BlockCrusader
Official Terrarian
@TOMKA, just wanted to let you know EotA support for Artificer (and Thrower) Post-Game Add-On(s) is finally out!
After testing out its gear, I decided to make Permalloy post-Creation/Destruction, as the mod doesn't really offer anything much stronger than the Lunar Armors beforehand. Supernova gear is also accessible, being made using Infinity Crystals (This does mean it's tedious to craft, though). Support for EotA will - of course - also carry over to the upcoming Capture Disc Class and its post-game add-on.
Hope you enjoy!
After testing out its gear, I decided to make Permalloy post-Creation/Destruction, as the mod doesn't really offer anything much stronger than the Lunar Armors beforehand. Supernova gear is also accessible, being made using Infinity Crystals (This does mean it's tedious to craft, though). Support for EotA will - of course - also carry over to the upcoming Capture Disc Class and its post-game add-on.
Hope you enjoy!
TOMKA
Terrarian
Thank you for adding the support!@TOMKA, just wanted to let you know EotA support for Artificer (and Thrower) Post-Game Add-On(s) is finally out!
After testing out its gear, I decided to make Permalloy post-Creation/Destruction, as the mod doesn't really offer anything much stronger than the Lunar Armors beforehand. Supernova gear is also accessible, being made using Infinity Crystals (This does mean it's tedious to craft, though). Support for EotA will - of course - also carry over to the upcoming Capture Disc Class and its post-game add-on.
Hope you enjoy!
However, while I feel that the Thrower support is nicely balanced, I think that in Artificer's case things need to be tweaked due to Echoes of the Ancients' armor balancing.
What I'm trying to say is that Supernova armor is a lot less powerful than the Infinity armor.
Yes, it grants you more accessory slots and a bit more damage and critical strike chance, but Infinity armor has a lot of advantages: 48 more defense, a good movement speed bonus (which is goid enough to replace boots if you're using them), 8 more minion slots (which makes it a lot more powerful (especially if you're using minions alongside other class)), 150 more life, 160 more mana.
The set bonus of Infinity armor is also extremely strong (both offensively and defensively), but Supernova's one isn't weak either (though Infinity armor's one is very strong, especially if you're good enough at dodging, althought the defensive bonus is pretty powerful one as well).
I feel like the Paragon armor is more of a sidegrade to the Infinity armor than the Supernova one. It has the potential to be super powerful with all the extra accessory slots, but it still lacks a lot of the bonuses I've listed above and, let've honest, it's an endgame set that requres a lot of effort to get, I din't think it's that critical if it's a bit more powerful than the original set due to the right choice of accessories.
Supernova armor is definitely stronger than the Enkin, Tungqua, Duskbulb and Stellarite ones (only because of the extra accessories though), but it still feels more of a sidegrade to these sets anyway. And, once again, these are endgame sets in the mod. Unless someone uses a lot of mods (which already leads to some crazy Post-Moon Lord balancing issues most of the time), I don't think that it would be a bad thing if the set turns out to be a bit more powerful if you're using the right accessories.
I'm not sure what to do with the Permalloy set though. I mean, you could make it an extremely hard to get set (for example, make it require lots of biome stones (which woukd actually make them more useful since right now they are only needed for an unconsumable boss summoning item) or make Permalloy rarely obtainable from Cosmic Keys), but it still would be overpowered (and balancing something only around its rarity is not a great solution). It's just that, as you've said, there aren't any good spots for this set in this specific mod. Or you can exclude this specific tier, though it can be a bit weird.
Why does the thrower balancing work, but artificer's doesn't? Because throwing weapons are more powerful than any other weapons in the mod, so they feel much more balanced when combined with the armor set.
Maybe I should've done more more testing and I'm missing something, but that's the conclusion I came up with.
Now some things regarding your previous response:
1. I may've said it weirdly, but Biome Crystal is unobtainable if you're using the Aether's Blessing and have the "Aether Pylon is obtained by shimmering pylons" option. Forest Pylon will be transmuted to Aether Pylon with both mods enabled. I guess, it's because Aether's Blessing is loaded after Block's Info Accessories.
2. I haven't noticed the config option for the Smithing Hammer, I'm sorry! It's good that you've already thought of that.
Lastly, I have a small suggestion for Block's Boss Bars. It would be good if Thorium's biome mimics were whitelisted as minibosses (for the miniboss bar) by default. It's not hard for me to do it manually, but it'd be slightly more convenient for others.
Maybe you could even add Mod.Calls for that.
And, as always, thank you for your response (and for implementing my suggestions)! Can't wait to try out your future projects!
BlockCrusader
Official Terrarian
On second thought, yeah I agree Paragon Armor should be available as an alt. to Infinity. From my experience I've learned to never underestimate the extra accessory slots, but in this case even having +3 wouldn't really make up the gap between Supernova and Infinity.Thank you for adding the support!
However, while I feel that the Thrower support is nicely balanced, I think that in Artificer's case things need to be tweaked due to Echoes of the Ancients' armor balancing.
What I'm trying to say is that Supernova armor is a lot less powerful than the Infinity armor.
Yes, it grants you more accessory slots and a bit more damage and critical strike chance, but Infinity armor has a lot of advantages: 48 more defense, a good movement speed bonus (which is goid enough to replace boots if you're using them), 8 more minion slots (which makes it a lot more powerful (especially if you're using minions alongside other class)), 150 more life, 160 more mana.
The set bonus of Infinity armor is also extremely strong (both offensively and defensively), but Supernova's one isn't weak either (though Infinity armor's one is very strong, especially if you're good enough at dodging, althought the defensive bonus is pretty powerful one as well).
I feel like the Paragon armor is more of a sidegrade to the Infinity armor than the Supernova one. It has the potential to be super powerful with all the extra accessory slots, but it still lacks a lot of the bonuses I've listed above and, let've honest, it's an endgame set that requres a lot of effort to get, I din't think it's that critical if it's a bit more powerful than the original set due to the right choice of accessories.
Supernova armor is definitely stronger than the Enkin, Tungqua, Duskbulb and Stellarite ones (only because of the extra accessories though), but it still feels more of a sidegrade to these sets anyway. And, once again, these are endgame sets in the mod. Unless someone uses a lot of mods (which already leads to some crazy Post-Moon Lord balancing issues most of the time), I don't think that it would be a bad thing if the set turns out to be a bit more powerful if you're using the right accessories.
I'm not sure what to do with the Permalloy set though. I mean, you could make it an extremely hard to get set (for example, make it require lots of biome stones (which woukd actually make them more useful since right now they are only needed for an unconsumable boss summoning item) or make Permalloy rarely obtainable from Cosmic Keys), but it still would be overpowered (and balancing something only around its rarity is not a great solution). It's just that, as you've said, there aren't any good spots for this set in this specific mod. Or you can exclude this specific tier, though it can be a bit weird.
Why does the thrower balancing work, but artificer's doesn't? Because throwing weapons are more powerful than any other weapons in the mod, so they feel much more balanced when combined with the armor set.
Maybe I should've done more more testing and I'm missing something, but that's the conclusion I came up with.
Now some things regarding your previous response:
1. I may've said it weirdly, but Biome Crystal is unobtainable if you're using the Aether's Blessing and have the "Aether Pylon is obtained by shimmering pylons" option. Forest Pylon will be transmuted to Aether Pylon with both mods enabled. I guess, it's because Aether's Blessing is loaded after Block's Info Accessories.
2. I haven't noticed the config option for the Smithing Hammer, I'm sorry! It's good that you've already thought of that.
Lastly, I have a small suggestion for Block's Boss Bars. It would be good if Thorium's biome mimics were whitelisted as minibosses (for the miniboss bar) by default. It's not hard for me to do it manually, but it'd be slightly more convenient for others.
Maybe you could even add Mod.Calls for that.
And, as always, thank you for your response (and for implementing my suggestions)! Can't wait to try out your future projects!
I think what I'll do is make it so you can craft Paragon Armor, but not Paragon accessories (They're too powerful for EotA; Climax Catalyst can deal 200K damage to a single target in one use, without stat boosts). Supernova will still be fully available, though, and I'll make it cheaper.
Oh, and thanks for clarifying about the Biome Crystal & Aether Pylon. I should be able to make it so Block's Info Accessories loads after Aether's Blessing, that'll fix the issue.
TOMKA
Terrarian
That sounds insanely powerful! I haven't though there are any mods for which this wouldn't be overpowered, haha!Climax Catalyst can deal 200K damage to a single target in one use, without stat boosts.
BlockCrusader
Official Terrarian
Yeah, it's because you only get to use it every 90 seconds (Though in practice it's a bit less if you have cooldown reductions from gear, which you will since Paragon has a built in reduction in its set bonus), and you only get that full 200K if you're able to hold the beam on the target in question for its full duration (Which is very difficult since bosses move around, and the Climax Beam has a limited turning speed, like the Last Prism). I had to balance things around Calamity since it's the most popular mod with post-ML content, and that's how much it takes to keep up with its endgame stuff lol. In fact, I'm pretty certain its 'Universe Splitter' weapon (Which has a 45 second cooldown) deals even more damage.That sounds insanely powerful! I haven't though there are any mods for which this wouldn't be overpowered, haha!
Hello! I'm a beginner mod developer. I wanted to make a mod that would be an ADDON for your mod "Block's Thrower mod", as well as for the "consolaria" mod. I planned to add a thrower made from Okram's boss materials to the mod, and also planned one weapon that would drop from Okram himself. I already wrote the code and also made the armor textures, but when testing the mod I realized that my windows might be crooked, or I don't know why my game didn't see .NET 8.0. SDK library (I made the code via GPT chat). In general, I would like you to look at my mod and, if you can, finish it, because I’m my own I made my mod specifically for your "Block's Thrower Mod". If you still want to do this, I will provide you with the code and textures. I don’t mind if you post it under your name, if you come in, you can tag me as the author of the idea (again, if you wish). Thanks in advance!!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-OnArtificer's Accessories (Last updated: 6/26/24, for tML 1.4.4+ on Steam):
View attachment 419953
This is one of my major content mods, which introduces new accessories as well as a brand new class;
Steam Workshop Page
- New Artificer class which comes with generic stat boosts. This class how low raw power, but makes up for it with powerful set bonuses that unlock extra accessory slots!
- Over 100 new accessories; 50 of which are the unique 'Ability Accessories'
- Ability Accessories confer few to no passive benefits, but have special abilities that can be activated with the press of a hotkey, albeit with a global cooldown. There is also a universal penalty by default, which is disabled by Artificer set bonuses. Thus, Artificers benefit the most from these new accessories.
- Also, as quality of life, various commonly-used vanilla accessories have new, alternative sources. Benefitting items include: Hermes Boots, the Shiny Red Balloon, Frog Leg, and more!
Artificer's Mario Badges:Artificer: Post-Game Add-On (Last updated: 6/26/24, for tML 1.4.4+ on Steam):
View attachment 462423
A small add-on for Artificer's Accessories, which adds new Artificer gear suited for taking on other mods' post-ML content;
Steam Workshop Page
- 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)
Block's Boss Bars:Artificer's Mario Badges (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 472562
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!;
Steam Workshop Page
- 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, and much more!
Block's Leveling Mod:Block's Boss Bars (Last updated: 6/26/24, for tML 1.4.4+ on Steam):
View attachment 419962
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;
Steam Workshop Page
- 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 Special Rarities:Block's Leveling Mod (Last updated: 8/26/24, for tML 1.4.4+ on Steam):
View attachment 419966
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);
Steam Workshop Page
- 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
Robo-Dummies:Block's Special Rarities (Last updated: 8/20/23, for tML 1.4.4+ on Steam):
View attachment 419973
A very small mod which introduces a couple of unique rarities for some of the game's particularly exceptional items;
Steam Workshop Page
- 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!
Block's Info Accessories:Robo-Dummies: (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 423855
A very small testing mod which introduces 'Robo-Dummies' which count as hostile NPCs for testing purposes;
Steam Workshop Page
- 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.*
Weapon Augments:Block's Info Accessories: (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 419980
Another small mod that adds in 9 new info displays, complete with info accessories and optional PDA/Cell Phone/Shellphone integration;
Steam Workshop Page
- 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 Stat Adjuster:Weapon Augments: (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 419983
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;
Steam Workshop Page
- Loot 'Shards of Power' from enemies, craft those into 'Crystals of Power', which in turn yield 'Augment Jewels', that can finally be used to apply its Augment to your weapon
- There are 100 types of Augment, and they come in 8 tiers of strength and rarity. Not all Augment types are available in all tiers, so the grand total of unique Augments is 320(!)
- Need to remove an Augment? Special Void Shards - made from shimmering basic Shards of Power - can do that, and may salvage shards in the process
- Has cross-mod content with Block's Leveling Mod; turning on this feature weakens damage boost from leveling up, but milestone levels (25, 50, etc.) grant extra Augment slots!
- Has configuration for adjusting Shard drop attempts as well the ability to manually change the Augment limit (In case you wanna go wild with a x5 Rush Chain Gun or something)
Block's Death FX:Weapon Stat Adjuster: (Last updated: 8/29/24, for tML 1.4.4+ on Steam):
View attachment 480611
Another testing mod which introduces a simple, intuitive UI that can be used to apply multipliers to some common weapon stats;
Steam Workshop Page
- 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
Simple Equipment Perks:Block's Death FX: (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 419990
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;
Links:
- 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
ARSENAL: Weapons Expansion Mod:Simple Equipment Perks: (Last updated: 11/6/23, for tML 1.4.4+ on Steam):
View attachment 419991
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):
Steam Workshop Page
- 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: Legacy:ARSENAL: Weapons Expansion Mod (Last updated: 1/16/24, for tML 1.4.4+ on Steam):
View attachment 419998
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;
Steam Workshop Page
- Should be considered an open-beta; about ~75% of planned content is present, though multiplayer has some desync problems (but is still playable) and many current weapons no longer meet my standards of quality (visually and/or mechanically), which are intended to match that which is set by modern 1.4.4+ gen vanilla content.
- Adds almost 300 new items, the vast majority of which are weapons
- Flamethrowers and launchers are now in pre-hardmode!
- Shortswords are extended into hardmode, and now include Raipers!
- All vanilla classes now have their own counterparts for the Terra Blade, Zenith, Terraprisma, and Waffle's Iron
- Endgame expansion; The Lunar Pillars now have 8 items a piece (Counting Vanilla), and the Moon Lord has a bunch of extra drops. There are even a few special upgrades made from Luminite bars!
- Master Mode Weapons; special weapons that can drop from bosses in Master Mode, as an extra reward. WoF and ML have no new weapon, but instead drop crafting tokens to make your choice of loot. There are also settings for customizing drop rates and making these weapons drop in Expert Mode, if you don't like special content being locked behind Master Mode
*Notice: This mod is not yet open-source, though it is planned to be. Do note it won't be available for some time, as I intend to finish the mod before open-sourcing, and the finishing updates are slated near the end of the current roadmap, putting it in either 2024 or 2025.*
Minion ModifyWeaponDamage Patch:Arsenal: Legacy:
View attachment 420005
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;
*Notice: This mod is currently unreleased. Will release for 1.4.5-gen tModLoader and Arsenal. NOTE: 1.4.5 tML is - of course - TBA since vanilla 1.4.5 isn't even out yet*
- 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
Block's Combo Meters:Minion ModifyWeaponDamage Patch: (Last updated: 8/27/23, for tML 1.4.4+ on Steam) (Discontinued until further notice!):
View attachment 421976
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:
Steam Workshop Page
- 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
Kirbo Pets:Block's Combo Meters: (Last updated: 4/23/24, for tML 1.4.4+ on Steam):
View attachment 423310
Another client-sided mod, this one introduces a combo system similar to those found in many action games;
Steam Workshop Page
- 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!
Item Restriction Challenge:Kirbo Pets (Last updated: 11/28/23, for tML 1.4.4+ on Steam):
View attachment 423438
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;
Steam Workshop Page
- 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.*
Aether's Blessing: Shimmer QoL:Item Restriction Challenge (Last updated: 4/23/24, for tML 1.4.4+ on Steam):
View attachment 432447
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;
Steam Workshop Page
- 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.*
View attachment 432448
(Image shows the mod Recipe Browser in use, demonstrating all recipes being disabled)
Corruption Core Boss:Aether's Blessing: Shimmer QoL (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 434393
A small quality of life mod that adds a few features centered on Shimmer/the Aether;
Steam Workshop Page
- Adds a tooltip labeling items with unique item transmutations
- A special Aether Pylon that allows quick access to the Aether
- The Genesis Conduit, shimmered form the Tinkerer's Workshop. When crafting gear near a Genesis Conduit and the Aether, strong prefixes are guaranteed to be rolled!
- The Shimmer Well, shimmered from any Water Fountain. Functions as a crafting station that can craft item transmutations, as an alternative to throwing items in shimmer
Block's Thrower Mod:Corruption Core Boss (Last updated: 8/25/24, for tML 1.4.4+ on Steam):
View attachment 444763
A small content mod centered on the titular boss, the Corruption Core. This is a standalone, post-Mechs boss encounter, complete with;
Steam Workshop Page
- 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: Post-Game Add-On:Block's Thrower Mod (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 451912
Another larger content mod and also my second class-introducing mod. In this case, it's a standalone Thrower class, which includes;
Steam Workshop Page
- 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: Arsenal Expansion:Block's Thrower: Post-Game Add-On (Last updated: 8/7/24, for tML 1.4.4+ on Steam):
View attachment 478631
A small add-on for Block's Thrower Mod, which adds new Thrower gear suited for taking on other mods' post-ML content;
Steam Workshop Page
- 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)
Turtle Boulder:Block's Thrower: Arsenal Expansion (Last updated: 3/23/24, for tML 1.4.4+ on Steam):
View attachment 452770
A small add-on mod for Arsenal and Block's Thrower Mod, adding cross-content between the two, including;
Steam Workshop Page
- 17 new Thrower Weapons offering counterparts to major Arsenal sets, like the Terra series, GFB weapons, and more
- Conversions for 5 Arsenal weapons to Thrower class, 4 of which have independent toggles
- A weapon that lets you throw dirt blocks. Just because it wouldn't be Block's Thrower without it.
Shadow Chase Challenge:Turtle Boulder (Last updated: 4/1/24, for tML 1.4.4+ on Steam):
View attachment 464739
A small joke mod made for April Fool's 2024. Introduces a new boulder variant; the dreaded 'Turtle Boulder'
Steam Workshop Page
- 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!
Q.O.L. 3000:Shadow Chase Challenge (Last updated: 5/14/24, for tML 1.4.4+ on Steam):
View attachment 467980
A small challenge mod in which you're constantly trailed by a shadowy ghost; can you beat the game while being constantly pursued?
Steam Workshop Page
- 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!
Capture Disc Class:Q.O.L. 3000 (Last updated: 8/26/24, for tML 1.4.4+ on Steam):
View attachment 468910
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;
Steam Workshop Page
- 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 by 90% 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 Discs: Arsenal Expansion:Capture Disc Class (Last updated: 8/20/24, for tML 1.4.4+ on Steam):
View attachment 479593
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;
Steam Workshop Page
- 40 new weapons; the Capture Discs
- 5 new armor sets, and Capture headpieces for Hallowed and Chlorophyte armor
- 10+ new accessories
- 12 new prefixes for Capture Discs
- and more!
Capture Discs: Post-Game Add-On:Capture Discs: Arsenal Expansion (Last updated: 8/17/24, for tML 1.4.4+ on Steam):
View attachment 479598
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: 8/17/24, for tML 1.4.4+ on Steam):
View attachment 479601
Another small add-on for the Capture Disc Class, which adds new Capture gear suited for taking on other mods' post-ML content;
Steam Workshop Page
- 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).
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!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.
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.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…
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.What's Happening Now?
With the Capture Disc Class and its add-ons out, it's almost time for me to start working on Arsenal's big 'final' update, which will refurbish many existing weapons and introduce 100+ new ones. First, however, I'm planning on making a few small updates to some of my other mods.Roadmap:
Below is a general roadmap with regard to all my mods; present and future. There are generally no dates; rather, this is the planned order of new mods and mod updates. Some things may be missing if I need something to stay private for whatever reason. Furthermore, everything here is subject to change. Small things may suddenly be thrown in, or more drastic things could happen… Who knows?;
There you have it. Finally, I’d like to note that I anticipate it could take over a year to get through this roadmap fully (To and through ‘Completion of Arsenal’), and that doesn't even account for any bug-squashing shenanigans that are probably inevitable, nor random tangents I go on as I release mods and get feedback/suggestions and/or ideas. A lot can happen between then and now, so I’d like to reiterate that everything here is subject to change!
- Completion of Arsenal: ARSENAL: Weapons expansion mod is actually far from finished; I intend for there to be a grand total of 400 items in the end. Additionally, quite a few weapons are outdated and could use some polishing to get them up to modern Terraria standard. This is when I will address all of these issues and officially wrap up the mod.
- Open-sourcing of Arsenal
- Release of 'Arsenal: Legacy:' This is slated for tModLoader 1.4.5 release, which should hopefully be out by this point
- To be continued(?): For now I'm leaving the Roadmap as it is, to ensure reaching the end is an achievable task. Once I get to this point I may fill it up again if I have new ideas I want to try.
End:
That’s all folks, I hope you find something here you enjoy!
Have a good one!
- BlockCrusader
BlockCrusader
Official Terrarian
So, basically, you need someone to debug and clean up the code so that the mod will run? I suppose I'd be willing to help. Do you have a pastebin or GitHub (or the like) repo where I can download the mod files?Hello! I'm a beginner mod developer. I wanted to make a mod that would be an ADDON for your mod "Block's Thrower mod", as well as for the "consolaria" mod. I planned to add a thrower made from Okram's boss materials to the mod, and also planned one weapon that would drop from Okram himself. I already wrote the code and also made the armor textures, but when testing the mod I realized that my windows might be crooked, or I don't know why my game didn't see .NET 8.0. SDK library (I made the code via GPT chat). In general, I would like you to look at my mod and, if you can, finish it, because I’m my own I made my mod specifically for your "Block's Thrower Mod". If you still want to do this, I will provide you with the code and textures. I don’t mind if you post it under your name, if you come in, you can tag me as the author of the idea (again, if you wish). Thanks in advance!!
Also, for the future, I'd advise against relying on AIs like GPT if you're serious about learning to code and/or mod.
As you've seen for yourself, they aren't perfect and will make mistakes that prevent your mod from working.
Furthermore, having the AI do all the work won't get you much meaningful coding/modding experience (if any at all), meaning you won't really be able to improve your coding/modding skills and develop new skills/capabilities for creating a wider and/or more advanced variety of content.
Also keep in mind that many members of the modding community probably won't have much respect for AI-generated mods, since they're inherently low-effort (Since the AI does the heavy-lifting).
Alternatively, I highly recommend using tModLoader's GitHub as a resource for learning! Personally, I utilized their GitHub Wiki guides and ExampleMod to start learning tML. It's pretty good for learning the basics of tML modding, and a good way to start making content is to adapt code from ExampleMod.
From there, just strive to learn new things (Ex: If you have an idea for a cool weapon/projectile/etc, just go for it and see what you can do!) and build upon your knowledge base. Open source mods (Such as many of my own mods) and the vanilla Terraria sourcecode (tML's Wiki can teach you how to (legally) get a copy of decompiled Terraria) are great resources for this. Though I've not personally utilized it, I'm sure the tModLoader Discord (There is a link in tML's WIki) is full of people who would be willing to help out and give advice.
I am very grateful to you that you decided to help me. I don't have Github, but in this case I can create one and upload files there. Oh, one more request. For ease of communication, could you provide your discord or telegram? And about artificial intelligence technologies. I would love to make a mod without it, but as I described above, the .NET 8.0 SDK library does not want to work on my computer, and this is the whole problem, and this is the real reason why I decided to try use AI technology for this.So, basically, you need someone to debug and clean up the code so that the mod will run? I suppose I'd be willing to help. Do you have a pastebin or GitHub (or the like) repo where I can download the mod files?
Also, for the future, I'd advise against relying on AIs like GPT if you're serious about learning to code and/or mod.
As you've seen for yourself, they aren't perfect and will make mistakes that prevent your mod from working.
Furthermore, having the AI do all the work won't get you much meaningful coding/modding experience (if any at all), meaning you won't really be able to improve your coding/modding skills and develop new skills/capabilities for creating a wider and/or more advanced variety of content.
Also keep in mind that many members of the modding community probably won't have much respect for AI-generated mods, since they're inherently low-effort (Since the AI does the heavy-lifting).
Alternatively, I highly recommend using tModLoader's GitHub as a resource for learning! Personally, I utilized their GitHub Wiki guides and ExampleMod to start learning tML. It's pretty good for learning the basics of tML modding, and a good way to start making content is to adapt code from ExampleMod.
From there, just strive to learn new things (Ex: If you have an idea for a cool weapon/projectile/etc, just go for it and see what you can do!) and build upon your knowledge base. Open source mods (Such as many of my own mods) and the vanilla Terraria sourcecode (tML's Wiki can teach you how to (legally) get a copy of decompiled Terraria) are great resources for this. Though I've not personally utilized it, I'm sure the tModLoader Discord (There is a link in tML's WIki) is full of people who would be willing to help out and give advice.
BlockCrusader
Official Terrarian
Ah, I see. Yeah, not having .NET SDK is a big issue, you should definitely get that sorted out ASAP.I am very grateful to you that you decided to help me. I don't have Github, but in this case I can create one and upload files there. Oh, one more request. For ease of communication, could you provide your discord or telegram? And about artificial intelligence technologies. I would love to make a mod without it, but as I described above, the .NET 8.0 SDK library does not want to work on my computer, and this is the whole problem, and this is the real reason why I decided to try use AI technology for this.
I presume you're running either a Linux/Mac/Windows OS and tried following the directions on the tML wiki?
In case you missed this detail, there are different installers for the different OSs, so I'd verify you tried the right one. It might also be possible the most up-to-date version of .NET SDK isn't compatible with your machine if it's an older model. I'm no expert on this matter so I'm really just speculating here. It'd probably be best to look for help in the tML Discord, where you can reach more people who are likely to be more knowledgeable on this matter.
Once you've set yourself up on GitHub, make a repository for your mod, upload its files, and send me a link to the repo.
IIRC this is relatively intuitive, though I don't 'properly' use Git and GitHub ATM, I do use a repo to upload copies of my mod's .tmod files, so I've figured out how to make a repository and directly upload to it. You won't need to know/use Git for this part, though it would be a good skill to learn sometime (That goes for myself too).
I think we'll be OK without Discord for the time being, as once your GitHub repo is up, I'll make a PR or Issue for the code cleanup. You can comment on PR and Issue threads, which should suffice for our purposes.
Hello again, I have everything ready! Please tell me your repository name so that I can register you in a private repositoryAh, I see. Yeah, not having .NET SDK is a big issue, you should definitely get that sorted out ASAP.
I presume you're running either a Linux/Mac/Windows OS and tried following the directions on the tML wiki?
In case you missed this detail, there are different installers for the different OSs, so I'd verify you tried the right one. It might also be possible the most up-to-date version of .NET SDK isn't compatible with your machine if it's an older model. I'm no expert on this matter so I'm really just speculating here. It'd probably be best to look for help in the tML Discord, where you can reach more people who are likely to be more knowledgeable on this matter.
Once you've set yourself up on GitHub, make a repository for your mod, upload its files, and send me a link to the repo.
IIRC this is relatively intuitive, though I don't 'properly' use Git and GitHub ATM, I do use a repo to upload copies of my mod's .tmod files, so I've figured out how to make a repository and directly upload to it. You won't need to know/use Git for this part, though it would be a good skill to learn sometime (That goes for myself too).
I think we'll be OK without Discord for the time being, as once your GitHub repo is up, I'll make a PR or Issue for the code cleanup. You can comment on PR and Issue threads, which should suffice for our purposes.
BlockCrusader
Official Terrarian
Thx!Nice mods man, sadly I can't play with any of them since Mobile doesn't support mods;
I wonder if they'll ever update in that lacking feature: there are so many mods that I'd love to play with.
Unfortunately I'm unsure if modded mobile or console is even possible, at least regarding tML. Different hardware generally has their own OSs, so you'd have to port everything to get it to work, which would likely entail an amount of effort the tMod team probably isn't willing/able to go to, let alone modders. Consider how Re-Logic hired/works with DR Studios (and other companies in the past) to port Terraria to mobile/console; modders don't have resources like that.
On top of that, you need to get approval from the hardware developer in order to (legally) release public software for their console/hardware, which is near impossible here since tML - though endorsed by Re-Logic - is still unofficial 3rd-party content.
I do agree it would be really cool, but it's just not logistically or legally feasible.
BlockCrusader
Official Terrarian
I presume you meant to refer to my GitHub username? It's also 'BlockCrusader' on there, just like as it is here.Hello again, I have everything ready! Please tell me your repository name so that I can register you in a private repository
BlockCrusader
Official Terrarian
Hey, this isn't translated so I can't tell what you've said here, but I was able to get the files you attached...Добрый вечер! Для меня, как человека не разбирающегося в кодинге, все на Github как-то сложновато, поэтому лучше прикрепить архив здесь. За безопасность скачивания ручаюсь
After looking at them, unfortunately I don't think there's anything I can do. The only 'good' content the AI generated was the spear's sprite;
- The other sprites are blurry, have mixels, and are very clearly AI (For instance, I can tell at a glance that the helmet is a Spider Helmet that the AI distorted)
- There are only item sprites; sprites for projectiles are equipped armor are missing
- All of the code was written in a single, disorganized file of the wrong file type (So it can't be opened as a Visual Studio project). Some of the code does make sense, but there are many errors and it's not clear what the different items are meant to do (For example, it looks like the armor set is granting Summon damage?). There is also absolutely no code for projectiles.
To actually get a working product out of this, I'd basically have to start from scratch and build the mod from the ground up. However, doing that would defeat the purpose of making your first mod, as it would no longer be your effort and design choices going into its creation, and you wouldn't be getting any modding experience out of it. I know this is contrary to your request of me, and doesn't help your problem, but I'd rather not take this opportunity (Making your first mod) away from you. Sorry to disappoint after trying to help this entire time...
My advice would be to focus on figuring out how to successfully install .NET SDK on a device - as mentioned before - so that you can properly start modding on your own. Again, I'm no expert on this process, so I'd ask for help from the tML community, such as in their Discord.
When you do get things working, I'd start out with something very basic so you can get a grasp on the workflow. For example, the tML wiki's Starter Guide just has you create a simple sword. The addon you want to make seems pretty small in scope/size, so it shouldn't be too hard to make once you've got some basic experience with weapons, armor, and projectiles. As mentioned in an earlier comment, the Example Mod source is a very useful resource for learning how to make new types of content.
Best of luck with your modding endeavors!
A thousand apologies, I forgot to use a translator to communicate. It's funny, I created the textures myself, and did not use artificial intelligence. As for the helmet, I thought that the texture of the spider helmet would well emphasize the very idea that it is the face of the helmet itself. I'm really sorry that I still have to shelve this idea, but I don't think it will last long. Anyway, thank you very much for your willingness to helpHey, this isn't translated so I can't tell what you've said here, but I was able to get the files you attached...
After looking at them, unfortunately I don't think there's anything I can do. The only 'good' content the AI generated was the spear's sprite;
- The other sprites are blurry, have mixels, and are very clearly AI (For instance, I can tell at a glance that the helmet is a Spider Helmet that the AI distorted)
- There are only item sprites; sprites for projectiles are equipped armor are missing
- All of the code was written in a single, disorganized file of the wrong file type (So it can't be opened as a Visual Studio project). Some of the code does make sense, but there are many errors and it's not clear what the different items are meant to do (For example, it looks like the armor set is granting Summon damage?). There is also absolutely no code for projectiles.
To actually get a working product out of this, I'd basically have to start from scratch and build the mod from the ground up. However, doing that would defeat the purpose of making your first mod, as it would no longer be your effort and design choices going into its creation, and you wouldn't be getting any modding experience out of it. I know this is contrary to your request of me, and doesn't help your problem, but I'd rather not take this opportunity (Making your first mod) away from you. Sorry to disappoint after trying to help this entire time...
My advice would be to focus on figuring out how to successfully install .NET SDK on a device - as mentioned before - so that you can properly start modding on your own. Again, I'm no expert on this process, so I'd ask for help from the tML community, such as in their Discord.
When you do get things working, I'd start out with something very basic so you can get a grasp on the workflow. For example, the tML wiki's Starter Guide just has you create a simple sword. The addon you want to make seems pretty small in scope/size, so it shouldn't be too hard to make once you've got some basic experience with weapons, armor, and projectiles. As mentioned in an earlier comment, the Example Mod source is a very useful resource for learning how to make new types of content.
Best of luck with your modding endeavors!
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TOMKA
Terrarian
The new Arsenal update is amazing! So many great changes were made! The Hellbinder is extremely creative, rocket launchers now have ammo progression, which is cool, and I really like the reworked Zenith-tier weapons!
However, I did find a couple of bugs (as I always do, haha):
1. Makeshift Missiles are uncraftable. I believe they are supposed to be craftable since that's how you used to get Rockets in this mod.
Speaking of that, Rocket Is and Rocket IIs are still craftable))))
2. The zoom that some weapons in this mod have doesn't stack with the Rifle Scope (or its upgrades, I guess), unlike the zoom from the Sniper Rifle. I've seen this feature implemented in some mods, so I'm sure it's possible.
3. There is a small typo in the mod's description (the word "rapiers" is mistyped).
Also, here's some more feedback about the other mods of yours.
Weapon Augments:
1. The Weapon Augments description has a typo ("Ultiamte+" in the "Augment Variery" section).
2. Could you add an option to unload Uncanny Gems if the recipes are unloaded? It's a bit annoying to have them in this case, since all the augment materials are shown in the boss log, so it's impossible to complete it, which is slightly annoying. Not a huge issue, but still. Besides, it makes challenges like "Research every item" impossible. I guess, you'll have to add a seperate option for this since I think that you really want to keep the "unloading recipes" option not require a reload.
Block's Thrower:
Thanks for adding the "Convert every ranged consumable to throwing" option! I'm not sure why it's disabled by default. Shouldn't it be the other way around since it's a consistency option? Not a big deal, but I'd just like to know your reasoning.
Also, why doesn't it affect throwing items that are also ammo? I mean, snowballs deal throwing damage with this mod, why shouldn't other "throwing ammo" weapons do the same thing? Did you run into some problems with this feature? I'm asking because I can probably help you with that.
Also, it would be nice if you find a way to set the projectiles' damage type to throwing as well. I'm not exactly sure how to do that, unfortunately.
Post-game add-ons (all of them, but I'll mostly use the Artificer one as an example):
I think that the post-game items by default shouldn't load unless they are obtainable with other enabled mods.
Currently, some people may be confused on how to get some items only to find out they are unobtainable. This situation can happen even if they read the description. Terraria playthroughs are pretty time-consuming (and mods make them even more time-consuming). By the time a lot of people reach the Moon Lord, they may forget what content is obtainable in their modpacks. This may lead to some annoying situations (for example, imagine if you get everything for paragon accessories only to find out that the particle is unobtainable with your set of mods...).
I know it may be a bit annoying to set this system up. But I feel like it would be a nice quality of life change. (I guess you can make a class with fields for each tier that sets their values depending on the loaded mods. This would make the items' code cleaner (it will make a return value of the "Load" hook shorter since you'll have to give it more than one statement as a return value only if some parts of the set are obtainable as an exception) and will make adding support for new mods easier since you won't have to edit the code of every single item.)
There should also be an option to disable this change for people who just want to have fun in their test words.
Finally, I want to once again thank you for all the awesome mods and updates you've made! I hope that you won't stop after the Arsenal update is finished. Would be cool to see your take on a world generation mod (I really like mods with new biomes and/or structures) or to see more experiments of yours in general!
EDIT: Found a typo in Arsenal's description.
However, I did find a couple of bugs (as I always do, haha):
1. Makeshift Missiles are uncraftable. I believe they are supposed to be craftable since that's how you used to get Rockets in this mod.
Speaking of that, Rocket Is and Rocket IIs are still craftable))))
2. The zoom that some weapons in this mod have doesn't stack with the Rifle Scope (or its upgrades, I guess), unlike the zoom from the Sniper Rifle. I've seen this feature implemented in some mods, so I'm sure it's possible.
3. There is a small typo in the mod's description (the word "rapiers" is mistyped).
Also, here's some more feedback about the other mods of yours.
Weapon Augments:
1. The Weapon Augments description has a typo ("Ultiamte+" in the "Augment Variery" section).
2. Could you add an option to unload Uncanny Gems if the recipes are unloaded? It's a bit annoying to have them in this case, since all the augment materials are shown in the boss log, so it's impossible to complete it, which is slightly annoying. Not a huge issue, but still. Besides, it makes challenges like "Research every item" impossible. I guess, you'll have to add a seperate option for this since I think that you really want to keep the "unloading recipes" option not require a reload.
Block's Thrower:
Thanks for adding the "Convert every ranged consumable to throwing" option! I'm not sure why it's disabled by default. Shouldn't it be the other way around since it's a consistency option? Not a big deal, but I'd just like to know your reasoning.
Also, why doesn't it affect throwing items that are also ammo? I mean, snowballs deal throwing damage with this mod, why shouldn't other "throwing ammo" weapons do the same thing? Did you run into some problems with this feature? I'm asking because I can probably help you with that.
Also, it would be nice if you find a way to set the projectiles' damage type to throwing as well. I'm not exactly sure how to do that, unfortunately.
Post-game add-ons (all of them, but I'll mostly use the Artificer one as an example):
I think that the post-game items by default shouldn't load unless they are obtainable with other enabled mods.
Currently, some people may be confused on how to get some items only to find out they are unobtainable. This situation can happen even if they read the description. Terraria playthroughs are pretty time-consuming (and mods make them even more time-consuming). By the time a lot of people reach the Moon Lord, they may forget what content is obtainable in their modpacks. This may lead to some annoying situations (for example, imagine if you get everything for paragon accessories only to find out that the particle is unobtainable with your set of mods...).
I know it may be a bit annoying to set this system up. But I feel like it would be a nice quality of life change. (I guess you can make a class with fields for each tier that sets their values depending on the loaded mods. This would make the items' code cleaner (it will make a return value of the "Load" hook shorter since you'll have to give it more than one statement as a return value only if some parts of the set are obtainable as an exception) and will make adding support for new mods easier since you won't have to edit the code of every single item.)
There should also be an option to disable this change for people who just want to have fun in their test words.
Finally, I want to once again thank you for all the awesome mods and updates you've made! I hope that you won't stop after the Arsenal update is finished. Would be cool to see your take on a world generation mod (I really like mods with new biomes and/or structures) or to see more experiments of yours in general!
EDIT: Found a typo in Arsenal's description.
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BlockCrusader
Official Terrarian
Thanks for more feedback and bug reports, as ever!The new Arsenal update is amazing! So many great changes were made! The Hellbinder is extremely creative, rocket launchers now have ammo progression, which is cool, and I really like the reworked Zenith-tier weapons!
However, I did find a couple of bugs (as I always do, haha):
1. Makeshift Missiles are uncraftable. I believe they are supposed to be craftable since that's how you used to get Rockets in this mod.
Speaking of that, Rocket Is and Rocket IIs are still craftable))))
2. The zoom that some weapons in this mod have doesn't stack with the Rifle Scope (or its upgrades, I guess), unlike the zoom from the Sniper Rifle. I've seen this feature implemented in some mods, so I'm sure it's possible.
3. There is a small typo in the mod's description (the word "rapiers" is mistyped).
Also, here's some more feedback about the other mods of yours.
Weapon Augments:
1. The Weapon Augments description has a typo ("Ultiamte+" in the "Augment Variery" section).
2. Could you add an option to unload Uncanny Gems if the recipes are unloaded? It's a bit annoying to have them in this case, since all the augment materials are shown in the boss log, so it's impossible to complete it, which is slightly annoying. Not a huge issue, but still. Besides, it makes challenges like "Research every item" impossible. I guess, you'll have to add a seperate option for this since I think that you really want to keep the "unloading recipes" option not require a reload.
Block's Thrower:
Thanks for adding the "Convert every ranged consumable to throwing" option! I'm not sure why it's disabled by default. Shouldn't it be the other way around since it's a consistency option? Not a big deal, but I'd just like to know your reasoning.
Also, why doesn't it affect throwing items that are also ammo? I mean, snowballs deal throwing damage with this mod, why shouldn't other "throwing ammo" weapons do the same thing? Did you run into some problems with this feature? I'm asking because I can probably help you with that.
Also, it would be nice if you find a way to set the projectiles' damage type to throwing as well. I'm not exactly sure how to do that, unfortunately.
Post-game add-ons (all of them, but I'll mostly use the Artificer one as an example):
I think that the post-game items by default shouldn't load unless they are obtainable with other enabled mods.
Currently, some people may be confused on how to get some items only to find out they are unobtainable. This situation can happen even if they read the description. Terraria playthroughs are pretty time-consuming (and mods make them even more time-consuming). By the time a lot of people reach the Moon Lord, they may forget what content is obtainable in their modpacks. This may lead to some annoying situations (for example, imagine if you get everything for paragon accessories only to find out that the particle is unobtainable with your set of mods...).
I know it may be a bit annoying to set this system up. But I feel like it would be a nice quality of life change. (I guess you can make a class with fields for each tier that sets their values depending on the loaded mods. This would make the items' code cleaner (it will make a return value of the "Load" hook shorter since you'll have to give it more than one statement as a return value only if some parts of the set are obtainable as an exception) and will make adding support for new mods easier since you won't have to edit the code of every single item.)
There should also be an option to disable this change for people who just want to have fun in their test words.
Finally, I want to once again thank you for all the awesome mods and updates you've made! I hope that you won't stop after the Arsenal update is finished. Would be cool to see your take on a world generation mod (I really like mods with new biomes and/or structures) or to see more experiments of yours in general!
EDIT: Found a typo in Arsenal's description.
Arsenal:
1: Oops, yeah Makeshift Missiles are meant to be sold by the Demolitionist, but either way I forgot to make them obtainable altogether. I'll also fix the Rocket I/II crafting recipe.
2: I should be able to do that without issue. That said, guns like Antimatter are gonna be able to zoom out comedically far now (Or I could just nerf the base zoom-out...).
3: Typo is now fixed
Augments:
1: Typo also now fixed
2: I could make it so the Uncanny Gem unloads alongside recipes if you disable them altogether.
Thrower:
1: ...Actually ATM it IS on by default(?). I just realized I never checked against the config option when deciding whether or not to globally convert items, so right now it's just constantly on lol. That said, I do intend to leave 'off' as the default state once this is fixed. For one, the feature isn't really explicitly 'advertised' if you will, so having it on by default might confuse some users as to why all consumable ranged weapons are suddenly Thrower. It's also not the most stable feature, since - though unlikely - conversion to Thrower could have unseen implications for various modded items.
2: I decided on excluding throwable ammo because ammo is for Ranged weapons. Since Ranged remains an official class whereas Thrower is no longer, I feel that in edge cases such as this the ammo aspect takes priority over the throwing aspect. Converting ammo to Thrower would also have implications on the damage type inflicted (The Snowball Cannon, a Ranged weapon, deals Throwing damage when snowballs are converted) once I address the point below. The independent config for Snowballs is available for comprehensiveness.
3: While it isn't possible (to my knowledge) to change projectile's damage type upon loading (Without converting ALL ranged projectiles, that is), I did just think of a way to convert projectiles the moment they're spawned, via. the OnSpawn hook.
Post-Game Add-Ons:
I guess I could, but TBH it doesn't really feel like it's worth the effort to me. Due to there being some edge cases (Ex: EotA only having partial support for Paragon Tier) I wouldn't be fully able to make blanket checks for 'hey is this tier accessible?' since it might be that only some items - but not all - of a given tier are available to the user. In its current state, it's still easy enough to figure what IS available since the recipes will pop up in crafting/cheat sheet/guide once you have the components. Knowing what's available is more important than knowing what's not, since the latter can't affect gameplay. Perhaps I can do this later, but it seems like a niche improvement that will only be a small help to those who have a lot of mods and forgot, and/or just didn't read the description.
For the future, ATM the latter half of Arsenal's final major update is underway. That said there will surely be subsequent patches, especially since it (Not to mention my other mods) will need to port to tML 1.4.5 whenever that becomes a thing.
I've not really dabbled with worldgen since it's a pretty complex thing to implement. Right now I just know how to add things to chests (oh, and make Turtle Boulders).
If you're looking for Worldgen mods, I recommend Microdungeons and More as well as Jere the Juggler's Custom Generation, which are both nice, small-scale mods that add some new structures and are vanilla friendly and (from my experience) get along fine with most large content mods. I also like Verveine's Better Caves mod, another small mod that makes improvements to cave systems in a vanilla friendly manner (and it's designed to work with all other mods).
I do have a couple ideas for more mods, but after Arsenal I'm gonna take a moment to consider options and stuff. For instance, people often request Wikis for my content mods, so that's something I'd like to do at some point (Though it'll be a colossal task).
TOMKA
Terrarian
Thank you for the quick response!Thanks for more feedback and bug reports, as ever!
Arsenal:
1: Oops, yeah Makeshift Missiles are meant to be sold by the Demolitionist, but either way I forgot to make them obtainable altogether. I'll also fix the Rocket I/II crafting recipe.
2: I should be able to do that without issue. That said, guns like Antimatter are gonna be able to zoom out comedically far now (Or I could just nerf the base zoom-out...).
3: Typo is now fixed
Augments:
1: Typo also now fixed
2: I could make it so the Uncanny Gem unloads alongside recipes if you disable them altogether.
Thrower:
1: ...Actually ATM it IS on by default(?). I just realized I never checked against the config option when deciding whether or not to globally convert items, so right now it's just constantly on lol. That said, I do intend to leave 'off' as the default state once this is fixed. For one, the feature isn't really explicitly 'advertised' if you will, so having it on by default might confuse some users as to why all consumable ranged weapons are suddenly Thrower. It's also not the most stable feature, since - though unlikely - conversion to Thrower could have unseen implications for various modded items.
2: I decided on excluding throwable ammo because ammo is for Ranged weapons. Since Ranged remains an official class whereas Thrower is no longer, I feel that in edge cases such as this the ammo aspect takes priority over the throwing aspect. Converting ammo to Thrower would also have implications on the damage type inflicted (The Snowball Cannon, a Ranged weapon, deals Throwing damage when snowballs are converted) once I address the point below. The independent config for Snowballs is available for comprehensiveness.
3: While it isn't possible (to my knowledge) to change projectile's damage type upon loading (Without converting ALL ranged projectiles, that is), I did just think of a way to convert projectiles the moment they're spawned, via. the OnSpawn hook.
Post-Game Add-Ons:
I guess I could, but TBH it doesn't really feel like it's worth the effort to me. Due to there being some edge cases (Ex: EotA only having partial support for Paragon Tier) I wouldn't be fully able to make blanket checks for 'hey is this tier accessible?' since it might be that only some items - but not all - of a given tier are available to the user. In its current state, it's still easy enough to figure what IS available since the recipes will pop up in crafting/cheat sheet/guide once you have the components. Knowing what's available is more important than knowing what's not, since the latter can't affect gameplay. Perhaps I can do this later, but it seems like a niche improvement that will only be a small help to those who have a lot of mods and forgot, and/or just didn't read the description.
For the future, ATM the latter half of Arsenal's final major update is underway. That said there will surely be subsequent patches, especially since it (Not to mention my other mods) will need to port to tML 1.4.5 whenever that becomes a thing.
I've not really dabbled with worldgen since it's a pretty complex thing to implement. Right now I just know how to add things to chests (oh, and make Turtle Boulders).
If you're looking for Worldgen mods, I recommend Microdungeons and More as well as Jere the Juggler's Custom Generation, which are both nice, small-scale mods that add some new structures and are vanilla friendly and (from my experience) get along fine with most large content mods. I also like Verveine's Better Caves mod, another small mod that makes improvements to cave systems in a vanilla friendly manner (and it's designed to work with all other mods).
I do have a couple ideas for more mods, but after Arsenal I'm gonna take a moment to consider options and stuff. For instance, people often request Wikis for my content mods, so that's something I'd like to do at some point (Though it'll be a colossal task).
I get your point about not converting "throwing ammo" to throwing and jeepong global conversion off. In my opinion, reintroducing thrower in a faithful way kind of means having these features, but I get your opinion as well.
Also, thank you for recommending some mods. Funnily enough, I actually knew about all of them (JereTheJuggler's Custom Generation is one of my favourites), but thank you for putting your time.
I meant that it would be interesting to see your take on such a mod since your ideas are usually both faithful to the base game and original!
Also, making a wiki would be very time-consuming. Good luck if you decide to do that eventually!
By the way, I got some feedback and suggestions again!
Arsenal:
You've updated Arsenal after my initial message and made Arsenal's Moon Lord weapons of the same class shimmerable into each other. I see why you've added this feature, but I'm not a very huge fan of it. I don't think it fits the feeling of the mod (being a Terraria Add-On). I don't see Shimmer as an ultimate solution to all of the grinding problems. Sure, it allows you to shimmer between some items, but these items are usually very rare (pirate invasion drops, Ankh Charm materials, etc.), unlike Moon Lord drops. Also, it makes getting Zenith weapons quicker which means most people will actually use pillar weapons and Moon Lord drops less (since Zenith things are obviously a lot stronger). I get it, these items are post-game (Zenith being a lot more powerful is an issue (for people who see it as an issue) from the base game), but there aren't actually a lot of goals after Moon Lord progression-wise. Besides, since this behaviour isn't present for Moon Lord drops for the base game, it hurts consistency a little bit.
Lastly, you've already Moonrazer and Moon Fist craftable and there is a Phantasmal Jewel, so I feel like shimmering is even slightly unneded. And there is an config option to make the jewel obtainable outside of master mode for people who don't want to play on that difficulty. This explanation is a bit too detailed for such a small feature, but I didn't intend it to be this way, haha!)
By the way, Moonrazer and Moon Fist can still crafted from the Phantasmal Jewel. I believe it's an oversight.
Aether's Blessing:
Firstly, I want to suggest a small mod compatibility feature. You've added an option to decraft permanent consumables and it'd be good to have such recipes for permanent consumables from Thorium and Clicker Class. Just for consistency.
Secondly, I recently got an interesting idea for a Genesis Conduit rework that I want to share. I'm not asking you to add it (obviously), just want to share it with you. Maybe you'll like it as well.
Currently Genesis Conduit is the most controversial item in the mod.
I'm not going to elaborate on that. Instead, I want to point out some things that can actually be seen as issues.
1. Firstly, as you already know, API limitations make it affect Goblin Tinkerer as well. At this point it doesn't just speed uo decrafting and actually heavily affects balancing. Even too much for Goblin Tinkerer haters, in my opinion))
There's an option to turn that off, but that option also has a side effect of disabling his reforging menu near the conduit. This is not very nice since it's not very obvious to the players (so, you can't just make the "restrict conduit" option enabled by deafault) and also I think a lot of people place goblin near the Aether biome in the base game because he likes being in caverns (that's also a clever way of using a Cavern Pylon in the base game, but the mod makes it less mandatory).
I know you can't do anything about this, unfortunately.
2. Secondly, the list of "good modifiers" needs to be tweaked in the config. Unfortunately, I've learned that a lot of people actually aren't very familiar with the config feature and some people just don't really think about the way conduit works when they download the mod. This leads to a lot of people getting confused since being near conduit without adjusting the config will make all modded prefixes unobtainable. This is even more of an issue if you're playing with a mod that adds a new class for obvious reasons. Thorium even has this mod mentioned in its FAQ.
It's sad that the current system doesn't really work as you've expected, but sometimes it's just how things turn out.
I have an idea for a potential rework that would be less buggy and more obvious, while still keeping the feel of what the item is supposed to do.
I feel like it should just reduce reforge prices when you're near it instead of neccessarily granting you the selected modifiers.
It makes reforging cheaper, makes it more user-friendly and less people would complain about it being OP. Basically, it would work as a placeable Club Goblin Card from your other mod.
It's just an idea, I don't ask you to implement it. Just want to know your opinion on it since the current conduit, unfortunately, has some issues.
If you do decide to add it, maybe you could add an option for the "legacy behaviour" since some people may really enjoy the current conduit and don't care about the points I've mentioned above.
BlockCrusader
Official Terrarian
Hi again;Thank you for the quick response!
I get your point about not converting "throwing ammo" to throwing and jeepong global conversion off. In my opinion, reintroducing thrower in a faithful way kind of means having these features, but I get your opinion as well.
Also, thank you for recommending some mods. Funnily enough, I actually knew about all of them (JereTheJuggler's Custom Generation is one of my favourites), but thank you for putting your time.
I meant that it would be interesting to see your take on such a mod since your ideas are usually both faithful to the base game and original!
Also, making a wiki would be very time-consuming. Good luck if you decide to do that eventually!
By the way, I got some feedback and suggestions again!
Arsenal:
You've updated Arsenal after my initial message and made Arsenal's Moon Lord weapons of the same class shimmerable into each other. I see why you've added this feature, but I'm not a very huge fan of it. I don't think it fits the feeling of the mod (being a Terraria Add-On). I don't see Shimmer as an ultimate solution to all of the grinding problems. Sure, it allows you to shimmer between some items, but these items are usually very rare (pirate invasion drops, Ankh Charm materials, etc.), unlike Moon Lord drops. Also, it makes getting Zenith weapons quicker which means most people will actually use pillar weapons and Moon Lord drops less (since Zenith things are obviously a lot stronger). I get it, these items are post-game (Zenith being a lot more powerful is an issue (for people who see it as an issue) from the base game), but there aren't actually a lot of goals after Moon Lord progression-wise. Besides, since this behaviour isn't present for Moon Lord drops for the base game, it hurts consistency a little bit.
Lastly, you've already Moonrazer and Moon Fist craftable and there is a Phantasmal Jewel, so I feel like shimmering is even slightly unneded. And there is an config option to make the jewel obtainable outside of master mode for people who don't want to play on that difficulty. This explanation is a bit too detailed for such a small feature, but I didn't intend it to be this way, haha!)
By the way, Moonrazer and Moon Fist can still crafted from the Phantasmal Jewel. I believe it's an oversight.
Aether's Blessing:
Firstly, I want to suggest a small mod compatibility feature. You've added an option to decraft permanent consumables and it'd be good to have such recipes for permanent consumables from Thorium and Clicker Class. Just for consistency.
Secondly, I recently got an interesting idea for a Genesis Conduit rework that I want to share. I'm not asking you to add it (obviously), just want to share it with you. Maybe you'll like it as well.
Currently Genesis Conduit is the most controversial item in the mod.
I'm not going to elaborate on that. Instead, I want to point out some things that can actually be seen as issues.
1. Firstly, as you already know, API limitations make it affect Goblin Tinkerer as well. At this point it doesn't just speed uo decrafting and actually heavily affects balancing. Even too much for Goblin Tinkerer haters, in my opinion))
There's an option to turn that off, but that option also has a side effect of disabling his reforging menu near the conduit. This is not very nice since it's not very obvious to the players (so, you can't just make the "restrict conduit" option enabled by deafault) and also I think a lot of people place goblin near the Aether biome in the base game because he likes being in caverns (that's also a clever way of using a Cavern Pylon in the base game, but the mod makes it less mandatory).
I know you can't do anything about this, unfortunately.
2. Secondly, the list of "good modifiers" needs to be tweaked in the config. Unfortunately, I've learned that a lot of people actually aren't very familiar with the config feature and some people just don't really think about the way conduit works when they download the mod. This leads to a lot of people getting confused since being near conduit without adjusting the config will make all modded prefixes unobtainable. This is even more of an issue if you're playing with a mod that adds a new class for obvious reasons. Thorium even has this mod mentioned in its FAQ.
It's sad that the current system doesn't really work as you've expected, but sometimes it's just how things turn out.
I have an idea for a potential rework that would be less buggy and more obvious, while still keeping the feel of what the item is supposed to do.
I feel like it should just reduce reforge prices when you're near it instead of neccessarily granting you the selected modifiers.
It makes reforging cheaper, makes it more user-friendly and less people would complain about it being OP. Basically, it would work as a placeable Club Goblin Card from your other mod.
It's just an idea, I don't ask you to implement it. Just want to know your opinion on it since the current conduit, unfortunately, has some issues.
If you do decide to add it, maybe you could add an option for the "legacy behaviour" since some people may really enjoy the current conduit and don't care about the points I've mentioned above.
Arsenal:
I just fixed the outdated Phantasmal Jewel recipes.
Regarding shimmering ML drops, I put that in there on a whim because I recall from my experiences that I was always getting annoyed at how tedious it can be to get the ML drop you want. Even with this change there's still only a 1/4 chance you get the weapon that you want, so you've still gotta fight ML an average of 4 times for it. That is substantially lower than the 1/8 chance from before, though (But again, who wants to fight ML that many times?). You make a lot of good points, though, so I'll think about reverting the change later, maybe in Arsenal 1.5.2.
Aether's Blessing:
I may be able to add cross-mod support, I'll look into this when I get the chance.
Honestly, the Genesis Conduit's been a mess since I created it in many pretty obvious ways... Since I already have the Club Goblin Card in QoL 3000, reworking it into a discount seems kinda pointless/repetitive (At least for me, since I use them together, obviously). When I come back to it I think I'll just do away with it entirely since it's so broken, setting it to be disabled by default, but keeping a toggle for it as legacy behavior, like you suggested.
TOMKA
Terrarian
So, you've used your powers of modding to fight bad luck, haha!Hi again;
Arsenal:
I just fixed the outdated Phantasmal Jewel recipes.
Regarding shimmering ML drops, I put that in there on a whim because I recall from my experiences that I was always getting annoyed at how tedious it can be to get the ML drop you want. Even with this change there's still only a 1/4 chance you get the weapon that you want, so you've still gotta fight ML an average of 4 times for it. That is substantially lower than the 1/8 chance from before, though (But again, who wants to fight ML that many times?). You make a lot of good points, though, so I'll think about reverting the change later, maybe in Arsenal 1.5.2.
Aether's Blessing:
I may be able to add cross-mod support, I'll look into this when I get the chance.
Honestly, the Genesis Conduit's been a mess since I created it in many pretty obvious ways... Since I already have the Club Goblin Card in QoL 3000, reworking it into a discount seems kinda pointless/repetitive (At least for me, since I use them together, obviously). When I come back to it I think I'll just do away with it entirely since it's so broken, setting it to be disabled by default, but keeping a toggle for it as legacy behavior, like you suggested.
As for the Genesis Conduit, it would be a bit sad to see it completely gone (because of the cool sprite), but I get your point.
Also, I find it funny how I've caused a small content update because of bugs I've found.
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BlockCrusader
Official Terrarian
Well when you put it that way...So, you've used your powers of modding to fight bad luck, haha!
As for the Genesis Conduit, it would be a bit sad to see it completely gone (because of the cool sprite), but I get your point.
Also, I find it funny how I've caused a small content update because of bugs I've found.
(Still it's not like I changed the vanilla drops)
I won't completely remove the Conduit, just disable it by default. You'll still be able to get it if you enable it in the config.
I was too lazy to temporarily remove the 4 weapons I had made before releasing the patch so yeah
That said, they are in a finished state, so it's not like there was any reason to not let them go public.
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