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
Artificer's Mario Badges:
Block's Boss Bars:
Block's Leveling Mod:
Block's Special Rarities:
Robo-Dummies:
Block's Info Accessories:
Weapon Augments:
Weapon Stat Adjuster:
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:
Q.O.L. 3000:
Capture Disc Class:
Capture Discs: Arsenal Expansion:
Capture Discs: Post-Game Add-On:
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: 1/28/25, 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; many 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: 6/26/24, 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 include; Thorium, Calamity, Mod of Redemption, Fargo's Souls, and more! (Note that not all mods give access to all tiers)
Artificer's Mario Badges (Last updated: 12/25/24, for tML 1.4.4+ on Steam):
A large add-on for Artificer's Accessories (Though it can also be used without) that adds content - namely Badges - based on the Paper Mario series!;
A large add-on for Artificer's Accessories (Though it can also be used without) that adds content - namely Badges - based on the Paper Mario series!;
- All 90+ unique Badges from Paper Mario, Paper Mario: The Thousand-Year Door, and the latter's 2024 remake (+2 exclusive badges), as Terraria accessories
- Through Artificer's Accessories cross-content, many Badges grant new Activated Abilities
- Tons of bonus content, including homages to non-Badge content, all 24 Badges (and other content) from Super Mario Bros. Wonder, all 40+ Battle Plugs from Mario & Luigi: Brothership, and tons more!
Block's Boss Bars (Last updated: 11/2/24, 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: 12/19/24, 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, and toggle extra ones
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: 8/20/24, 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: 3/20/25, 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: 12/5/24, 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 9 tiers of strength and rarity. Not all Augment types are available in all tiers, so the grand total of unique Augments is 345(!)
- 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)
Weapon Stat Adjuster: (Last updated: 8/29/24, for tML 1.4.4+ on Steam):
Another testing mod which introduces a simple, intuitive UI that can be used to apply multipliers to some common weapon stats;
Another testing mod which introduces a simple, intuitive UI that can be used to apply multipliers to some common weapon stats;
- Damage, critical strike chance, knockback, use/attack speed, velocity, and size can all be modified
- Has less capabilities than most other testing mods' item customizers, but its changes persist over actions such as reforge and exiting the world/game
- I know I can't stop you, so have fun killing the Moon Lord with your 50000 damage copper shortsword I guess
Block's Death FX: (Last updated: 12/2/24, 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 140 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: 2/2/25, 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;
After extensive consideration, I have decided to NOT open-source Arsenal. It is my first and oldest mod, and as such contains a lot of amateur and/or sloppy code, artifacts of my initial 'exploits' as a novice modder. Since the quality of its code is volatile and often subpar, I don't feel the mod makes for a professional role model, and as such will be leaving its source closed, in favor of allowing my other mods to serve as examples, as they are generally better suited for such.
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;
- Adds ~400 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
After extensive consideration, I have decided to NOT open-source Arsenal. It is my first and oldest mod, and as such contains a lot of amateur and/or sloppy code, artifacts of my initial 'exploits' as a novice modder. Since the quality of its code is volatile and often subpar, I don't feel the mod makes for a professional role model, and as such will be leaving its source closed, in favor of allowing my other mods to serve as examples, as they are generally better suited for such.
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: 1/31/25, 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 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
- The Mystic Compass, which produces a beam of light that directs you towards the Aether
- The Genesis Conduit, shimmered from the Tinkerer's Workshop. While standing next to it, crafted items won't roll bad prefixes!
Corruption Core Boss (Last updated: 12/4/24, 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: 1/14/25, 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: 1/13/25, 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 Thrower 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 include; Thorium, Calamity, Mod of Redemption, Fargo's Souls, and more! (Note that not all mods give access to all tiers)
Block's Thrower: Arsenal Expansion (Last updated: 1/13/25, 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;
- 18 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: 5/14/24, 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!
Q.O.L. 3000 (Last updated: 12/4/24, for tML 1.4.4+ on Steam):
A general quality-of-life mod, just incase the other 2999+ out there aren't enough for you. This particular mod is - for the most part - a personalized mish-mash of QoL features I've seen in other mods. Though QoL mods fundamentally go against it, I do value vanilla balancing so I've tried my best to minimalize balancing disruption whenever possible. Features include;
A general quality-of-life mod, just incase the other 2999+ out there aren't enough for you. This particular mod is - for the most part - a personalized mish-mash of QoL features I've seen in other mods. Though QoL mods fundamentally go against it, I do value vanilla balancing so I've tried my best to minimalize balancing disruption whenever possible. Features include;
- Extra awareness features for events, low HP, potion sickness, and permanent upgrades
- New utility items, like manual summons for Plantera, rain, wind, and sandstorms
- Life Crystals, Life Fruit, and Mana Crystals can now emit light so that you can easily spot them while spelunking
- Makes bosses reduce spawn rates to ensure no random spawns crash the party
- And more!
- Every single feature added can be toggled and/or customized, including per-client config whenever possible
Capture Disc Class (Last updated: 1/18/25, for tML 1.4.4+ on Steam):
A medium content mod that introduces my second brand-new class; the Capture Class. This class is inspired by the Pokemon Ranger series, and consists of using new Capture Disc weapons to draw shapes around your enemies in order to damage them. The class includes;
A medium content mod that introduces my second brand-new class; the Capture Class. This class is inspired by the Pokemon Ranger series, and consists of using new Capture Disc weapons to draw shapes around your enemies in order to damage them. The class includes;
- 60 new weapons; the Capture Discs
- 6 new armor sets, and Capture headpieces for Hallowed and Chlorophyte armor
- 10+ new accessories
- 12 new prefixes for Capture Discs
- and more!
Capture Discs: Arsenal Expansion (Last updated: 1/18/25, 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, introducing 9 new Discs themed around some Arsenal weapon sets
Steam Workshop Page
A small add-on mod for Arsenal and Block's Thrower Mod, adding cross-content between the two, introducing 9 new Discs themed around some Arsenal weapon sets
Steam Workshop Page
Capture Discs: Post-Game Add-On (Last updated: 1/18/25, for tML 1.4.4+ on Steam):
Another small add-on for the Capture Disc Class, which adds new Capture gear suited for taking on other mods' post-ML content;
Another small add-on for the Capture Disc Class, which adds new Capture gear suited for taking on other mods' post-ML content;
- 3 new tiers of Capture gear; Guardian, Celestial, and Genesteel
- Each tier comes with a respective crafting ingredient, armor set, accessory, and two weapons
- The new crafting ingredients (and thus their gear) can only be made with certain materials from certain mods
- Supported mods include; Thorium, Calamity, Mod of Redemption, Fargo's Souls, and more! (Note that not all mods give access to all tiers)
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?
The class mods have now been updated! Up next is a new mod, though I anticipate it may be a little while before I get started on it, due to classwork for univ.
The class mods have now been updated! Up next is a new mod, though I anticipate it may be a little while before I get started on it, due to classwork for univ.
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.
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.
- New mod: This time I won't tease much, as I intend to try out early/alpha releases with this one. What I will say is that it'll be a somewhat small content mod that introduces a new way to play, and - unlike most of my mods - with this one I'll be trying out more experimental designs that may stray from the vanilla style (In terms of gameplay/mechanics, to be clear).
- Wiki project: A massive undertaking; I'd like to make wiki(s) for all my content mods, preferably unified under a single wiki (Like the Fargo's Mods Wiki). When I get to this it'll take a long time and I'll probably need some help, so if you're interested in assisting, stay tuned (especially when item #1 is nearing completion). Earliest this will start is probably Summer 2025, but it could be delayed based on how long the previous items in this list take, and if Terraria and/or tML 1.4.5 come out (Since this will prompt updates for basically everything).
End:
That’s all folks, I hope you find something here you enjoy!
Have a good one!
- BlockCrusader
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Mefiez
Terrarian
is there a progression guide for the Artificer class? ik they can use any weapons, but specifically for their armor sets
BlockCrusader
Official Terrarian
Unfortunately no; I sadly don't have time to make resources such as this and/or a wiki. However, mods like Recipe Browser are very helpful, and here's a quick rundown of armor progression:is there a progression guide for the Artificer class? ik they can use any weapons, but specifically for their armor sets
Pre-Hardmode:
1: Ornate - Early-game set, but tedious to craft; made from Silver/Tungsten, Gold/Platinum, and gems (Emerald, Ruby, Diamond)
2: Starplate - Mid Pre-Hardmode set that is post EoW/BoC; crafted from Sunplate Blocks and Meteorite
3: Tech - Late Pre-Hardmode set bought from the Goblin Tinkerer while the Mechanic is present (This makes it Post-Skeletron)
Hardmode:
4: Radiant - Early Hardmode set made from Pearlstone, Crystal Shards, and Peralwood Armor. It leans towards offense, with a set bonus that can boost a selected damage type for you and allies
5: Tarnished - Another early Hardmode set made from Souls of Night, Purification Powder, and 'Possessed Armor'; a new vanity set dropped by enemies of the same name. It leans towards defense, as its set bonus will provide you with an occasional revive effect that can save you from death
6: Mechanical - Post-Mechs set made from Hallowed Bars and the Mechs' souls (Might/Fright/Sight)
7: Champion's - Post-Plantera set sold by the Princess
8: Lihzahrd - Post-Golem set made from Lihzahrd Brick, Solar Tablet Fragments, and a Lihzahrd Power Cell. It leans towards offense, with a set bonus that causes a retaliatory attack upon taking damage
9: Xeno - Another Post-Golem set made from Martian Conduit Plating and 'Martian Scrap', a new material dropped by Martian Saucers. It leans towards defense, as its set bonus grants a rechargeable energy shield effect that can absorb damage (Basically Halo shields)
10: Nova - End-game set that is the Artificer's counterpart to the Lunar armor sets. Made from Luminite bars and 'Nova Fragments', which are new Lunar Fragments dropped in lesser quantities by all Lunar Pillars (Akin to how the Thorium mod manages its new Fragment drops)
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Phoupraw
Terrarian
How to get lucky star necklace of Artificer's Accessories?
I read source and found that traverlling merchant randomly solds it, whose probability gets higher as boss progression?
I read source and found that traverlling merchant randomly solds it, whose probability gets higher as boss progression?
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BlockCrusader
Official Terrarian
Yes that's correct. It starts off as a really rare item from the Travelling Merchant, and becomes more common as pre-hardmode bosses are defeated, maxing out in hardmode.How to get lucky star necklace of Artificer's Accessories?
I read source and found that traverlling merchant randomly solds it, whose probability gets higher as boss progression?
A more consistent alternative is the Skeleton Merchant, who will sell it on Lantern Nights (The events that occur on the night after beating a boss/event for the first time).
Joe Dolca
Empress of Light
Any chance you can make the experience orbs stack? It's a pain having to do it one at a time when leveling weapons
BlockCrusader
Official Terrarian
@Joe Dolca, being able to apply XP orbs in stacks was something I would have liked to have and it was something I tried in development, but I had problems getting the total XP/levels to properly calculate and also had issues with the getting entire stacks to be consumed at once. It was also possible to use too many at once (Ex: Using too many withdraw orbs could result in negative XP). All in all it ended up being scrapped because of these problems.
Joe Dolca
Empress of Light
Can you make it so it stacks but it only consumes one at a time? Rapid mashing right click is still faster than what happens now@Joe Dolca, being able to apply XP orbs in stacks was something I would have liked to have and it was something I tried in development, but I had problems getting the total XP/levels to properly calculate and also had issues with the getting entire stacks to be consumed at once. It was also possible to use too many at once (Ex: Using too many withdraw orbs could result in negative XP). All in all it ended up being scrapped because of these problems.
BlockCrusader
Official Terrarian
That's the existing functionality; all the XP orbs should stack to 9999, are they not for you?Can you make it so it stacks but it only consumes one at a time? Rapid mashing right click is still faster than what happens now
Joe Dolca
Empress of Light
The dormant orbs do stack, but the awakened ones don't. Except for the shiny orbs, those do stack and consume one at a timeThat's the existing functionality; all the XP orbs should stack to 9999, are they not for you?
BlockCrusader
Official Terrarian
Just checked the source, I think I see the issue so I'll try and get that fixed soon.The dormant orbs do stack, but the awakened ones don't. Except for the shiny orbs, those do stack and consume one at a time
Pixus
Official Terrarian
Quick question, but do you mind it if others make add-on mods for your mods? I was interested in trying to make one for Artificer's Accessories that adds in more cross-mod compatibility with more accessories and such, but I wanted to see what you thought about it.
BlockCrusader
Official Terrarian
Of course! In fact, Artificer in particular has received a few updates adding Mod.Call functions to make adding new Artificer content (Abilities, cooldown modifiers, etc) much easier. Most my mods are open source (Though you'll need to extract sourcecode in-game via. tML's provided function), so you can use those as a learning resource/reference.Quick question, but do you mind it if others make add-on mods for your mods? I was interested in trying to make one for Artificer's Accessories that adds in more cross-mod compatibility with more accessories and such, but I wanted to see what you thought about it.
I highly suggest finding the pinned discussion for Mod.Call functions on Artificer's Steam Workshop page, that'll help a ton with adding cross-content to Artificer. It's a little messy (Steam formatting isn't super readable tbh) but it has all the important info.
BlockCrusader
Official Terrarian
Here is a link directly to that pinned discussion I mentioned.
Also, I'm currently working on an official add-on for Artificer (The Paper Mario one, as seen in the roadmap here) and have plans for an official post-ML content add-on (Also on the roadmap).
Once either is out it'll probably be open-source and will be a great reference for making Artificer cross-content. The Paper Mario add-on in particular will be able to run without Artificer's Accessories enabled (I.e. Artificer content only loads when both mods are on) so that will be a good showcase for adding optional Artificer content while remaining standalone.
Of course, don't let the official add-ons deter you from making your own, that's what the Mod.Calls are there for.
I'd also note the post-ML add-on is going to be very general, though it will be built to add content for large mods like Thorium, Calamity, TSORC, Fargo's, etc, it won't add content based or balanced directly on those mods' stuff since they'll all be 'sharing'. In conclusion, making an add-on for cross-content with another mod will still be perfectly viable and appreciated since such a mod will be more in tune with its target mod(s) than the offical post-ML add-on will be.
Also, I'm currently working on an official add-on for Artificer (The Paper Mario one, as seen in the roadmap here) and have plans for an official post-ML content add-on (Also on the roadmap).
Once either is out it'll probably be open-source and will be a great reference for making Artificer cross-content. The Paper Mario add-on in particular will be able to run without Artificer's Accessories enabled (I.e. Artificer content only loads when both mods are on) so that will be a good showcase for adding optional Artificer content while remaining standalone.
Of course, don't let the official add-ons deter you from making your own, that's what the Mod.Calls are there for.
I'd also note the post-ML add-on is going to be very general, though it will be built to add content for large mods like Thorium, Calamity, TSORC, Fargo's, etc, it won't add content based or balanced directly on those mods' stuff since they'll all be 'sharing'. In conclusion, making an add-on for cross-content with another mod will still be perfectly viable and appreciated since such a mod will be more in tune with its target mod(s) than the offical post-ML add-on will be.
TOMKA
Terrarian
I want to start by saying that you've made a lot of great mods! Most of my modpacks have at least some of them. I've been watching you release these mods since August and I really appreciate that you've managed to release them a lot earlier than you've initially expected. I want to give you some feedback about various mods of yours and I'll separate it into different sections for easier reading. This is going to be a long wall of text. I've just decided to post all my feedback an once and was waiting for some of your mods to release to make it possible.
Artificer's Accessories:
This is a really cool mod! Artificer provides a new and interesting playstyle and the idea of armor sets that grant you more accessory slots is very unique. Ability accessories are very fun, "normal" accessories are cool as well! I also really like the alternative methods of obtaining some of the accessories that this mod adds. Most mods just add super cheap recipes, making items much easier to obtain, which is something I don't enjoy while your mod's alternative sources are actually balanced.
Also, I think you should complete the Nova set by adding nova tools (a hamaxe, a pickaxe and a drill), nova fragment blocks, nova bricks, nova furniture and nova dye. The latter can be pretty hard to do, but the rest should be easy. I just think that the nova set of items should be fully complete. Besides, the nova palette is pretty cool, so the fragment bricks and furniture would be fun to build with.
Lastly, I want to report a small bug that I've found during my playthrough. You can't put more than one ability accessory in vanity slots, which can be a little bit annoying if you want to keep multiple ability accessories in vanity slots to swap the currently equuped ine depending in the situation. I know that loadouts exist (also, you can cheat the system a little bit by swapping an equiped ability accessory with a "normal" accessory from a social slot to put extra ability accessories there), so it's not a huge issue, but still it can be slightly annoying.
Artificer's Accessories: Post-Game Add-On:
Firstly, could you, please, make Permalloy Bars placeable? You can place all the other bars, so these should be placeable as well for consistency.
Secondly, I want to suggest you to add support for Echoes of the Ancients mod. I belive you'll even be able to make all three tiers obtainable with this mod even though it only has one boss after the Moon Lord.
I'll explain everything in detail, since this mod is not very well know and this information will be useful for you if you decide to add support for it.
1. Echoes of the Ancients adds some new tiers of gear that you can get after the Moon Lord before you fught the final boss of the mod. Permalloy Armor kind of fits as an armor set for this tier. Though it is a bit more powerful (since the mod doesn't give you a lot if armor options at this stage of the game, and permalloy armor is stronger than nova armor), so I guess its recioe can be pretty hard to get, so that it's at least somewhat balanced. I recommend making its recipe require Cosmic Fragments, different biome stones (you get them by defeating greatly empowered enemies that have a chance to spawn after the Moon Lord after you've used one Cosmic Key (which a source of Cosmic Fragments). The stones don't have any use other than being materials for the unconsumable boss summoning item, so permalloy gear will also give extra biome stones a purpose) and maybe some Divine Fragments or Universium Bars. I'll admit the set is not extremely well-balanced in this tier, but items you get after the boss are stronger, so it won't fit there at all. Besides, getting the perfect balance with a mod like this is impossible anyway.
Lastly, it'd be cool if it wasn't craftable if you use both Thorium and Echoes of the Ancients since otherwise you'll be able to get the set before The Primordials (and Echoes of the Ancients is not a huge mod, so it is often mixed with the bigger ones).
2. Supernova tier would be obtainable after you defeat the final boss of the mod. It'd be craftable with the four materials that the boss drops (Enkin, Daskbulb, Comet Fragments, Tungqua).
3. Paragon Particles will be created with Infinity Crystals (and something else). Inifinity Crystals are used to make the most powerful gear in the mod. Paragon armor is actually in an interesting spot where it provides better offensive bonuses fthan the Infinity armor or all classes other than summoner (because with the Infinity armor you have 12 minion slots), but has a lot less defense. I feel like this is a justifiable reason to actually make it obtainable with this mod enabled.
As I've said, most of the armors are a bit more powerful than the gear from Echoes of the Ancients at this tier. However, I feel like, due to the nature of this mod, there are balanced enough to be obtainable with this mod.
Lastly, I think you should add upgraded emblems for modded classes in this mod (similar to how Artificer's Accessories has a Solar Embler, a Nebula Emblem, etc.) since I think they'd fit the mod nicely. So far I recommend adding ones for classes from Thorium and The Clicker Class.
Block's Boss Bars:
A pretty nice mod. I wish there was an option for the boss bar to have the size of the original one (because the new one is, in my opinion, too big if you're playing on a device with a kind of small resolution, but want most of your UI (for example, inventory) to be bigger than usual to be easier to see), but that'd be quite a lot of work, so I don't expect you to add sonething like this. Other than that, this is a pretty good boss healthbar enhancer (and is my favourite one out of all the ones I've seen).
Block's Leveling Mod:
This is not exactly the mod I'd use a lot since it is still a bit overpowered, but it's the most balanced version of such mod that I've tried! I really like the runes mechanic and the mod is just really nice. The Weapon Auguments compatibility is also very good. This combo actually reminds me of a spoiler for Terraria Otherworld.
The only suggestion I have is to probably try to incorporate a "lite" version of the Minion ModifyWeaponDamage Patch mod into this mod which would only affect the leveling bonuses. Though I don't know how hard it'd be to code something like that.
Also, your mod's tModLoader description still states that Weapon Augments hasn't be released yet.
Block's Special Rarities:
A nice small mod. I really like that ARSENAL's weapons are affected by it as well.
Robo-Dummies:
A very useful mod that I've used a lot to test various weapons, gear loadouts, etc.
It's sad that the item is unobtainable without cheats. I was looking forward to using the mod in my playthroughs. Sure, it's an item for testing, but a lot of people test their gear during their playthroughs.
Block's Info Accessories:
This is one of may favourite mods of yours! I've been looking for a mod like this one for a while. It's really good! The only thing I'd suggest you to do is to make minions and sentries displays not separated by other displays (right now life regeneration information is shown between these which is a little bit annoying as I'd rather have the minions and sentries information next to each other, but don't want to disable the regeneration information since it's also very useful).
Weapon Augments:
This is a very cool mod! I've had a lot of fun playing with it. My favourite combination has be Volcano + an Overflow Augment! It just synergizes so well! And since I've put an uncommon augment on it, the colors also matched!
I really like that you get random augments, makes them a bit more balanced since you can never expect which one you're going ti get!
Lastly, as with the Leveling mod, it would be cool if minion bonuses worked without the Minion ModifyWeaponDamage Patch mod since, as you've said, that mod can cause issues in cetrain situations. Not sure how hard it'd be to code this though, so sorry if I ask for something complicated again!
ARSENAL: Weapon expansion mod:
I really like this mod! I agree, some parts of it can get improved, but it's really fun even in this state! It has so many cool weapons! I've found a small issue though. Your mod's spears are classified as such. This makes them incompatible with, for example, Throium's spear tips. To fix it, just add this line to all of your spears' SetStaticDefaults():
ItemID.Sets.Spears[Item.type] = true;
Also, it'd be nice if your flails were supported by Thorium's flail cores. They have a Mod.Call for that. Speaking of Thorium, it also adds an armor that empowers martian weapons. Would be nice if your martian weapons were affected by it (they have a Mod.Call for that too).
Block's Combo Meters:
A pretty fun small mod. I wish there was an option to reduce the UI, but that would be even more complicated in this case than with the Block's Boss Bars, so I don't expect you to add it.
Item Restriction Challenge:
An interesting challenge mod. I've been planning to try and complete Yerraria without crafting for a while, but was akways scared that I'd craft something by accident. This mod won't allow me to do that!
Aether's Blessing: Shimmer QoL:
This is an interesting mod. Most of the features are nor my cup of tea, but it doesn't make them bad by any means! However, I have a couple of suggestions:
1. Could you make it so that if the item is just a material for a Shimmer transmutation, it won't display the "Material" tooltip? Right now if you decide to enable the Shimmer Well crafting, the "Transmutable" text just becomes useless.
2. This is probably very hard to do, but it'd be awesome to have an option to make shimmer transmutations not show up in Recipe Browser or other mods like this one even if Shimmer Well crafting is enabled. There should be an option to turn it off since some people may not enjoy this change. I just want Shimmer transmutations to stay sort of... mysterious and this option will help.
3. The Genesis Conduit is very overpowered right now. I get it, it reduces time to do somethinng you can already do in the base game. However, the time was some sort of a balancing factor. I recommend keeping current Genesis Conduit an option for people who enjoy its current behaviour, but change its default one to this one: Obtainable afyer the Wall of Flesh, instead if giving you the best prefixes, prevent you from getting negative ones (for weapons) and tier 1 ones (for accessories). The option for it to not support undecraftable weapons should be enabled by default as well. This way it'd still be very useful, but won't be overpowered. And people who like it's current behaviour will be able to easily enable it in the config!
Corruption Core Boss:
I like this mod. The boss is pretty fun to fight. I want to tell you about a couple of small issues I've found. Firstly, the Gore Guanado is not classified as a spear. Secondly, for some reason throwing a Corruption Core, a Crimson Core or Darkness' Equilibrium out of the inventory summons the pet.
Lastly, it'd be nice if Core O' Punishment was supported by Thorium's flail cores.
Turtle Boulder:
Even though it's just a joke mod, I'd actually use it in some of my playthrough. It's funny and it adds some extra challenge to the jungle.
All in all, you've made a lot of amazing mods! Thank you for that! I'll be looking forward for your future projects! Also, sorry if this giant wall of text has some typos (or weird English since it's not my native language)! Good luck!
Artificer's Accessories:
This is a really cool mod! Artificer provides a new and interesting playstyle and the idea of armor sets that grant you more accessory slots is very unique. Ability accessories are very fun, "normal" accessories are cool as well! I also really like the alternative methods of obtaining some of the accessories that this mod adds. Most mods just add super cheap recipes, making items much easier to obtain, which is something I don't enjoy while your mod's alternative sources are actually balanced.
Also, I think you should complete the Nova set by adding nova tools (a hamaxe, a pickaxe and a drill), nova fragment blocks, nova bricks, nova furniture and nova dye. The latter can be pretty hard to do, but the rest should be easy. I just think that the nova set of items should be fully complete. Besides, the nova palette is pretty cool, so the fragment bricks and furniture would be fun to build with.
Lastly, I want to report a small bug that I've found during my playthrough. You can't put more than one ability accessory in vanity slots, which can be a little bit annoying if you want to keep multiple ability accessories in vanity slots to swap the currently equuped ine depending in the situation. I know that loadouts exist (also, you can cheat the system a little bit by swapping an equiped ability accessory with a "normal" accessory from a social slot to put extra ability accessories there), so it's not a huge issue, but still it can be slightly annoying.
Artificer's Accessories: Post-Game Add-On:
Firstly, could you, please, make Permalloy Bars placeable? You can place all the other bars, so these should be placeable as well for consistency.
Secondly, I want to suggest you to add support for Echoes of the Ancients mod. I belive you'll even be able to make all three tiers obtainable with this mod even though it only has one boss after the Moon Lord.
I'll explain everything in detail, since this mod is not very well know and this information will be useful for you if you decide to add support for it.
1. Echoes of the Ancients adds some new tiers of gear that you can get after the Moon Lord before you fught the final boss of the mod. Permalloy Armor kind of fits as an armor set for this tier. Though it is a bit more powerful (since the mod doesn't give you a lot if armor options at this stage of the game, and permalloy armor is stronger than nova armor), so I guess its recioe can be pretty hard to get, so that it's at least somewhat balanced. I recommend making its recipe require Cosmic Fragments, different biome stones (you get them by defeating greatly empowered enemies that have a chance to spawn after the Moon Lord after you've used one Cosmic Key (which a source of Cosmic Fragments). The stones don't have any use other than being materials for the unconsumable boss summoning item, so permalloy gear will also give extra biome stones a purpose) and maybe some Divine Fragments or Universium Bars. I'll admit the set is not extremely well-balanced in this tier, but items you get after the boss are stronger, so it won't fit there at all. Besides, getting the perfect balance with a mod like this is impossible anyway.
Lastly, it'd be cool if it wasn't craftable if you use both Thorium and Echoes of the Ancients since otherwise you'll be able to get the set before The Primordials (and Echoes of the Ancients is not a huge mod, so it is often mixed with the bigger ones).
2. Supernova tier would be obtainable after you defeat the final boss of the mod. It'd be craftable with the four materials that the boss drops (Enkin, Daskbulb, Comet Fragments, Tungqua).
3. Paragon Particles will be created with Infinity Crystals (and something else). Inifinity Crystals are used to make the most powerful gear in the mod. Paragon armor is actually in an interesting spot where it provides better offensive bonuses fthan the Infinity armor or all classes other than summoner (because with the Infinity armor you have 12 minion slots), but has a lot less defense. I feel like this is a justifiable reason to actually make it obtainable with this mod enabled.
As I've said, most of the armors are a bit more powerful than the gear from Echoes of the Ancients at this tier. However, I feel like, due to the nature of this mod, there are balanced enough to be obtainable with this mod.
Lastly, I think you should add upgraded emblems for modded classes in this mod (similar to how Artificer's Accessories has a Solar Embler, a Nebula Emblem, etc.) since I think they'd fit the mod nicely. So far I recommend adding ones for classes from Thorium and The Clicker Class.
Block's Boss Bars:
A pretty nice mod. I wish there was an option for the boss bar to have the size of the original one (because the new one is, in my opinion, too big if you're playing on a device with a kind of small resolution, but want most of your UI (for example, inventory) to be bigger than usual to be easier to see), but that'd be quite a lot of work, so I don't expect you to add sonething like this. Other than that, this is a pretty good boss healthbar enhancer (and is my favourite one out of all the ones I've seen).
Block's Leveling Mod:
This is not exactly the mod I'd use a lot since it is still a bit overpowered, but it's the most balanced version of such mod that I've tried! I really like the runes mechanic and the mod is just really nice. The Weapon Auguments compatibility is also very good. This combo actually reminds me of a spoiler for Terraria Otherworld.
The only suggestion I have is to probably try to incorporate a "lite" version of the Minion ModifyWeaponDamage Patch mod into this mod which would only affect the leveling bonuses. Though I don't know how hard it'd be to code something like that.
Also, your mod's tModLoader description still states that Weapon Augments hasn't be released yet.
Block's Special Rarities:
A nice small mod. I really like that ARSENAL's weapons are affected by it as well.
Robo-Dummies:
A very useful mod that I've used a lot to test various weapons, gear loadouts, etc.
It's sad that the item is unobtainable without cheats. I was looking forward to using the mod in my playthroughs. Sure, it's an item for testing, but a lot of people test their gear during their playthroughs.
Block's Info Accessories:
This is one of may favourite mods of yours! I've been looking for a mod like this one for a while. It's really good! The only thing I'd suggest you to do is to make minions and sentries displays not separated by other displays (right now life regeneration information is shown between these which is a little bit annoying as I'd rather have the minions and sentries information next to each other, but don't want to disable the regeneration information since it's also very useful).
Weapon Augments:
This is a very cool mod! I've had a lot of fun playing with it. My favourite combination has be Volcano + an Overflow Augment! It just synergizes so well! And since I've put an uncommon augment on it, the colors also matched!
I really like that you get random augments, makes them a bit more balanced since you can never expect which one you're going ti get!
Lastly, as with the Leveling mod, it would be cool if minion bonuses worked without the Minion ModifyWeaponDamage Patch mod since, as you've said, that mod can cause issues in cetrain situations. Not sure how hard it'd be to code this though, so sorry if I ask for something complicated again!
ARSENAL: Weapon expansion mod:
I really like this mod! I agree, some parts of it can get improved, but it's really fun even in this state! It has so many cool weapons! I've found a small issue though. Your mod's spears are classified as such. This makes them incompatible with, for example, Throium's spear tips. To fix it, just add this line to all of your spears' SetStaticDefaults():
ItemID.Sets.Spears[Item.type] = true;
Also, it'd be nice if your flails were supported by Thorium's flail cores. They have a Mod.Call for that. Speaking of Thorium, it also adds an armor that empowers martian weapons. Would be nice if your martian weapons were affected by it (they have a Mod.Call for that too).
Block's Combo Meters:
A pretty fun small mod. I wish there was an option to reduce the UI, but that would be even more complicated in this case than with the Block's Boss Bars, so I don't expect you to add it.
Item Restriction Challenge:
An interesting challenge mod. I've been planning to try and complete Yerraria without crafting for a while, but was akways scared that I'd craft something by accident. This mod won't allow me to do that!
Aether's Blessing: Shimmer QoL:
This is an interesting mod. Most of the features are nor my cup of tea, but it doesn't make them bad by any means! However, I have a couple of suggestions:
1. Could you make it so that if the item is just a material for a Shimmer transmutation, it won't display the "Material" tooltip? Right now if you decide to enable the Shimmer Well crafting, the "Transmutable" text just becomes useless.
2. This is probably very hard to do, but it'd be awesome to have an option to make shimmer transmutations not show up in Recipe Browser or other mods like this one even if Shimmer Well crafting is enabled. There should be an option to turn it off since some people may not enjoy this change. I just want Shimmer transmutations to stay sort of... mysterious and this option will help.
3. The Genesis Conduit is very overpowered right now. I get it, it reduces time to do somethinng you can already do in the base game. However, the time was some sort of a balancing factor. I recommend keeping current Genesis Conduit an option for people who enjoy its current behaviour, but change its default one to this one: Obtainable afyer the Wall of Flesh, instead if giving you the best prefixes, prevent you from getting negative ones (for weapons) and tier 1 ones (for accessories). The option for it to not support undecraftable weapons should be enabled by default as well. This way it'd still be very useful, but won't be overpowered. And people who like it's current behaviour will be able to easily enable it in the config!
Corruption Core Boss:
I like this mod. The boss is pretty fun to fight. I want to tell you about a couple of small issues I've found. Firstly, the Gore Guanado is not classified as a spear. Secondly, for some reason throwing a Corruption Core, a Crimson Core or Darkness' Equilibrium out of the inventory summons the pet.
Lastly, it'd be nice if Core O' Punishment was supported by Thorium's flail cores.
Turtle Boulder:
Even though it's just a joke mod, I'd actually use it in some of my playthrough. It's funny and it adds some extra challenge to the jungle.
All in all, you've made a lot of amazing mods! Thank you for that! I'll be looking forward for your future projects! Also, sorry if this giant wall of text has some typos (or weird English since it's not my native language)! Good luck!
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BlockCrusader
Official Terrarian
Thanks for all the feedback! I'm glad you've enjoyed these and you've pointed out some useful information here;I want to start by saying that you've made a lot of great mods! Most of my modpacks have at least some of them. I've been watching you release these mods since August and I really appreciate that you've managed to release them a lot earlier than you've initially expected. I want to give you some feedback about various mods of yours and I'll separate it into different sections for easier reading. This is going to be a long wall of text. I've just decided to post all my feedback an once and was waiting for some of your mods to release to make it possible.
Artificer's Accessories:
This is a really cool mod! Artificer provides a new and interesting playstyle and the idea of armor sets that grant you more accessory slots is very unique. Ability accessories are very fun, "normal" accessories are cool as well! I also really like the alternative methods of obtaining some of the accessories that this mod adds. Most mods just add super cheap recipes, making items much easier to obtain, which is something I don't enjoy while your mod's alternative sources are actually balanced.
Also, I think you should complete the Nova set by adding nova tools (a hamaxe, a pickaxe and a drill), nova fragment blocks, nova bricks, nova furniture and nova dye. The latter can be pretty hard to do, but the rest should be easy. I just think that the nova set of items should be fully complete. Besides, the nova palette is pretty cool, so the fragment bricks and furniture would be fun to build with.
Lastly, I want to report a small bug that I've found during my playthrough. You can't put more than one ability accessory in vanity slots, which can be a little bit annoying if you want to keep multiple ability accessories in vanity slots to swap the currently equuped ine depending in the situation. I know that loadouts exist (also, you can cheat the system a little bit by swapping an equiped ability accessory with a "normal" accessory from a social slot to put extra ability accessories there), so it's not a huge issue, but still it can be slightly annoying.
Artificer's Accessories: Post-Game Add-On:
Firstly, could you, please, make Permalloy Bars placeable? You can place all the other bars, so these should be placeable as well for consistency.
Secondly, I want to suggest you to add support for Echoes of the Ancients mod. I belive you'll even be able to make all three tiers obtainable with this mod even though it only has one boss after the Moon Lord.
I'll explain everything in detail, since this mod is not very well know and this information will be useful for you if you decide to add support for it.
1. Echoes of the Ancients adds some new tiers of gear that you can get after the Moon Lord before you fught the final boss of the mod. Permalloy Armor kind of fits as an armor set for this tier. Though it is a bit more powerful (since the mod doesn't give you a lot if armor options at this stage of the game, and permalloy armor is stronger than nova armor), so I guess its recioe can be pretty hard to get, so that it's at least somewhat balanced. I recommend making its recipe require Cosmic Fragments, different biome stones (you get them by defeating greatly empowered enemies that have a chance to spawn after the Moon Lord after you've used one Cosmic Key (which a source of Cosmic Fragments). The stones don't have any use other than being materials for the unconsumable boss summoning item, so permalloy gear will also give extra biome stones a purpose) and maybe some Divine Fragments or Universium Bars. I'll admit the set is not extremely well-balanced in this tier, but items you get after the boss are stronger, so it won't fit there at all. Besides, getting the perfect balance with a mod like this is impossible anyway.
Lastly, it'd be cool if it wasn't craftable if you use both Thorium and Echoes of the Ancients since otherwise you'll be able to get the set before The Primordials (and Echoes of the Ancients is not a huge mod, so it is often mixed with the bigger ones).
2. Supernova tier would be obtainable after you defeat the final boss of the mod. It'd be craftable with the four materials that the boss drops (Enkin, Daskbulb, Comet Fragments, Tungqua).
3. Paragon Particles will be created with Infinity Crystals (and something else). Inifinity Crystals are used to make the most powerful gear in the mod. Paragon armor is actually in an interesting spot where it provides better offensive bonuses fthan the Infinity armor or all classes other than summoner (because with the Infinity armor you have 12 minion slots), but has a lot less defense. I feel like this is a justifiable reason to actually make it obtainable with this mod enabled.
As I've said, most of the armors are a bit more powerful than the gear from Echoes of the Ancients at this tier. However, I feel like, due to the nature of this mod, there are balanced enough to be obtainable with this mod.
Lastly, I think you should add upgraded emblems for modded classes in this mod (similar to how Artificer's Accessories has a Solar Embler, a Nebula Emblem, etc.) since I think they'd fit the mod nicely. So far I recommend adding ones for classes from Thorium and The Clicker Class.
Block's Boss Bars:
A pretty nice mod. I wish there was an option for the boss bar to have the size of the original one (because the new one is, in my opinion, too big if you're playing on a device with a kind of small resolution, but want most of your UI (for example, inventory) to be bigger than usual to be easier to see), but that'd be quite a lot of work, so I don't expect you to add sonething like this. Other than that, this is a pretty good boss healthbar enhancer (and is my favourite one out of all the ones I've seen).
Block's Leveling Mod:
This is not exactly the mod I'd use a lot since it is still a bit overpowered, but it's the most balanced version of such mod that I've tried! I really like the runes mechanic and the mod is just really nice. The Weapon Auguments compatibility is also very good. This combo actually reminds me of a spoiler for Terraria Otherworld.
The only suggestion I have is to probably try to incorporate a "lite" version of the Minion ModifyWeaponDamage Patch mod into this mod which would only affect the leveling bonuses. Though I don't know how hard it'd be to code something like that.
Also, your mod's tModLoader description still states that Weapon Augments hasn't be released yet.
Block's Special Rarities:
A nice small mod. I really like that ARSENAL's weapons are affected by it as well.
Robo-Dummies:
A very useful mod that I've used a lot to test various weapons, gear loadouts, etc.
It's sad that the item is unobtainable without cheats. I was looking forward to using the mod in my playthroughs. Sure, it's an item for testing, but a lot of people test their gear during their playthroughs.
Block's Info Accessories:
This is one of may favourite mods of yours! I've been looking for a mod like this one for a while. It's really good! The only thing I'd suggest you to do is to make minions and sentries displays not separated by other displays (right now life regeneration information is shown between these which is a little bit annoying as I'd rather have the minions and sentries information next to each other, but don't want to disable the regeneration information since it's also very useful).
Weapon Augments:
This is a very cool mod! I've had a lot of fun playing with it. My favourite combination has be Volcano + an Overflow Augment! It just synergizes so well! And since I've put an uncommon augment on it, the colors also matched!
I really like that you get random augments, makes them a bit more balanced since you can never expect which one you're going ti get!
Lastly, as with the Leveling mod, it would be cool if minion bonuses worked without the Minion ModifyWeaponDamage Patch mod since, as you've said, that mod can cause issues in cetrain situations. Not sure how hard it'd be to code this though, so sorry if I ask for something complicated again!
ARSENAL: Weapon expansion mod:
I really like this mod! I agree, some parts of it can get improved, but it's really fun even in this state! It has so many cool weapons! I've found a small issue though. Your mod's spears are classified as such. This makes them incompatible with, for example, Throium's spear tips. To fix it, just add this line to all of your spears' SetStaticDefaults():
ItemID.Sets.Spears[Item.type] = true;
Also, it'd be nice if your flails were supported by Thorium's flail cores. They have a Mod.Call for that. Speaking of Thorium, it also adds an armor that empowers martian weapons. Would be nice if your martian weapons were affected by it (they have a Mod.Call for that too).
Block's Combo Meters:
A pretty fun small mod. I wish there was an option to reduce the UI, but that would be even more complicated in this case than with the Block's Boss Bars, so I don't expect you to add it.
Item Restriction Challenge:
An interesting challenge mod. I've been planning to try and complete Yerraria without crafting for a while, but was akways scared that I'd craft something by accident. This mod won't allow me to do that!
Aether's Blessing: Shimmer QoL:
This is an interesting mod. Most of the features are nor my cup of tea, but it doesn't make them bad by any means! However, I have a couple of suggestions:
1. Could you make it so that if the item is just a material for a Shimmer transmutation, it won't display the "Material" tooltip? Right now if you decide to enable the Shimmer Well crafting, the "Transmutable" text just becomes useless.
2. This is probably very hard to do, but it'd be awesome to have an option to make shimmer transmutations not show up in Recipe Browser or other mods like this one even if Shimmer Well crafting is enabled. There should be an option to turn it off since some people may not enjoy this change. I just want Shimmer transmutations to stay sort of... mysterious and this option will help.
3. The Genesis Conduit is very overpowered right now. I get it, it reduces time to do somethinng you can already do in the base game. However, the time was some sort of a balancing factor. I recommend keeping current Genesis Conduit an option for people who enjoy its current behaviour, but change its default one to this one: Obtainable afyer the Wall of Flesh, instead if giving you the best prefixes, prevent you from getting negative ones (for weapons) and tier 1 ones (for accessories). The option for it to not support undecraftable weapons should be enabled by default as well. This way it'd still be very useful, but won't be overpowered. And people who like it's current behaviour will be able to easily enable it in the config!
Corruption Core Boss:
I like this mod. The boss is pretty fun to fight. I want to tell you about a couple of small issues I've found. Firstly, the Gore Guanado is not classified as a spear. Secondly, for some reason throwing a Corruption Core, a Crimson Core or Darkness' Equilibrium out of the inventory summons the pet.
Lastly, it'd be nice if Core O' Punishment was supported by Thorium's flail cores.
Turtle Boulder:
Even though it's just a joke mod, I'd actually use it in some of my playthrough. It's funny and it adds some extra challenge to the jungle.
All in all, you've made a lot of amazing mods! Thank you for that! I'll be looking forward for your future projects! Also, sorry if this giant wall of text has some typos (or weird English since it's not my native language)! Good luck!
Artificer's Accessories:
- A complete tool & furniture set for Nova is something I'd like to do at some point, I've just been very lazy about getting around to it. The furniture and tileset would be a ton of grindy sprite-work, and the dye will require me to learn shader code. I didn't see it mentioned in your feedback, but the same would go for the Void set in Block's Thrower Mod.
- Not being able to equip multiple ability accessories in vanity slots at once is an unfortunate side effect of only being allowed to have one ability accessory actively equipped. Personally I would also like to be able to have multiple in my vanity slots, but I think it's just something that's part of the tML API to prevent using the quickswap (Where right-clicking swaps a vanity accessory and active accessory instantly) feature from being abused to bypass the restriction on active accessories (This was an actual issue with Artificer in previous version of tML)
- I really should make Permalloy Bars placeable. Like with Nova's tool/furniture set I was just being lazy tbh. It's a small addition so I'll try to get around to it after I finish the update for Weapon Augments.
- When I get back to this mod to polish out the Permalloy Bar thing I'd be happy to look into adding EotA compatibility. I can also add such compatibility in Thrower's Post-Game mod, which uses a very similar upgrade system.
- Modded emblem-upgrades would probably be something I add to main Artificer instead of an add-on. I can look into that eventually, it'll be a matter of if I can leverage mod.Calls or whatnot to work with any modded classes I need to.
- Ironically I actually made the mod in the first place for the larger bar size, because the vanilla bar felt too small on my screen. UI scale config would be nice, but I'm not entirely sure how to do it as I only have basic UI knowledge. The bar in this mod almost entirely clones the vanilla one, just with extra size, a modified texture, and fancier hp fill and text info.
- Phasing out ModifyWeaponDamage patch is something I've been meaning to do, as I've devised a theoretically simpler way to bypass minions being weird for the purposes of my mods. Again, it's another low priority thing...
- Thanks for pointing out that typo in the description, I must have forgor about that
- Unfortunately I don't think there's anything I can do about minions and sentries not being placed next to eachother, the placement in the info display list is just something tML does automatically.
- As noted with Block's Leveling Mod, I'll phase out the ModifyWeaponDamage dependency eventually. Actually, I'll just do it as part of the upcoming update since I'm actively working on the mod atm.
- I think the addition of the Spears set is relatively new(?), which is why it currently isn't on Arsenal spears? Either way that is something I'll definitely address as part of the planned polishing of content.
- I'd be happy to add support for Thorium's flails and Martian gear. That'll also be added when I polish everything up.
- Again, I get the sentiment about being able to scale UI. I'd like to have it too, if possible. With the meters, however, it's a little more complicated because the 'combo clock' UI is currently actually split into 4 separate corners because I couldn't figure out how to make a UI element rotate about its center...
- The 'transmutable' causing 'material' is an annoying bit that I can't really do much about, because (to my knowledge) I can't discern which transmutable items are actually materials and which weren't before the mod's recipes were initialized.
- Hiding recipes from Recipe Browser is another thing I'm unfortunately unable to do. I'm not exactly sure how Recipe Browser finds all the recipes, so I wouldn't know how to go about hiding them from it (Recipe Browser even finds recipes that are disabled).
- Genesis Conduit is pretty extreme QoL, yes. Simply put; it's made for Goblin reforge haters, by Goblin reforge haters. However, I will say that you can use the mod's config to customize which prefixes the Conduit rolls, so that allows some adjustment over its strength.
- Gore Guandao not counting as a spear is an easy fix, like with the Arsenal spears.
- The pet summoning items spawning their pet when thrown is strange, but it's a small and rather harmless bug so I'm not really worried about fixing it. This may actually be an issue with most pet summoning items in general, as for these all I did was just copy the generic pet-item 'template', if you will.
- Core O' Punishment Thorium compat. should be easy to do as well.
TOMKA
Terrarian
Hello! It's me again! Firstly, thank you for implementing most of my suggestions!
I'm still hoping you're going to add Echoes of the Ancients compatibility to your Artificer's Accessories: Post-Game Add-On mod. It'd be awesome for me to obtain the Paragon armor in my modded artificer playthrough!
Once again I have some feedback and some suggestions as well!
Block's Info Accessories:
Weapon Augments:
Arsenal:
Block's Thrower Mod:
By the way, your new Artificer Mario Badges mod is very good! I haven't played any Mario games, so I don't get most of the references, but the mod is still very fun! By the way, I think you should mention that one of the accessories requires a Post-Game Add-On enabled as well.
Speaking of descriptions, Block's Thrower Post-Game Add-On's description still states, that the Ataraxia Armor is uncraftable with the Thorium Mod enabled.
And Aether's Blessing's description has a typo ("refroge" instead of "reforge").
EDIT (TCF doesn't allow to double post, even though it's been almost a month since I've posted on this thread):
I have more bugs to report.
1. As of 1.4.4, all minion-summoning weapons have autoswing. However, none of the minion-summoning weapons from your mods (Arsenal, Corruption Core Boss and Artificer Mario Badges) don't have autoswing.
2. Incendiary Darts are crafted from Hellstone, not Hellstone Bars. I highlt doubt that's intentional.
3. Robo-Dummies refuse to spawn if you've defeated enough bosses and have enemy scaling (from your Block's Leveling Mod) enabled. I guess, it's because their hp gets higher than the integer limit (which causes an arithmetic overflow). By the way, thank you for making Robo-Dummies obtainable (I'm not sure why this option is disabled by default, but it's your mod, and I'm not complaining)! Now I can finally have a reliable way to test my damage!
4. Final Fractal's recipe requires the Astral Harmony and the Eldritch Gate (out of all the magic weapons that drop from the Moon Lord). However, the recipe that requires a Jewel of Legends requires the Lunar Flare and the Eldritch Gate. I don't think that's intentional since the recipes for all the other Zenith alternatives (and for the Zenith too) have consistent Moon Lord drops requirements.
By the way, could you add a config option to make Smithing Warhammer (from Artificer's Mario Badges) not work as a hammer? It can be pretty annoying to use right now (for example, you can accidentally hammer various blocks, or you risk breaking some of the walls if you forget to turn the smart cursor off). I mean, the Butcher's Chainsaw has the same gimmick, but the Smithing Hammer even has a different useStyle.
EDIT 2: I don't think you're going to recieve any notifications since I've edited my post instead of making another one, so I'll have to ping you. Sorry!
@BlockCrusader
EDIT 3: I've found a bug regarding the Final Fractal's recipes (I've added it to the list).
I'm still hoping you're going to add Echoes of the Ancients compatibility to your Artificer's Accessories: Post-Game Add-On mod. It'd be awesome for me to obtain the Paragon armor in my modded artificer playthrough!
Once again I have some feedback and some suggestions as well!
Block's Info Accessories:
- Firstly, I want to mention that Biome Crystal should be obtained in a different way because Aether's Blessing has an option to get an Aether Pylon by shimmering the pylons. Having an incompatibility with another mod made by you just feels wrong.
- I think that glowing mushroom biome's display name should be tweaked. For me the name "Glowing Mushrooms" just doesn't feel like the name of a location. Even on the wiki the biome is called "Glowing Mushroom biome".
- I think the Biome Crystal should also display glowing moss caves. They are listed as mini-biomes on the wiki (along with the granite and marble biomes which are supported by the Biome Crystal) and some mods may even add more content to these biomes. By the way, don't forget about the Helium Moss biome, that can be created manually!
- Speaking of the Biome Crystal support, I'd like to ask for the Valhalla mod support as well! It currently adds one biome, and it slightly annoys me that it's the only biome in my modpack that isn't supported, haha!)
- Finally, I think that Biome Crystal's and Safety Scanner's information displays should be changed a little bit. Right now they just cycle between options. To be honest, I haven't understood that at first and thought that the Biome Crystal is broken. In the base game in such cases the display line ends with a "+" sign (I may've explained it weirdly, but look at the Weather Radio's display when there's a sandstorm in the world). Would be nice if your information displays acted the same way.
Weapon Augments:
- As much as I enjoy the new update, I don't think any augments should be craftable by default. Getting random augments inspired you to try different synergies and also made them a bit more balanced. It also made Augment Stamps a lot more useful.
- By the way, could you, please, say which options should I enable/disable in the config to return to the original behaviour? I've disabled "Craft Augement Jewels Instead" and "Non-Linear Augment Crafting" and enabled "Hide Direct Crafting Recipes", but the recipes are still showing in the recipe browser. Am I missing something?
- To be honest, I'd rather have to reload the game than have to use a different config option. It may be a bit less convenient, but it'll be a lot less confusing. To be honest, I don't think there are a lot of players who would want to turn the recipes on/off while they are playing anyway.
- Finally, is it intended that you can try to put an Augment Stamp with an incompatible augment on a weapon, which would result in a stamp just getting wasted?
Arsenal:
- Is it intended the the Zenith Shortsword doesn't have the Zenith rarity if your Special Rarities mod is enabled?
Block's Thrower Mod:
- One feature that this mod needs is an option (that should be enabled by default) that would make all consumable ranged weapons from other mods deal throwing damage.
- I've already made such a mod for personal use, so I can help you. The items that need to be affected should be consumable, should deal ranged damage, shouldn't be coins and should have a useStyle (item.useStyle != ItemUseStyleID.None) (this is extremely important as it makes the changes affect weapons that also count as ammo (like Snowballs from the base game), yet "normal" ammo (ammo items that can't be used as weapons (like arrows or bullets)) won't be affected).
- This solution will obviously override your current in-depth base game weapon damage customization, but modifying it shouldn't be hard.
- This feature will be extremely useful since it'll make all modded ranged consumable weapons deal throwing damage as well, resulting in a consistent thrower experience in modpacks.
By the way, your new Artificer Mario Badges mod is very good! I haven't played any Mario games, so I don't get most of the references, but the mod is still very fun! By the way, I think you should mention that one of the accessories requires a Post-Game Add-On enabled as well.
Speaking of descriptions, Block's Thrower Post-Game Add-On's description still states, that the Ataraxia Armor is uncraftable with the Thorium Mod enabled.
And Aether's Blessing's description has a typo ("refroge" instead of "reforge").
EDIT (TCF doesn't allow to double post, even though it's been almost a month since I've posted on this thread):
I have more bugs to report.
1. As of 1.4.4, all minion-summoning weapons have autoswing. However, none of the minion-summoning weapons from your mods (Arsenal, Corruption Core Boss and Artificer Mario Badges) don't have autoswing.
2. Incendiary Darts are crafted from Hellstone, not Hellstone Bars. I highlt doubt that's intentional.
3. Robo-Dummies refuse to spawn if you've defeated enough bosses and have enemy scaling (from your Block's Leveling Mod) enabled. I guess, it's because their hp gets higher than the integer limit (which causes an arithmetic overflow). By the way, thank you for making Robo-Dummies obtainable (I'm not sure why this option is disabled by default, but it's your mod, and I'm not complaining)! Now I can finally have a reliable way to test my damage!
4. Final Fractal's recipe requires the Astral Harmony and the Eldritch Gate (out of all the magic weapons that drop from the Moon Lord). However, the recipe that requires a Jewel of Legends requires the Lunar Flare and the Eldritch Gate. I don't think that's intentional since the recipes for all the other Zenith alternatives (and for the Zenith too) have consistent Moon Lord drops requirements.
By the way, could you add a config option to make Smithing Warhammer (from Artificer's Mario Badges) not work as a hammer? It can be pretty annoying to use right now (for example, you can accidentally hammer various blocks, or you risk breaking some of the walls if you forget to turn the smart cursor off). I mean, the Butcher's Chainsaw has the same gimmick, but the Smithing Hammer even has a different useStyle.
EDIT 2: I don't think you're going to recieve any notifications since I've edited my post instead of making another one, so I'll have to ping you. Sorry!
@BlockCrusader
EDIT 3: I've found a bug regarding the Final Fractal's recipes (I've added it to the list).
Last edited:
BlockCrusader
Official Terrarian
Thanks for more feedback! Yeah, I somehow missed your message when you first sent it - despite checking this thread from time to time - so thanks for pinging me.Hello! It's me again! Firstly, thank you for implementing most of my suggestions!
I'm still hoping you're going to add Echoes of the Ancients compatibility to your Artificer's Accessories: Post-Game Add-On mod. It'd be awesome for me to obtain the Paragon armor in my modded artificer playthrough!
Once again I have some feedback and some suggestions as well!
Block's Info Accessories:
- Firstly, I want to mention that Biome Crystal should be obtained in a different way because Aether's Blessing has an option to get an Aether Pylon by shimmering the pylons. Having an incompatibility with another mod made by you just feels wrong.
- I think that glowing mushroom biome's display name should be tweaked. For me the name "Glowing Mushrooms" just doesn't feel like the name of a location. Even on the wiki the biome is called "Glowing Mushroom biome".
- I think the Biome Crystal should also display glowing moss caves. They are listed as mini-biomes on the wiki (along with the granite and marble biomes which are supported by the Biome Crystal) and some mods may even add more content to these biomes. By the way, don't forget about the Helium Moss biome, that can be created manually!
- Speaking of the Biome Crystal support, I'd like to ask for the Valhalla mod support as well! It currently adds one biome, and it slightly annoys me that it's the only biome in my modpack that isn't supported, haha!)
- Finally, I think that Biome Crystal's and Safety Scanner's information displays should be changed a little bit. Right now they just cycle between options. To be honest, I haven't understood that at first and thought that the Biome Crystal is broken. In the base game in such cases the display line ends with a "+" sign (I may've explained it weirdly, but look at the Weather Radio's display when there's a sandstorm in the world). Would be nice if your information displays acted the same way.
Weapon Augments:
- As much as I enjoy the new update, I don't think any augments should be craftable by default. Getting random augments inspired you to try different synergies and also made them a bit more balanced. It also made Augment Stamps a lot more useful.
- By the way, could you, please, say which options should I enable/disable in the config to return to the original behaviour? I've disabled "Craft Augement Jewels Instead" and "Non-Linear Augment Crafting" and enabled "Hide Direct Crafting Recipes", but the recipes are still showing in the recipe browser. Am I missing something?
- To be honest, I'd rather have to reload the game than have to use a different config option. It may be a bit less convenient, but it'll be a lot less confusing. To be honest, I don't think there are a lot of players who would want to turn the recipes on/off while they are playing anyway.
- Finally, is it intended that you can try to put an Augment Stamp with an incompatible augment on a weapon, which would result in a stamp just getting wasted?
Arsenal:
- Is it intended the the Zenith Shortsword doesn't have the Zenith rarity if your Special Rarities mod is enabled?
Block's Thrower Mod:
- One feature that this mod needs is an option (that should be enabled by default) that would make all consumable ranged weapons from other mods deal throwing damage.
- I've already made such a mod for personal use, so I can help you. The items that need to be affected should be consumable, should deal ranged damage, shouldn't be coins and should have a useStyle (item.useStyle != ItemUseStyleID.None) (this is extremely important as it makes the changes affect weapons that also count as ammo (like Snowballs from the base game), yet "normal" ammo (ammo items that can't be used as weapons (like arrows or bullets)) won't be affected).
- This solution will obviously override your current in-depth base game weapon damage customization, but modifying it shouldn't be hard.
- This feature will be extremely useful since it'll make all modded ranged consumable weapons deal throwing damage as well, resulting in a consistent thrower experience in modpacks.
By the way, your new Artificer Mario Badges mod is very good! I haven't played any Mario games, so I don't get most of the references, but the mod is still very fun! By the way, I think you should mention that one of the accessories requires a Post-Game Add-On enabled as well.
Speaking of descriptions, Block's Thrower Post-Game Add-On's description still states, that the Ataraxia Armor is uncraftable with the Thorium Mod enabled.
And Aether's Blessing's description has a typo ("refroge" instead of "reforge").
EDIT (TCF doesn't allow to double post, even though it's been almost a month since I've posted on this thread):
I have more bugs to report.
1. As of 1.4.4, all minion-summoning weapons have autoswing. However, none of the minion-summoning weapons from your mods (Arsenal, Corruption Core Boss and Artificer Mario Badges) don't have autoswing.
2. Incendiary Darts are crafted from Hellstone, not Hellstone Bars. I highlt doubt that's intentional.
3. Robo-Dummies refuse to spawn if you've defeated enough bosses and have enemy scaling (from your Block's Leveling Mod) enabled. I guess, it's because their hp gets higher than the integer limit (which causes an arithmetic overflow). By the way, thank you for making Robo-Dummies obtainable (I'm not sure why this option is disabled by default, but it's your mod, and I'm not complaining)! Now I can finally have a reliable way to test my damage!
4. Final Fractal's recipe requires the Astral Harmony and the Eldritch Gate (out of all the magic weapons that drop from the Moon Lord). However, the recipe that requires a Jewel of Legends requires the Lunar Flare and the Eldritch Gate. I don't think that's intentional since the recipes for all the other Zenith alternatives (and for the Zenith too) have consistent Moon Lord drops requirements.
By the way, could you add a config option to make Smithing Warhammer (from Artificer's Mario Badges) not work as a hammer? It can be pretty annoying to use right now (for example, you can accidentally hammer various blocks, or you risk breaking some of the walls if you forget to turn the smart cursor off). I mean, the Butcher's Chainsaw has the same gimmick, but the Smithing Hammer even has a different useStyle.
EDIT 2: I don't think you're going to recieve any notifications since I've edited my post instead of making another one, so I'll have to ping you. Sorry!
@BlockCrusader
EDIT 3: I've found a bug regarding the Final Fractal's recipes (I've added it to the list).
Firstly, I think I'll be getting around to adding EotA compat. to the postgame addons soon; the current class mod I'm working on (Capture Discs) is going to release simultaneously with its respective addons, which will include a postgame addon, so that will be a good time to implement the EotA compat. Sorry for the long wait, I got sidetracked with the aforementioned Capture Disc Class stuff, but hopefully that should be done (alongside EotA compat) in a few weeks.
Block's Info Accessories:
- I couldn't think of anything else for the Biome Crystal so it ended up as that. By the time I was creating the item I had already updated Aether's Blessing to default disable the Aether Pylon's shimmer recipes so I figured it would be fine. Plus, you can shimmer the other pylon types to get the Aether Pylon, whereas the Biome Crystal only transmutes from Forest Pylon.
- I had used the name "Glowing Mushrooms" over "Glowing Mushrooms Biome" because I thought it was weird that only it had the "Biome" suffix (Ex: The Desert isn't called "Desert Biome", for instance). I'll consider changing it though, seeing as the wiki refers to it as the "Glowing Mushrooms Biome", for consistency.
- Glowing Moss caves are currently not included primarily because the game doesn't actually track if the player is in them. Internally, the Glowing Moss caves doesn't technically exist as a biome outside of world-gen, so there's no efficient way to determine if the player is in them without making a custom biome check.
- Sure, when I get around to updating the mod I can look into adding support for Valhalla. Though, I can't guarantee it will be very high priority, since I have no plans for the mod aside from your suggestions.
- Yeah I know what you're talking about with the "+". That would be an easy thing to add on to cycling info displays.
Weapon Augments:
- I get that, personally I rarely use the crafting system myself. I just added it as an optional thing for whoever likes it, more player choice, ya know?
- Just checked myself and it doesn't seem to be working for me either. I'll look into this later and see if it can be fixed.
- In light of the above point, I'll probably end up making the config work this way (I.e. all recipe-related options need to be reloaded when changed) since the current system doesn't appear to work.
- Yeah that's intentional. It's not very graceful, but it was easier to implement than making the stamp check all of its Augments against the weapon it's applying to. Also, it's better than not being to stamp over an Augment you really like to another weapon, due to that weapon being incompatible with another Augment on the stamp.
- Yes that's intentional. The Zenith Shortsword is meant to be a joke weapon so I didn't think it deserved the special rarity (On top of Zenith itself being much stronger).
- Incendiary Darts using Hellstone instead of Hellstone Bars is intentional. It makes them more accessible and easy to mass produce, like with the other dart types.
- Final Fractal's recipes are inconsistent cuz I forgot to update the Jewel of Legends one when I introduced Astral Harmony. Thanks for catching that, it'll be among the many fixes made when Arsenal's refurbishing update gets underway. (Btw, Final Fractal using Eldritch Gate and Astral Harmony instead of Last Prism and Lunar Flare is because I wanted to use staves since Final Fractal itself is a staff. That way, it matches Zenith using all swords, Omega using all bows/repeaters, and Summit using all whips)
- That sounds like a good idea. It should be fine to add it in alongside the current conversion options; I can either make the universal conversion only affect modded items, or just have it override the case-by-case toggles whenever the universal conversion is active.
- Mega Bounce's requirement of Post Game Add-On is mentioned in the Item Sources List thread found on the mod's workshop page. It's a relatively vague place to put said information, but I couldn't think of anywhere else to put it (I.e. putting it in the tooltip would break immersion) at the time. Still, it's an obscure, unofficial badge that isn't in the Paper Mario series, so it kinda fits for it to be hidden. In fact, Mega Bounce doesn't actually even load into the game if you don't have the Post Game Add-On enabled; it only presents itself to the player in a relevant context (Having the ability to obtain it). Now that I've thought about it, it wouldn't hurt to mention it in Post Game Add-On's description, since that's the addon that allows you to obtain it.
- Smithing Hammer actually already has a config option to disable its hammer functionality, you can find it in the mod's Server Config
- Thanks for catching those description typos, I'll get those fixed up soon.
- It seems I was too busy enjoying the universal autoswing setting to realize summon staves explicitly got inherent autoswing in 1.4.4 lol. I'll get on that, too.
- Yeah, the Robo-Dummies' default HP is 1 billion, so it's relatively easy for it to go over the ~2.1 billion integer limit. I'll definitely consider lowering it in light of this.
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