Terraria's "true" rarest event: travrolling to infinity
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- Опубліковано 28 чер 2024
- Terraria's "true" rarest event: travrolling to infinity
I wonder if there are any other "infinite retry" mechanics in Terraria.
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Thank you to the THelp community for contributing to this project as a whole.
#terraria
Chapters:
0:00 Intro
0:29 How the traveling merchant rolls his slots, and why he rerolls
1:30 Different types of slots
2:01 Reroll caps by slot designation / type
2:45 Main slots aren't capped at 4,200 / 4,400 rerolls!
3:32 How "rare" can an event made of successive rerolls be?
4:41 Outro
Music:
Terraria - Rain
Terraria - Town Night
Terraria - Alt Underground
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Terraria's "true" rarest event: travrolling to infinity - Ігри
The pseudo-RNG games use wouldn't actually allow the rolls to go on indefinitely, I have no idea what the recurrence time is but the C# random's state is 2^1728 bits so if it's possible to roll an item it'll definitely roll at least once in 2^1728 rolls as a very loose upper limit - that's still kind of a lot lmao
Yeah that's what I was thinking of too! the theoretical maximum isn't set by Terraria but by the psuedorandom function it's using instead. Maybe if someone knows what C# uses for random they can compute the seed that gives a theoretically longest chain of fails Terraria can go through when doing merchant slots.
This is only true if no other events influence the state of the pRNG. If other random events share the same pRNG, it's perfectly possible to manipulate it such that any states which would give a successful roll are avoided by ensuring those states are used by other random events. Ofc, idk if that holds true for this specific instance, just speaking generally.
just kinda? 😂😂
For additional context, the upper limit of a C++ "double precision" floating point (and probably the same for C#, I'm not that familiar with it) is about 1.79e308
That's around 2^1024 I think, so this is getting into even more absurd magnitudes than what most programs can usually roll with
But can the RNG function output *every* number?
Sure, if it's output space is smaller than the state space then it probably does
But it doesn't guarantee anything
4:18 Still more common than Giant Tortoises dropping the darned Turtle Shells.
not just any shell
the last shell you need to complete the set while on a dedicated melee run
They compensate it by dropping _self_ on you
I had a warrior playthrough and wanted to craft Turtle armour, i killed 45 tortoises without them dropping a single shell, but literally the next 5 of them gave all 3 shells
one time i was farming for like 6 hours for a ice shell from frost turtle
i killed around 150 of these mfs
@@olsirmonkey Y'all actually use turtle armor?
Turns out that the "slotItemAttempts" just doesn't apply here, and nor does the rarity adjustment. So, infinite loops for the win.
Fisrt!!!!
Hello
I got a dark mummy to drop a corruption key, mummy shirt,megaphone, blindfold, and a dark shard, can somebody calculate those odds cuz im pretty sure its a one in a millionn😅😅
This is why no one understands how travelling merchant works.
Even his spawn chance is based on a per frame basis.
I imagine every slot reroll is The Travelling Merchant not knowing what to have in his bag when he shows up in our world. So imagine how indecisive he must be to not pick an item 1 billion trillion times before saying "yeah, sure, I'll give them this weird yo-yo"
random note but im pretty sure 1 billion trillion is 10 sextillion
@@cinnamoncat8950 one billion (bi means 2) one trillion (tri means [i think] three) so it would be 10^18 (1 trillion) multiplied 10^12 (1 billion)= 10^30 and 10^30 is 1 quintillion but not sextillion so you were off by a bit althrough 10 sextillion is a lot more
@@cinnamoncat8950 i took too much time on thinking and writting that comment than i through
@@vodkaandpizza one = 10^0, one thousand = 10^3, one million = 10^6, one billion = 10^9, one trillion = 10^12, one quadrillion = 10^15, one quintillion = 10^18, one sextillion = 10^21
10^9 * 10^12 (add the exponents together since they're like terms) = 10^21 = one sextillion
I don' t know exactly where i got ten sextillion in my first reply but i was literally doing it on my fingers soo... anyways i also checked it with a calculator and got 1 sextillion
@@cinnamoncat8950 oops i see what my huge mistake was, i was confusing the 10^x whit other numbers, thank you for helping me notice
Cant Wait For "Terraria's Actual Actual "true" Rarest Event
"terraria's Actual Actual "true" Rarest event, Debunked, Debunked"
We're entering the "probability hell" era of Terrasteel and I welcome it.
Hello again!
Oh goddamit why is this person in every single community
@@louisperry6138 why „goddamit“?
@@emanwonkon2205 I have seen that Vore fetish marshtomp everywhere
@@louisperry6138 its a swampert...
Do you really know so little about pokemon?
The traveling merchant's shop inventory gives me very strong feelings of displeasure.
The actual number you're talking about here isn't "infinite", but rather Omega. It is a finite number, meaning it's smaller than infinite, as whatever number of rerolls you choose you'll get a finite number, but it's greater than any real number as for whatever x number of rerolls with y probability there is the possibility of choosing x+1 number of rerolls with a y' 1 so it's not a probability, but everyone get the point and replacing infinite but "1/infinite" (not defined but whatever) or lim x->0+ of x is the same)
There's a great video on infinite chess about mate-in-Omega move which talks in greater details/with a better explanation of Omega if you're interested, but feel to not care I'm just nitpicking at this point lol
Omega is countable infinity. Omega is a type of infinity.
@@cewla3348 omega is considered infinite (anything greater than all the real numbers is) but it is not the concept usually referred to as "countable infinity", that is aleph zero. omega is an ordinal number, aleph is cardinal.
@@nevermind3476 Omega is the ordinality of aleph-0, vice versa.
I think this counts as a series by this point
It's important to remember that Terraria does not use hardware rng and as a result anything that retries until some random condition will eventually succeed because it's not actually random
Oh, so that's why my Terraria sometimes freezes right before a Traveling Merchant spawns.
How long have you been playing terraria for for that to happen?!
@@emanwonkon2205 Not very long. And the freezes aren't very long, they're always at most half a second. RNG is wacky.
One of your videos got randomly recommended to me some time ago and I’m so glad it does. Im such a frickn nerd about stuff like this it’s so cool
Because of things like this, I feel like the more interesting question would be "what is the rarest possible OBSERVABLE Terraria event?"
Like, when you see the companion cube in slot 1, you don't know how it got there. It might've rerolled like 19 times and had a probability in the millions, but it also could've rolled first time. Same goes with ladybug luck - you don't notice when luck triggers for a reroll but then fails the reroll, so I wouldn't count that either.
I feel like under this logic, a pirate dropping a "lootsplosion" of all his items under the worst luck possible is likely going to be the least likely event, but it might be possible to find a rarer event in world generation - something like encountering a row of 20 heart crystals in a line in a cave or something.
You can always make an "event" rarer by adding extra criteria. For example, the pirate had to be a pirate gunner, and it had to be killed at 74% completion of the event, and it... You can keep adding criteria. Of course, that kills the point of it, so I suppose it is "rarest event that is interesting", so it is more of a subjective thing.
As for the 20 heart crystals, according to a quick google search (I didn't want to do the maths, I've done enough of that in this comment section today) there are 120 billion world seeds, so it is incredibly unlikely that such a seed even exists.
It sounds like that’s what the follow up video about the rarest merchant you can find would be?
Probably not, considering the rarest event video used bad ladybug luck succeeding in proccing when that's unobservable
Ultimately, the Traveling Merchant is perhaps the most interesting part in Terraria when it comes to analyzing RNG. It's just so funny seeing you do an RNG analysis on the guy.
I love that this man over here is working so hard to figure out something that will basically never happen.
It's like those scientists trying to figure out when the universe will end... "It's going to be 10^80 years" "But photons, so 10^140" "But black holes and hawking radiation, so 10^10^3"
(i'm just making up numbers, i haven't got a clue)
The thing is this could have actually happened to someone and they would not know
The worst part about all this is that you won't even know how many times the merchant's items rerolled, that information is never given to the player, just the final results.
Maybe there's a way to create an RNG system that works in that way
I have no idea how its actually written, but I'd assume for something like that, were it a problem, the game could just call a new process to determine inventory and spawn the merchant when that process returns. Which would prevent any freezes or whatnot. That sort of thing isn't exactly difficult, though whether anybody would bother with that sort of probability idk.
It wouldn't though, because there is no need. This stuff makes shuffling a deck of cards twice and it being the same look likely.
Oh boy a new series
I feel like that part of the reroll code should have a chance increasing variable that makes things more likely to be chosen, thus, with each unsuccesfull reroll of the whole pool of items, the next rerolls have lower chances to fail, up to a point it is guaranteed to choose an item at some point
That would explain the sudden crashes when he's supposed to spawn.
Cant wait for true true true true rarear event in terraria
this video actually makes me wonder if i got a really high amount of rerolls, one time i saw it said the travelling merchant has arrived and like a second later my game froze up and crashed
Terraria: Descending into numbers madness
It's fun to mod games' RNG to be constant or patterns and see what happens. Good way to find bugs, too.
Last night, the Traveling Merchant had a blank first slot for me. What are the odds I found a related video on UA-cam on my feed?
The thought of how much research you do kills me
Terra always surprises us
the "why" rarity
Ok so THIS is why terraria max luck mods crash when spawning a merchant.
I remember one day ther merchant spawned selling the halo, but i was too early in the game to buy
Usually we don't even think about all the math behind it all, to us peasants he just brings what he brings when he arrives and that's it
For the rarest rerole remember that you can expand the inventory of the merchant by putting his hat in shimmer
Actually, all terraria things that happen have a 100% chance of happening if you agree that everything in the universe is predetermined
its actually possible to get 11 items on normal mode without satchel because i got it on my first playthrough but i just didnt know how rare it was so didnt screenshot it
4:40 I would assume that mumber would be either 2,147,483,647 or 18,446,744,073,709,551,615. The only thing keeping me from deciding on one is the fact that I don't know if the system used for this calculation is 32-bit or 64-bit.
Or I could be wrong about both and the system is 16-bit, in which case the limit can't be any higher than 32,767.
I have a question, how does the travelling merchant select which items to roll first / last ?? are the item roll orders also randomized?
bro took a simple question you try to answer while procrastinating and made it a series
So if my game crash before traveling merchant appear is count as Good luck or bad luck??
Terraw over here helping invent the Probability Drives from hhgttg
Kinda unrelated but somehow today i opened the shop of a skeleton merchant and my whole pc blue screened. This is the second time my pc has ever blue screened in the two years I've owned it.
Today i bought a code 1 from 2 different traveling merchants in a row
The problem with the chance being 'infinite' is that any pseudo-random number generator will eventually start to repeat it's values. Of course, any well-desiged pRNG will have a *very* high reoccourance ratio, so while it might take a couple years' worth of processing time, eventually, the RNG will produce a value that succeeds one of the conditions and eventually, one day, the merchant will find out what his inventory will contain.
But if it repeats, it will never finish the rerolls. Because if you need the number 4, and your pRNG repeats after five numbers, and you get [3, 7, 1, 6, 7], you will never get the 4. This means that if the pRNG reaches its reoccurance point without having chosen an item, it will go on infinitely. Conversely, a RNG always has the possibility to select one, no matter how far through the process it is. If RNGs are like rolling a die, then pRNGs are rolling a die without dots and writing them on when you get a result.
Also sorry if my terminology is slightly off, I'm but no means a statistician!
now you need a mod that gives the worst possible Traveling Merchant reroll and then counts the attempts to see when it crashes and see how it crashes
Me whos watched previous ones: ah shit here we go again
Dream's very first Traveling Merchant encounter be like
He has became the terraria version of camman18 and I love it
Woah. And I thought the slime staff was rare
My computer once suddenly blue screened while being afk farming souls of light and hollow key is this why? Since normally it does not have any trouble running the game
And here I am 😂 thinking if there could be an option to tell the travelling merchant "I would like it if you would bring me this item" and Choose...a Pho🍜 , something like it was in a game "Banished" where you COULD tell travelling merchants to bring you specific items next time they come😅
Does the rerolls affect the Travelling merchant spawn chance?
At first I was gonna comment that he spelled "Traveling" wrong.
Imagine not using a Weight system and leaving a loop open
Imagine having your game crash because no item wanted to enter the god damn slot
I hate how it sounds so much of a Scratch thing this but couldn't they just assign each item an id in order and it would just choose a random id number of an object to show on the items and if it chooses the same item again it just rolls a random number from 1 to 2 and if it's 1 it chooses the next object and if it's 2 it chooses the previus object?
So basically whenever the traveling merchant arrives assuming you are very unlucky your game could just crash but I think the coding engine they used might have some artificial limits
Hey Terrasteel-I think you might need to rework your "How strong is the Terrarian" question assuming one fallen star is one solar mass, unless Relogic has confirmed fallen stars as not being one solar mass.
Well I don't know if volume scales linearly with mass when it comes to stars - bigger stars have heavier elements for example, but the amount of said elements could be so small that it is negligible - but if you assume that it does:
A single fallen star is roughly 2ft by 2ft, as its points fit into to make almost a perfect square. (To check yourself, throw one on the ground and get out the ruler tool. You'll notice that the points fill the gaps fairly nicely.) So if the star has a radius of 1ft (2ft diameter) you get:
V = (4pi*r^2)/3
V = (4pi*1)/3
V ≈ 12.57/3
V ≈ 4.18ft^3 (cubic feet)
4.18ft^3 ≈ 0.118m^3 (cubic metres)
Our star, which is one solar mass, has a volume of roughly 1.4e27m^3, which is 1.19e28 times the volume of a single fallen star. If mass to volume scales linearly in this case, then we can divide the mass of the sun (1.989e30) by 1.19e28, and get
1.989e30kg/1.19e28 = 167.14kg
So a fallen star weighs about 167.14kg. This of course uses lots of rounding, and approximate figures, however this gives a sense of roughly how much it is.
(the fallen star would probably also have to be remarkably hot for nuclear fusion to occur on such a small scale)
@@Mathemusician3141 While this is true, this doe not explain how the Terrarian can just mash 5 of these together to make a crystal.
@@captainiamtherum7659 It doesn't, but none of the crafting in Terraria makes remotely any sense.
@@Mathemusician3141 Thats true
But what is the chance that a normal slot is filled after one roll? I feel like this was an important statistic that was left out of the video, especially since the large calculations are based on this.
I coded a script to force the traveling merchant to reroll 1,000,000 times and my pc crashed, so it’s probably not possible for that to ever happen.
I LOVE YOU MAN
I JUST GOT 2 BONE LEES WHO BOTH DROP BLACK BELT AND TABI THEN AFTER THAT I KILLED A PALDIN AND IT DROPPED THE HAMMER SHIELD AND RIBS ITS RARER
Ofcourse the furry painting gets the higher chance to be in the painting slot.
WAIT THATS ACTUALLY SUPER RARE
What happened to only right and left click challenge?
We stopped really streaming it due to lack of time and willingness for masochism. One day I’ll edit together a complete video-summary-thing. But right now I’m fairly busy with school & stuff, as you can see in my upload schedule
@@Terraw ok, thanks for answering
would this not be ω instead of infinity with ω being influenced by your computer?
so the rarest thing in terraria is the travelling merchant getting angry that he has no normal items to sell and then choosing to end the world
Rare
So the true rarest possible event is right-clicking on the Traveling Merchant and the game just crashes?
...You know, I never did like the Traveling Merchant. He's a major source of annoyance for my "collect every item" challenge.
idk man the last one already seems pretty infinitly rare
now the question: whats the probability of the game freezing from looping?
hello terra
why does nobody talk about the travelling merchant except when it has a cell phone item
ngl i think one of my worlds got corrupted this way :(
This happened to me i swear
couldn't random events like the blood moon also roll into infinity in the same way?
if they just happened every night in sequence
that's not a SINGLE event, as they aren't decided beforehand.
@@cewla3348 oh yeah, guess it'd be the rarest *sequence* of events
my dumbass weren't thinkin'
i didn't know there is this disgusting painting in Terraria
I don't think that terarria can crash by infinite loop. Freeze - yes. But infinite calculation without overflowing is what all programms do
Bro is recreating math
Strongest event probability vs weakest travelling merchant
Camman18 of Terraria
Just use a quantum computer to simulate the infinite rerolls
That answer why ONCE my terraria crashed for no reason.
I hate this merchant. In a 80 hour playthrough he bring this damn ultra rare halo 6 TIMES, but never the extendo grip, which should be much more common.
Aparently, if you are too lucky, the traveling merchant crashes your game
The rarest thing possible is actually not ∞ since it would ecual impossible, the rarest thing possible is ∞-1
The true rarest event is my father coming back 🥲👍
Technically everything is infinitely rare
woah woah woah why am i this early
huh
theoretically possible, statistically impossible
TRUE rarest event (that can reach able): you beat Daytime Empress Of Light on legendary mode, 69% hallow and 0% crimson/corruption, no hit, legit and character is master mode character (this comment not reference to anything in the video, so be gently).
imagine minding your business and your game crashes because of funny merchant man
you should say "arbitrarily large" instead of "infinitely". I think it sounds a lot nicer :)
terra im always wondering how old are you
He’s 39 :) his birthday is January 9th
ok but me not dying is rarer
still less then a rod of discord...
🤓☝️
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