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).
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.