penguinslayer998
Terrarian
did u even read my post, it isn't fixedi believe that was fixed in the update
did u even read my post, it isn't fixedi believe that was fixed in the update
ahhh my bad, still having fallen champion statues spawning on the surface is a very real problem, but it could possibly be a bad mod interaction like I said
Edit: so I feel a little bit like an idiot right now, so apparently I used a little bit of marble when I flattened out the area, I didn't think much of it at the time, but I suppose it is possible to create a marble biome on the surface like other biomes
I have to say though, having a nice building material like that constantly spawning bosses, really isn't the greatest design decision, perhaps make it so that like the flower boss thing in the jungle, to not have it respawn unless optionally spawned after defeated?
huh, i had that glitch last update but it isnt effecting me anymore, could it be another item/effect that is doing it?did u even read my post, it isn't fixed
1.this is a known TModLoader bug1.Can't place Thorium weapons on weapon racks. Weapon disappears. Lost a bow trying this.
2.Not sure if it's intentional, but Slugger's push is cumulative as long as you're in the air.
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Thanks. Any idea if The Buried Champion drops are bugged? 47 kills, 10 staves, 10 bows, 9 swords... 18 shields and zero god hands. I know there is a slight chance of zero god hands, but it kind of looks like the god hand drop is eclipsed by the shield.1.this is a known TModLoader bug
2. this is semi-intentional. it started off as a bug, but diverman sam liked it and didn't fix it
Funny, I couldn't seem to get the bow....Thanks. Any idea if The Buried Champion drops are bugged? 47 kills, 10 staves, 10 bows, 9 swords... 18 shields and zero god hands. I know there is a slight chance of zero god hands, but it kind of looks like the god hand drop is eclipsed by the shield.
Also, it might be intentional, but when the Omni Cannon gets a prefix like Rapid or Unreal, it gets negative speed.I've found an odd bug with prefixes. For whatever reason upon loading a world, all ranged and magic weapons with prefixes that have a speed modifier lose the bonus of it after being used once. (melee and summoning weapons work fine)
The change isn't just visual. The item acts as if it has no bonus speed which results in it firing slower. Also for some reason once you reforge a weapon at the goblin tinkerer, it works fine and keeps the speed bonus until you reload the world and use it again. I made sure to test this with just Thorium enabled and updated to the latest version.
There are already a few mounts.The mod is really cool, but can you add some mounts? ill be very greateful!
yup, the bone grip accessory is at faultThe S.S Devastator's Rocket sounds are switched, when it fires a rocket, it makes an explosion sound, and when it explodes, it makes a launching sound.
I don't know if anyone has mentioned this but healer items don't seem able to have prefix's or be reforged
Ok okay then, personally id prefer them to have prefixesThat's intentional for now. Unsure if DivermanSam is gonna make them reforgable in the future or not, but for the time being they cannot be reforged.
So the way tModLoader (and possibly Terraria itself) give modifiers to weapons is solely based on a line in the code where we set its damage to something like, item.melee or item.magic. Well item.thrown is the exception, as it doesnt seem to latch onto any set of prefixes, so making a non-consumable throwing weapon will never allow it to have a modifier conventionally. But, since I can change the tooltip of the damage type (as evidence of the radiant damage) I set the non-consumables to item.ranged, which allows the weapon to latch onto ranged prefixes, then I change what tooltip damage it says it does to "throwing damage". Now since the weapon is now classified as a ranged weapon, some issues arise... In another method, I have to divide the ranged damage bonus from its total, while multiplying the throwing damage bonus as well. That fixes any damage inconsistencies that could arise, but Crit is still a small issue, as there isn't a method to solve it like there is for damage. Finally, since in the projectile I'm able to set it to projectile.thrown the weapon having item.ranged doesnt effect it, so were clear there. You might notice that the Bone Glove receives ranged prefixes as well, so I imagine a similar if not better process is done for it.Hey @DivermanSam I am legit curious, how did you make your infinite use throwing weapons able to have prefixes?