PC NEWS: 126.96.36.199 update is out! More info here. Report bugs here
CONSOLE 1.4 LAUNCHES SEP 30: The official launch date for Journey's End to arrive on Xbox and PlayStation is September 30th! Click here for more info. The plan is to have the update on Switch out later this year. Stay up to date with console news here.
MOBILE NEWS: Stay up to date with the latest mobile news here. Report mobile bugs here
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Oooh nice a pathfinding mod! Nice to see a mod that does this.
On that note I would not like to see the magic missile changed as I prefer moving it with the mouse. Perhaps you could add a new weapon that does that instead?
I've only properly tested on my PC and have no slower ones to try on. I've found that having Global Generation disabled and the heuristic to Manhattan, which both are defaults, is best for performance.
I've also saved as much performance as I can with local generation by not regenerating nodes that are already generated and leave the modified tiles for GlobalTile and GlobalWall to handle. If you have the debug enabled, you should be able to see this. However, it'll also check any tiles such as long grass, vines and other similar things too.
I assume this would conflict with other mods that edit general NPC AI/movement? I believe mods like Terraria Overhaul edit AI -- not sure if any compatibility has been tested. If not, I can give it a try.
Other than that, this mod looks too good to be true.
Most enemies in Thorum won't work as they seem to have copy+pasted AI from vanilla, so I'll need to whitelist them manually. Some from Spirit Mod and GRealm too. I'm not touching Tremor with any of my mods mainly because there's just too much.