Hey
@TiberiumFusion ! I wanted to post some suggestions but knowing that the continuous bombardment of my suggestions will repeatedly disrupt your time, I thought I would organize and compile the ideas for more efficient reading. I mainly categorized the suggestions to 5 sets; the main 4 categories in TT2 + 2 from TTApplicator and TT2. I also have a 1-10 effort rating system that estimates the effort needed to finish it, estimated in updates (1 - probably will take 5-30 minutes for a hotfix, 3 - Will take 6 hours to a full day for medium update, 5 - May take a week or 3, 10 - probably a major update that may take a month/s). I also color-coded + sorted them to see how much it is of a stretch just to make it work (goes
Red-
Orange-
Yellow-
Y.Green-
Green, ranges Hard-Easy respectively).
Note: I'm not sure if other people had already suggested this, or if you're already working on it. Apologies for not making this sure, probably will in the next batch of suggestions.
EDIT: In contrast to your previous replies, I don't really expect most of these tweaks to reach the 5th-anniversary update because of the sheer time needed if they were ever considered, and I personally think they would be more fitting in the succeeding updates (Or all in one medium-major update OwO).
This may look like it took more effort to organize rather to just show the dang suggestions but I'm planning to make this a potential format for future batches of suggestions (You can tell me If you're not comfortable with it)
ACCESSORY:
(2)
More Specific virtual accessories - One of the only things I see in the Virtual Accessories tweak is the fully upgraded versions, but sometimes there are accessories that I don't want to be equipped but with no choice. A suggestion to fixing the problem of having the same variants of an accessory (i.e. tiger climbing gear + shoe spikes) is to make an editing portion/subset (Idk what is it exactly called) to optionally toggle some of the base accessories, or to just toggle the final product.
(1.8)
Accessory Uber upgrade - Just like the Omnipatcher's Uber upgrades, I think having to modify special attributes of accessories would be awesome, with the end-user also having the capability to improve or lessen the effects of a certain attribute of an accessory.
MISCELLANEOUS TWEAKS:
(2)
Toggle Armour Sets - Could be added in the superpower tweak, was thinking if it was expanded with all of the set bonuses compared to only crimson + palladium healing.
(2.2)
Nurse NPC price override - In the 1.4 update, they made the nurse increase healing prices by game progression, so I thought of what if you could override it all to a singular value (For the sake of simplicity), If you want to take it to the next tier, then you can probably kind of revert it to something like 1.3, where the price only increases the worse you got hurt.
(4)
Modify Pet summon slots - I always wanted to have multiple pets at once! (You could remove the restriction of 1 slot, then implement them for manually summoning the pets and not equipping them bc I think it can break the whole thing [It's easy to dismiss them with a right-click to their corresponding buffs anyways])
(2)
Modify Statue spawning cooldown + restrictions - I was also thinking if you could remove the 'cooldown' of the statues spawning their respective NPC's + removing restrictions of disabling statue spawning (i.e statue spawn will not work if spawned NPC is nearby a tile radius).
(2.5)
Modify chances/requirements for a meteorite landing - You could make it so that there are two factors that it could use - (1) The probability of a meteor landing per tick (2) frequency of when the game attempts to spawn another meteor (so that if no. 1 is set to 100% per tick it wouldn't just spawn meteors per tick, like a cooldown [not sure if some mechanic like this {no. 2} have already been implemented in vanilla terraria]). You could also modify the requirements of a meteor landing. Maybe change it to breaking a crimson heart/shadow orb, maybe even having a meteorite landing the moment you enter a fresh world (Pairs well with the pickaxe/hammer requirement suggestion to the Omnipatcher freestyle tweak)
(2)
Modify Vendor products + price - It may be possible to change/add the items a specific vendor can sell (maybe it looks like scanning prefixes in the freestyle tweak). What I originally thought could work is that the end-user would input the item id, then edit the price, similar to the interface of the starting items tweak except you first have to choose the vendor NPC to modify.
(3)
Unlock all vendor items - What if you could make vendor NPC's sell everything they could without reaching certain requirements (i.e Witch Doctor sells leaf wings upon spawn). The initial idea for pulling it off is to make the game think you have already fulfilled all of the requirements to sell a specific item (Probably by simply overriding them [the reqs] or making a false-positive of the requirement fulfilling).
(3)
Global change of flow for water/lava/honey - I thought of the lava flow speeding up in hell, and I thought it would probably be a convenience to modify the flow of liquids so you don't have to wait for them (Good for things like making hellevators or digging trenches) Regardless if you're in hell or otherwise (You could possibly quantify the flow to "Blocks per second" for the end-user). For the Water + Honey to do the same thing you can make only the lava have the feature, then make them inherit (Not in programming terms) those properties (There are other ways that I may not know that it can work). This may destroy the effects of water + honey and replace them with the function (again, not programming terms) of lava burning you, and if it does, then I'm ok with it to be only lava.
(9)
Projectiles can pass through portals (By portal gun) - This is probably really hard and effort-full to pull off, and will require a time like the next major update after the anniversary one to be implemented. I got inspiration from a Reddit post saying to make golf balls utilize portals (Which is impractical because in vanilla terraria your velocity will be set to the default minimum speed when entering a portal if you are slower than the minimum. It requires a complete overhaul of the portals themselves for them to work like that, on top of having projectiles to also go through it).
(10)
FPS Optimisation - This would disable multiple stuff like particle effects, loading chunks (still not completely sure if Terraria uses chunks though), pre-loading all journey items upon entering a world (It LAGS if you have too many items in the duplication menu), Atmospheric effects like if a blood moon, celestial pillar, or the moon lord is present, and probably a better lighting technique (Ok that's waaay stretched out).
OMNIPATCHER:
(DISCLAIMER: I know that in your previous reply you said that the whole omnipatcher/freestyle tweak is pretty wonky for vanilla terraria, and that all of these ideas in the category may not make it due to fundamental issues/ complete overhauling plans, and if such thing is true, then you could safely ignore the whole list in the category without replying bc I will understand why without you having to explain, but if you have something else/more to say in mind, then I'm not hindering you
).
(8-9)
More Attributes - This was supposed to be a lot of separate suggestions, but I've managed to group them up in this one big suggestion, and the way I'm gonna handle this is probably to one-by-one tell the attributes I'm more looking forward to if you can't manage to get all of them. (1) the 'Consumable' attribute is cool bc it can make blocks, potions, or ammo unlimited without assigning a new tweak. (2) I think the pickaxe/hammer power requirement can be changed, can be also modified for use with explosives. This can bring back a lot of things in 1.3 (i.e Meteorite + Hellstone can be blown up). I'm not sure if Terraria has made a value system to attributes like these, or they also have individually hard-coded them. Really good for adventure maps not having to force players into op pickaxes/drills just to mine something like temple blocks. (3) The Tooltip Attributes (from Tooltip 1 - 7) can be used to explain what was tweaked in-game removing the need to constantly memorize/know what did change. (4) In addition to the tooltip attributes, the name itself could be something awesome to toss in. (5) Value (How much will it sell). I'm talking about the base value because weapons/accessories can fluctuate prices bc of the prefixes. This can help to compensate for nerfed/buffed items to have that balanced feel. (6) I don't know about this, but changing the crafting recipe could also be nifty (something mildly interesting i just thought, not much of a need though but pretty cool). Along with all of these added attributes, it also feels kind of obligatory to add a Global tweak in contrast, but I'm gonna leave that to you.
(7-8)
Projectile editor - I'm not shooting for a fully-fledged editor that can handle all of its attributes, but I was thinking if a handful of attributes could be added like making them friendly/hostile (Can or can't hurt players, vice versa for enemies), enabling them to be homing (Much of a stretch), acceleration, or the ability to pass through walls. I believe most of the attributes are hard-coded into individual projectiles in Terraria, so a complete reinvention needs to take place, that's also why I classified this to red.
DARWIN TOOL:
(2-4)
"Mock" NPC ID - This may really look like a far stretch, but there are some attributes that are linked to only the NPC itself and not the ai (i.e granite golem and chaos elemental both use fighter ai, but can shield itself from attacks and teleport respectively), so what if the NPC id itself were to be changed for the modified npc? I personally think this itself requires a whole new system to make this work since Terraria does not accommodate for these situations.
(3)
Modify drop rates - It could be added as an additional attribute in the 'modify any npc' tweak, where it would show what items it would drop and being able to override a value with it. I was thinking if you could get the data for the drops + drop rates from the bestiary, but that looks like a stretch in itself.
TTAPPLICATOR:
(2.5)
"Test tweaklist" - This would add an option for TTApplicator to optionally test a tweaklist by pretending to load it without having to modify the assembly itself, and it can show some data like the failed tweak errors so that people don't have to load a tweaklist just to see if there was anything wrong, kind of a quick bypass solution to the relicSpawn thingy I brought up 1-2 days ago.
TT2:
(1.6)
Automatically make backup files on save - this could be a godsend to when stuff gets accidentally lost, and it could probably work identically to how terraria backs-up worlds (Validating the file after save then backing it up). Oh, and an autosave would probably be nice, but not really needed atm.
(1.8-2)
Concept of "Modules" - The concept can group together multiple tweaks in different categories (Probably can be classified by stickers like in the tweaklists tab), and then enable/disable all of them in one single click! Could be helpful for making new gamemodes that will eliminate the need to memorize certain tweaks and also enabling/disabling all of them without the need to find them through scrolling. The "Modules" could have a summary/quick edit above all the tweak categories for quick recognition for current users as well as to introduce new ones into the concept. The summary could provide a sneak peek of the tweaks included in a module, and could provide a shortcut to individually editing the included tweaks without scrolling there.
Let me know what you think of this format! (shortcomings, pros, stuff like that)