BlockCrusader
Official Terrarian
Block’s Terraria Mods:
Welcome to my dedicated thread for all of my tModLoader mods! Here, you can find a list of all the mods I've released (or intend to release) publicly and read a little about them, as well as general information regarding all of my mods, including FAQ topics like reporting bugs, compatibility, and roadmap.
Please take note and respect the fact that these mods are worked on by myself alone as passion projects; I am releasing these publicly to give back to the community and this game. I will do my best to maintain them all and meet deadlines I’ve announced, but I can make NO guarantees, as I may end up with other priorities in life and/or simply be taking some time for myself.
Anyways, a list of my mods is immediately below, and some general info topics below that. Enjoy!
Mod List:
Each mod in this list will include its name, mod icon, a brief description, Steam Workshop link (if released), approx. release date (if unreleased), and a few preview images. If you find a mod you’re interested in and it’s released, I suggest looking at its Steam Workshop page for more details.
Artificer's Accessories:
Artificer: Post-Game Add-On
Block's Boss Bars:
Block's Leveling Mod:
Block's Special Rarities:
Robo-Dummies:
Block's Info Accessories:
Weapon Augments:
Damage Adjusters:
Block's Death FX:
Simple Equipment Perks:
ARSENAL: Weapons Expansion Mod:
Arsenal: Legacy:
Minion ModifyWeaponDamage Patch:
Block's Combo Meters:
Kirbo Pets:
Item Restriction Challenge:
Aether's Blessing: Shimmer QoL:
Corruption Core Boss:
Block's Thrower Mod:
Block's Thrower: Post-Game Add-On:
Block's Thrower: Arsenal Expansion:
Turtle Boulder:
Shadow Chase Challenge:
Additionally, all released mods can alternatively be downloaded (as .tmod files) through this GitHub repository.
FAQ; Compatibility, Bugs, Roadmap, and more:
This section contains a large amount of general info regarding my mods. If you have questions, look here first!
General Q&A:
Compatibility:
Bugs?:
State of Development:
End:
That’s all folks, I hope you find something here you enjoy!
Have a good one!
- BlockCrusader
Welcome to my dedicated thread for all of my tModLoader mods! Here, you can find a list of all the mods I've released (or intend to release) publicly and read a little about them, as well as general information regarding all of my mods, including FAQ topics like reporting bugs, compatibility, and roadmap.
Please take note and respect the fact that these mods are worked on by myself alone as passion projects; I am releasing these publicly to give back to the community and this game. I will do my best to maintain them all and meet deadlines I’ve announced, but I can make NO guarantees, as I may end up with other priorities in life and/or simply be taking some time for myself.
Anyways, a list of my mods is immediately below, and some general info topics below that. Enjoy!
Mod List:
Each mod in this list will include its name, mod icon, a brief description, Steam Workshop link (if released), approx. release date (if unreleased), and a few preview images. If you find a mod you’re interested in and it’s released, I suggest looking at its Steam Workshop page for more details.
Artificer's Accessories:
Artificer's Accessories (Last updated: 5/5/24, for tML 1.4.4+ on Steam):
This is one of my major content mods, which introduces new accessories as well as a brand new class;
This is one of my major content mods, which introduces new accessories as well as a brand new class;
- New Artificer class which comes with generic stat boosts. This class how low raw power, but makes up for it with powerful set bonuses that unlock extra accessory slots!
- Over 100 new accessories; 50 of which are the unique 'Ability Accessories'
- Ability Accessories confer few to no passive benefits, but have special abilities that can be activated with the press of a hotkey, albeit with a global cooldown. There is also a universal penalty by default, which is disabled by Artificer set bonuses. Thus, Artificers benefit the most from these new accessories.
- Also, as quality of life, various commonly-used vanilla accessories have new, alternative sources. Benefitting items include: Hermes Boots, the Shiny Red Balloon, Frog Leg, and more!
Artificer: Post-Game Add-On (Last updated: 3/15/24, for tML 1.4.4+ on Steam):
A small add-on for Artificer's Accessories, which adds new Artificer gear suited for taking on other mods' post-ML content;
A small add-on for Artificer's Accessories, which adds new Artificer gear suited for taking on other mods' post-ML content;
- 3 new tiers of Artificer gear; Permalloy, Supernova, and Paragon
- Each tier comes with a respective crafting ingredient, armor set, and a few accessories (3-5) which include some ability accessories
- The new crafting ingredients (and thus their gear) can only be made with certain materials from certain mods
- Supported mods; Thorium, Calamity, Mod of Redemption, Fargo's Souls, and The Story of Red Cloud (Note that not all mods give access to all tiers)
Block's Boss Bars (Last updated: 4/28/24, for tML 1.4.4+ on Steam):
This client-side mod introduces an overhauled, yet vanilla-faithful boss bar style, inspired by FlashKirby's Yet Another Boss Health Bar mod for 1.3 tML;
This client-side mod introduces an overhauled, yet vanilla-faithful boss bar style, inspired by FlashKirby's Yet Another Boss Health Bar mod for 1.3 tML;
- This boss bar's size can be customized; anywhere from 50% to 200% the size of vanilla's
- Enjoy YABHB inspired bar sprites, which change based on your difficulty (FTW, GFB, and Legendary included!)
- Bar fill color is now dynamic based on boss HP
- Enhanced text display that displays boss names and is a bit larger, too
- Added bar shake and bar chip aesthetic features
- Config options, including the ability to track optional boss parts (Ex: Skeletron Prime's limbs)
Block's Leveling Mod (Last updated: 4/28/24, for tML 1.4.4+ on Steam):
This is one of my largest gameplay-changing mods, which introduces a relatively simple leveling mechanic to weapons (and players, though the focus is weapons);
This is one of my largest gameplay-changing mods, which introduces a relatively simple leveling mechanic to weapons (and players, though the focus is weapons);
- Enjoy an RPG-style leveling system with exponentially increasing XP requirements and resultant damage boosts as you level up your favorite weapon(s)
- Utilize 'Experience Runes' to grant your weapons the ability to gain XP and level up. Rarity determines the Rune you need.
- Different Runes apply different 'Base XP' values that determine how much XP is needed by the weapon in general. High tier runes apply higher Base XPs for balanced play.
- Diligently train your favorite weapon to lvl 100 over the course of playthrough, at which point it'll get x3 damage!
- Collect 'Experience Orbs' as rare drops from enemies to bolster your weapon(s)'s training
- This mod also has many configuration options with detailed descriptions that will help you explore, learn, and customize the intricacies of the mod's mechanics
Block's Special Rarities (Last updated: 8/20/23, for tML 1.4.4+ on Steam):
A very small mod which introduces a couple of unique rarities for some of the game's particularly exceptional items;
A very small mod which introduces a couple of unique rarities for some of the game's particularly exceptional items;
- These rarities will shift between 2 colors - akin to Master Mode's Fiery Red rarity - in order to give these items a little extra uniqueness and personality
- Items with these new rarities include: Terraprisma, Zenith, the Coin Gun, the Rod of Discord/Harmony, the Red Potion, and more!
Robo-Dummies: (Last updated: 4/22/24, for tML 1.4.4+ on Steam):
A very small testing mod which introduces 'Robo-Dummies' which count as hostile NPCs for testing purposes;
*Notice: This mod is NOT open-source, due to some of its code coming from Boaphil's Super Dummy mod, which lacks an open-source license that would allow me such freedom.*
A very small testing mod which introduces 'Robo-Dummies' which count as hostile NPCs for testing purposes;
- Unlike standard target dummies, Robo-Dummies will trigger minions, homing, on-hit effects, etc.
- Robo-Dummies come in two variants - grounded and hovering - setting them apart from your average 'super dummy' and offering extra flexibility when testing
- Robo-Dummies are also able to be spawned in with defense, and/or without knockback immunity. This means you have a total of 8 dummy options in one!
- Robo-Dummy defense/knockback can be customized via. config. Additionally, random damage variation against dummies can be adjusted for precision DPS testing
*Notice: This mod is NOT open-source, due to some of its code coming from Boaphil's Super Dummy mod, which lacks an open-source license that would allow me such freedom.*
Block's Info Accessories: (Last updated: 4/21/24, for tML 1.4.4+ on Steam):
Another small mod that adds in 9 new info displays, complete with info accessories and optional PDA/Cell Phone/Shellphone integration;
Another small mod that adds in 9 new info displays, complete with info accessories and optional PDA/Cell Phone/Shellphone integration;
- Adds displays for Luck, Minion Slots, Sentry Slots, Life Regen, Spawn Rate (+Spawn Cap), Aggro, Mana Regen/Usage, Biome(s), and 'Combo'
- Each display has its own accessory, including a pair of tinkers akin to the vanilla Goblin Tech, GPS, etc.
- Config options that allow integrating the new accessories into the PDA's recipe and/or info displays (Also impacts PDA's upgrades)
Weapon Augments: (Last updated: 4/19/24, for tML 1.4.4+ on Steam):
A second major, gameplay-changing mod that also happens to revolve around upgrading your weapons. This mod adds 'Augments', special effects that you can apply to your weapons;
A second major, gameplay-changing mod that also happens to revolve around upgrading your weapons. This mod adds 'Augments', special effects that you can apply to your weapons;
- Loot 'Shards of Power' from enemies, craft those into 'Crystals of Power', which in turn yield 'Augment Jewels', that can finally be used to apply its Augment to your weapon
- There are 100 types of Augment, and they come in 8 tiers of strength and rarity. Not all Augment types are available in all tiers, so the grand total of unique Augments is 320(!)
- Need to remove an Augment? Special Void Shards - made from shimmering basic Shards of Power - can do that, and may salvage shards in the process
- Has cross-mod content with Block's Leveling Mod; turning on this feature weakens damage boost from leveling up, but milestone levels (25, 50, etc.) grant extra Augment slots!
- Has configuration for adjusting Shard drop attempts as well the ability to manually change the Augment limit (In case you wanna go wild with a x5 Rush Chain Gun or something)
Damage Adjusters: (Last updated: 9/10/23, for tML 1.4.4+ on Steam):
Another testing mod which introduces items that can be used to apply multipliers to weapon damage;
Another testing mod which introduces items that can be used to apply multipliers to weapon damage;
- The multipliers range from x1.01 to x1000 and x0.99 to x0.001. A weapon's multiplier can also be reset to x1
- I'm not too experienced with UI, so a series of items must be used to sift through multiplier options
- Since this mod is very cheat-y, the items are unobtainable without a cheating/testing mod
- I know I can't stop you, so have fun killing the Moon Lord with your 5000 damage copper shortsword I guess
Block's Death FX: (Last updated: 9/24/23, for tML 1.4.4+ on Steam):
Certainly my silliest mod, this one expands upon the classic death sound effect resource pack by introducing a system by which a random effects occur when you die;
Steam Workshop
Certainly my silliest mod, this one expands upon the classic death sound effect resource pack by introducing a system by which a random effects occur when you die;
- Includes 110 death sounds; which one you get upon your inevitable demise is randomized every time!
- Also has 10 visual effects to choose from on death. These are also randomized
- A taunt hotkey that plays a death noise on-demand!
- Killbinding!
- Configuration for toggling every death sound and visual effect in the mod. There are also options for some other silly effects, such as making bosses use death sounds as well
Steam Workshop
Simple Equipment Perks: (Last updated: 11/6/23, for tML 1.4.4+ on Steam):
A smaller gameplay-tweaking mod which adds extra utility to pets, as well as light pets, minecarts, and wings (albeit to a slightly lesser degree):
A smaller gameplay-tweaking mod which adds extra utility to pets, as well as light pets, minecarts, and wings (albeit to a slightly lesser degree):
- Pets now confer small perks, granting them a small amount of utility and making them a little more unique, and rewarding to collect
- Light Pets, Minecarts, and Wings all also get perks for similar reasons (Ex: All Minecarts and Wings generally do the same thing). These perks are generally weaker, though
- A few individuals are excluded from these changes since they already have unique abilities (Chester, Magic Lantern, Digging Molecart, etc.)
ARSENAL: Weapons Expansion Mod (Last updated: 1/16/24, for tML 1.4.4+ on Steam):
My first mod and the largest of my content-adding mods. Arsenal focuses entirely on adding new weapons to the game to greatly increase your options throughout the entirety of progression;
*Notice: This mod is not yet open-source, though it is planned to be. Do note it won't be available for some time, as I intend to finish the mod before open-sourcing, and the finishing updates are slated near the end of the current roadmap, putting it in either 2024 or 2025.*
My first mod and the largest of my content-adding mods. Arsenal focuses entirely on adding new weapons to the game to greatly increase your options throughout the entirety of progression;
- Should be considered an open-beta; about ~75% of planned content is present, though multiplayer has some desync problems (but is still playable) and many current weapons no longer meet my standards of quality (visually and/or mechanically), which are intended to match that which is set by modern 1.4.4+ gen vanilla content.
- Adds almost 300 new items, the vast majority of which are weapons
- Flamethrowers and launchers are now in pre-hardmode!
- Shortswords are extended into hardmode, and now include Raipers!
- All vanilla classes now have their own counterparts for the Terra Blade, Zenith, Terraprisma, and Waffle's Iron
- Endgame expansion; The Lunar Pillars now have 8 items a piece (Counting Vanilla), and the Moon Lord has a bunch of extra drops. There are even a few special upgrades made from Luminite bars!
- Master Mode Weapons; special weapons that can drop from bosses in Master Mode, as an extra reward. WoF and ML have no new weapon, but instead drop crafting tokens to make your choice of loot. There are also settings for customizing drop rates and making these weapons drop in Expert Mode, if you don't like special content being locked behind Master Mode
*Notice: This mod is not yet open-source, though it is planned to be. Do note it won't be available for some time, as I intend to finish the mod before open-sourcing, and the finishing updates are slated near the end of the current roadmap, putting it in either 2024 or 2025.*
Arsenal: Legacy:
A small add-on for ARSENAL: Weapons Expansion Mod which re-adds some content that was cut from Arsenal while in development, akin to how vanilla Terraria has Ancient items;
A small add-on for ARSENAL: Weapons Expansion Mod which re-adds some content that was cut from Arsenal while in development, akin to how vanilla Terraria has Ancient items;
- Fully re-implements some items that were removed due to reasons such as similar vanilla content being introduced (Looking at you Soulscourge and Vasculash)
- Also adds in some older designs of existing Arsenal content in the same fashion as vanilla's Ancient items; these are purely aesthetic alternatives
- Most are obtained via. shimmer, but some have conventional recipes that require ecto mist
Minion ModifyWeaponDamage Patch: (Last updated: 8/27/23, for tML 1.4.4+ on Steam) (Discontinued until further notice!):
An extremely small mod that offers a solution to a tML bug in which minions, sentries, and other projectiles with the variable 'ContinuouslyUpdateDamageStats' set to true are unable to be affected by damage changes from the 'ModifyWeaponDamage' hook. This is a little confusing so I suggest reading the whole rundown on the Steam Workshop page.
Please be aware of the following:
An extremely small mod that offers a solution to a tML bug in which minions, sentries, and other projectiles with the variable 'ContinuouslyUpdateDamageStats' set to true are unable to be affected by damage changes from the 'ModifyWeaponDamage' hook. This is a little confusing so I suggest reading the whole rundown on the Steam Workshop page.
Please be aware of the following:
- This is not a perfect solution! There may be certain, niche scenarios - with special minions - that don't work properly. Please just read the description on the Workshop.
- This bug has been reported to the tML devs; it will probably not get fixed, as developing a total solution is a near-impossible matter in this scenario
Block's Combo Meters: (Last updated: 4/23/24, for tML 1.4.4+ on Steam):
Another client-sided mod, this one introduces a combo system similar to those found in many action games;
Another client-sided mod, this one introduces a combo system similar to those found in many action games;
- Choose from either a hit-based or DPS-based combo system, each with its own meter. If you want, you can even use both at the same time!
- Hit Counter meter: Simple hit-based system which counts up consecutive hits landed within ~3 seconds of each other. Taking damage can also end a combo
- Letter Rank meter: Damage/DPS-based system in which you gain letter-based ranks as you inflict damage. Higher ranks demand greater DPS
- Highly customizable; both meters can be moved, scaled, and have their behaviors tweaked. They also have multiple visual styles to pick from!
Kirbo Pets (Last updated: 11/28/23, for tML 1.4.4+ on Steam):
This is a small, fun content mod heavily based on the 'Kirbo Pet' resource pack, by Bruxz. It introduces a set of familiars inspired by the 'Kirbo' character, created by TerminalMontage, and in turn based off of Nintendo and Hal Laboratories' Kirby;
*Notice: This mod is NOT open-source, since it has assets adapted from Bruxz's Kirbo Pet resource pack.*
This is a small, fun content mod heavily based on the 'Kirbo Pet' resource pack, by Bruxz. It introduces a set of familiars inspired by the 'Kirbo' character, created by TerminalMontage, and in turn based off of Nintendo and Hal Laboratories' Kirby;
- 6 different pet variants of various colors. There are even items which allow you to have multiple Kirbos at once (Similar to Resplendent Dessert in vanilla)
- Light pet variant with a post-Plantera upgrade
- 3 tiers of Kirbo minion to fight alongside you
- Built-in cross-mod compatibility with Simple Equipment Perks
*Notice: This mod is NOT open-source, since it has assets adapted from Bruxz's Kirbo Pet resource pack.*
Item Restriction Challenge (Last updated: 4/23/24, for tML 1.4.4+ on Steam):
A small and frankly rather evil mod which allows you to challenge yourself in an interesting but potentially brutal way, by placing restrictions on how items can be obtained. For example, you can;
*Notice: This mod is NOT open-source; it's a very small mod and the code could potentially be used in malicious ways so I'd rather keep it under wraps.*
(Image shows the mod Recipe Browser in use, demonstrating all recipes being disabled)
A small and frankly rather evil mod which allows you to challenge yourself in an interesting but potentially brutal way, by placing restrictions on how items can be obtained. For example, you can;
- Make it so that dropped items are instantly deleted, forcing you to rely on chest loot, crafting, and NPC shops
- Disable all crafting recipes
- Disable most enemy/NPC loot
- Disable all NPC shops
*Notice: This mod is NOT open-source; it's a very small mod and the code could potentially be used in malicious ways so I'd rather keep it under wraps.*
(Image shows the mod Recipe Browser in use, demonstrating all recipes being disabled)
Aether's Blessing: Shimmer QoL (Last updated: 4/23/24, for tML 1.4.4+ on Steam):
A small quality of life mod that adds a few features centered on Shimmer/the Aether;
A small quality of life mod that adds a few features centered on Shimmer/the Aether;
- Adds a tooltip labeling items with unique item transmutations
- A special Aether Pylon that allows quick access to the Aether
- The Genesis Conduit, shimmered form the Tinkerer's Workshop. When crafting gear near a Genesis Conduit and the Aether, strong prefixes are guaranteed to be rolled!
- The Shimmer Well, shimmered from any Water Fountain. Functions as a crafting station that can craft item transmutations, as an alternative to throwing items in shimmer
Corruption Core Boss (Last updated: 4/23/24, for tML 1.4.4+ on Steam):
A small content mod centered on the titular boss, the Corruption Core. This is a standalone, post-Mechs boss encounter, complete with;
A small content mod centered on the titular boss, the Corruption Core. This is a standalone, post-Mechs boss encounter, complete with;
- A special spawn method
- AI changes for Expert Mode and For The Worthy
- A comprehensive loot pool with unique weapons, an accessory (Separate from the Expert accessory), and universal boss drops
- Support for Boss Checklist
- And more...!
Block's Thrower Mod (Last updated: 3/23/24, for tML 1.4.4+ on Steam):
Another larger content mod and also my second class-introducing mod. In this case, it's a standalone Thrower class, which includes;
Another larger content mod and also my second class-introducing mod. In this case, it's a standalone Thrower class, which includes;
- A more straightforward playstyle with no new mechanics (Unlike Calamity, Thorium, etc.), reminiscent of old vanilla Thrower
- New weapons, armor sets, accessories, potions, etc. to support Thrower throughout vanilla progression
- The ability to (optionally) convert various vanilla weapons and items (Including some armor sets) to Thrower, including all ex-Thrower items (Except Bone Glove)
- A Ninja NPC to sell various Thrower-related goods. And yes, this means you can free the ninja inside King Slime!
Block's Thrower: Post-Game Add-On (Last updated: 3/30/24, for tML 1.4.4+ on Steam):
A small add-on for Block's Thrower Mod, which adds new Thrower gear suited for taking on other mods' post-ML content;
A small add-on for Block's Thrower Mod, which adds new Thrower gear suited for taking on other mods' post-ML content;
- 3 new tiers of Artificer gear; Ataraxia, Nihilshade, and Ascended
- Each tier comes with a respective crafting ingredient, armor set, accessory, and four weapons
- The new crafting ingredients (and thus their gear) can only be made with certain materials from certain mods
- Supported mods; Thorium, Calamity, Mod of Redemption, Fargo's Souls, and The Story of Red Cloud (Note that not all mods give access to all tiers)
Block's Thrower: Arsenal Expansion (Last updated: 3/23/24, for tML 1.4.4+ on Steam):
A small add-on mod for Arsenal and Block's Thrower Mod, adding cross-content between the two, including;
A small add-on mod for Arsenal and Block's Thrower Mod, adding cross-content between the two, including;
- 17 new Thrower Weapons offering counterparts to major Arsenal sets, like the Terra series, GFB weapons, and more
- Conversions for 5 Arsenal weapons to Thrower class, 4 of which have independent toggles
- A weapon that lets you throw dirt blocks. Just because it wouldn't be Block's Thrower without it.
Turtle Boulder (Last updated: 4/1/24, for tML 1.4.4+ on Steam):
A small joke mod made for April Fool's 2024. Introduces a new boulder variant; the dreaded 'Turtle Boulder'
A small joke mod made for April Fool's 2024. Introduces a new boulder variant; the dreaded 'Turtle Boulder'
- A combination of your least favorite trap and least favorite Hardmode Jungle enemy!
- Replaces normal boulders spawned in the Jungle, and deals as much damage as a spinning Giant Tortoise!
Shadow Chase Challenge (Last updated: 4/30/24, for tML 1.4.4+ on Steam):
A small challenge mod in which you're constantly trailed by a shadowy ghost; can you beat the game while being constantly pursued?
A small challenge mod in which you're constantly trailed by a shadowy ghost; can you beat the game while being constantly pursued?
- Keep moving to avoid being damaged by your 'Shadow', and try and lead it into enemies to inflict some collateral damage!
- Highly customizable with client-sided configuration; players can independently toggle their Shadow or adjust its attributes at any time!
Additionally, all released mods can alternatively be downloaded (as .tmod files) through this GitHub repository.
FAQ; Compatibility, Bugs, Roadmap, and more:
This section contains a large amount of general info regarding my mods. If you have questions, look here first!
General Q&A:
Q: Is [insert mod here] compatible with multiplayer/[other mod]?
A: Please read the ‘Compatibility’ section of this thread, found below!
Q: I’ve found a bug I want to report
A: Please read the ‘Bugs?’ section of this thread, found below!
Q: What are you working on?/Update [insert mod here] please!
A: Please read the ‘State of Development’ section of this thread, found below!
Q: I don’t play tML on Steam, are there other ways to get [insert mod here]?/Is [insert mod here] open-source?
A: Most of my mods are open-source, so it is possible to extract them through tML to inspect the source. As for other methods of download, I've discontinued uploading mod sources to GitHub since I've found too few people utilize the repositories for them to be worth the effort of setting up and maintaining*.
However, I do maintain my GitHub repository containing the tmod files of all my mods. If you can't download mods through the Workshop, you should be able to get the files you need from the repository.
*This is effective as of December 2023, mods released before still have a GitHub page but are likely outdated.
Q: Is there a changelog for [insert mod here]?
A: Almost certainly, unless the mod is a small, one-off style mod that isn’t ever getting updates. My mod’s changelogs can be found in the ‘Changes Notes’ tab of the respective Steam Workshop page.
Q: Please release X
A: Please remember I'm a single person maintaining upwards of nearly 20 mods, and also have other things going on. I'll get to things when I get to them; I work on my mods as a hobby, for fun. If something is going to be coming out soon and I've decided when, I'll put up a release date for it.
Q: You said X would be out on this date, but it isn’t
A: Again, remember I’m a single person maintaining upwards of nearly 20 mods; I’ll try my best to get things done but I can’t make guarantees! Also, keep time zones in mind; 2 PM for you might be 10 PM for me!
Q: How can I support you/[insert mod here]?
A: At the moment, I don’t have any means of financial support or the like set up. In the meantime, liking, favoriting, and/or awarding the mod(s) on Steam Workshop will suffice. It is worth noting that I hardly ever use Steam Points, but if you decide to award anyways the sentiment is still appreciated. Many thanks in advance!
Q: Can I contribute to [insert mod here]?
A: My mods are passion projects that I intend to work on alone, so I probably won’t be taking any direct help with developing new mods/content. However, you can visit the mods' GitHub repository and check for any bug/issue reports! Making PRs with bug fixes or even just code improvements is extremely useful and appreciated. If you want to localize a mod or even make a wiki, that is more than acceptable as well; just reach out to me beforehand (Making a PR on the GitHub repository works too).
A: Please read the ‘Compatibility’ section of this thread, found below!
Q: I’ve found a bug I want to report
A: Please read the ‘Bugs?’ section of this thread, found below!
Q: What are you working on?/Update [insert mod here] please!
A: Please read the ‘State of Development’ section of this thread, found below!
Q: I don’t play tML on Steam, are there other ways to get [insert mod here]?/Is [insert mod here] open-source?
A: Most of my mods are open-source, so it is possible to extract them through tML to inspect the source. As for other methods of download, I've discontinued uploading mod sources to GitHub since I've found too few people utilize the repositories for them to be worth the effort of setting up and maintaining*.
However, I do maintain my GitHub repository containing the tmod files of all my mods. If you can't download mods through the Workshop, you should be able to get the files you need from the repository.
*This is effective as of December 2023, mods released before still have a GitHub page but are likely outdated.
Q: Is there a changelog for [insert mod here]?
A: Almost certainly, unless the mod is a small, one-off style mod that isn’t ever getting updates. My mod’s changelogs can be found in the ‘Changes Notes’ tab of the respective Steam Workshop page.
Q: Please release X
A: Please remember I'm a single person maintaining upwards of nearly 20 mods, and also have other things going on. I'll get to things when I get to them; I work on my mods as a hobby, for fun. If something is going to be coming out soon and I've decided when, I'll put up a release date for it.
Q: You said X would be out on this date, but it isn’t
A: Again, remember I’m a single person maintaining upwards of nearly 20 mods; I’ll try my best to get things done but I can’t make guarantees! Also, keep time zones in mind; 2 PM for you might be 10 PM for me!
Q: How can I support you/[insert mod here]?
A: At the moment, I don’t have any means of financial support or the like set up. In the meantime, liking, favoriting, and/or awarding the mod(s) on Steam Workshop will suffice. It is worth noting that I hardly ever use Steam Points, but if you decide to award anyways the sentiment is still appreciated. Many thanks in advance!
Q: Can I contribute to [insert mod here]?
A: My mods are passion projects that I intend to work on alone, so I probably won’t be taking any direct help with developing new mods/content. However, you can visit the mods' GitHub repository and check for any bug/issue reports! Making PRs with bug fixes or even just code improvements is extremely useful and appreciated. If you want to localize a mod or even make a wiki, that is more than acceptable as well; just reach out to me beforehand (Making a PR on the GitHub repository works too).
Compatibility:
Multiplayer:
As I’ve mentioned, I work on my mods alone as passion projects; this means I have virtually no opportunities to test multiplayer compatibility. From what I have gathered from the occasional playthrough with close friends, most - if not all - my mods can run on multiplayer; that is to say they probably won’t cause major problems or crash your game. However, there are still net-code and syncing issues! Hence, do not be surprised if you encounter bugs! In the likely event you encounter such multiplayer bugs, it’s perfectly fine to report those if you desire; just read the ‘Bugs?’ section of this thread for more info!
As I’ve mentioned, I work on my mods alone as passion projects; this means I have virtually no opportunities to test multiplayer compatibility. From what I have gathered from the occasional playthrough with close friends, most - if not all - my mods can run on multiplayer; that is to say they probably won’t cause major problems or crash your game. However, there are still net-code and syncing issues! Hence, do not be surprised if you encounter bugs! In the likely event you encounter such multiplayer bugs, it’s perfectly fine to report those if you desire; just read the ‘Bugs?’ section of this thread for more info!
Other Mods:
From my experience, most of my mods have no hard incompatibilities with other mods, though it is also worth noting that I have generally not explicitly added support for other mods. Depending on the mod, there may be some theoretical scenarios that could cause issues; those are few and far in between, and will be mentioned on that mod’s page on the Steam Workshop.
From my experience, most of my mods have no hard incompatibilities with other mods, though it is also worth noting that I have generally not explicitly added support for other mods. Depending on the mod, there may be some theoretical scenarios that could cause issues; those are few and far in between, and will be mentioned on that mod’s page on the Steam Workshop.
Bugs?:
Known Issues:
A few of my mods do have known issues, though most are minor and I have attempted addressing most if not all of them. The issues vary from mod to mod (big surprise) and are thus mentioned on those mod(s)’ page(s) on the Steam Workshop. Please don’t report these issues again if you encounter them. If you think you’ve found a solution to a known issue, the best course of action would be to make a Pull Request on the mod’s GitHub page, if it has one.
A few of my mods do have known issues, though most are minor and I have attempted addressing most if not all of them. The issues vary from mod to mod (big surprise) and are thus mentioned on those mod(s)’ page(s) on the Steam Workshop. Please don’t report these issues again if you encounter them. If you think you’ve found a solution to a known issue, the best course of action would be to make a Pull Request on the mod’s GitHub page, if it has one.
Reporting Bugs:
Unfortunately, I’m frankly rather reclusive and cannot be contacted in many ways; solely this thread, my mods’ Steam Workshop pages, and my mods’ GitHub repository.
If you desire to report a bug, first confirm it can be recreated; meaning performing the same actions leading up to the bug will cause it to occur again. This makes it much easier for the modder (me) to observe the anomaly firsthand. Second, also determine/confirm the suspect mod that is causing the problem; if a bug only occurs when multiple mods are active, it is likely an incompatibility problem. In that case, please also report the bug to the other mod(s)’ owner(s).
When reporting, I strongly prefer that you post an issue on the mods' GitHub repository; this is more organized than other methods and also allows others to see and potentially offer solutions to the issue.
Finally, I’d like to leave a reminder here that I am the sole maintainer of my 15+ mods; if you report a bug, do not expect instant gratification! It is very likely that I’m busy releasing, and/or developing other mods and thus it will take a long time to get around to your bug. My condolences in advance…
Unfortunately, I’m frankly rather reclusive and cannot be contacted in many ways; solely this thread, my mods’ Steam Workshop pages, and my mods’ GitHub repository.
If you desire to report a bug, first confirm it can be recreated; meaning performing the same actions leading up to the bug will cause it to occur again. This makes it much easier for the modder (me) to observe the anomaly firsthand. Second, also determine/confirm the suspect mod that is causing the problem; if a bug only occurs when multiple mods are active, it is likely an incompatibility problem. In that case, please also report the bug to the other mod(s)’ owner(s).
When reporting, I strongly prefer that you post an issue on the mods' GitHub repository; this is more organized than other methods and also allows others to see and potentially offer solutions to the issue.
Finally, I’d like to leave a reminder here that I am the sole maintainer of my 15+ mods; if you report a bug, do not expect instant gratification! It is very likely that I’m busy releasing, and/or developing other mods and thus it will take a long time to get around to your bug. My condolences in advance…
State of Development:
Mod Maintaining:
If you find a mod isn’t working with the latest stable branch of tML (Don’t expect or ask for preview compatibility!), I ask that you please don’t hassle me about it! Someone has almost certainly already informed me and even then I probably noticed myself.
Unless I’ve temporarily stepped away from modding, I will try my best to keep my mods working with each coming tModLoader update.
Unless I state otherwise, the mod(s) in question will likely update within a week of a tML update. Only discontinued mods will be left behind.
In the event of a major tModLoader update (Ex: like 1.3 to 1.4 and 1.4.3 to 1.4.4), I may update mods for preview early, and the older versions of the mods for the older tML will no longer be supported.
If you find a mod isn’t working with the latest stable branch of tML (Don’t expect or ask for preview compatibility!), I ask that you please don’t hassle me about it! Someone has almost certainly already informed me and even then I probably noticed myself.
Unless I’ve temporarily stepped away from modding, I will try my best to keep my mods working with each coming tModLoader update.
Unless I state otherwise, the mod(s) in question will likely update within a week of a tML update. Only discontinued mods will be left behind.
In the event of a major tModLoader update (Ex: like 1.3 to 1.4 and 1.4.3 to 1.4.4), I may update mods for preview early, and the older versions of the mods for the older tML will no longer be supported.
What's Happening Now?
For the moment, work on the Artificer Paper Mario add-on is complete; everything planned for Paper Mario (2000), Wonder, and etc. content is finished (Minus any further balancing and bug-fixing). However, I'm waiting for the release of Thousand Year Door (2024) to make The Thousand Year Door badges, as I'd like to experience them firsthand. Thousand Year Door 2024 is set to release on 5/23/24, so the add-on will most likely be finalized with Thousand Year Door content around early to mid July.
In the meantime, I'll probably make a few smaller updates for various mods that I haven't touched in a while.
For the moment, work on the Artificer Paper Mario add-on is complete; everything planned for Paper Mario (2000), Wonder, and etc. content is finished (Minus any further balancing and bug-fixing). However, I'm waiting for the release of Thousand Year Door (2024) to make The Thousand Year Door badges, as I'd like to experience them firsthand. Thousand Year Door 2024 is set to release on 5/23/24, so the add-on will most likely be finalized with Thousand Year Door content around early to mid July.
In the meantime, I'll probably make a few smaller updates for various mods that I haven't touched in a while.
Roadmap:
Below is a general roadmap with regard to all my mods; present and future. There are generally no dates; rather, this is the planned order of new mods and mod updates. Some things may be missing if I need something to stay private for whatever reason. Furthermore, everything here is subject to change. Small things may suddenly be thrown in, or more drastic things could happen… Who knows?;
Below is a general roadmap with regard to all my mods; present and future. There are generally no dates; rather, this is the planned order of new mods and mod updates. Some things may be missing if I need something to stay private for whatever reason. Furthermore, everything here is subject to change. Small things may suddenly be thrown in, or more drastic things could happen… Who knows?;
- Artificer: Paper Mario Add-on: An add-on mod for Artificer’s Accessories which will introduce all 68 unique badges from the original Paper Mario game as accessories in the Terraria world. Directly inspired by Fargo’s Paper Mario Badges mod, because there can never be enough Paper Mario on tMod. (Plz spare me Nintendo)
- Badges/content from Thousand Year Door will also be added before release.
- Furthermore, scope has also been expanded to include Super Mario Bros. Wonder content since that game also has a badge mechanic
- Also includes a few other homages to the source games, as well as other OG RPG Mario games (namely M&L Superstar Saga and Super Mario RPG)
- Completion of Arsenal: ARSENAL: Weapons expansion mod is actually far from finished; I intend for there to be a grand total of 400 items in the end. Additionally, quite a few weapons are outdated and could use some polishing to get them up to modern Terraria standard. This is when I will address all of these issues and officially wrap up the mod.
- Open-sourcing of Arsenal
- Release of 'Arsenal: Legacy:' This is slated for tModLoader 1.4.5 release, which should hopefully be out by this point
- To be continued(?): For now I'm leaving the Roadmap as it is, to ensure reaching the end is an achievable task. Once I get to this point I may fill it up again if I have new ideas I want to try.
End:
That’s all folks, I hope you find something here you enjoy!
Have a good one!
- BlockCrusader
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