the bake sale is meant to be a jokeCool thx for info, using the mod in multiplayer. Do you think there would be any possible bugs for multiple people who want to turn in mask. Also would it be possible to modify the prices on the food buffs?
Doesn't matter how the boss is summoned, as long as the sequence isn't broken (unless Strict mode is off).I have another question:
- can you use different boss summon item for the same boss (like the skeletron item summon from fargo mod) ?
thanks
the bake sale is meant to be a joke
All players can turn in masks, but only one mask per boss, per game/server.
Doesn't matter how the boss is summoned, as long as the sequence isn't broken (unless Strict mode is off).
If you kill a boss when you aren't normally supposed to be able to on a single world (i.e. a hard mode mech boss before wall of flesh), you'll break sequence. It's pretty straightforward.
I'll be adding a simple API via Mod.Call() to allow other mods to add their own bosses+masks to the set. I'm not yet completely sure on the method to proactively reference others' mods to create this effect myself, and I'd rather not have to if possible since I'd have to keep up with all their respective updates and such.Edit: there should be more to this mod. We need invasions, meteors blowing things up, npcs leaving if progress isn't made in stopping the destruction, maybe a volcano erupting. I really like how this spices up the games progression and it might be possible to add thorium and/or calamity bosses to the progression through weak references, not a coder so I'm guessing as to what you would do for that.
I'll be adding a simple API via Mod.Call() to allow other mods to add their own bosses+masks to the set. I'm not yet completely sure on the method to proactively reference others' mods to create this effect myself, and I'd rather not have to if possible since I'd have to keep up with all their respective updates and such.
Anyway, fixed a multiplayer bug:
The goal is currently only to perfect the mod for it's simple, primary use: Adding a time factor to the main game. I'd like to add lots of neat content ideas in future versions, though. But for now, new to 1.0.5:
If anyone reaches the end of the quest line, let me know. I'd appreciate feedback on the end part in particular.
- Smoothed out quake animations + reduced their frequency of occurrence.
- Nerfed time limits, especially with hard mode.
- Fixed a time limit bug with the Wall of Flesh mask in particular.
I can't do much about plantera bulbs in particular, but I did add a 1.25x multiplier to the time extensions of hard mode masks for exactly this reason. Maybe I could increase that? Keep in mind there's a config file for these settings, if all else fails.It's a little bit of a pain to get past plantera, maybe someway to make sure a bulb spawns or you get one for turning in the final mech mask? I haven't found a single bulb yet.
I can't do much about plantera bulbs in particular, but I did add a 1.25x multiplier to the time extensions of hard mode masks for exactly this reason. Maybe I could increase that? Keep in mind there's a config file for these settings, if all else fails.
It's possible to add a secondary mechanic of giving the Lunatic spawner statues or life crystals or something to take some of the edge off of the timer, but I'd prefer to stick to progression via. well defined milestone events without side effects.
I just thought of an odd idea: What if, instead of crafting a marginally-useful minecart upgrade, I also allowed crafting a 'Plantera Bulb Locator' device from the mech boss expert mode drops that literally does what you suggested earlier? Would this be out of place?If possible, the increase should be just for the plantera segment.
I'm working on a way to account for existing bosses in other mods. This could end up being either relatively simple, or really daunting.With the amount of bosses added by other mods I'm not sure what setting would suite lunatic mod .... this mod might not even be for me I guess
then i have to wait then okayI'm working on a way to account for existing bosses in other mods. This could end up being either relatively simple, or really daunting.