• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • 1.4 will bring many changes to the PC version. We strongly advise making plans to back up your worlds and players prior to updating your game. More details here.
  • Begin your search for Journey's End information here and here. Please report bugs and issues for Journey's End here.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tModLoader Arrival of the Blind Forest

Fro Zen

Spazmatism
Massive thanks to TwiliChaos for large rewrites and update support, which includes updates from 2.2 and forward

glide.gif
flippy.gif

basharrow.gif


Start by getting 10 wood and either 1 enchanted weapon or 3 basic movement accessories and craft a Spirit Sprout by hand. Recipe Browser is highly recommended if you haven't got it already Not everyone has the time to write down every recipe
Some of the moves require setting hotkeys in the options menu.


Sein will assist you on your journey. At the Spirit Sprout, use 8 Silver or Tungsten. As you continue your adventure, Sein will have the opportunity to grow stronger with you.


The mod can be downloaded on the mod browser.
The wavebank can be downloaded here.
Current mod version: 2.3.2 for tModloader v0.11.3 (and up)
Current wavebank version: 2.0 for Terraria 1.3.5 (NOT 1.4, currently only works for tModloader, will stop working when it updates)
Note that the current version on this page may be behind

A dedicated Discord server exists! Join it here:
Join the Arrival of the Blind Forest Discord Server!
If you have any issues with the mod, we will respond much quicker if you post in the Discord server.
v2.3.2
Update to tML v0.11.3
Bug Fixes

  • Fixed server crash due to attempting to load textures.

v2.3.1.2
Update to tML v0.11.2.2
Additions

  • Use the Mod Configurations menu
    • This will make configs (especially player color) much easier to work with.
  • Add most ability variables to config
Removals
  • Removed the old config file
  • Removed /config, /color, /color2 commands.
    • All of this is much easier in the Config menu.
v2.3.1.1

Bug Fixes

  • Fixed an issue that could potentially occur on Mac and Linux
v2.3.1

This update was originally written with tML 0.11.2.2 in mind.
Much of the mod had to be modified to support a patch for tML 0.10.1.5.
A patch for tML v0.11.2.2 is ready for when it's pushed to all players.

Additions
  • Added Secondary Colors
    • Use /color2 to change this from in-game.
Changes
  • Burrow strength is now based on pickaxe power.
  • Bash now works on projectiles.
  • Stomp now stops the player mid-air if a stomped enemy does not die.
  • Reduced the number of targets Stomp can damage to 8.
    • For each additional NPC hit, the damage of Stomp is slightly reduced until reaching the 8th NPC.
  • Dash now only goes on cooldown (1s) if a boss is alive.
  • Wings are hidden while using certain abilities.
  • Reduced camera smoothing during boss fights.
Bug Fixes
  • Ori now displays in the character select screen.
  • Fixed how some abilities interact with each other.
  • Fixed wings displaying in front of the player.
v2.3.0.2
Changes
  • Burrowable tiles is now based on Pickaxe power.
    • The config defaults to 0, which makes most tiles burrowable.
    • Read bullet point 4 in this wiki page for more information.
    • Due to this change, loading the mod will take longer.
  • Tweaked Burrow movement.
    • Smaller gaps should no longer cause Burrow to get stuck.
  • Add config option to hold down for x frames to stomp.
  • Rename config option "BlindForestMovement" to "AbilityCooldowns" for better clarity.
Bug Fixes
  • Actually fixed water walking.
  • Fix Dash refreshing when it shouldn't be.
  • Fix uncharging Wall Charge Jump not properly resetting the charge.
v2.3.0.1
Bug Fixes
  • Fix first transformation lasting forever
v2.3
Additions
  • Added Burrow
    • Burrow can travel through all forms of Sand, Silt, and Slush.
    • Bound to Left Shift by default.
  • Added Wall Charge Jump (It's about time)
    • Activate by climbing and attempting to move in the opposite direction.
    • Aim by facing the mouse in the desired direction
    • Cooldown of 6 seconds
  • Added additional Config options
    • RestrictiveCrouch: If true, crouching prevents moving left or right. Default: true
    • BlindForestMovement: If true, disables ability cooldowns. Default: false
    • BurrowToMouse: Determines if Burrow is controlled by mouse or arrow keys.
    • AutoBurrow: Automatically re-enter Burrow if the Burrow key is still held (note this feature is buggy). Default: false
    • BurrowTier: Determines which tiles can be burrowed through.
      • 0 (Default): Sands, Slush, Silt, and Leaves
      • 1: Dirt and Grass
      • 2: Wood, Stone, and Sandstone
      • -1: Everything
  • Abilities now indicate when they are refreshed
  • Added support for Mod Helpers.
Changes
  • Modified cooldowns to various abilities
    • Stomp now has a cooldown of 8 seconds.
    • Charge Jump now has a cooldown of 6 seconds.
    • Charge Dash now has a cooldown of 5 seconds.
    • Dash now has a cooldown of 1 second.
    • Bash cooldown reduced from 2 seconds to 1.5 seconds.
  • Changed invincibility timer for various abilities
    • Note: Immunity is always active when performing one of the below ability, and the timer impacts immunity after the ability is finished.
    • Stomp immunity timer reduced from 1/3 seconds to 1/5 seconds.
    • Charge Dash immunity timer reduced from 1/3 seconds to 1/5 seconds.
    • Bash no longer grants immunity to damage. Instead, bashed NPCs cannot deal damage.
  • Improve trail color
  • Rewrote Charge Jump
  • Changed Sein's texture
Bug Fixes
  • Fix Dash interaction with Cloud-based jumps
  • Fix all skills not working properly with flipped gravity.
  • Fix wrong animation playing while water walking and on rope.
  • Fix various actions still able to be performed while using Stomp.
v2.2.5.2
Bug Fixes
  • Fix Bash no longer working
v2.2.5
Additions
  • Add Config file for lighting, color, and camera movement.
    • GlobalPlayerLight: All other players' lighting looks the same as yours if set to true.
    • DoPlayerLight: If your player lights up.
    • OriColor: The color of your sprite.
    • SmoothCamera: If camera movement is smooth similar to Blind Forest or retains vanilla behavior.
Changes
  • Reduce speed of Sein's auto fire to 75%.
  • Renamed /oricolor to /color.
  • Trail color is now based on sprite color.
Bug Fixes
  • Fix Dash resetting flight timer.
  • Fix Charge Jump not activating while water walking.
  • Fix wrong animmation playing while water walking.
  • Transform animation now plays properly.
v2.2.4
Changes
  • Sein is set to auto fire rather than manual fire while holding non-damage tiles
    • To manual fire, you must now either be holding the summon item or nothing
  • Reduced Spirit Flame manual damage multiplier from 2x to 1.4x
  • Increase Bash cooldown to 2.5 seconds
Bug Fixes
  • Fix some vanilla bosses and all mod bosses not dropping loot (sorry about that!)
  • Fix Sein firing while performing menu actions
v2.2.3

Changes
  • Spirit Flame can now be used manually
    • Use Left Mouse button while either holding nothing, the summon item, or an item that doesn't deal damage.
    • Deals 2x damage compared to auto fire.
  • Balanced Sein to be more viable early game.
    • Sein and Spirit Flame no longer collide with tiles.
    • Sein can see enemies a short distance through walls.
    • Now targets enemies closest to the player, rather than to Sein.
  • Charge Dash now requires 20 mana to use.
  • Ability to toggle player light
    • Use /light to turn on or off.
  • Temporarily disabled transformation animation.
  • Slightly reduced filesize further.
Bug Fixes
  • Fixed Charge Dash hitbox being too small.
  • Fix mount interaction.
  • Cleaned up some sounds and animations.
v2.2.2

Changes
  • Greatly reduced filesize
  • Damage of Stomp, Bash, and Charge Dash now scaled to which Sein is summoned.
  • Stomp, Bash, and Charge Dash now grant temporary invulnerability after ending.
  • Increased volume of certain sounds.
Bug Fixes
  • Fixed Bash activating on the Destroyer.
  • Fixed certain armors greatly increasing the speed of animations
  • Actually fixed Sein being able to be spawned endlessly.
  • Remove unintended debug messages.
v2.2.1

Bug Fixes
  • Fixed some texts not displaying properly
  • Fixed Sein no longer spawnable after mod reload
  • Fixed Sein being able to be spawned endlessly
  • Fixed Bash and Charge Dash targeting friendly NPCs
  • Fixed Charge Dash not dealing damage to enemies
v2.2

Additions
  • Added the Spirit Orb
    • The Spirit Orb is used to summon Sein.
    • This item can be upgraded throughout your playthrough.
  • Added the minion Sein
    • Moves like Sein
    • Shoots like Sein... sorta
    • Uses 0 Minion slots
    • Maximum 1 active per player
    • Upgraded versions of the Spirit Orb summon a stronger variant of Sein.
  • You can now change your Spirit Guardian color with /oricolor
    • Usage: /oricolor <r> <g> <b>
    • Values are between 0 and 255
Changes
  • Massive overhaul of the mod's backend
Bug Fixes
  • The Spirit Guardian state is now properly synced among clients.
  • Lunar armors no longer caused Spirit Guardian animations to animate at unintended speeds.
  • Double Jump is now usable after Bashing or Wall Jumping.
  • Many other bug fixes.
v2.1
Additions
  • Proper Water Walking mechanics
  • Spirit potion was added -- Can be used to remotely transform into Ori
  • Reduced .tmod size
v2.0
Changes
  • Charge Dash was tweaked -- Distance is two blocks further
Bug Fixes
  • More bugfixes
v1.4
Bug Fixes
-Multiplayer fixes pertaining to people not looking like Ori (it apparently doesnt actually work, ill be investigating this)

v1.3
Mod browser release
v1.2
Bug Fixes
  • Version number actually updates ingame
v1.1
Bug Fixes
  • Fixed issues pertaining to minecarts
  • Ori now dies properly
v1.0
Release

(at some point the wavebank music will be converted to a tModloader mod, either as part of Arrival of the Blind Forest or as an addon mod, and will have support dropped unless someone else updates it)

Moon Studios please dont kill me
All rights to properties and sound effects are owned by Moon Studios and Microsoft, all code and sprites are made by Fro Zen and TwiliChaos. Go buy Ori and the Blind Forest, and Ori and the Will of the Wisps. And cry
 
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Manmonster123

Terrarian
damn this looks good
[doublepost=1536161039,1536160492][/doublepost]and when is this coming out in the tmodloader? or is it in already?
 

Orifan1

Eye of Cthulhu
damn son.
is this forced on all players? i play with friends and im pretty sure im the only one amongst the group that wants to play as ori.

this is probably a stupid question but ok.
 

TheHopelessThrumbo

Official Terrarian
damn son.
is this forced on all players? i play with friends and im pretty sure im the only one amongst the group that wants to play as ori.

this is probably a stupid question but ok.
No, it won't be forced, you can return to human form at will in current state of work.
 

Fro Zen

Spazmatism
turning into ori will be a special process that can be done at the beginning, and gaining and powering up abilities will be done through killing bosses
 

Orifan1

Eye of Cthulhu
welcome back to another episode of "orifan1 relays questions/concerns from his friends"
can ori use regular items?
will bash be avalible?
 

Fro Zen

Spazmatism
1. if it's weapons, im gonna make a system that replaces them with similarly powered versions of wotw weapons, otherwise all items work
2. yes
 
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will this collide with overhaul's rework of player rendering?
pretty sure something like this would completely break with overhaul. overhaul has a habit of breaking alot of mods.

Even though I havn't played that game (Really should, sin me for not playing it), I like the concept of an alternative way of playing through Terraria. (Like you've not seen before)
 

Fro Zen

Spazmatism
overhaul compatibility is probably the very last thing i'd do, because it changes so much and im not the biggest fan of the mod anyways
 
overhaul compatibility is probably the very last thing i'd do, because it changes so much and im not the biggest fan of the mod anyways
General rule of thumb, only use ONE mod that overhauls the game. There are a few others that break with different mods quite badly, like kalciphozs rpg. I don't expect this mod to be any different considering what's been presented.

I wish you the best in making it happen!
 

Orifan1

Eye of Cthulhu
shame about overhaul. and just as i was getting the hang of using the arkhalis, too. :(

can we get an ETA on at least a playable demo of the mod?


Even though I havn't played that game (Really should, sin me for not playing it), I like the concept of an alternative way of playing through Terraria. (Like you've not seen before)
congratulations. welcome to spare squadron. check in time is now, check out time is when you've worked off your crimes.
/joke

jokes aside, i honestly dont think a remake of Ori and the Blind Forest in terraria is do-able.
 
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shame about overhaul. and just as i was getting the hang of using the arkhalis, too. :(

can we get an ETA on at least a playable demo of the mod?



congratulations. welcome to spare squadron. check in time is now, check out time is when you've worked off your crimes.
/joke

jokes aside, i honestly dont think a remake of Ori and the Blind Forest in terraria is do-able.
I think he can atleast try, I mean look that awesome player-sprite override!
 

Fro Zen

Spazmatism
im terrible at making schedules, but i am almost finished getting all of the moves implemented and thats when ill put an open beta, but it wont have the swimming mechanics like the game yet and the skill tree wont be there yet
 

Orifan1

Eye of Cthulhu
I think he can atleast try, I mean look that awesome player-sprite override!
without going into spoilers: you just simply cant
going into spoilers, a 100% accurate recreation of OatBF wouldnt be feasable mainly due to the primary antagonist, kuro. unlike Ori and the Will of The Wisps, there's no "bossfights" in OatBF. the closest to such a thing are the dungeon escape sequences, the 2 stealth segments involving kuro, and the final "boss" of OatBF, which is just you running from kuro as mount horu erupts.
another issue is the puzzles. theres quite a bit of puzzles in the game that require slapping around a physics object with bash.

besides, the original will always be better than a remake in terraria. just play that and maybe you'll be let out of spare squadron ear- oh nope nvm AWACS bandog is giving me the finger i guess not


im terrible at making schedules, but i am almost finished getting all of the moves implemented and thats when ill put an open beta, but it wont have the swimming mechanics like the game yet and the skill tree wont be there yet
does that include the DLC moves as well (light dash and light toss) or are you saving that for a future build?
 
without going into spoilers: you just simply cant
going into spoilers, a 100% accurate recreation of OatBF wouldnt be feasable mainly due to the primary antagonist, kuro. unlike Ori and the Will of The Wisps, there's no "bossfights" in OatBF. the closest to such a thing are the dungeon escape sequences, the 2 stealth segments involving kuro, and the final "boss" of OatBF, which is just you running from kuro as mount horu erupts.
another issue is the puzzles. theres quite a bit of puzzles in the game that require slapping around a physics object with bash.

besides, the original will always be better than a remake in terraria. just play that and maybe you'll be let out of spare squadron ear- oh nope nvm AWACS bandog is giving me the finger i guess not



does that include the DLC moves as well (light dash and light toss) or are you saving that for a future build?
Mate, this is TERRARIA, we can do something called "Improvising"
If Fro Zen at some point makes a Kuro boss, even though it's not source accurate, that'd make the experence all around better.

...I better play this game before this mod is finished 0_0
 
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