Steps to reproduce:
1. Summon all 3 mechanical bosses at once like usual.
2. Defeat 2 of the bosses.
3. Let the last one despawn.
4. Re-summon the one you let despawn, and defeat it.
This will always work so long as you don't re-summon one of the 2 that were already defeated.
Here's a video...
They'd provide the same health regeneration effect as beds and chairs, and logically also removing the stinky buff.
I can imagine it'd possibly be very annoying to draw this correctly given playerdrawlayer ordering... but that's why I'm suggesting it here instead of trying to mod it in myself...
This comment is just a request, but it'd be nice if the molten armour pulsing was separated from the sheet entirely so it could pulse correctly while walking regardless of animation states.
I'm only aware of these two, but there may be other more obscure issues. Firstly for the ones that do work that I know of, the nebula and dark artist set's arm glowmasks work properly.
I'm unsure if the stardust does draw any glowmasks since it draws fullbright anyway. For the actual issues:
-...
For a tiny bit more info, the relevant method is PlayerFrame() in Player.cs, though that's probably self explanatory.
Unknown/haven't tested if NPCs/Enemies with similar framing as the player also have this issue.
The walking animation in the leg sprite sheet starts at the 7th frame, which is the frame immediately after the jumping frame.
however, the code for the leg animation sets the frame to frameHeight * 7, which is the 8th frame.
Equipped image is a modded item for demonstration, code inspected...
I'm a tester and the names confuse me so can't answer that lol
imkSushi was developing the tmodloader version, but hasn't updated it in over a year now; Another tester recently asked him for the source code, so they may start developing it instead
Yep, I agree entirely
We've tried a few times to start up work on the mod again, but it never really goes anywhere. I've been considering just locking the thread and pronouncing it dead.
Not ignorant, just none of us are really active working on the mod to fix issues.
Do you still have the old tconfig mod files on your pc? We're trying to get it working but it crashes while loading. Would also be awesome to see it return, though I don't really remember it too well
To clarify/correct some of the things warren said,
1. Boss checklist support is done, we just need to edit the modworld class file
2. They have been nerfed
3. It has been removed
4. World gen has been sped up significantly & no longer freezes at the crystals stage
All this will be in the next...
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