. i'd rather help make something than stop supporting you because you use genai. i liked this episode and this concept and i'd like to see more.

    is there a way to toggle between using free tiles and not using free tiles? the discount only gets better as tiles get more expensive, so it'd be cool to have the option to save them up for making an arena or a farm or something instead of yet another money grind.

  2. Sure the fish farm did come in handy with crates but watching you build a fish farm instead of an auto farm in the sand area hurts my eyes lol.

  3. I think this mod should have kept the idea from chunklock with requiring items to unlock tiles. Using coins means you could theoretically just grind out of your mind in the very early game and unlock all the tiles. Using items that keep getting harder to obtain and that force you to progress the game to unlock new tiles would be a much better option. I do get why the mod didn't do it though because it would be much more difficult to make

  4. Constructive criticism for the mod:

    It's lame that equipping the Border Scanner gives you an extra accessory slot. You don't need the ability to see/buy tiles 100% of the time, right? In that sense it's comparable to accessories like the Toolbelt, Spectre Goggles or Angler Earring whose uses are very situational. Those don't grant extra accessory slots. Knowing when to equip them and when not to is part of the challenge and adds gameplay depth. For something like this what you should be doing is just stashing the Border Scanner in an unused loadout when you don't need it.
    Let's also compare the vanilla informational accessories like the Mechanical Ruler (which works extremely similarly to the Border Scanner in how it modifies what you're seeing). The "informational" category of accessories explicitly do not need to be equipped in order to work. You can have them in the inventory and they function normally. There's no reason you couldn't do that for the Border Scanner, too, if you want.

    Giving an extra accessory slot just feels like a weird workaround hack that was the first thing that came to your mind rather than a solution that was actually well thought out. And that's fine, I get that this is a work in progress. But you really shouldn't just give the player an extra slot like that. With reforges you just get an easy +4 defense, which is a lot more cheesy than save+exit (which already sees use similar to what you're doing in vanilla anyway). It's making the game easier when the entire point of the challenge is to make it harder.
    Plus it introduces a ton of edge cases to keep track of in the code. What if you unequip the the Border Scanner while you have something in the extra slot? Does the item get hidden, does it get deleted, or does it pop into your inventory or onto the ground? If it gets hidden, does it still work (effectively giving you a free extra accessory slot whenever you want) or does it stop working until you re-equip the Border Scanner? You don't need to worry about all that if you don't grant the extra slot in the first place.

    Lastly, just as a point of consideration: does it really need to be an accessory? There are a bunch of other ways of doing it:
    – If you want it to be an item, you could implement it like the Encumbering Stone or the Guide to Critter Companionship, which are tools rather than accessories. They function by toggling them in the inventory.
    – If you want the player to always have access to it no matter what, you could add it to the inventory UI, in a spot near "Sort Inventory" and "Quick Stack to Nearby Chests" or the "Crafting" icon, or above the "Defense" icon, or you could even add the options into an inventory submenu like the Camera Mode or Housing Menu, where you can click it and get new options. You can keep the keybinds for it in this situation, too.

    Now, personally, I think that having it be an accessory is a good choice. But it could make sense to make it an informational accessory instead, and it definitely doesn't make sense to grant an extra accessory slot upon equipping it.

    EDIT: Oh, and now that I think about it, you could give the player those items at the start if they're that important (like how you already have the copper tools in your inventory the moment you spawn), rather than getting them from the Guide and having to sprint towards the Guide just to not get yourself softlocked in the first few seconds of the game. You could then maybe also get the option to buy them back from some NPC if you manage to lose them somehow (like by playing Mediumcore Tile Locked which sounds like a nightmare lol)

  5. This is like watching one of those mobile game ads where they intentionally play bad to make you want to DL and play it better.

  6. All these Terraria play throughs make me realise how terrible I am at the game. Started on expert mode and all mechanical bosses completely murder me so I'm at a figurative wall after beating the wall lol

  7. Neat idea. Though it looks like you could have saved quite a few tiles. The player looks like they are only 1 tile tall. So if you just dug out the ground to match the tiles you wouldn’t need 2 tall for walking.

  8. To fill out the entire small map, you will need 784,001,400,000 copper coins, or 784,001 platinum coins, and 40 gold coins.

    Assuming no free tiles, and the price increases by 5 copper coins each tile purchased.

  9. Idk what it is but the boxes being all around is really making me tweak 😭 im not claustrophobic but they look so disorganized if that makes sense