tModLoader Terraria Rebalanced - Tweaks and Fixes

Now that 1.1 is done, I have a rework idea for the Elemental Boots. See the item section for details

  • Keep the current Elemental Boots Recipe

    Votes: 12 63.2%
  • Change to the new Elemental Boots Recipe

    Votes: 7 36.8%

  • Total voters
    19

Goldenrevolver

Terrarian
Terraria Rebalance - Tweaks and Fixes Version 1.2.1 Hotfix
for Terraria 1.3.0.8 and tModloader 0.8​

----------------------------------------------------------------------------------------------------------------
If you got here because your items are gone, download the old version from the nexus
again and disassemble your items then upgrade to the new rework.
----------------------------------------------------------------------------------------------------------------
This is an old version, you can find the 1.3.4.4 compatible 2.0 complete rework HERE.
----------------------------------------------------------------------------------------------------------------

This mod tries to rebalance terraria not by adding a lot of new stuff but by working with the stuff that is already there.

The first mean to rebalance is uniqueness. In vanilla terraria you could simply stack all the damage emblems and faceroll with any class,
but this mod makes you unable to equip any accessory when u already have a component of it (which effect didnt get converted) or upgrade of it equipped.

All combined accessories now never lose their original ingredients bonuses except when the effect changes into something different.
For example:

Magic_Cuffs.png
Magic Cuffs keep the mana regeneration from the
Mana_Regeneration_Band.png
Mana Regeneration Band but not the defense from the
Shackle.png
Shackle as that got converted to the "mana on damage" effect.
You cannot equip the
Magic_Cuffs.png
Magic Cuffs when you have any of its components except the
Shackle.png
Shackle and the
Band_of_Regeneration.png
Band of Regeneration as their effects got converted.​

Because of this fundamental change items got rebalanced and items that were not as viable before have a time to shine.

"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
Golden Quiver/Sniper Scope etc 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
-----------------------------------------------------------------------
80% 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
-----------------------------------------------------------------------
60% 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 u 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.​

The second fundamental change is that throwing damage is now 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.

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 mod changes the following weapons to be throwing (and as that ranged) weapons. If you dont like the changes you can download an alternate version on the nexus:
  • Magic_Dagger.png
    Magic Dagger
  • Shadowflame_Knife.png
    Shadowflame Dagger
  • Vampire_Knives.png
    Vampire Knives
  • Scourge_of_the_Corruptor.png
    Scourge of the Corruptor
  • Daybreak.png
    Daybreak
  • Wooden_Boomerang.png
    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.png
    Sandgun
  • Blowpipe.png
    Blowpipe
  • Blowgun.png
    Blowgun
  • Dart_Pistol.png
    Dart Pistol
  • Dart_Rifle.png
    Dart Rifle
  • Flamethrower.png
    Flamethrower
  • Elf_Melter.png
    Elf Melter
  • Star_Cannon.png
    Star Cannon
  • Snowball_Cannon.png
    Snowball Cannon
  • Piranha_Gun.png
    Piranha Gun
  • Toxikarp.png
    Toxikarp

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

The accessory chart:
The core philosophy is that every accessory has its identity and no effect is used on two accessories.
You need every accessory only once except for accessories that convert their effect on combine.
The only exception is the
Shiny_Red_Balloon.png
Shiny Red Balloon which can now be infinitely "cloned" by crafting it into a
13-0-1461860868.png
Package of Balloons with 10
Cloud.png
Cloud Blocks but it had its value removed to compensate.​

New accessory chart with new accessory combinations for existing accessories:
If the Images arent loading, reload!
This list shows the relation of every accessory in the game except wings, watches, the cell phone, the dolls, vanity items and music boxes which are all unchanged.

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.
This new build path would get updated sprites of course but would make the lava wanders and multiple recipes obsolete and would delay the build path. It would make the final boots way faster (with faster i mean the speed boost and max speed you get from accelerating). Vote what you prefer!
13-0-1461864316.png
13-9-1461856609.png

Pack of Balloons
Allows the holder to quintuple jump. Increases jump height, jump speed and allows auto-jump. Negates all fall damage.
13-1-1461856927.png

Expert Only: Large Pack of Balloons
Allows the holder to sextuple jump. Increases jump height, jump speed and allows auto-jump. Negates all fall damage. Slimes become friendly,
13-16-1461856608.png

Jellyfish Diving Gear
Grants the ability to swim and extends underwater breathing to 90 seconds. Slows drowning damage by 75%. Provides light underwater.
13-2-1461856609.png

Expert Only: Spiked Ninja Gear (WIP)
Allows the ability to climb walls and do a damaging dash. Gives a chance to dodge attacks.


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:
Stoned, Chilled, Frozen
debuffs. Absorbs 25% of damage done to players on your team. Only active above 25% life
13-15-1461856609.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.
13-8-1461856609.png

Fire Gauntlet
Increases melee knockback and inflicts fire damage on melee attack. 20% increased melee damage and speed.
13-0-1461856609.png

Celestial Flower
Increases pickup range for stars. 10% reduced mana usage, automatically uses mana potions when needed. 20% increased magic damage.
13-7-1461856609.png

Master Scroll
Increases max number of minions by 2. Increases minion damage by 40% and minion knockback.
13-0-1461856927.png

Sniper Scope
Increases view range for guns (Right click to zoom out). 20% increased bullet damage and 10% ranged critical strike chance.
13-5-1461856609.png

Golden Quiver
Increases arrow velocity and 20% chance to not consume arrows. 20% increased arrow damage and 10% critical strike chance.
13-13-1461856609.png

Toxic Throwing Glove
Inflicts venom damage on throwing attack. 20% increased throwing damage and 10% ranged critical strike chance. The Venom Sac is dropped by Black Recluses.
13-6-1461856927.png

Targeting Computer
Detects Enemys while holding a Launcher. 20% increased rocketdamage and 10% ranged critical strike chance. The Heat Seeking Device is dropped by Skeleton Commandos.
13-5-1461856927.png

Yoyo Bag
Allows the user to use two Yoyos, two Counterweights, and increases the yoyo's range.
13-6-1461856609.png

Putrid Tooth Necklace
Increases damage and critical strike chance by 5% and armor penetration by 5. Enemies are less likely to target you.
13-2-1461856927.png

Frozen Knuckles
+6 Defense. Grants the player 25% damage reduction while his health remains below 50%. Enemies are more likely to target you.
13-12-1461856609.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.
13-3-1461856927.png

Magic Cuffs
Restores mana when damaged. Increases maximum mana by 20. Increases mana regeneration rate.
13-3-1461856609.png

Expert Only: Magic Worm Cuffs
Increases maximum mana by 20. Restores mana when damaged. Increases mana regeneration rate. Reduces damage taken by 20%.
13-17-1461856608.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.
13-18-1461856608.png


Utility
Fishing Bag
Increases fishing skill by 10%. Fishing line will never break. Decreases the chance of bait consumption.
13-11-1461856609.png

Greedy Ring
Increases coin pickup range and reduces prices at shops and reforging cost by 20%. Hitting enemies will sometimes drop extra coins.
13-1-1461856609.png

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.
13-14-1461856609.png

Master Architect Pack
Increases tile and wall placement speed by 50%. Increases block placement range by 1 and tile range by 4 and automatically paints placed objects. Creates measurement lines and a grid on screen for block placement. The latter two effects can be disabled by hiding the accessory.
13-19-1461856608.png

True Gravity Globe (Can be used in mid air!)
13-7-1461856927.png

Fish Finder Recipe
13-10-1461856609.png

With you not being able to stack the same accessory bonuses and with adding a few new combinations there were a few items that didnt fit into the any recipe and had no clear identity.
These items were "disabled" meaning you can not equip or craft them anymore. You can however disassemble them (see disassembling) and craft different things with their components.

This is a list of these "disabled" items along with a short explanation:
  • Arctic_Diving_Gear.png
    Artic Diving Gear: The
    Jellyfish_Diving_Gear.png
    Jellyfish Diving Gear is an earlygame item that gets completely replaced by The
    Neptune%27s_Shell.png
    Neptune's Shell and the
    Ice_Skates.png
    Ice Skates are better off in the
    Frostspark_Boots.png
    Frostspark Recipe.
  • Obsidian_Horseshoe.png
    Obsidian Horseshoe: The
    Obsidian_Skull.png
    Obsidian Skull grants defense which this item doesnt have. Its also used in the
    Obsidian_Shield.png
    Obsidian Shield. The
    Lucky_Horseshoe.png
    Lucky Horseshoe can get better upgrades if left alone.
  • all 6 horseshoe balloons: Making the player grind
    Lucky_Horseshoe.png
    Lucky Horseshoes and
    Shiny_Red_Balloon.png
    Shiny Red Balloons to make a combined item just isnt good when i can simply combine the base items and add one
    Lucky_Horseshoe.png
    Lucky Horseshoe.
  • Honey_Balloon.png
    Honey Ballon: The
    Honey_Balloon.png
    Honey Balloon doesnt fit with the other balloons. Its a combat effect on a utility item and its effect is far better on an "on hit" item.
  • Bee_Cloak.png
    Bee Cloak: Being a combination with the
    Star_Cloak.png
    Star Cloak that was already a part of the
    Star_Veil.png
    Star Veil made it simply outclassed to the
    Sweetheart_Necklace.png
    Sweetheart Necklace.
  • Celestial_Cuffs.png
    Celestial Cuffs: The
    Celestial_Emblem.png
    Celestial Emblem needs only the
    Celestial_Magnet.png
    Celestial Magnet so combining the
    Magic_Cuffs.png
    Magic Cuffs with it when you will have both anyways is redundant.

Fixes and Tweaks to vanilla items:

Tooltip Fixes:
  • added
    Shroomite_Breastplate.png
    Shroomite Breastplates missing +13% ranged damage to the tooltip
  • added
    Paladin%27s_Shield.png
    Paladin's Shields missing knockback immunity to the tooltip
  • Magma_Stone.png
    Magma Stone tooltip now specifies that it only works for melee
  • Hallowed_Mask.png
    Hallowed Mask tooltip now says it gives melee speed instead of melee haste (which is what it does)
  • Water_Walking_Boots.png
    Water Walking Boots and
    Obsidian_Water_Walking_Boots.png
    Obsidian Water Walking Boots now specifiy that you can walk on honey too
  • Philosopher%27s_Stone.png
    Philosopher's Stone and its upgrades tooltips now specify that they grant 25% reduced healing potion cooldown
  • Angler_Earring.png
    Angler Earing now says it grants 10% fishing power
  • Papyrus_Scarab.png
    Papyrus Scarab now states its damage values
  • Discount_Card.png
    Discount Card and its upgrades tooltips changed to how it actually works
  • Frozen_Turtle_Shell.png
    Frozen Turtle Shell tooltip now specifies its 25% damage reduction
  • fixed
    Gi.png
    Gi not giving minion damage like tooltip stated
  • fixed
    Chlorophyte_Plate_Mail.png
    Chlorophyte Armor not giving minion damage like tooltip stated
  • fixed
    Crimson_Scalemail.png
    Crimson Armor not giving minion damage like tooltip stated
  • fixed
    Hallowed_Plate_Mail.png
    Hallowed Armor not giving minion damage like tooltip stated
  • fixed
    Titanium_Breastplate.png
    Titanium Armor not giving minion damage like tooltip stated
  • fixed
    Palladium_Breastplate.png
    Palladium Armor not giving minion damage like tooltip stated
  • fixed
    Adamantite_Breastplate.png
    Adamantite Armor not giving minion damage like tooltip stated
  • fixed
    Mythril_Chainmail.png
    Mythril Armor not giving minion damage like tooltip stated
General Changes:
Avenger_Emblem.png
Avenger Emblem and all its upgrades except the Master Scroll (which grants 40%) now grant +20% damage (damage type still changes on upgrade)
Destroyer_Emblem.png
Destroyer Emblem and
Eye_of_the_Golem.png
Eye of the Golem bonuses are now ranged only (and as that also thrown)
As compensation for that:​
  • Bowl_of_Soup.png
    Well Fed now grants 5% universal crit chance instead of 2%
  • Clairvoyance.png
    Crystal Ball now grants 5% magic crit chance instead of 2% (also now grants 5% less mana usage instead of 2%)
  • Werewolf_%28buff%29.png
    Werewolf now grants 5% melee crit chance instead of 2% (
    Moon_Charm.png
    Moon Charm items tooltips now show their bonuses)
  • Celestial_Stone.png
    Celestial stone (and variations) now grants 10% universal crit chance instead of 2% (celestial stone items tooltips now show their bonuses)
  • Tipsy.png
    Tipsy now grants 5% melee crit chance instead of 2%
Sniper_Scope.png
Sniper Scope bonuses are now bullet only

Merfolk_%28buff%29.png
Merefolk form now gives off light and works in lava (you still take damage without
Obsidian_Skin_Potion.png
Obsidian Skin Potion or
Lava_Charm.png
Lava Charm)

renamed
Fart_in_a_Jar.png
Fart in a Jar to "Fart in a Bottle" for consistency
changed
Fart_in_a_Jar.png
Fart in a Bottles recipe to
Bottle.png
Bottle +
Whoopie_Cushion.png
Whoopie Cushion
changed
Obsidian_Water_Walking_Boots.png
Obsidian Water Walking Boots to require
Obsidian_Rose.png
Obsidian Rose instead of
Obsidian_Skull.png
Obsidian Skull
Obsidian_Rose.png
Obsidian Rose is now craftable from
Jungle_Rose.png
Jungle Rose and
Obsidian.png
Obsidian to make it accessable before the superior
Lava_Charm.png
Lava Charm

all
Fish_Finder.png
Fish Finder accessories are now craftable to reduce the amount of rng involved in getting the
Cell_Phone.png
Cell Phone and for people who dont like fishing

Frozen_Turtle_Shell.png
Frozen Turtle Shell is now craftable from a
Turtle_Shell.png
Turtle Shell and a
Frost_Core.png
Frozen Core to reduce grinding

monsters that inflict
Chilled.png
Chilled and
Frozen.png
Frozen now have a chance to drop the
Hand_Warmer.png
Hand Warmers and the
Toolbox.png
Toolbox (previously christmas exclusives)

monsters that inflict
Darkness.png
Darkness and incorrectly dont have a chance to drop the
Blindfold.png
Blindfold can now drop the
Blindfold.png
Blindfold
additionally the
Blindfold.png
Blindfold now protects against the
Stoned.png
Stoned debuff and medusa can drop it too

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

Worm_Scarf.png
Worm Scarf now grants 20% damage reduction as its now a mage orientated item and stacking it with
Flesh_Knuckles.png
Flesh Knuckles,
Paladin%27s_Shield.png
Paladin's Shield and
Ankh_Shield.png
Ankh Shield got nerfed

Archery_Potion.png
Archery Potion changed to "Ranger Potion": 20% ranged damage (instead of 20% arrow damage and speed (i know this is an arrow nerf))

Flesh_Knuckles.png
Flesh Knuckles nerfed to 6 defense to nerf defense stacking with % damage reduction items

Ankh_Shield.png
Ankh Shield standardized to 2 defense because thats how much the
Obsidian_Shield.png
Obsidian Shield has

Nature%27s_Gift.png
Nature's Gift and its upgrades now all give 10% decreased mana usage

Feral_Claws.png
Feral Claws and its upgrades now all give 20% increased melee speed

Magic_Quiver.png
Magic Quiver no longer grants damage as its now an ingredient

Hercules_Beetle.png
Hercules Beetle nerfed to 10% but
Papyrus_Scarab.png
Papyrus Scarab is now to 20% (15%+10%=15%? changed to 10%+10%=20%)

Stack sizes of all
Mana_Potion.png
mana potions,
Healing_Potion.png
healing potions and
Explosives.png
Explosives set to 99
No longer will you convert a 99er stack of
Bomb.png
Bombs into one 50er stack and one 49er stack of
Sticky_Bomb.png
Sticky Bombs
NEW! Armor Changes:

All Armor Sets now have a Set Bonus:

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

Obsidian_Outlaw_Hat.png
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_Helmet.png
Molten Armor

Eskimo_Hood.png
Eskimo Armor (including
Pink_Eskimo_Hood.png
) now reduces damage taken from chill inflicting enemies by 30% (doesnt stack with
Warmth_Potion.png
Warmth Potion)
In addition it is also slightly more commonly dropped now

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

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

Both
Iron_Helmet.png
Iron (including
Ancient_Iron_Helmet.png
) and
Lead_Helmet.png
Lead Armor now grant 3/4/3 + a set bonus of 2 defense for a total of 12

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

Both
Gold_Helmet.png
Gold (including
Ancient_Gold_Helmet.png
) and
Platinum_Helmet.png
Platinum now grant 5/6/5 + a set bonus of 3 defense for a total of 19

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

Planned: Add Rubber Boots and make them a set bonus the
Rain_Hat.png
Rain Armor that profits from Rain
Leave Suggestions for the bonus in the comments!​

Wall of Flesh Emblem Reforging:
You can now change your
Warrior_Emblem.png
Sorcerer_Emblem.png
WoF Emblem
Ranger_Emblem.png
Summoner_Emblem.png
to the emblem you need right when you enter hardmode for the cost of 15
Gold_Dust.png
Gold Dust (2.5g) at a
Demon_Altar.png
Demon Altar or
Crimson_Altar.png
Crimson Altar​

Disassembling:
You can disassemble any accessory that got "disabled" and all new items added by this mod into its components
The Recipes are available by placing a
Tinkerer%27s_Workshop_%28placed%29.png
Tinkerers Workshop near a
Demon_Altar.png
Demon Altar or
Crimson_Altar.png
Crimson Altar
Every mod item or removed 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​

Download:
Version 1.2.1 is now available via the mod browser.
Manual downloads and installation instructions are now hosted on the nexus and are updated
Changelog:
  • Fixed Magic Worm Cuffs not being equipable.
  • Fixed Maniac Star Veil Recipe to have no icon and give no result so if you lost the ingredients I made a recipe only for you at a a saw mill next to a demon altar to get it back for one dirt block. If you cheat its you fault! This will be removed with the next patch.
  • Reverted Right Click Change Feature due to major problems with projectile effects. You can still revert your already right clicked version back to the vanilla item and I recommend to do that as I will remove the items when people had time in a future update.
  • Made a completely separate version of this mod without the weapon type changes.
  • Fixed Melee Effects like flasks applying to changed weapon type weapons.
  • Fixed Thrown or Ranged Projectile Effects like Frost Armor not applying to changed weapon type weapons.
  • Fixed Green Thumbs Vine Rope Harvesting to not disable when the accessory is hidden.
  • Package of Balloons Recipe now does not require a demon/crimson altar.
  • Sniper Scope bonuses are now bullet only again.
  • Introduced Toxic Throwing Glove.
  • Introduced Venom Sac. It has a 5% chance to drop from black recluses.
  • Introduced Targeting Computer.
  • Introduced Heat Seeking Device. It has a 10% chance to drop from Skeleton Commandos in the Post-Plantera Dungeon.
  • Updated all exception lists to account for the new items.
  • Added Obsidian Skin Effect Set Bonus to Obsidian Armor.
  • Added 30% throwing damage Set Bonus to Gladiator Armor. Updated Defense to be on the same level as Shadow/ Crimson Armor.
  • Increased Gladiator Armor drop chance.
  • Added Warmth Potion Effect Set Bonus to Eskimo and Pink Eskimo Armor.
  • Increased Eskimo Armor drop chance.
  • Added Thorns Effect to Viking Helmet. Does not stack with Thorns Potion.
  • Added 2% Viking helmet drop chance to the Armored Viking to make it easier to get in Hardmode.
  • Standardized the Defense Values of all Pre-Hardmode Ore Armors so the old version are as good as the new ones.
  • Reduced Platinum Set Bonus by 1 defense.
  • Reduced Tungsten Set Bonus by 1 defense.
  • Added Crafting Recipe for Bone Pickaxe at the Bone Welder for 10 bones.
  • Added Crafting Recipe for Bone Sword at the Bone Welder for 10 bones.
  • Added Crafting Recipe for Bone Arrow at the Bone Welder for 1 bone per 3 arrows.
  • Added Crafting Recipe for Bone Torch at the Bone Welder for 1 bone and 1 torch.
  • Removed the buff icon from the True Gravity Globe.
  • Package Of Balloons Recipe no longer requires a demon/ crimson altar.
  • Package Of Balloons Recipe now requires 10 cloud blocks to feel less cheaty.
  • Package of Balloon now has a unique sprite thanks to ArmyFrog also speaking of sprites...

  • ArmyFrog provides me some awesome updated sprites:
  • Updated Sprite of Magic Scarf and renamed to Magic Worm Cuffs.
  • Updated Sprite of Mana Regeneration Scarf and renamed to Mana Regeneration Worm Band.
  • Updated Sprite of Scarf of Starpower and renamed to Worm Band of Starpower
  • Updated Sprite of Couple of weird Balloons and renamed to Pair of weird Balloons.
  • Updated Sprite of Pack of Balloons.
  • Updated Sprite of Large Pack of Balloons.
  • Updated Sprite of Guardian Shield.
  • Updated Sprite of Cover Kit.
  • Updated Sprite of Green Thumb.
  • Updated Sprite of Brain Necklace.
  • Updated Sprite of Celestial Flower.
  • Updated Sprite of Package of Balloons.
  • Updated Sprite of True Gravity Globe.
  • The Green Thumb now includes the Spore Sac: tooltip, crafting recipes, disassembling and wearing exception have been updated.
  • Redone all mod item prices. Capped all sell values at a maximum of 10g to make reforging easier (some items would have gone into the 30g+).
  • Streamlines all balloon item prices to incorporate the valueless Shiny Red Balloon change.
  • Fixed some minor price inconsistencies.
  • Changed Weapon Damage Type Change to be optional by right clicking. Major Credit to @Zoaklen for the idea and allowing me to use it.
  • Changed Weapons now keep their original modifier.
  • All modded items from recipes can no longer get reforge modifiers. They can still be reforged by the tinkerer but you cant abuse disassembling anymore.
  • Removed Anklet of the Wind Recipe.
  • Made Anklet of the Wind and Aglet usable together again.
  • Added Aglet back as an ingredient for the Lightning Boots.
  • Increased Lightning Boots and its upgrades movement speed to 15%.
  • First Release

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. The latter of the two has also been a great help in making this mod so thanks man. 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. Without your help this would not have been possible.​
 
Last edited:
Great Mod, love the ideas!! Just one thing though, an aglet for an anklet of the wind? I'm not 100% sold on that cause' an aglet is the thing at the end of your shoe lase and it's used to make and anklet? Now that I think of it, crafting most terraria items dont really make sense either, but still, just kinda seems unnecessary. One more thing is that i hope that most of the fixes/changes from this mod makes it into the 1.3.1/1.3.2
 
Great Mod, love the ideas!! Just one thing though, an aglet for an anklet of the wind? I'm not 100% sold on that cause' an aglet is the thing at the end of your shoe lase and it's used to make and anklet? Now that I think of it, crafting most terraria items dont really make sense either, but still, just kinda seems unnecessary. One more thing is that i hope that most of the fixes/changes from this mod makes it into the 1.3.1/1.3.2
they both give movement speed and were used to make the lightning boots. you can still find them in jungle chests but now IF you are unlucky you can craft it with an aglet. its more quality of life than change because lightning boots had a 8% movement speed modifier before my changes and now has a 10% movement speed modifier so its a bonus either way. also if tmodloader updates for the newest update i will aswell. 1.3.1 is not a content update so it shouldnt take too long for the tmodloader team to update.
Seems pretty nice, but some changes are prettu dumb, tho. :red:
could u elaborate on that? nothing is final so which changes do you not like? the only thing i could see is that melee characters lost their ranged options except the yoyo which in my opinion gives them a better playstyle as they now really have to go melee. the only other thing nerfed is emblem stacking.
 
I don't get it. So, if the entire meaning of the Ranger dealing super-high damage becouse he's supposed to, this mod blocks that becouse you can't wear all three of the required emblems? I really like the other changes, but that boogers me so much. Can I get an explanation? If it blocks me from using all three emblems, I'll pretty much skip the mod, unfortunately.
 
I don't get it. So, if the entire meaning of the Ranger dealing super-high damage becouse he's supposed to, this mod blocks that becouse you can't wear all three of the required emblems? I really like the other changes, but that boogers me so much. Can I get an explanation? If it blocks me from using all three emblems, I'll pretty much skip the mod, unfortunately.
every single class had at least 6 items to boost damage. together with the cosmic car key or similar mounts you could go full on damage.
and its not ranger specific, this is a before and after the changes:
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 call 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 call 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%
wrath potion 10%
-----------------------------------------------------------------------
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
true shot kit/sniper scope/targeting computer 20% damage 10% crit

well fed 5% damage 5% crit
rage potion 10%
wrath potion 10%
-----------------------------------------------------------------------
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%
summoning potion 1 minion

(avenger emblem) 12% damage
(destroyer emblem) 10% damage
-----------------------------------------------------------------------
80% damage 3 minion
Putrid Tooth Necklace 5% damage
celestial shell 10% damage
master manipulator 40% damage 2 minion

well fed 5% damage
wrath potion 10%
summoning potion 1 minion
-----------------------------------------------------------------------
60% damage 3 minion

may contain mistakes ^^

as u can see the vanilla damage was pretty close together (except stealth). this is with 6 damage items equipped. now you only really need 2 damage items (3 if u want) and buffs are more important. this gives you first of all room for something special that u like (most poeple would probably take the star veil upgrade). i will have to see how balanced it is. this is intented for expert mode.

Edit: i added an updated version of the before and after to the main thread where i dont use the development item names
 
Last edited:
I Understand you want to make alternatives to certain items in case you do not find them in their proper locations. Take my little piece of constructive criticism. Anklet of the wind, for example, may not be, although it is rare, in an ivy chest within the jungle. That is why fishing crates exist. Wooden crates for the surface chests, sky crates for skyware chests, corruption crates for the shadow orbs, ect. The jungle crates are for the ivy chests. Making crafting recipes
A. Discourages fishing, which is a very important part of Terraria,
B. Removes the exploration, looting aspect of Terraria,
The same goes for the Fish finder. Those are (the product of) fishing quests.
Also, any "ranged" weapons that do not consume ammo, are melee. That includes boomerangs.
If the flying knife were the be a mage weapon, it would be a spell weapon. The flying knife cannot be launched while in the air, especially when it is coming back to you. Try launching it while going down a hellevator. It will not be able to come back to you until you have stopped, reached the bottom, or switched weapons. All flails, boomerangs, and yoyos, do this. That is why they are melee weapons. Finally, the day break cannot be ranged, everything made from solar fragments must be melee. The blindfold protecting against stone is a bit overpowered, (especially due to the fact that you can get it early hard mode. Give it a further crafting recipe from late game items so that it works when it should). The worm scarf is fine where it is at 17% damage reduction. Clean numbers should not be a reason to buff it. +3% is a real significant change though it might not seem like it. Disassembling should either come at an extreme price, or provide no - bad modifiers.
What I do like about your ideas is the use of expert mode items in crafting recipes, and the further combinations of items (such as the gaurding shield, elemental boots, and pack of balloons). Ok, those are my thoughts of this mod. I think that this is an amazing idea, but there are some things that are better left that way they are made. Good luck!
p.s. I can help with sprites if you wish.
 
Last edited:
I Understand you want to make alternatives to certain items in case you do not find them in their proper locations. Take my little piece of constructive criticism. Anklet of the wind, for example, may not be, although it is rare, in an ivy chest within the jungle. That is why fishing crates exist. Wooden crates for the surface chests, sky crates for skyware chests, corruption crates for the shadow orbs, ect. The jungle crates are for the ivy chests. Making crafting recipes
A. Discourages fishing, which is a very important part of Terraria,
B. Removes the exploration, looting aspect of Terraria,
The same goes for the Fish finder. Those are (the product of) fishing quests.
Also, any "ranged" weapons that do not consume ammo, are melee. That includes boomerangs.
If the flying knife were the be a mage weapon, it would be a spell weapon. The flying knife cannot be launched while in the air, especially when it is coming back to you. Try launching it while going down a hellevator. It will not be able to come back to you until you have stopped, reached the bottom, or switched weapons. All flails, boomerangs, and yoyos, do this. That is why they are melee weapons.
What I do like about your ideas is the use of expert mode items in crafting recipes, and the further combinations of items (such as the gaurding shield, elemental boots, and pack of balloons). Ok, those are my thoughts of this mod. I think that this is an amazing idea, but there are some things that are better left that way they are made. Good luck!
p.s. I can help with sprites if you wish.

Your assumption that the difference between ranged and melee weapons is ammo consumption was my way of thinking for a long time. But there are 3 weapons that break this rule hard. The first one is the harpoon, its a flail that deals ranged damage. The second one is the Piranha Gun, the very special jungle dungeon chest reward with infinite ammo that deals ranged damage. The last one that finally broke the assumption is the toxikarp. Its a ranged damage dealing infinite ammo bubble shooter. So my definition for melee in this mod changes to "damage dealing component is physically attached to the player (like yoyos)". Thats my reasoning but your feedback is really appreciated and im gonna let you know that im currently asking @Zoaklen if i can use his idea of making the swap optional by making it a right click change. this would also be my preferred way as more optionals is always better but i take intellectual property very serious which is why i asked him first before including it (its already coded in my version and could be implemented).

that brings me to the alternate crafting recipes. this is an optional feature i made because i had so much bad luck that i searched 9 continuous hours in my current playthrough to find a anklet of the wind in a large world jungle. you still have to go to the jungle to get it. the problem with fishing in the jungle is that the jungle has the lowest priority of all biomes when it comes to fishing so any biome will overwrite the crate you get and therefore make the jungle crate unobtainable. so its an alternative. same goes for the fish finder, you could have done 100 quests and still not have all 3 components as its random. you are right about the flying knife. its a really weird special weapon that i dont know what to do with but its similar to the magic missile, flamelash and the rainbow rod.

Can u elaborate on the disassembling part? you cannot disassemble any vanilla item that i didnt disable. do you mean i should put a cost on disassembling modded items? but that would leave a sour taste for people trying to uninstall but u may be right. maybe i could increase the setup needed to disassemble from needing a demon altar and a tinkerers workbench to even more. or make a new crafting table, its all possible.

the worm scarf is now an item catered to mages as they have low defense so % damage reduction helps them more. all other damage reduction except the endurance potion are on melee orientated items (beetle armor/solar flare armor and frozen knuckles) so people dont stack them (if they do a battle mage they could but thats the kind of specialization i want to encourage) i cant stop melee characters from taking a mage orientated item (i could but that would be stupid). i also nerfed stacking of paladin shield flesh knuckles and ankh shield so the max defense you can have got reduced. ankh shield alone is now only 2 defense, flesh knuckles 6 and the paladin shield cant be equipped with the ankh shield anymore (as both are components for the guardian shield that grants 8 defense)

you are right about the stoned debuff and i will probably delete it altogether as i added it because its logical (Its a BLINDFOLD) but terraria isnt logical.

i would greatly appreciate help with spriting. all current and planned items can be seen in the item chart. pm me an alternate version (you can change the size i will make it work) if u make any and i will credit you. this also applies to wearing animations if u know how to do those as currently no item is visible ingame and i will not make them personally because 1. i suck at it and 2. i prefer my accessories disabled anyways
 
Last edited:
Your assumption that the difference between ranged and melee weapons is ammo consumption was my way of thinking for a long time. But there are 3 weapons that break this rule hard. The first one is the harpoon, its a flail that deals ranged damage. The second one is the Piranha Gun, the very special jungle dungeon chest reward with infinite ammo that deals ranged damage. The last one that finally broke the assumption is the toxikarp. Its a ranged damage dealing infinite ammo bubble shooter. So my definition for melee in this mod changes to "damage dealing component is physically attached to the player (like yoyos)". Thats my reasoning but your feedback is really appreciated and im gonna let you know that im currently asking @Zoaklen if i can use his idea of making the swap optional by making it a right click change. this would also be my preferred way as more optionals is always better but i take intellectual property very serious which is why i asked him first before including it (its already coded in my version and could be implemented).

that brings me to the alternate crafting recipes. this is an optional feature i made because i had so much bad luck that i searched 9 continuous hours in my current playthrough to find a anklet of the wind in a large world jungle. you still have to go to the jungle to get it. the problem with fishing in the jungle is that the jungle has the lowest priority of all biomes when it comes to fishing so any biome will overwrite the crate you get and therefore make the jungle crate unobtainable. so its an alternative. same goes for the fish finder, you could have done 100 quests and still not have all 3 components as its random. you are right about the flying knife. its a really weird special weapon that i dont know what to do with but its similar to the magic missile, flamelash and the rainbow rod.

Can u elaborate on the disassembling part? you cannot disassemble any vanilla item that i didnt disable. do you mean i should put a cost on disassembling modded items? but that would leave a sour taste for people trying to uninstall but u may be right. maybe i could increase the setup needed to disassemble from needing a demon altar and a tinkerers workbench to even more. or make a new crafting table, its all possible.

the worm scarf is now an item catered to mages as they have low defense so % damage reduction helps them more. all other damage reduction except the endurance potion are on melee orientated items (beetle armor/solar flare armor and frozen knuckles) so people dont stack them (if they do a battle mage they could but thats the kind of specialization i want to encourage) i cant stop melee characters from taking a mage orientated item (i could but that would be stupid). i also nerfed stacking of paladin shield flesh knuckles and ankh shield so the max defense you can have got reduced. ankh shield alone is now only 2 defense, flesh knuckles 6 and the paladin shield cant be equipped with the ankh shield anymore (as both are components for the guardian shield that grants 8 defense)

you are right about the stoned debuff and i will probably delete it altogether as i added it because its logical (Its a BLINDFOLD) but terraria isnt logical.

i would greatly appreciate help with spriting. all current and planned items can be seen in the item chart. pm me an alternate version (you can change the size i will make it work) if u make any and i will credit you. this also applies to wearing animations if u know how to do those as currently no item is visible ingame and i will not make them personally because 1. i suck at it and 2. i prefer my accessories disabled anyways
I think that the ability to disassemble to get a better modifier would break the game if there were no costs or penalties.

I like the idea of an endgame item that protects against the stoned debuff. (e.x. Luminite Goggles, crafted using 5 of each fragment, and 5 luminite bars an an ancient manipulator.)
 
Last edited:
Your assumption that the difference between ranged and melee weapons is ammo consumption was my way of thinking for a long time. But there are 3 weapons that break this rule hard. The first one is the harpoon, its a flail that deals ranged damage. The second one is the Piranha Gun, the very special jungle dungeon chest reward with infinite ammo that deals ranged damage. The last one that finally broke the assumption is the toxikarp. Its a ranged damage dealing infinite ammo bubble shooter. So my definition for melee in this mod changes to "damage dealing component is physically attached to the player (like yoyos)". Thats my reasoning but your feedback is really appreciated and im gonna let you know that im currently asking @Zoaklen if i can use his idea of making the swap optional by making it a right click change. this would also be my preferred way as more optionals is always better but i take intellectual property very serious which is why i asked him first before including it (its already coded in my version and could be implemented).

that brings me to the alternate crafting recipes. this is an optional feature i made because i had so much bad luck that i searched 9 continuous hours in my current playthrough to find a anklet of the wind in a large world jungle. you still have to go to the jungle to get it. the problem with fishing in the jungle is that the jungle has the lowest priority of all biomes when it comes to fishing so any biome will overwrite the crate you get and therefore make the jungle crate unobtainable. so its an alternative. same goes for the fish finder, you could have done 100 quests and still not have all 3 components as its random. you are right about the flying knife. its a really weird special weapon that i dont know what to do with but its similar to the magic missile, flamelash and the rainbow rod.

Can u elaborate on the disassembling part? you cannot disassemble any vanilla item that i didnt disable. do you mean i should put a cost on disassembling modded items? but that would leave a sour taste for people trying to uninstall but u may be right. maybe i could increase the setup needed to disassemble from needing a demon altar and a tinkerers workbench to even more. or make a new crafting table, its all possible.

the worm scarf is now an item catered to mages as they have low defense so % damage reduction helps them more. all other damage reduction except the endurance potion are on melee orientated items (beetle armor/solar flare armor and frozen knuckles) so people dont stack them (if they do a battle mage they could but thats the kind of specialization i want to encourage) i cant stop melee characters from taking a mage orientated item (i could but that would be stupid). i also nerfed stacking of paladin shield flesh knuckles and ankh shield so the max defense you can have got reduced. ankh shield alone is now only 2 defense, flesh knuckles 6 and the paladin shield cant be equipped with the ankh shield anymore (as both are components for the guardian shield that grants 8 defense)

you are right about the stoned debuff and i will probably delete it altogether as i added it because its logical (Its a BLINDFOLD) but terraria isnt logical.

i would greatly appreciate help with spriting. all current and planned items can be seen in the item chart. pm me an alternate version (you can change the size i will make it work) if u make any and i will credit you. this also applies to wearing animations if u know how to do those as currently no item is visible ingame and i will not make them personally because 1. i suck at it and 2. i prefer my accessories disabled anyways


In my opinion, what defines a weapon class is the way you use it.

For example, throwing weapons should be everything that you throw and it does its thing. You THROW a yoyo, so in my opinion it should be throw damage (this would make the throwing class very good late game). Flails wouldn't fit in this category however, I don't think, even if you do throw them in a sense, but it's more like swinging it around.

Ranged Weapons should be anything that uses ammo (an item that utilizes some sort of ammo), in the ways you expect in real life (bows, guns, RPGs, Rifles, etc.). Basically anything that you shoot.

Melee should be anything that you physically swing or use with your hands, or that is close ranged, but that can shoot projectiles, late game.

Summon is obvious, anything that makes other stuff work for you.

Magic is anything mystical, that uses spells or casts something.

So:
Melee: Swords, Spears, Daggers (shortswords), claws, mining tools, flails.
Ranged: Bows, Guns, Repeaters, Launchers.
Throw: Javelins (such as the daybreak), Boomerangs, yoyos, knifes, shurikens, bombs, (etc.).
Summon: Minions oriented weapons.
Magic: Tomes, Wands, Staffs, Magic Guns, other magical themed weapons.

Anything that doesn't fit in those is simply an exception to that type of weapon, because it's special, rare or aquired in a special way.

Regarding to some accessories class choices: While yes, you can't forbid some melee oriented person to use the worm scarf variants, aside for the extra damage reduction, the item doesn't do much to that character, which makes its use limited on a very good item. In my opinion, you should stick with that, but make the item a bit more generous to some other class that chooses to use it. How? That I don't know.

I don't think that being immune to the stoned debuff is a big deal; there's only 1 enemy in the entire game that can inflict you with it, and your reason to go into a marble biome in hardmore is... well... pretty much none. Just leave the Blindfold giving an immunity to it as is.

Do you plan on adding some new accessories maybe? I would love to see more. Also, adding more throwing weapons in each metallic tier, or doing like @Zoaklen and making another fragment tier for them would certainly be amazing. If you want some ideas for accessories and such, I would be happy to provide some.

EDIT: I also think that the "super fast" bonus from the elemental boots should be a little higher, since you don't really run all that fast. I exchanged some other mod boots with yours, and the difference is very noticeable.
 
Last edited:
Ranged Weapons should be anything that uses ammo (an item that utilizes some sort of ammo), in the ways you expect in real life (bows, guns, RPGs, Rifles, etc.). Basically anything that you shoot.
so the bone glove is a ranged weapon and not a throwing weapons? if not why is the snowball launcher a ranged weapon when it only shoots throwing weapons? the line is too similar in the vanilla game. thats the whole reason why i made throwing a subclass to ranged.
I also think that the "super fast" bonus from the elemental boots should be a little higher, since you don't really run all that fast. I exchanged some other mod boots with yours, and the difference is very noticeable.
my elemental boots give 10% movement speed and the passive that doubles your movement speed the longer you go. i could boost it to 15% and make the aglet an ingredient again. the vanilla lightning and frostspark boots have 8% (even when only the frostspark boots say they have some and they say they give 7%...) so it shouldnt really be a lot faster. my whole idea about reforging in this mod is that u get NOTHING for free when combining but also NEVER lose anything (except when an effect is converted). out of interest which mods super boots have you tried? quality of life?
 
OK, here are some of my ideas,
Cellphone + Greedy Ring = Wallet: Has the combined abilities of the Greedy Ring and the Cellphone. It is uniquipable, and merely having it in your inventory will give all the benifites of all the accessories used.
Title music box and all other music boxes that are not used in the title music box = Jukebox: Has a menu that lets you choose witch song to play. It is placeable, but unnequippable.
Broken Hero Sword + Copper shortsword = True Copper Shortsword (lol jk)
 
Broken Hero Sword + Copper shortsword = True Copper Shortsword (lol jk)
you mean the TRUE copper shortsword ;). i like the wallet idea idea. i dont like the idea of spriting a wallet :D.
btw i got the ok from zoaklen so ive implemented the weapon type swap of all weapons to be optional by right clicking the item in question to get its alternate version and keep the prefix it had. will be published soon with a few other goodies
 
I'm fond of this idea. I was never one to stack similar accessories as I would just upgrade them and move on due to limited space but the changes are very interesting and the added options intrigue me, I shall experiment with this. what can go wrong with more options? :dryadgrin:
 
so the bone glove is a ranged weapon and not a throwing weapons? if not why is the snowball launcher a ranged weapon when it only shoots throwing weapons? the line is too similar in the vanilla game. thats the whole reason why i made throwing a subclass to ranged.

my elemental boots give 10% movement speed and the passive that doubles your movement speed the longer you go. i could boost it to 15% and make the aglet an ingredient again. the vanilla lightning and frostspark boots have 8% (even when only the frostspark boots say they have some and they say they give 7%...) so it shouldnt really be a lot faster. my whole idea about reforging in this mod is that u get NOTHING for free when combining but also NEVER lose anything (except when an effect is converted). out of interest which mods super boots have you tried? quality of life?

I used Zoaklen's. Also, I know there are exceptions, what I pointed out was the basic rule I would go by. Bone Glove, being expert mode, and well, being a way to throw bones, fits as a throwing weapon. Snowball launcher... well, never used it really. But I guess you can do this: If the item is just a mean of throwing it (rather than shooting), it's throwing. I'm curious, do you agree with the Yoyo thing? Also, I don't know if it's your mod or some other, but when I installed yours, my yoyos no longer work properly. They just go out of the screen and reset.
 
I used Zoaklen's. Also, I know there are exceptions, what I pointed out was the basic rule I would go by. Bone Glove, being expert mode, and well, being a way to throw bones, fits as a throwing weapon. Snowball launcher... well, never used it really. But I guess you can do this: If the item is just a mean of throwing it (rather than shooting), it's throwing. I'm curious, do you agree with the Yoyo thing? Also, I don't know if it's your mod or some other, but when I installed yours, my yoyos no longer work properly. They just go out of the screen and reset.
i would classify yoyos as the same a flail would be. if a flail is melee for you so is the yoyo and the other way around. but if i take flail and yoyos out of the melee class... well there would be nothing left ^^. the yoyo issue is interesting. i didnt change a single thing about yoyos. have u tried disabling all mods but mine? maybe i left a dirty edit but i didnt change the yoyo bag or any yoyo. will test it as soon as possible when i finish the newest release.
 
you mean the TRUE copper shortsword ;). i like the wallet idea idea. i dont like the idea of spriting a wallet :D.
btw i got the ok from zoaklen so ive implemented the weapon type swap of all weapons to be optional by right clicking the item in question to get its alternate version and keep the prefix it had. will be published soon with a few other goodies
I'll Sprite it
 
i would classify yoyos as the same a flail would be. if a flail is melee for you so is the yoyo and the other way around. but if i take flail and yoyos out of the melee class... well there would be nothing left ^^. the yoyo issue is interesting. i didnt change a single thing about yoyos. have u tried disabling all mods but mine? maybe i left a dirty edit but i didnt change the yoyo bag or any yoyo. will test it as soon as possible when i finish the newest release.
I guees you're right. The problem is that the Throw class doesn't currently have a lot going. We would need to create more weapon types for that, I guess.
 
How about more crates
Hell Crate - Caught in the caverns or underworld - Unique items: Magma stone, Obsidian Rose, and Lava Charm
Shadow Crate - Caught in the caverns or underworld - Unique items (contained in a Shadow Lock Box): Dark Lance, Flamelash, Flower of Fire, Sunfury, Hellwing Bow
Desert Crate - Caught in the Desert/Underground Desert - Unique Items: Magic Carpet, Sandstorm in a Bottle, Pharaoh Vanity Set, Extractinator
Ocean Crate - Caught in the Ocean/Forest with 1000 + Water Blocks -Unique Items: Trident, Breathing Reed, Flipper, Water Walking Boots (rare), Beach Ball
Cave Crate - Underground, Cavern - Unique Items - Band or Regeneration, Magic Mirror, Cloud in a Bottle, Hermes Boots, Enchanted Boomerang, Shoe Spikes, Flare Gun (25-50 Flares), Extractinator (rare)
 
How about more crates
Hell Crate - Caught in the caverns or underworld - Unique items: Magma stone, Obsidian Rose, and Lava Charm
Shadow Crate - Caught in the caverns or underworld - Unique items (contained in a Shadow Lock Box): Dark Lance, Flamelash, Flower of Fire, Sunfury, Hellwing Bow
Desert Crate - Caught in the Desert/Underground Desert - Unique Items: Magic Carpet, Sandstorm in a Bottle, Pharaoh Vanity Set, Extractinator
Ocean Crate - Caught in the Ocean/Forest with 1000 + Water Blocks -Unique Items: Trident, Breathing Reed, Flipper, Water Walking Boots (rare), Beach Ball
Cave Crate - Underground, Cavern - Unique Items - Band or Regeneration, Magic Mirror, Cloud in a Bottle, Hermes Boots, Enchanted Boomerang, Shoe Spikes, Flare Gun (25-50 Flares), Extractinator (rare)
I feel like being able to get a flamelash, flower of fire, sunfury and hellfire bow from just fishing in a cavern is a bit much and would be better suited in the hell crate which, I think, should be caught in lava in the underworld only but the idea is awesome and I would love to see more crates in the game.
 
Back
Top Bottom