Do non-percentile effects still stack? E.g, Tim's Fishing Potion solidified, stack 3 or 4, do I have a higher chance to catch multiple?
Do non-percentile effects still stack? E.g, Tim's Fishing Potion solidified, stack 3 or 4, do I have a higher chance to catch multiple?
Why not find the value, then simply apply it as your own? Rather than hook it, just make it your 'own' potion effect. It may be a bit weird, but it'd work that way (or should, I'm not a programmer).I'm working on making it more clear what actually stacks and what doesn't. Because not all the tooltips list a chance or effect % even when there is one. Case in point, Tim's Fishing potion does indeed have a higher chance when solidified-stacked. How many fish you catch is based on the fishing rarity calculations described in the wiki.
In the next version, anything that doesn't stack should have a "(Limit)" tag as soon as it is part of a complex potion.
Edit:
Most of what doesn't stack is pretty obvious, like Spelunker. Either the ore is highlighted or it isn't. About the only thing that I wish could stack is Thorium's Silver Tongue effect. But the cost decrease is way deep in Terraria's code and there aren't any hooks that I know of to mess with it.
Why not find the value, then simply apply it as your own? Rather than hook it, just make it your 'own' potion effect. It may be a bit weird, but it'd work that way (or should, I'm not a programmer).
And I get why some wouldn't work, spelunker's being the obvious one. What about builder's, and standard fishing?
Just voted on the current Poll. I opted for 300. Seems reasonable.
So far that is the most popular option.
Dude, after fighting enough bosses, I have nearly a thousand now, and I don't even use them that often...
[doublepost=1486273967,1486273411][/doublepost]@dtim - off topic query, any chance you could attempt a mod to allow the drill containment unit to break walls? Preferably using right click, alternatively using an 'alterate' mode, or as a last resort, a second unit that would let you mine walls like the current DCU.
Small cross-mod bug: using the reforge feature from hero's mod on a complex potion gets rid of the effects.
I was gonna report the fact that the ranged potions don't affect ammunition, but that seems to be a vanilla feature so nevermind.
With ranged potions i meant the Archery, Sniper and Artillery potions, all of them don't visibly affect ammo damage. Also, the Archery Potion wiki page says it doesn't affect arrow damage, only bow/repeater damage.