tModLoader TerraRE - Terraria Rebalance 2.0

Goldenrevolver

Terrarian
TerraRE - Terraria Rebalance 2.0
for Terraria 1.3.4.4 and tModloader 0.9.1

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UPDATE: The time has finally come. The release of 1.4 has changed, fixed and added a lot of accessories (including the integration of so many fixes I made that I think one of them read this thread). While fan favorites like the Terraspark Boots have finally been added there are a lot of new tinkers that are dead ends or strictly inferior to alternative tinkers.
They also didnt integrate expert mode only items into any tinker and a lot of hard to get armors are still useless. Another interesting change is the complete removal of the throwing damage class for which Im excited to look into the games code (but still leaves a lot of weapons without a fitting shroomite helmet).

UPDATE 2: 1.4.1 is amazing, implementing multiple existing changes or upcoming changes of this mod, but we are still waiting for the tModloader update on steam (and they still need a lot of time and Im patient). Im very hyped to update this mod to 1.4 as its third major rework.

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The continuation of Terraria Rebalanced is now a modular release so choose what features you want.
You simply need to download and install the modules from the mod browser separately and the mods will automatically change depending on the installed modules.

This is WIP. If you have any suggestions for changes or new addons or have better names or sprites let me know.

Main Module 2.5.1:

This mod tries to rebalance terraria and change the way you play not by adding a lot of new stuff but by working with the stuff that is already there.
This includes bug fixes and changes to accessories, armor and buffs.

Accessories:
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The first mean to rebalance is uniqueness. In vanilla terraria you could simply stack all the damage emblems and faceroll with any class;
this mod doesnt modify any base game accessory but adds alternate modded variants of them,
you are unable to equip any accessory families which effects stack (namely emblem components and the celestial shell components) but in exchange get more powerful stats and effects on them.
This means that you can concentrate on personalizing your playstyle without needing to worry about being unable to do damage.
That way you have the choice of stacking the vanilla game emblems or converting them to the new improved non stacking modded counterparts.

"But how does blocking emblem stacking affect my damage?" Good Question. Heres a before and after:
Mage
Celestial Stone 10% damage 2% crit
Celesital Shell 10% damage 2% crit
Celesital Emblem 15% damage
Summoner Emblem 15% damage
Destroyer Emblem 10% damage 8% crit
Avenger Emblem 12% damage

Crystal Ball 5% damage 2% crit
Well Fed 5% damage 2% crit
Rage Potion 10% crit
Wrath Potion 10% damage
-----------------------------------------------------------------------
92% damage 26% crit
Putrid Tooth Necklace 5% damage 5% crit
Celesital Shell 10% damage 10% crit
Celestial Flower 20% damage

Crystal Ball 5% damage 5% crit
Well Fed 5% damage 5% crit
Rage Potion 10% crit
Wrath Potion 10% damage
-----------------------------------------------------------------------
55% damage 35% crit
Melee
Celestial Stone 10% damage 2% crit
Celesital Shell 10% damage 2% crit
Fire Gauntlet 10% damage
Mechanical Glove 12% damage
Warrior Emblem 15% damage
Destroyer Emblem 10% damage 8% crit

Werewolf 5.1% damage 2% crit
Well Fed 5% damage 2% crit
Rage Potion 10% crit
Wrath Potion 10% damage

(Avenger Emblem ) 12% damage
-----------------------------------------------------------------------
87.1% damage 26% crit
Putrid Tooth Necklace 5% damage 5% crit
Celesital Shell 10% damage 10% crit
Fire Gauntlet 20% damage

Werewolf 5% damage 5% crit
Well Fed 5% damage 5% crit
Rage Potion 10% crit
Wrath Potion 10% damage
-----------------------------------------------------------------------
55% damage 35% crit
Ranger
Celestial Stone 10% damage 2% crit
Celesital Shell 10% damage 2% crit
Sniper Scope 10% damage 10% crit
Destroyer Emblem 15% damage 8% crit
Ranger Emblem 15% damage
Avenger Emblem 12% damage

Well Fed 5% damage 2% crit
Rage Potion 10% crit
Wrath Potion 10% damage
Stealth 80% damage 20% crit

(Magic Quiver) 10% damage
-----------------------------------------------------------------------
87% damage 34% crit
Stealth 152% damage 54% crit
Putrid Tooth Necklace 5% damage 5% crit
Celesital Shell 10% damage 10% crit
Sniper Scope 20% damage 10% crit

Well Fed 5% damage 5% crit
Rage Potion 10% crit
Wrath Potion 10% damage
-----------------------------------------------------------------------
50% damage 40% crit
Stealth 130% damage 60% crit
Summoner
Celestial Stone 10% damage
Celesital Shell 10% damage
Papyrus Scarab 15% damage +1 minion
Hercules Beetle 15% damage
Necromantic Scroll 10% damage +1 minion
Summoner Emblem 15% damage

Well Fed 5% damage
Wrath Potion 10% damage
Summoning Potion +1 minion
Bewitching Table +1 minion

(Avenger Emblem) 12% damage
(Destroyer Emblem) 10% damage
-----------------------------------------------------------------------
90% damage +4 minion
Putrid Tooth Necklace 5% damage
Celestial Shell 10% damage
Master Scroll 40% damage +2 minion

Well Fed 5% damage
Wrath Potion 10% damage
Summoning Potion +1 minion
Bewitching Table +1 minion
-----------------------------------------------------------------------
70% damage +4 minion
As you can see the vanilla damage was pretty close together (except stealth). This is with 6 damage items equipped and using a flying mount for mobility. With the mod you only really need 2 damage items (3 if you want) and buffs are more important. This gives you room for something special that you like so you get a unique experience and playstyle. If something isnt balanced it will be changed. This is intented for expert mode.

All modded combined accessories also now never lose their original ingredients bonuses except when the effect changes into something different.
For example Magic Cuffs keep the mana regeneration from the Mana Regeneration Band but not the defense from the Shackle as that got converted to the "mana on damage" effect.
Because of this change items got rebalanced and items that were not as viable before have a time to shine.

The core philosophy is that every accessory has its identity and no effect is used on two accessories.
You need every accessory only once to craft all accessories except for accessories that convert their effect on combine.
The only exception is the Shiny Red Balloon which can now be infinitely "cloned" by crafting it into a
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Package of Balloons with 10 Cloud Blocks but it had its value removed to compensate.

All new or changed accessories:

Movement

Elemental Boots
Allows flight, super fast running, extra mobility on ice, allows walking on liquids and ice without breaking. Reduced damage from touching lava and provides 7 seconds of immunity to lava. 15% increased movement speed.
14-3-1483910292.png


The Jump Pack
Allows the holder to septuple jump. Increases jump height, jump speed and allows auto-jump. Negates all fall damage.
14-9-1483910292.png


Combat

Guardian Shield
+8 Defense. Grants immunity to knockback and fire blocks and
vanilla:
Bleeding, Broken Armor, Burning, Confused, Cursed, Chilled, Darkness, Poisoned, Silenced, Slow, Weak
+modded:
Chilled, Frozen, Stoned
debuffs. Absorbs 25% of damage done to players on your team. Only active above 25% life
14-8-1483910292.png


Celestial Shell
+10% damage, critical strike chance, melee and mining speed, +2 HP/s life regeneration, +4 defense. Turns the holder either into a werewolf at night increasing the melee and defense stat boost by 50% or a glowing merfolk when entering liquids.
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Fire Gauntlet
Increases melee knockback and inflicts fire damage on melee attack. 20% increased melee damage and speed.
14-4-1483910292.png


Celestial Flower
Increases pickup range for stars. 10% reduced mana usage, automatically uses mana potions when needed. 20% increased magic damage.
14-1-1483910292.png


Master Scroll
Increases max number of minions by 2. Increases minion damage by 40% and minion knockback.
14-13-1483910291.png


Sniper Scope
Increases view range for guns (Right click to zoom out). 20% increased ranged damage and 10% ranged critical strike chance.
14-17-1483910291.png


Putrid Tooth Necklace
Increases damage and critical strike chance by 5% and armor penetration by 5. Enemies are less likely to target you.
14-14-1483910291.png


Frozen Knuckles
+8 Defense. Grants the player 25% damage reduction while his health remains below 50%. Enemies are more likely to target you.
14-5-1483910292.png


Expert Only: Slimy Shield
Slimes become friendly. Allows the player to dash into the enemy
14-16-1483910291.png


Expert Only: Shiny Charm of Myths
Reduces the cooldown of healing potions by 25%. Increases health regeneration by 1 hp/s, greatly increases life regen when not moving.
14-15-1483910291.png


Magic Cuffs
Restores mana when damaged. Increases maximum mana by 20. Increases mana regeneration rate.
14-10-1483910292.png


Expert Only: Magic Worm Cuffs
Increases maximum mana by 20. Restores mana when damaged. Increases mana regeneration rate. Reduces damage taken by 20%.
14-11-1483910292.png


Sweetheart Star Veil
Releases bees, increases movement speed, causes stars to fall and increases length of invincibility after taking damage.
13-4-1461856927.png


Expert Only: Maniac Star Veil
May confuse nearby enemies, releases bees, increases movement speed, causes stars to fall and increases length of invincibility after taking damage. Increases the strength of friendly bees.
14-1-1483911783.png


Utility

Expert Only: The Green Thumb
Summons spores over time that will damage enemies. Cause flowers to grow when the player walks on Grass. Player can collect Vine Ropes when destroying vines. The latter two effects can be disabled by hiding the accessory.
14-7-1483910292.png


True Gravity Globe (Can be used in mid air!)
14-0-1483910314.png


Fixes and Tweaks to vanilla items:

Tooltip Fixes:

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  • added Shroomite Breastplates missing +13% ranged damage to the tooltip
  • added Lightning Boots missing +8% movement speed to the tooltip
  • corrected Frostspark Boots +7% movement speed tooltip to +8%
  • added Paladin's Shields missing knockback immunity to the tooltip
  • Magma Stone tooltip now specifies that it only works for melee
  • corrected Hallowed Mask melee haste tooltip to melee speed
  • Water Walking Boots and Obsidian Water Walking Boots now specifiy that you can walk on honey too
  • Philosopher's Stone and its upgrades tooltips now specify that they grant 25% reduced healing potion cooldown
  • Angler Earing and Angler Tackle Bag now specify the amount of fishing power they grant (10%)
  • Papyrus Scarab now states its damage values
  • Discount Card and its upgrades tooltips changed to how it actually works
  • Frozen Turtle Shell tooltip now specifies its 25% damage reduction

Universal Damage Bonus and Crit Chance Fixes:
If a tooltip says +x% damage, its now consistent for all types of damage:
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  • fixed Cobalt Breastplate not giving thrown crit chance
  • fixed Mythril Chainmail not giving minion and thrown damage
  • fixed Mythril Greaves not giving thrown crit chance
  • fixed Adamantite Breastplate not giving minion damage
  • fixed Adamantite Leggings not giving thrown crit chance
  • fixed Palladium Breastplate not giving minion and thrown damage/crit chance
  • fixed Palladium Leggings not giving minion and thrown damage/crit chance
  • fixed Orichalcum Breastplate not giving thrown damage
  • fixed Titanium Breastplate not giving thrown damage/crit chance
  • fixed Titanium Leggings not giving minion damage and thrown damage/crit chance
  • fixed Hallowed Plate Mail not giving thrown crit chance
  • fixed Hallowed Greaves not giving minion damage and thrown damage
  • fixed Crimson Helmet not giving minion damage
  • fixed Crimson Scalemail not giving minion damage
  • fixed Crimson Greaves not giving minion damage
  • fixed Chlorophyte Plate Mail not giving minion damage
  • fixed Chlorophyte Greaves not giving thrown crit chance
  • fixed Gi not giving minion damage

Sprite Swaps:
The following Items have had their sprite rotated to be consistent with the rest of the game:
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  • Skull
  • Goggles
  • Sunglasses
  • Ancient Cobalt Helmet
  • Ancient Cobalt Leggings
  • Ancient Shadow Helmet
  • Ancient Shadow Greaves
  • Ancient Iron Helmet
  • Familiar Wig
  • Steampunk Goggles

General Changes:
New Avenger Emblem and all its upgrades except the Master Scroll (which grants 40%) now grant +20% damage (damage type still changes on upgrade)
New Destroyer Emblem and Eye of the Golem bonuses are now ranged only
As compensation for that:
  • Well Fed now grants 5% universal crit chance instead of 2%
  • Crystal Ball now grants 5% magic crit chance instead of 2% (also now grants 5% less mana usage instead of 2%)
  • Werewolf now grants 5% melee crit chance instead of 2% ( Moon Charm items tooltips now show their bonuses)
  • Celestial stone (and variations) now grants 10% universal crit chance instead of 2% (celestial stone items tooltips now show their bonuses)
  • Tipsy now grants 5% melee crit chance instead of 2%

New Merefolk form now gives off light and works in lava (you still take damage without Obsidian Skin Potion or Lava Charm)

Changed Fart in a Bottles recipe to Bottle + Whoopie Cushion

Renamed Fart in a Jar to "Fart in a Bottle" for consistency
Changed Obsidian Water Walking Boots to require Obsidian Rose instead of Obsidian Skull
Obsidian Rose is now craftable from Jungle Rose and Obsidian to make it accessible before the superior Lava Charm

All Fish Finder accessories are now craftable to reduce the amount of rng involved in getting the Cell Phone and for people who dont like fishing
14-0-1483942290.png
(This is optional, if you dont like it dont use it!)

Frozen Turtle Shell is now craftable from a Turtle Shell and a Frozen Core to reduce grinding

Monsters that inflict Chilled and Frozen now have a chance to drop the Hand Warmers (previously christmas exclusive)

Monsters that inflict Darkness and incorrectly didnt have a chance to drop the Blindfold can now drop the Blindfold

Doubled all flat life regeneration for new accessories and added the amount to the tooltip (for example Band of Regeneration from 0.5 hp/sec to 1 hp/sec)

New Worm Scarf now grants 20% damage reduction as its now a mage orientated item and stacking it with Flesh Knuckles, Paladin's Shield and Ankh Shield got nerfed

New Flesh Knuckles buffed to 8 defense to help melee characters for the loss of defense stacking

New Ankh Shield standardized to 2 defense because thats how much the Obsidian Shield has

New Nature's Gift and its upgrades now all grants 10% decreased mana usage

New Feral Claws and its upgrades now all grants 20% increased melee speed

New Hercules Beetle nerfed to 10% but Papyrus Scarab is now to 20% (15%+10%=15%? changed to 10%+10%=20%)

Stack sizes of all mana potions, healing potions and Explosives set to 99
No longer will you convert a 99er stack of Bombs into one 50er stack and one 49er stack of Sticky Bombs


Armor Changes:

All Armor Sets now have a Set Bonus:

Gladiator Armor now grants 6/7/6 defense for a total of 19 Defense which is equal to Shadow and Crimson Armor which seems fair considering the strength of the enemies in the Marble Biome
It also now has a set bonus to increase throwing damage by 30%. It is also more commonly dropped now

Obsidian Armor now makes you immune to lava and fire blocks which is fairly balanced if you consider the low defense rating and by the time you are done farming this armor you could have been done with Molten Armor

Eskimo Armor (including its pink variant) now reduces damage taken from chill inflicting enemies by 30% (doesnt stack with Warmth Potion)
In addition it is also slightly more commonly dropped now

Rain Armor now has a fitting pair of boots (also dropped by the rain zombie) and grants a set bonus of 30% increased damage during rain (or blizzard) and a permanent Wet Debuff (to trigger Cute Fishron)

Night Vision Helmet was renamed to Granite Helmet and a Granite Chestplate and Granite Boots were added with buffed defenses. Set bonuses grants an activatable stasis (like
Stoned.png
Stoned Debuff but with invincibility)

Pre Hardmode Ore Armor are now standardized:
No longer will your luck decide the defense rating you get

Both Copper and Tin Armor now grant 2/3/2 + a set bonus of 2 defense for a total of 9

Both Iron and Lead Armor now grant 3/4/3 + a set bonus of 2 defense for a total of 12

Both Silver and Tungsten now grant 4/5/4 + a set bonus of 3 defense for a total of 16

Both Gold and Platinum now grant 5/6/5 + a set bonus of 3 defense for a total of 19

The Viking Helmet now makes attackers take 33% of the damage dealt (does not stack with Thorns Potion)


Wall of Flesh Emblem Reforging:
You can now change your WoF Emblem to the emblem you need right when you enter hardmode for the cost of 15 Gold Dust (2.5g) at a Demon Altar or Crimson Altar


Disassembling and Uninstallation:
You can disassemble all new accessories added by this mod into its components so you dont lose any item when uninstalling.
The recipes are available by placing a Tinkerers Workshop near a Demon Altar or Crimson Altar. Every modded item in your inventory can be converted/crafted into a disassemble counterpart which is simply a bag that you can right click to obtain the components.
Items like the Guardian Shield break down into the vanilla components Paladin Shield, Ankh Shield, Handwarmer and Pocket Mirror. The Jump Pack breaks down into the Bundle of Balloons, the Sharkron balloon, the Fart in a Bottle, one Shiny Red Balloon, a Blessed Apple, a Bottle, a Frog Leg and a Lucky Horseshoe. The component of a mod counterpart like the modded Destroyer Emblem is the vanilla Destroyer Emblem not all components of the Destroyer Emblem. This feature is supposed to ensure safe uninstallation without loss of items, not give u the option to swap your Avenger Emblem upgrade choice. If you want the recipes to break them down completely let me know but I thought I dont want 16 items in my inventory when disassembling the Jump Pack, or 14 items when disassembling the Guardian Shield.
You can also disassemble the following vanilla items into all their components as they dont fit any accessory path. I recommend not using these vanilla accessories as all their effects are on better items now:
  • Artic Diving Gear (Dont waste your Ice Skates needed for the Frostspark Boots for a situational Item)
  • Obsidian Horseshoe (The Obsidian Skull is used in the Obsidian Shield. The Lucky Horseshoe can be used for the Jump Pack)
  • all 6 horseshoe balloons (Bundle of Balloon requires the non Horseshoe versions and Jump Pack uses one Lucky Horseshoe at the end)
  • Honey Ballon (The Honey Balloon doesnt fit with the other balloons. Its a combat effect on a utility item and its effect is far better on the onhit Item Maniac Starveil)
  • Bee Cloak (Star Veil and Sweetheart Necklace can be combined now)
  • Celestial Cuffs (The Celestial Emblem already has the Celestial Magnet and the Magic Cuffs now have a new upgrade)

Optional Module: Throwing as Ranged Addon 1.3.1 (requires main mod)

This addon changes throwing damage to be a subclass of ranged damage meaning that any throwing weapons will now get bonuses from all ranged specific modifiers like armor, potions and accessories in addition to throwing specific ones
(this also applies to the shroomite armor set buff, vortex armor set buff which grant up to 60% damage + 10% crit chance and 80% damage + 20% crit chance respectively).
In addition to this there now is a new shroomite headgear, the
13-0-1461636125.png
Shroomite Dome , which is throwing specific.

It also changes the Archery Potion to something more useful for all ranged playthroughs:
Archery Potion changed to "Ranger Potion": 20% ranged damage (instead of 20% arrow damage and speed (I know this is an arrow nerf))

The new Magic Quiver no longer grants damage as its now an ingredient.

There are a lot of weapons that are in the wrong damage group.
The throwing class didnt have any good hardmode alternatives because all hardmode throwing weapons are melee or magic weapons.
This module changes the following weapons to be throwing (and as that ranged) weapons:
  • Magic Dagger
  • Shadowflame Dagger
  • Vampire Knives
  • Scourge of the Corruptor
  • Daybreak
  • all boomerang like weapons
It also reclassifies all ranged weapons without any of the existing ranged subclasses (bullet, arrow, rocket) to be throwing weapons so they have a shroomite headgear to profit from:
  • Sandgun
  • Blowpipe
  • Blowgun
  • Dart Pistol
  • Dart Rifle
  • Flamethrower
  • Elf Melter
  • Star Cannon
  • Snowball Cannon
  • Piranha Gun
  • Toxikarp

Lastly it changes the damage type of some minor strugglers, whose right class is debatable:
  • The Harpoon is now a melee weapon (as its a flail)
  • The Flying Knife is now a magic weapon

This mod also splits the late game ranged emblem into four parts:
With this addon installed the Sniper Scope from the main module automatically changes to only increase bullet damage as this addon adds the following three damage type specific accessories

Golden Quiver
Increases arrow velocity and 20% chance to not consume arrows. 20% increased arrow damage and 10% critical strike chance.
14-6-1483910292.png


Toxic Throwing Glove
Inflicts Venom Debuff on throwing attack. 20% increased throwing damage and 10% ranged critical strike chance. The Venom Sac is dropped by Black Recluses.
14-20-1483910291.png


Targeting Computer
Detects Enemies while holding a Launcher. 20% increased rocket damage and 10% ranged critical strike chance. The Heat Seeking Device is dropped by Skeleton Commandos.
14-19-1483910291.png



Download:
Downloads are available via the mod browser.
Manual downloads and installation instructions are hosted on the Nexus.

Changelog:

Recompiled without unneeded Files in Source
Added Exceptions for Worm Scarf Items
Major rewrite of the mod making it easily extendable.
Fixed Disassemble Guardian Shield not giving Pocket Mirror.
Fixed Disassemble Elemental Boots not giving Ice Skates.
Ported some fixes from the Throwing Addon to the Main Module.
Fixed Guardian Shield Stoned Debuff Immunity not working due to Typo.
Fixed Guardian Shield not working with Blade of the Inferno Block.
Gave Guardian Shield a holding animation with a custom sprite I made.
Recompiled in tModloader 0.9.1.
Updated all item sprites to "new versions".
Updated to tModloader 0.9.0.3 for Terraria 1.3.4.4.
Added Pocket Mirror to Guardian Shield Recipe. If you grinded for a Paladin Shield, you should be able to grind for a Pocket Mirror too ;).
Added Stoned Debuff Protection to Guardian Shield.
Fixed the Name of the Main Module in the Mod Browser. Thanks @Roxxz!
Updated to tModloader 0.8.3.5 for Terraria 1.3.3.3.
Completely rewrote the mod from scratch making it modular and removing items that were made obsolete by the updates.
Removed all vanilla game edits and replaced them with identical copies.
Updated some sprites myself and got some new ones. (Thx ArmyFrog!)
Changed a lot more and removed some stuff #complete rewrite.

Disclaimer:
As it adds new accessory combinations and changes some vanilla items to throwing weapons it has many things in common with infinity powers Quality of Life and zoaklens zoaklenMod. All ideas in this mod were originally made by me before searching for already existing mods but as these mods didnt have all the features I wanted I started to make this mod.

Credit:
Thanks a lot to the tmodloader team and specifically to @bluemagic123.
Thanks a lot to @ArmyFrog for your awesome sprites and general discussion.
Thanks a lot to @Zoaklen for some insight on throwing weapons.
Thanks a lot to @Jiopaba for some nice private chat and information about the updates.
 
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You should send this to a moderator or dev and see what they think of it. A nice mod that adds much-needed buffs, nerfs, and logical changes, but this would be better as a suggestion.
 
You should send this to a moderator or dev and see what they think of it. A nice mod that adds much-needed buffs, nerfs, and logical changes, but this would be better as a suggestion.
thank you for the kind words but modders have always been there for fixing games. im happy that 1.3.1 introduced stuff like the angler tackle bag and the grand design... items that this mod had added in a similar before.

edit: all downloads problems the mod browser had were fixed.
 
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thank you for the kind words but modders have always been there for fixing games. im happy that 1.3.1 introduced stuff like the angler tackle bag and the grand design... items that this mod had added in a similar before.

edit: all downloads problems the mod browser had were fixed.
Hi i like the look fo your mod and i just tried to use it but it won't show up on the modloader and if i add it to the mods folder then it doesnt show up in my mod list, your throwing add on shows up but not the main module.

using tmodloader 0.8.3.2.
 
Hi i like the look fo your mod and i just tried to use it but it won't show up on the modloader and if i add it to the mods folder then it doesnt show up in my mod list, your throwing add on shows up but not the main module.

using tmodloader 0.8.3.2.
that seems really weird... did u download it via the browser or the alternate download on the nexus? try downloading it from the nexus and unzipping the content into the mods folder. as youre still using 0.8.3.2 that shouldnt be a problem and with the other module working fine its kinda strange the main module is different. check if that works and double check your mods list (its not called main module iirc) and let me know if it works. its time to update the mod anyways. there are 2 little issues i found and the sandstorm update added the medusa stoned accessory so that needs to be added to the ankh shield now. if you cant get it to work im up for jumping on some voice com like skype or discord and discussing it with you in person if u want
 
that seems really weird... did u download it via the browser or the alternate download on the nexus? try downloading it from the nexus and unzipping the content into the mods folder. as youre still using 0.8.3.2 that shouldnt be a problem and with the other module working fine its kinda strange the main module is different. check if that works and double check your mods list (its not called main module iirc) and let me know if it works. its time to update the mod anyways. there are 2 little issues i found and the sandstorm update added the medusa stoned accessory so that needs to be added to the ankh shield now. if you cant get it to work im up for jumping on some voice com like skype or discord and discussing it with you in person if u want
hi yeh it turns out the main mod does work by adding it to the folder then making an enabled file and setting it to true it just never shows up in the mod browser which im fine with just means it'll be harder to convince my friends to add it to our joint modded world as theyre super lazy, seems like a pretty cool mod so far though i'm enjoying it thanks.
 
This mod looks intetesting. But you screwed Destroyer Emblem and Eye of the Golem. Please Return it back to all damage plz.
well if u dont like the change u can always use the alternate vanilla versions. thats the whole reason i completely rewrote the entire mod because people dont like one change. now you can choose if u want the vanilla emblems or the modded ones
 
I mean can we set the actual vanilla stuff by coding with this mod. Like I want to remove Destroyer Emblem's ranged bonus and add all damage bonus. Is it possible?
 
I'm not sure if this fits into this mod but what if you change the set bonuses for the summoner armors?
Make them a bit more fun instead of "gain more damage or minions"
 
Getting this error with the new Tmodloader update:

"This mod uses an old GlobalItem.PreDrawInWorld hook
at Terraria.ModLoader.Mod.AddGlobalItem(String name, GlobalItem globalItem)
at Terraria.ModLoader.Mod.AutoloadGlobalItem(Type type)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)"

Just wanted to let you know.
 
sry will update this weekend. i started going to university this week and didnt check tmodloader daily for updates :)

edit: 5 minutes later... DONE. sorry for taking a bit of time. tmodloader needed longer than i expected for the update and i was not using my pc since uni started on monday.
 
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sry will update this weekend. i started going to university this week and didnt check tmodloader daily for updates :)

edit: 5 minutes later... DONE. sorry for taking a bit of time. tmodloader needed longer than i expected for the update and i was not using my pc since uni started on monday.
Yeah no worries man tModLoader did take a while to update to 1.3.3.3, and thanks for the awesome mod man, lovin' it.
 
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