TOMKA
Terrarian
By the way, how do you get the Rapier and the Thousandfold Cutter? Are they sold by the Travelling Merchant (since the Rapier can be obtained by shimmering the Fancy Foil)?Well when you put it that way...
(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.
This is a good time to thank you for open-sourcing most of your mods! If Arsenal was open-sourced, I would be able to just look at the code to find the answer to my question, but I can't. I'm not trying to convince you to open-source the mod, if you think the mod's code doesn't fit your standarts, it's probably for the better for the mod to be closed-sourced.
By the way, can you make Makeshift Missiles available before the Eye of Cthulhu? Launchers-only runs are currently impossible. Beggar's Bazooka can technically be crafted before any bosses (since you can mine Crimtane and Demonite) without having to deal with enemies, so the ammo is the only reason that prevents launchers-only runs from happening.
EDIT: I've found another bug in Aether's Blessing. The Advanced Combat Techniques: Volume Two is uncrafted into the Advanced Combat Techniques instead of a Spell Tome.
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BlockCrusader
Official Terrarian
Yes Rapier and Thousandfold Cutter are sold by the Travelling Merchant. Once Arsenal 1.5.2 is finished I'll update the purchased/shimmered items list on Steam Workshop.By the way, how do you get the Rapier and the Thousandfold Cutter? Are they sold by the Travelling Merchant (since the Rapier can be obtained by shimmering the Fancy Foil)?
This is a good time to thank you for open-sourcing most of your mods! If Arsenal was open-sourced, I would be able to just look at the code to find the answer to my question, but I can't. I'm not trying to convince you to open-source the mod, if you think the mod's code doesn't fit your standarts, it's probably for the better for the mod to be closed-sourced.
By the way, can you make Makeshift Missiles available before the Eye of Cthulhu? Launchers-only runs are currently impossible. Beggar's Bazooka can technically be crafted before any bosses (since you can mine Crimtane and Demonite) without having to deal with enemies, so the ammo is the only reason that prevents launchers-only runs from happening.
EDIT: I've found another bug in Aether's Blessing. The Advanced Combat Techniques: Volume Two is uncrafted into the Advanced Combat Techniques instead of a Spell Tome.
Of course, I'd like my mods to be learning resources for others, just as Example Mod and other open source mods have been for myself. Unfortunately Arsenal's source is too messy to be a good example so it'll stay closed...
That said, that is another good reason to go about making a Wiki at some point, since people can't rely on the source code for all the nitty-gritty details in the meantime.
I had barred Launchers behind EoC since they're pretty powerful (Prior to the ammo rework, Beggar's Bazooka and Firestorm could out-DPS almost every other pre-Hardmode ranged weapon in the game), but you make a good point. For 1.5.2 I'll unblock Makeshift Missiles (Though I'll probably slightly nerf Beggar's since it'll be available sooner).
Thx for catching that bug, I'll fix that when I look into Thorium/Clicker compat.
TOMKA
Terrarian
I have an interesting question. Will you make any more small quality of life mods that only affect a certain feature (like Aether's Blessing or Robo-Dummies) or will you just add all of your future quality of life features to Q.O.L. 3000?
Personally I liked the previous approach more. Giant, but configurable quality of life mods are more annoying to manage if you only need a couple of features from them (you have to disable everything else and future updates may introduce even more features that are not really wanted).
I don't ask you to split your mod into a lot of different add-ons, I just want to express my opinion.
By the way, the mod's name is very creative!
Speaking of Q.O.L. 3000, I have some suggestions for the mod. Granted, I've already learned that most of the quality of life mods are not really for me, but still my feedback may be helpful.
I thank you for trying to make it blend in with the base game and for not adding obviously broken and overpowered features that a lot of people consider balanced for some reason (infinite potions, etc.)!
I realize you won't probably agree with a lot of it this time around since my viewpoint of balancing can be a bit weird sometimes and doesn't fit with the quality of life phylosophy quite often. I don't request any of these changes, just want to mention them in case you'll like one or two.
1. A lot of features in this mod that are client-side shouldn't really be client-side, in my opinion. In fact, them being client-side can even make it more annoying to use the mod in multiplayer.
Things like configurable Club Goblin Card, glowing Life Crystals, better Life Crystals and Life Fruits, shorter respawn time, Goblin Club Card reforge discount configuration and weather messages not requiring a Weather Radio would give some players serious advantages over others, depending on the configurations. That's not something people like having in multiplayer, so features like these are the ones that would often be discussed among the group to come up with the the same settings for everyone on the server.
Now imagine if you're playing with like... 5 people. Instead of them just joining the server (and getting the host's configurations) they have to adjust them manually. Besides, if they want to play with different configurations in singleplayer, they'll have to manually adjust them each time thye switch from single player playthroughs to multiplayer playthroughs. That sounds so annoying!
I don't mean everything has to be server-side! Things like Discount Card working in the inventory or awereness configurations won't hurt balancing unlike the features I've mentioned above.
This is probably the most important piece of feedback I'll give this time.
2. I think that in order for some of the features to blend in with the game more, they need to be introduced in a slightly different way.
For example, I think reduced respawn time should be instead granted by an item that you will keep in your inventory. Not sure how you'll get it, but I guess it should be graveyard-related.
Also, I haven't checked, but I hope reduced respawn time doesn't work during event as well since it would affect the balancing of events that have a limited time (for example, a Pumpkin Moon) and also resapwning quickly during events can be seriously disorientating (like, you may not even understand how you've died half of the times).
Another example of a feature that could be tied to an item is Glowing Life Crystals. This kind of makes Spelunker Potions and fairies less useful early on. Making it require some sort of an item (maybe it could look like a map) that you find in gold chests would solve the issue.
3. I also have an idea for a "Better Life Fruits" feature rework to feel less... modded (I hope you understand what I mean). Maybe breaking Life Fruits would sometimes give you Life Fruit Seeds that you'll be able to grow. The chance would be higher if you hervest them with the Staff/Axe of Regrowth. This will fix the problem in a more faithful way (since you already farm various herbs in the game). Also, this will allow you to kind of place Life Fruits manually, which would be nice for building.
This will also make the mod a bit more different from all the other 2999 mods, I guess))
4. I can see why some people would want larva to not be destroyed by weapons. However, that's a feature that can be good or bad, depending on the situation. For example, in the base game you can use Starfury to break the larva while you're already on your arena, making summoning the boss safer. There are a couole of other items that can be broken by items or projectiles even though in certain cases that would be annoying. I'm talking about cracked bricks and cobwebs. Having to mine them would've been annoying in the dungeon and in caves, however, them being broken only by mining would've been awesome for building!
That's why I suggest expanding on the idea of minable larva by introducing a new book similar to the Guide to Critter Companionship. With it enabled, players won't be able to break cobwebs, cracjed bricks abd larva using their weapons and projectiles. I think it'd be a nice featyre expansion that would also make the featyre blend in with the game more.
5. Prices of Recall Potions and Wormhole Potions are too cheap, in my opinion. At this point people would rather buy a lot of those instead of using a Magic Mirror (which is slower). And I'm not even talking about fishing. Besides, I think Wormhole Potions should also be sold in singleplayer since some other mods (for example, Camping) could give them some other uses (and if you've crafted a Wormhole Potion (that's the only way to get them in singleplayer(, surely you want them for some reason).
6. Back to me ruining the fun! I think some options shouldn't be enabled by default to keep default experinece with the mod more base game-like. I don't mean you have to remove these features!
List includes:
1) Better Life Fruits (unless my idea is added);
2) Disabling mob griefing (if you're not using Arsenal or other mods, you would most likely summon a Frost Legion in order to get more snow, so making snowballs not create snow would not be nice; and making antlions not create sand makes it inconsistent with the Sandgun).
3) Invincinble bound NPCs (feels a bit too cheaty and modded. Besides, other "invincible" options are diabled by default).
4) Boss Zen (I usually won't suggest disabling something because other mods add this, but this is an exception from the rule; a lot of content mods (not quality of life mods) already have such feature (I can name like 3 off top of my head) enabled).
Also, maybe instead of this feature, you could add late-game upgrades to Calming and Battle Potions? I kind of like the fact that currently you need to restrict spawn rates using various items like Peace Candles, Sunflowers, etc. Just a suggestion, though.
6. Some cross-mod recommendations:
1) Permanent consumables awereness for Thorium, Clicker Class and Storm's Additions.
2) Make Greedy Goblet (from Thorium) inherit the Gold Credit if the "Greedy Ring inhertis Gold Credit" option is enabled.
As I've said, I'm not the target audience of the majority of quality of life mods, so my opinion probably shouldn't be taken too seriously. I just like giving ideas and thought that my feedback could at least be partly useful since you actually want the mod to feel "not very modded".
Personally I liked the previous approach more. Giant, but configurable quality of life mods are more annoying to manage if you only need a couple of features from them (you have to disable everything else and future updates may introduce even more features that are not really wanted).
I don't ask you to split your mod into a lot of different add-ons, I just want to express my opinion.
By the way, the mod's name is very creative!
Speaking of Q.O.L. 3000, I have some suggestions for the mod. Granted, I've already learned that most of the quality of life mods are not really for me, but still my feedback may be helpful.
I thank you for trying to make it blend in with the base game and for not adding obviously broken and overpowered features that a lot of people consider balanced for some reason (infinite potions, etc.)!
I realize you won't probably agree with a lot of it this time around since my viewpoint of balancing can be a bit weird sometimes and doesn't fit with the quality of life phylosophy quite often. I don't request any of these changes, just want to mention them in case you'll like one or two.
1. A lot of features in this mod that are client-side shouldn't really be client-side, in my opinion. In fact, them being client-side can even make it more annoying to use the mod in multiplayer.
Things like configurable Club Goblin Card, glowing Life Crystals, better Life Crystals and Life Fruits, shorter respawn time, Goblin Club Card reforge discount configuration and weather messages not requiring a Weather Radio would give some players serious advantages over others, depending on the configurations. That's not something people like having in multiplayer, so features like these are the ones that would often be discussed among the group to come up with the the same settings for everyone on the server.
Now imagine if you're playing with like... 5 people. Instead of them just joining the server (and getting the host's configurations) they have to adjust them manually. Besides, if they want to play with different configurations in singleplayer, they'll have to manually adjust them each time thye switch from single player playthroughs to multiplayer playthroughs. That sounds so annoying!
I don't mean everything has to be server-side! Things like Discount Card working in the inventory or awereness configurations won't hurt balancing unlike the features I've mentioned above.
This is probably the most important piece of feedback I'll give this time.
2. I think that in order for some of the features to blend in with the game more, they need to be introduced in a slightly different way.
For example, I think reduced respawn time should be instead granted by an item that you will keep in your inventory. Not sure how you'll get it, but I guess it should be graveyard-related.
Also, I haven't checked, but I hope reduced respawn time doesn't work during event as well since it would affect the balancing of events that have a limited time (for example, a Pumpkin Moon) and also resapwning quickly during events can be seriously disorientating (like, you may not even understand how you've died half of the times).
Another example of a feature that could be tied to an item is Glowing Life Crystals. This kind of makes Spelunker Potions and fairies less useful early on. Making it require some sort of an item (maybe it could look like a map) that you find in gold chests would solve the issue.
3. I also have an idea for a "Better Life Fruits" feature rework to feel less... modded (I hope you understand what I mean). Maybe breaking Life Fruits would sometimes give you Life Fruit Seeds that you'll be able to grow. The chance would be higher if you hervest them with the Staff/Axe of Regrowth. This will fix the problem in a more faithful way (since you already farm various herbs in the game). Also, this will allow you to kind of place Life Fruits manually, which would be nice for building.
This will also make the mod a bit more different from all the other 2999 mods, I guess))
4. I can see why some people would want larva to not be destroyed by weapons. However, that's a feature that can be good or bad, depending on the situation. For example, in the base game you can use Starfury to break the larva while you're already on your arena, making summoning the boss safer. There are a couole of other items that can be broken by items or projectiles even though in certain cases that would be annoying. I'm talking about cracked bricks and cobwebs. Having to mine them would've been annoying in the dungeon and in caves, however, them being broken only by mining would've been awesome for building!
That's why I suggest expanding on the idea of minable larva by introducing a new book similar to the Guide to Critter Companionship. With it enabled, players won't be able to break cobwebs, cracjed bricks abd larva using their weapons and projectiles. I think it'd be a nice featyre expansion that would also make the featyre blend in with the game more.
5. Prices of Recall Potions and Wormhole Potions are too cheap, in my opinion. At this point people would rather buy a lot of those instead of using a Magic Mirror (which is slower). And I'm not even talking about fishing. Besides, I think Wormhole Potions should also be sold in singleplayer since some other mods (for example, Camping) could give them some other uses (and if you've crafted a Wormhole Potion (that's the only way to get them in singleplayer(, surely you want them for some reason).
6. Back to me ruining the fun! I think some options shouldn't be enabled by default to keep default experinece with the mod more base game-like. I don't mean you have to remove these features!
List includes:
1) Better Life Fruits (unless my idea is added);
2) Disabling mob griefing (if you're not using Arsenal or other mods, you would most likely summon a Frost Legion in order to get more snow, so making snowballs not create snow would not be nice; and making antlions not create sand makes it inconsistent with the Sandgun).
3) Invincinble bound NPCs (feels a bit too cheaty and modded. Besides, other "invincible" options are diabled by default).
4) Boss Zen (I usually won't suggest disabling something because other mods add this, but this is an exception from the rule; a lot of content mods (not quality of life mods) already have such feature (I can name like 3 off top of my head) enabled).
Also, maybe instead of this feature, you could add late-game upgrades to Calming and Battle Potions? I kind of like the fact that currently you need to restrict spawn rates using various items like Peace Candles, Sunflowers, etc. Just a suggestion, though.
6. Some cross-mod recommendations:
1) Permanent consumables awereness for Thorium, Clicker Class and Storm's Additions.
2) Make Greedy Goblet (from Thorium) inherit the Gold Credit if the "Greedy Ring inhertis Gold Credit" option is enabled.
As I've said, I'm not the target audience of the majority of quality of life mods, so my opinion probably shouldn't be taken too seriously. I just like giving ideas and thought that my feedback could at least be partly useful since you actually want the mod to feel "not very modded".
BlockCrusader
Official Terrarian
Q.O.L. 3000 is intended to be my 'general' quality of life mod; if I were to make QoL features that were centered around a specific element of gameplay (For example Aether's Blessing is themed around Shimmer), then that would become its own mod.I have an interesting question. Will you make any more small quality of life mods that only affect a certain feature (like Aether's Blessing or Robo-Dummies) or will you just add all of your future quality of life features to Q.O.L. 3000?
Personally I liked the previous approach more. Giant, but configurable quality of life mods are more annoying to manage if you only need a couple of features from them (you have to disable everything else and future updates may introduce even more features that are not really wanted).
I don't ask you to split your mod into a lot of different add-ons, I just want to express my opinion.
By the way, the mod's name is very creative!
Speaking of Q.O.L. 3000, I have some suggestions for the mod. Granted, I've already learned that most of the quality of life mods are not really for me, but still my feedback may be helpful.
I thank you for trying to make it blend in with the base game and for not adding obviously broken and overpowered features that a lot of people consider balanced for some reason (infinite potions, etc.)!
I realize you won't probably agree with a lot of it this time around since my viewpoint of balancing can be a bit weird sometimes and doesn't fit with the quality of life phylosophy quite often. I don't request any of these changes, just want to mention them in case you'll like one or two.
1. A lot of features in this mod that are client-side shouldn't really be client-side, in my opinion. In fact, them being client-side can even make it more annoying to use the mod in multiplayer.
Things like configurable Club Goblin Card, glowing Life Crystals, better Life Crystals and Life Fruits, shorter respawn time, Goblin Club Card reforge discount configuration and weather messages not requiring a Weather Radio would give some players serious advantages over others, depending on the configurations. That's not something people like having in multiplayer, so features like these are the ones that would often be discussed among the group to come up with the the same settings for everyone on the server.
Now imagine if you're playing with like... 5 people. Instead of them just joining the server (and getting the host's configurations) they have to adjust them manually. Besides, if they want to play with different configurations in singleplayer, they'll have to manually adjust them each time thye switch from single player playthroughs to multiplayer playthroughs. That sounds so annoying!
I don't mean everything has to be server-side! Things like Discount Card working in the inventory or awereness configurations won't hurt balancing unlike the features I've mentioned above.
This is probably the most important piece of feedback I'll give this time.
2. I think that in order for some of the features to blend in with the game more, they need to be introduced in a slightly different way.
For example, I think reduced respawn time should be instead granted by an item that you will keep in your inventory. Not sure how you'll get it, but I guess it should be graveyard-related.
Also, I haven't checked, but I hope reduced respawn time doesn't work during event as well since it would affect the balancing of events that have a limited time (for example, a Pumpkin Moon) and also resapwning quickly during events can be seriously disorientating (like, you may not even understand how you've died half of the times).
Another example of a feature that could be tied to an item is Glowing Life Crystals. This kind of makes Spelunker Potions and fairies less useful early on. Making it require some sort of an item (maybe it could look like a map) that you find in gold chests would solve the issue.
3. I also have an idea for a "Better Life Fruits" feature rework to feel less... modded (I hope you understand what I mean). Maybe breaking Life Fruits would sometimes give you Life Fruit Seeds that you'll be able to grow. The chance would be higher if you hervest them with the Staff/Axe of Regrowth. This will fix the problem in a more faithful way (since you already farm various herbs in the game). Also, this will allow you to kind of place Life Fruits manually, which would be nice for building.
This will also make the mod a bit more different from all the other 2999 mods, I guess))
4. I can see why some people would want larva to not be destroyed by weapons. However, that's a feature that can be good or bad, depending on the situation. For example, in the base game you can use Starfury to break the larva while you're already on your arena, making summoning the boss safer. There are a couole of other items that can be broken by items or projectiles even though in certain cases that would be annoying. I'm talking about cracked bricks and cobwebs. Having to mine them would've been annoying in the dungeon and in caves, however, them being broken only by mining would've been awesome for building!
That's why I suggest expanding on the idea of minable larva by introducing a new book similar to the Guide to Critter Companionship. With it enabled, players won't be able to break cobwebs, cracjed bricks abd larva using their weapons and projectiles. I think it'd be a nice featyre expansion that would also make the featyre blend in with the game more.
5. Prices of Recall Potions and Wormhole Potions are too cheap, in my opinion. At this point people would rather buy a lot of those instead of using a Magic Mirror (which is slower). And I'm not even talking about fishing. Besides, I think Wormhole Potions should also be sold in singleplayer since some other mods (for example, Camping) could give them some other uses (and if you've crafted a Wormhole Potion (that's the only way to get them in singleplayer(, surely you want them for some reason).
6. Back to me ruining the fun! I think some options shouldn't be enabled by default to keep default experinece with the mod more base game-like. I don't mean you have to remove these features!
List includes:
1) Better Life Fruits (unless my idea is added);
2) Disabling mob griefing (if you're not using Arsenal or other mods, you would most likely summon a Frost Legion in order to get more snow, so making snowballs not create snow would not be nice; and making antlions not create sand makes it inconsistent with the Sandgun).
3) Invincinble bound NPCs (feels a bit too cheaty and modded. Besides, other "invincible" options are diabled by default).
4) Boss Zen (I usually won't suggest disabling something because other mods add this, but this is an exception from the rule; a lot of content mods (not quality of life mods) already have such feature (I can name like 3 off top of my head) enabled).
Also, maybe instead of this feature, you could add late-game upgrades to Calming and Battle Potions? I kind of like the fact that currently you need to restrict spawn rates using various items like Peace Candles, Sunflowers, etc. Just a suggestion, though.
6. Some cross-mod recommendations:
1) Permanent consumables awereness for Thorium, Clicker Class and Storm's Additions.
2) Make Greedy Goblet (from Thorium) inherit the Gold Credit if the "Greedy Ring inhertis Gold Credit" option is enabled.
As I've said, I'm not the target audience of the majority of quality of life mods, so my opinion probably shouldn't be taken too seriously. I just like giving ideas and thought that my feedback could at least be partly useful since you actually want the mod to feel "not very modded".
1: I get the points you're making, but I'd prefer to keep as many features as possible as client-side toggles in order to maximize the flexibility of the mod. While I imagine many players probably feel the same way as you, I don't want to take the aforementioned flexibility away from the people who do enjoy the benefits of client-side config.
2: I like this train of thought, actually. I want Q.O.L. 3000 to be less OP and intrusive on vanilla balance than other QoL mods, and the respawn time example you've given sounds like an excellent place for improvement. Locking some of the more blatant boosts behind certain tools/powerups would be a good counterbalance. Perhaps I could add in some more Shimmer-exclusive permanent upgrades for this. Also, I'm unsure if respawn time is affected by events, I'll have to double check. If it's not I could add a toggle to make that the case.
3: This is a neat idea, but I think it'd take a lot of effort to implement... Also I have concerns with upcoming changes in 1.4.5. The Rubblemaker will be able to place Life Fruit, and there is also going to be some new usage for Life Fruit. Either could potentially interfere with a seed/planting system, depending on the specifics of the additions. Either way I'll probably wait until we get 1.4.5-gen tML before considering this.
4: We might actually be getting some 'safe' variants of easy-to-break tiles in 1.4.5. In a few teasers, a new type of Cobweb item can be seen. I suspect these will be 'safe' cobwebs which don't slow the player or break on contact; for builders.
5: I thought I boosted the purchase price on those already? I don't really make use of the feature personally, I think it's kinda OP, but I added it at the request of a user. I'll double check the price at some point. I can also remove the multiplayer restriction on Wormhole potions, since it's indeed quite pointless TBH.
6;
6.1: Fair enough, it is kinda OP in light of the glowing Life Crystals/Fruit feature
6.2: The anti-grief feature makes the projectiles directly drop the block in item form, so it's still possible to farm sand/snow from the respective enemies (Though just killing the Snowmen is much faster in the latter case). It prevents blocks from being placed, but doesn't outright delete them.
6.3: I thought that was off by default? It ought to be, in that case. I also just got an idea for making a less OP variant that just boosts the defense (and maybe HP) of trapped NPCs; make them more durable rather than wholesale invincible.
6.4: I think it's OK; boss zens from different mods stacking shouldn't cause any breakage, their effects will probably just stack with each other (Even though one instance alone is overkill enough lol)
7: I don't think I can do support for permanent upgrades (I don't think Thorium has Mod.Calls for checking all its permanent upgrades), but I could probably make the latter idea work.
TOMKA
Terrarian
Thank you for the quick response (as always)!Q.O.L. 3000 is intended to be my 'general' quality of life mod; if I were to make QoL features that were centered around a specific element of gameplay (For example Aether's Blessing is themed around Shimmer), then that would become its own mod.
1: I get the points you're making, but I'd prefer to keep as many features as possible as client-side toggles in order to maximize the flexibility of the mod. While I imagine many players probably feel the same way as you, I don't want to take the aforementioned flexibility away from the people who do enjoy the benefits of client-side config.
2: I like this train of thought, actually. I want Q.O.L. 3000 to be less OP and intrusive on vanilla balance than other QoL mods, and the respawn time example you've given sounds like an excellent place for improvement. Locking some of the more blatant boosts behind certain tools/powerups would be a good counterbalance. Perhaps I could add in some more Shimmer-exclusive permanent upgrades for this. Also, I'm unsure if respawn time is affected by events, I'll have to double check. If it's not I could add a toggle to make that the case.
3: This is a neat idea, but I think it'd take a lot of effort to implement... Also I have concerns with upcoming changes in 1.4.5. The Rubblemaker will be able to place Life Fruit, and there is also going to be some new usage for Life Fruit. Either could potentially interfere with a seed/planting system, depending on the specifics of the additions. Either way I'll probably wait until we get 1.4.5-gen tML before considering this.
4: We might actually be getting some 'safe' variants of easy-to-break tiles in 1.4.5. In a few teasers, a new type of Cobweb item can be seen. I suspect these will be 'safe' cobwebs which don't slow the player or break on contact; for builders.
5: I thought I boosted the purchase price on those already? I don't really make use of the feature personally, I think it's kinda OP, but I added it at the request of a user. I'll double check the price at some point. I can also remove the multiplayer restriction on Wormhole potions, since it's indeed quite pointless TBH.
6;
6.1: Fair enough, it is kinda OP in light of the glowing Life Crystals/Fruit feature
6.2: The anti-grief feature makes the projectiles directly drop the block in item form, so it's still possible to farm sand/snow from the respective enemies (Though just killing the Snowmen is much faster in the latter case). It prevents blocks from being placed, but doesn't outright delete them.
6.3: I thought that was off by default? It ought to be, in that case. I also just got an idea for making a less OP variant that just boosts the defense (and maybe HP) of trapped NPCs; make them more durable rather than wholesale invincible.
6.4: I think it's OK; boss zens from different mods stacking shouldn't cause any breakage, their effects will probably just stack with each other (Even though one instance alone is overkill enough lol)
7: I don't think I can do support for permanent upgrades (I don't think Thorium has Mod.Calls for checking all its permanent upgrades), but I could probably make the latter idea work.
1. I have a couple of solutions to this problem. Not sure, if o e of them is possible (I'm not very experienced in Terraria modding), but I'll list it anyway.
1) All "controversial client-side" changes are put into a new tab along with a new config option to detemine, if they are client-side or server-side.
I'm not sure if it's even possible to do. May also be confusing and not very user-friendly, but code-effecient.
2) "Controversial client-side" changes become server side. Same changes also exist as client-side options on the third config tab along with an option that enables them (defaults to being off). Some explanation should be put on top of the tab as well.
This way people who want more customization in multiplayer would have the option (they would have to enable it though), people who want everyone on the server to have roughly the same settings would have server-side options. Besides, people who would like to switch between these two options would be able to do so by enabling/disabling a single config option.
A much more user-friendly solution than the one I mentioned above, but you'll have to add a lot more config options, which is probably a bit annoying.
3. I forgot about these spoilers. There've been so many of them, so it's not unexpected, haha)4. I haven't taken this spoiler into account, my bad. But still having an ability to not break cobwebs could be nice. For example, when you're exploring underground and don't want cobwebs to accidentally take an inventory slot.
6.2. I haven't done enough testing then, my bad.
Another thing that I wanted to mention, but forgot is a suggestion to make separate options for town pets and town slimes being invulnerable.
The reasons for this change are:
1) Town pets are based on real life creatures. Town Slimes are fictional, so some people may not be as attached to them. Besides, a lot of town slimes can be obtained somewaht unintentionally (Clumsy Slime, Cool Slime, etc.) while that's not the case with the town pets.
2) Balancing. Three town pets being invincinble won't really hurt.
However, having 8 invincible town slimes would allow you to make a good chunk of your pylon network always (I mean outside of events and other scenarios when pylons don't work at all) available since they can't die (but are treated as town NPCs by pylons).
Also, I have some other suggestions for your other mods:
Aether's Blessing:
Storm's Additions mod got updated and added a Zephyr Feather permanent consumable. Could you add a recipe to uncraft it? It should uncraft into a Giant Harpy Feather.
Corruption Core Boss:
Could you add boss emotes? That's something I wanted to suggest all the way back in April, but forgot, haha!)
Emotes for both evil variants should be available in one world (that's how things work in the base game restricting emotes to specific worlds is a bit strange).
Block's Boss Bars:
I probably suggested this before, but it'd be nice to have Mod.Calls for modders to make there enemies count as minibosses (for the miniboss bar).
Unless you want to do that, it would be nice to have Thorium's mimics, Consolaria's Arch Wyvern, Arch Demon and Mythical Wyvern and Storm's Additions' Perfect Normal Derpling count as ones.
Yes, it can be done manually, but this feature may still be something other people may enjoy.
Block's Death FX:
Do you have any plans to add more sounds to the mod? I think PvZ's "Game Over" music, Obi-Wan's "Nooo!", Anakin's "I hate you!" and the sad violin music that a lot of people on YouTube used to include during the sad moment would be nice to have.
Block's Combo Meters:
I think that both meters should be shown by default. Having only a letter rank meter available by default can be a bit confusing.
Not an issue though. By the way, before this mod I believe I haven't played any games with the letter rank meter. I've seen a lot of games with a hit counter, but the letter rank system was something kind of new to me. Didn't know rank meters were actually that popular.
JonteTheSlime
Official Terrarian
I love the Death FX mod
very useful for Calamity death mode playthroughs
Do you think it'd be possible to make a button for each sound to preview (or rather prelisten) to it? For some of the sounds I didn't know what I could really expect
Do you think it'd be possible to make a button for each sound to preview (or rather prelisten) to it? For some of the sounds I didn't know what I could really expect
BlockCrusader
Official Terrarian
Q.O.L. 3000:Thank you for the quick response (as always)!
1. I have a couple of solutions to this problem. Not sure, if o e of them is possible (I'm not very experienced in Terraria modding), but I'll list it anyway.
1) All "controversial client-side" changes are put into a new tab along with a new config option to detemine, if they are client-side or server-side.I'm not sure if it's even possible to do. May also be confusing and not very user-friendly, but code-effecient.2) "Controversial client-side" changes become server side. Same changes also exist as client-side options on the third config tab along with an option that enables them (defaults to being off). Some explanation should be put on top of the tab as well.This way people who want more customization in multiplayer would have the option (they would have to enable it though), people who want everyone on the server to have roughly the same settings would have server-side options. Besides, people who would like to switch between these two options would be able to do so by enabling/disabling a single config option.A much more user-friendly solution than the one I mentioned above, but you'll have to add a lot more config options, which is probably a bit annoying.3. I forgot about these spoilers. There've been so many of them, so it's not unexpected, haha)
4. I haven't taken this spoiler into account, my bad. But still having an ability to not break cobwebs could be nice. For example, when you're exploring underground and don't want cobwebs to accidentally take an inventory slot.
6.2. I haven't done enough testing then, my bad.
Another thing that I wanted to mention, but forgot is a suggestion to make separate options for town pets and town slimes being invulnerable.
The reasons for this change are:
1) Town pets are based on real life creatures. Town Slimes are fictional, so some people may not be as attached to them. Besides, a lot of town slimes can be obtained somewaht unintentionally (Clumsy Slime, Cool Slime, etc.) while that's not the case with the town pets.2) Balancing. Three town pets being invincinble won't really hurt.However, having 8 invincible town slimes would allow you to make a good chunk of your pylon network always (I mean outside of events and other scenarios when pylons don't work at all) available since they can't die (but are treated as town NPCs by pylons).
Also, I have some other suggestions for your other mods:
Aether's Blessing:
Storm's Additions mod got updated and added a Zephyr Feather permanent consumable. Could you add a recipe to uncraft it? It should uncraft into a Giant Harpy Feather.
Corruption Core Boss:
Could you add boss emotes? That's something I wanted to suggest all the way back in April, but forgot, haha!)Emotes for both evil variants should be available in one world (that's how things work in the base game restricting emotes to specific worlds is a bit strange).
Block's Boss Bars:
I probably suggested this before, but it'd be nice to have Mod.Calls for modders to make there enemies count as minibosses (for the miniboss bar).Unless you want to do that, it would be nice to have Thorium's mimics, Consolaria's Arch Wyvern, Arch Demon and Mythical Wyvern and Storm's Additions' Perfect Normal Derpling count as ones.Yes, it can be done manually, but this feature may still be something other people may enjoy.
Block's Death FX:
Do you have any plans to add more sounds to the mod? I think PvZ's "Game Over" music, Obi-Wan's "Nooo!", Anakin's "I hate you!" and the sad violin music that a lot of people on YouTube used to include during the sad moment would be nice to have.
Block's Combo Meters:
I think that both meters should be shown by default. Having only a letter rank meter available by default can be a bit confusing.Not an issue though. By the way, before this mod I believe I haven't played any games with the letter rank meter. I've seen a lot of games with a hit counter, but the letter rank system was something kind of new to me. Didn't know rank meters were actually that popular.
The first possibility isn't possible, but the second potentially is. That said, it be a huge pain to implement because I'd have to add extra logic in every spot the affected toggles are referred to for something; more effort than it's worth IMO.
I guess I could do a toggle for slimes? Or just a blacklist.
I still don't really get why some people have so much beef with the town slimes...
Aether's Blessing:
I don't see why not. When I can get around to it.
Corruption Core Boss:
Same as above. I do want to rework some parts of the boss fight at some point. But that'll probably be far future stuff as I've got a lot of other potential plans now, plus the inevitable porting work for 1.4.5-gen tML whenever that becomes a thing.
Block's Boss Bars:
I think you have. It's really not that hard to go in and add a new entry to the minibosses config interface so it's not worth adding internal support. An extra field for the existing Mod.Call for tagging a bar as a miniboss bar would be a good idea, though, as that's not currently possible. Then again, to my knowledge there isn't a single mod (other than Corruption Core) that features Call support for BBB.
Block's Death FX:
Not really. The mod is updated very rarely; always on a whim. I don't really go seeking out new sounds, but if I happen upon a bunch of sounds I like and can easily get the files for, I make an update to add them.
Block's Combo Meters:
I could do that, but it'll take extra effort cause I'll also have to modify the default drawing positions so they don't draw on top of each other.
Also, I've not really played any games with rank meters myself, I was just aware they existed in various games (ULTRAKILL and the Devil May Cry series are two popular ones I can name off the top of my head).
BlockCrusader
Official Terrarian
Unfortunately I don't think that's possible. The capabilities of tML's configs are quite limited, and modifying the config UI like that would probably be super complicated; likely impossible since it'd be messing with tML itself and not just vanilla.I love the Death FX modvery useful for Calamity death mode playthroughs
Do you think it'd be possible to make a button for each sound to preview (or rather prelisten) to it? For some of the sounds I didn't know what I could really expect
It's far less efficient, but the Taunt feature/keybind can be used to play sounds without needing to die.
The mod Modder's Toolkit has a Sound tool that lets you play sounds at will to preview them. That said, Modder's Toolkit can be pretty unintuitive for players, since it's (obviously) oriented towards modders/developers.
TOMKA
Terrarian
Hi, it's me again! Did you really think I wouldn't say anything about ARSENAL's 1.5.2 update?)
I haven't experienced every single addition yet (for obvious reason), but I've tried quite a lot of new item to leave my feedback.
In short, the update is amazing! It is also extremely impressive that you've coded it in a month! There are so many cool new items in the mod now.
Now for a more detailed opinion (and questions):
1. I really lime the Starfall Obliterator! It's an incredibly cool weapon with a really interesting mechanic. However, it says that it augments the attack of bullers, yet I haven't really noticed any defference between using it without ammo and using it with bullets. Other effect work perfectly fine. Am I missing something?
2. I really like the Dual Phaseblade, Twinsaber a d Darklight Edge since I'm a big Star Wars fan (and I do appreciate the tooltips of Prismatic Phaseblade and Phasesaber). However, it would've been cool to have tge Star Wars sound for these weapons. I'm not sure if that's something you're going to add, but it would've been nice if you did. The Darksaber sound is just really cool. But then again, the Darklight Edge is definitely totally not a Darksaber, so it's perfectly fine if it uses the base game sound, I guess.
The right-click sounds for the Dual Phaseblade and Twinsaber could be louder though if you as me.
3. I was a little bit disappointed that there aren't more items the reqire Charged Granite to be crafted. Having a material that is only used for one item is not very nice. I know yiu've said that the mod is basically conpmete at this point, but maybe you could add a couple more granite-themed weapons after the 1.4.5 update to "replace" the items that are going to be moved to Arsenal: Legacy?
4. Could you add an option to disable the "reduced grinding" transmuations? We've already talked about the Moon Lord related once, but this uodate introduced even more of them. Some of the make sense (Phalanx Staff <-> Energized Staff, for example), but the ones for the modded items that you get from chests seem like an unneccesary convenience. After all, in the base game you can only shimmer between the items that are actually rare (pirate invasion drops, angler rewards, etc.).
5. Another thing I've seens that you've silently introduced is the "Zenith weapons require Auric Bars" config option. I actually suggest you to silently remove it, haha!) Unfortunately, Calamity mod fans are usually very demanding. You do one nice thing for them, and they will ask for more. Firstly, they would ask you to modify Terra weapons' and Night weapons' recipes to fit the mod, then they'll ask for some more annoying things like rebalancing items because they are overpowered/underpowered witb Calamity, etc. You get the idea. It's sad that's how thing work, but there isn't something we can do about it. I may be exaggerating a bit, but I just want to warn you of a possible outcome. I am also biased in this situation since I think Calamity is incredibly overrated, doesn't deserve its popularity and just adds lots of weird or bad changes to the game, so take this with a grain of salt.
6. The last thing I've noticed has nothing to do with the 1.5.2, but I want to point out that the Chlorophyte Rapier and Necrotic Dagger are placed at the same progression step, deal roughly the same damage, have roughly the same range and require pretty much the same materials to craft. Maybe Necrotic Dagger could be moved after Plantera? You can just add Ectoplasm to the recipe (which would be thematic).
7. Another funny suggestion that came to my mind is renaming your whip to Blockchain (for a pun, obviously). I mean, your signature throwing weapon is called Block's Thrower after all, haha!)
8. Another thing that would be nice is having a summon weapon for Corrupt and Crimson Mimics since the Hallowed one got a new whip. I guess, these will be good replacemenrs for the corruption and crimson whips that will be moved to Arsenal: Legacy. The corrupt one should be the minion since the Clinger Staff is basically a sentry behaviour-wise. The Crimson one should be a sentry (so that all three mimics drop different summon weapon types). Maybe it could look like a bear trap since mimics kind of remind me of those a bit.
Don't think that I didn't enjoy the update because of the small nitpicks I've pointed out. The update is simply amazing!
I'm going to start a summoner playthough with a modpack that mostly consists of your mods (plus some quality of life mods like Recipe Browser and Boss Checklist). I enjoy playing as a summoner in the base game and really like its gear progression, but I'm curious to see how much better it's going to be with your mods since I haven't used that many summon weapons in my artificer playtrough and know it's your favourite class.
By the way, I'm excited for the next Artificer's Mario Badges update. One day I'll actually do a Plumber's outfits only playthough with that mod!
EDIT: Added a suggestion for evil summon weapons.
I haven't experienced every single addition yet (for obvious reason), but I've tried quite a lot of new item to leave my feedback.
In short, the update is amazing! It is also extremely impressive that you've coded it in a month! There are so many cool new items in the mod now.
Now for a more detailed opinion (and questions):
1. I really lime the Starfall Obliterator! It's an incredibly cool weapon with a really interesting mechanic. However, it says that it augments the attack of bullers, yet I haven't really noticed any defference between using it without ammo and using it with bullets. Other effect work perfectly fine. Am I missing something?
2. I really like the Dual Phaseblade, Twinsaber a d Darklight Edge since I'm a big Star Wars fan (and I do appreciate the tooltips of Prismatic Phaseblade and Phasesaber). However, it would've been cool to have tge Star Wars sound for these weapons. I'm not sure if that's something you're going to add, but it would've been nice if you did. The Darksaber sound is just really cool. But then again, the Darklight Edge is definitely totally not a Darksaber, so it's perfectly fine if it uses the base game sound, I guess.
The right-click sounds for the Dual Phaseblade and Twinsaber could be louder though if you as me.
3. I was a little bit disappointed that there aren't more items the reqire Charged Granite to be crafted. Having a material that is only used for one item is not very nice. I know yiu've said that the mod is basically conpmete at this point, but maybe you could add a couple more granite-themed weapons after the 1.4.5 update to "replace" the items that are going to be moved to Arsenal: Legacy?
4. Could you add an option to disable the "reduced grinding" transmuations? We've already talked about the Moon Lord related once, but this uodate introduced even more of them. Some of the make sense (Phalanx Staff <-> Energized Staff, for example), but the ones for the modded items that you get from chests seem like an unneccesary convenience. After all, in the base game you can only shimmer between the items that are actually rare (pirate invasion drops, angler rewards, etc.).
5. Another thing I've seens that you've silently introduced is the "Zenith weapons require Auric Bars" config option. I actually suggest you to silently remove it, haha!) Unfortunately, Calamity mod fans are usually very demanding. You do one nice thing for them, and they will ask for more. Firstly, they would ask you to modify Terra weapons' and Night weapons' recipes to fit the mod, then they'll ask for some more annoying things like rebalancing items because they are overpowered/underpowered witb Calamity, etc. You get the idea. It's sad that's how thing work, but there isn't something we can do about it. I may be exaggerating a bit, but I just want to warn you of a possible outcome. I am also biased in this situation since I think Calamity is incredibly overrated, doesn't deserve its popularity and just adds lots of weird or bad changes to the game, so take this with a grain of salt.
6. The last thing I've noticed has nothing to do with the 1.5.2, but I want to point out that the Chlorophyte Rapier and Necrotic Dagger are placed at the same progression step, deal roughly the same damage, have roughly the same range and require pretty much the same materials to craft. Maybe Necrotic Dagger could be moved after Plantera? You can just add Ectoplasm to the recipe (which would be thematic).
7. Another funny suggestion that came to my mind is renaming your whip to Blockchain (for a pun, obviously). I mean, your signature throwing weapon is called Block's Thrower after all, haha!)
8. Another thing that would be nice is having a summon weapon for Corrupt and Crimson Mimics since the Hallowed one got a new whip. I guess, these will be good replacemenrs for the corruption and crimson whips that will be moved to Arsenal: Legacy. The corrupt one should be the minion since the Clinger Staff is basically a sentry behaviour-wise. The Crimson one should be a sentry (so that all three mimics drop different summon weapon types). Maybe it could look like a bear trap since mimics kind of remind me of those a bit.
Don't think that I didn't enjoy the update because of the small nitpicks I've pointed out. The update is simply amazing!
I'm going to start a summoner playthough with a modpack that mostly consists of your mods (plus some quality of life mods like Recipe Browser and Boss Checklist). I enjoy playing as a summoner in the base game and really like its gear progression, but I'm curious to see how much better it's going to be with your mods since I haven't used that many summon weapons in my artificer playtrough and know it's your favourite class.
By the way, I'm excited for the next Artificer's Mario Badges update. One day I'll actually do a Plumber's outfits only playthough with that mod!
EDIT: Added a suggestion for evil summon weapons.
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BlockCrusader
Official Terrarian
Glad you're enjoying the update!Hi, it's me again! Did you really think I wouldn't say anything about ARSENAL's 1.5.2 update?)
I haven't experienced every single addition yet (for obvious reason), but I've tried quite a lot of new item to leave my feedback.
In short, the update is amazing! It is also extremely impressive that you've coded it in a month! There are so many cool new items in the mod now.
Now for a more detailed opinion (and questions):
1. I really lime the Starfall Obliterator! It's an incredibly cool weapon with a really interesting mechanic. However, it says that it augments the attack of bullers, yet I haven't really noticed any defference between using it without ammo and using it with bullets. Other effect work perfectly fine. Am I missing something?
2. I really like the Dual Phaseblade, Twinsaber a d Darklight Edge since I'm a big Star Wars fan (and I do appreciate the tooltips of Prismatic Phaseblade and Phasesaber). However, it would've been cool to have tge Star Wars sound for these weapons. I'm not sure if that's something you're going to add, but it would've been nice if you did. The Darksaber sound is just really cool. But then again, the Darklight Edge is definitely totally not a Darksaber, so it's perfectly fine if it uses the base game sound, I guess.
The right-click sounds for the Dual Phaseblade and Twinsaber could be louder though if you as me.
3. I was a little bit disappointed that there aren't more items the reqire Charged Granite to be crafted. Having a material that is only used for one item is not very nice. I know yiu've said that the mod is basically conpmete at this point, but maybe you could add a couple more granite-themed weapons after the 1.4.5 update to "replace" the items that are going to be moved to Arsenal: Legacy?
4. Could you add an option to disable the "reduced grinding" transmuations? We've already talked about the Moon Lord related once, but this uodate introduced even more of them. Some of the make sense (Phalanx Staff <-> Energized Staff, for example), but the ones for the modded items that you get from chests seem like an unneccesary convenience. After all, in the base game you can only shimmer between the items that are actually rare (pirate invasion drops, angler rewards, etc.).
5. Another thing I've seens that you've silently introduced is the "Zenith weapons require Auric Bars" config option. I actually suggest you to silently remove it, haha!) Unfortunately, Calamity mod fans are usually very demanding. You do one nice thing for them, and they will ask for more. Firstly, they would ask you to modify Terra weapons' and Night weapons' recipes to fit the mod, then they'll ask for some more annoying things like rebalancing items because they are overpowered/underpowered witb Calamity, etc. You get the idea. It's sad that's how thing work, but there isn't something we can do about it. I may be exaggerating a bit, but I just want to warn you of a possible outcome. I am also biased in this situation since I think Calamity is incredibly overrated, doesn't deserve its popularity and just adds lots of weird or bad changes to the game, so take this with a grain of salt.
6. The last thing I've noticed has nothing to do with the 1.5.2, but I want to point out that the Chlorophyte Rapier and Necrotic Dagger are placed at the same progression step, deal roughly the same damage, have roughly the same range and require pretty much the same materials to craft. Maybe Necrotic Dagger could be moved after Plantera? You can just add Ectoplasm to the recipe (which would be thematic).
7. Another funny suggestion that came to my mind is renaming your whip to Blockchain (for a pun, obviously). I mean, your signature throwing weapon is called Block's Thrower after all, haha!)
8. Another thing that would be nice is having a summon weapon for Corrupt and Crimson Mimics since the Hallowed one got a new whip. I guess, these will be good replacemenrs for the corruption and crimson whips that will be moved to Arsenal: Legacy. The corrupt one should be the minion since the Clinger Staff is basically a sentry behaviour-wise. The Crimson one should be a sentry (so that all three mimics drop different summon weapon types). Maybe it could look like a bear trap since mimics kind of remind me of those a bit.
Don't think that I didn't enjoy the update because of the small nitpicks I've pointed out. The update is simply amazing!
I'm going to start a summoner playthough with a modpack that mostly consists of your mods (plus some quality of life mods like Recipe Browser and Boss Checklist). I enjoy playing as a summoner in the base game and really like its gear progression, but I'm curious to see how much better it's going to be with your mods since I haven't used that many summon weapons in my artificer playtrough and know it's your favourite class.
By the way, I'm excited for the next Artificer's Mario Badges update. One day I'll actually do a Plumber's outfits only playthough with that mod!
EDIT: Added a suggestion for evil summon weapons.
1: When Augmented with Bullets, the Starfall Obliterator fires ~20% faster; normally it fires 4 lasers every 20 frames (~12 shots per second), but with bullets an extra fifth laser (with perfect accuracy, whereas the others have slight spread and fire from the top/bottom of the barrel) is fired, resulting in ~15 shots per second. It's not the most flashy or outright powerful mode Starfall can use, but it's straightforward.
2: Right now the Prismatic Phaseblade/saber and Darklight Edge use the same sound that the vanilla Phaseblades use. That's done for - as ever - consistency with vanilla. It's not the coolest sound, yeah, but who knows, maybe it'll get overhauled in vanilla 1.4.5 since the Phaseblades/sabers are getting that cool new throw ability (Which inspired the addition of right click attacks for most of Arsenal's unique sabers. When 1.4.5 finally gets to tML, the Prismatic Phaseblade will get the throw ability to match the vanilla colors).
3: There are only 2 Granite weapons because the Marble biome only has a few itself (The consumable Javelins, Gladius, and - in hardmode - the Medusa Head). It's still kinda sparse I guess (Especially since Marble has that Gladiator armor), but I wasn't really planning on adding any new weapons now (The additions in v1.5.2 already account for some of the whips and stuff that'll move to Legacy for 1.4.5-gen tML. After that transition the item count will be exactly 400).
4: Yeah sure, that seems like an agreeable compromise. The chest loot transmutions were added because I literally spent hours trying to obtain all the jungle chest loot in my testing playthorugh and didn't want that to happen to anyone else lol.
5: I assure you, I have no intentions of giving them anything else; I too am no big fan of Calamity or its community. I only added that auric crap because they've been asking basically since Arsenal released (Over a year, now) and it was a 5-minute task. I personally still don't see why one can't just practice self-restraint and not use the Zenith counterparts until post-yharon. On the note of self-constraint; it did take some effort to not put some 'skill issue' or 'calamity simp' slander in the auric bar config setting's description lol. You might appreciate this bit of trivia; internally the config boolean is named 'calamitySimpHelper', and the variable in which I store auric bars' ModItem class is 'cringeBar'.
6: I like this idea. Yeah that's really all I have to say about it lol.
7: Another good idea, that's some S-tier naming right there lmao. I can't believe I never thought of that.
8: Have you ever noticed how the Corrupt and Crimson mimics each have 5 equipment drops, but the Hallowed mimic only has 4? (4/3 if we're excluding the rather useless hooks) Technically the Hallowed mimic is missing an accessory for its set, but I decided to fill the gap with a summon weapon instead since none of the biome mimics have a drop like that.
Arsenal 1.5.2 added 9 new minions (For a total of 15, up from 6) so now's a great time to be trying summoner with Arsenal (Not to mention all the whips and sentries, new and old). When doing my testing playthrough for v1.5.2 - where I attempted to use exclusively Arsenal's weapons in Master Mode - I had a lot of fun using the new Arsenal minions added to pre-hardmode. A couple of them were designed to have above-average reliability, which I quite enjoyed.
Yeah I'd definitely recommend trying a 'Badge Run' - as I call it - sometime, it's a really interesting and rewarding way to play. The mod's next big update will - in addition to Brothership stuff - introduce more vanity sets that can proc. the Badge Slot set bonus (More characters so that if you have multiplayer parties larger than 2, everyone can have a unique character), so you may want to wait for that.
EDIT: P.S. wanted to get back to you on that 'life fruit seed' suggestion for Q.O.L. 3000; I recently tried implementing it but had trouble getting the 'growing' logic to work. Instead, I came up with a more straightforward replacement that still feels vanilla-like; the Staff/Axe of Regrowth have a chance to increase yield when harvesting Life Fruit, like how they get boosted yields from herbs.
As you may have noticed, that is now in the most recent version of the mod (As well as a rework to respawn times that requires a permanent consumable and is made less potent during invasions), hopefully it's to your liking. You can customize the chance for bonus Life Fruit (Which is always just +1), and it's turned off by default to be more balanced.
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TOMKA
Terrarian
4. Another reason why some of those transmutations annoyed me a bit is because I'm always excited to see an item being a material since it mea s that it may be used to craft something really cool. So, when I saw a lot of items being materials and then realized that they can just be "shimmer swapped" and count as materials because I have Aether's Blessing enabled, I got slightly disappointed, haha!)Glad you're enjoying the update!
1: When Augmented with Bullets, the Starfall Obliterator fires ~20% faster; normally it fires 4 lasers every 20 frames (~12 shots per second), but with bullets an extra fifth laser (with perfect accuracy, whereas the others have slight spread and fire from the top/bottom of the barrel) is fired, resulting in ~15 shots per second. It's not the most flashy or outright powerful mode Starfall can use, but it's straightforward.
2: Right now the Prismatic Phaseblade/saber and Darklight Edge use the same sound that the vanilla Phaseblades use. That's done for - as ever - consistency with vanilla. It's not the coolest sound, yeah, but who knows, maybe it'll get overhauled in vanilla 1.4.5 since the Phaseblades/sabers are getting that cool new throw ability (Which inspired the addition of right click attacks for most of Arsenal's unique sabers. When 1.4.5 finally gets to tML, the Prismatic Phaseblade will get the throw ability to match the vanilla colors).
3: There are only 2 Granite weapons because the Marble biome only has a few itself (The consumable Javelins, Gladius, and - in hardmode - the Medusa Head). It's still kinda sparse I guess (Especially since Marble has that Gladiator armor), but I wasn't really planning on adding any new weapons now (The additions in v1.5.2 already account for some of the whips and stuff that'll move to Legacy for 1.4.5-gen tML. After that transition the item count will be exactly 400).
4: Yeah sure, that seems like an agreeable compromise. The chest loot transmutions were added because I literally spent hours trying to obtain all the jungle chest loot in my testing playthorugh and didn't want that to happen to anyone else lol.
5: I assure you, I have no intentions of giving them anything else; I too am no big fan of Calamity or its community. I only added that auric crap because they've been asking basically since Arsenal released (Over a year, now) and it was a 5-minute task. I personally still don't see why one can't just practice self-restraint and not use the Zenith counterparts until post-yharon. On the note of self-constraint; it did take some effort to not put some 'skill issue' or 'calamity simp' slander in the auric bar config setting's description lol. You might appreciate this bit of trivia; internally the config boolean is named 'calamitySimpHelper', and the variable in which I store auric bars' ModItem class is 'cringeBar'.
6: I like this idea. Yeah that's really all I have to say about it lol.
7: Another good idea, that's some S-tier naming right there lmao. I can't believe I never thought of that.
8: Have you ever noticed how the Corrupt and Crimson mimics each have 5 equipment drops, but the Hallowed mimic only has 4? (4/3 if we're excluding the rather useless hooks) Technically the Hallowed mimic is missing an accessory for its set, but I decided to fill the gap with a summon weapon instead since none of the biome mimics have a drop like that.
Arsenal 1.5.2 added 9 new minions (For a total of 15, up from 6) so now's a great time to be trying summoner with Arsenal (Not to mention all the whips and sentries, new and old). When doing my testing playthrough for v1.5.2 - where I attempted to use exclusively Arsenal's weapons in Master Mode - I had a lot of fun using the new Arsenal minions added to pre-hardmode. A couple of them were designed to have above-average reliability, which I quite enjoyed.
Yeah I'd definitely recommend trying a 'Badge Run' - as I call it - sometime, it's a really interesting and rewarding way to play. The mod's next big update will - in addition to Brothership stuff - introduce more vanity sets that can proc. the Badge Slot set bonus (More characters so that if you have multiplayer parties larger than 2, everyone can have a unique character), so you may want to wait for that.
EDIT: P.S. wanted to get back to you on that 'life fruit seed' suggestion for Q.O.L. 3000; I recently tried implementing it but had trouble getting the 'growing' logic to work. Instead, I came up with a more straightforward replacement that still feels vanilla-like; the Staff/Axe of Regrowth have a chance to increase yield when harvesting Life Fruit, like how they get boosted yields from herbs.
As you may have noticed, that is now in the most recent version of the mod (As well as a rework to respawn times that requires a permanent consumable and is made less potent during invasions), hopefully it's to your liking. You can customize the chance for bonus Life Fruit (Which is always just +1), and it's turned off by default to be more balanced.
5. This trivia is indeed very funny)
8. Yeah, I should finally stop forgetting that Blessed Apple now only drops from Unicorns (as opposed to pre-1.4 versions, in which Hallowed Mimics could drop it), haha!)
I've only started the playthrough, but it is already very fun! Early game pure summoner can be annoying in the base game if don't find a Finch Staff (you have to either die a lot and wait for the Abigail's Flower or find lots of critters and build houses for as many town NPCs as you can for the Zoologist to move in, so you can buy the Leather Whip or you need to find a Living Wood Wand and then search for the Aether biome). With this mod the issue is fixed! Also, I appreciate that the Rope Whip uses Silk in its recipe. It makes getting it a bit more time-consuming (in a good way). You actually need to get some Iron/Lead Bars and some Cobwebs, which is not very hard, but still makes getting the weapon more rewarding than if it only required you to break a pot and chop down one tree.
The stone minion is pretty fun as well!
I really like your new "Bountiful Life Fruits" option. It fits in the game very well. The respawn timer rework is also nice. The only question I have is if the respawn time that gets set is affected by the Expert/Master mode's "increased respawn time" change. Maybe a config option for something like that could be added to keep things consistent.
I have a fun idea for a "Life Crystals glow" item if you want it. The item would look like some sort of goggles and players would be able to find them in Gold and Rich Mahogany Chests (that spawn in locations where you can find Life Crystals and Life Fruits) and in Iron/Gold Crates for people who will install/update the mod after the world is generated. The goggles would work in the helmet slot and would have a tinker with an Ultrabright Helmet (I know you already have some tinkers with it in Artificer's Accessories, but I don't think that's that big of an issue). Basically, in the early game players would get another "utility armor piece" and later in the game they will be able to upgrade it to have it permanently on in their mining loadouts (which is something I get in almost every playthrough), so it will only impact balancing early on.
Also, thank you for mentioning me in the changelog! I appreciate that a lot!
Lastly, a couple of extra things I've noticed:
1. The Ascended Cross' detransmutation recipes are missing. Also, it's called "Ascendent Cross" in game, but is called "Ascended Cross" in the changelog.
Oh, and the mod's description is outdated.
2. Something I keep forgetting to tell you is that I think Monk armor should be converted to a thrower set if Shinoby Infiltrator armor is converted to one. The reason for this is that Tier-3 armors are supposed to be upgrades to the Tier-2 armors.
3. I haven't tested it yet, but I've read that Low HP Awereness overrides custom healthbars, so I wonder how it would work with Thorium's Life Shield indicator.
4. I've seen you've resurrected the Genesis Conduit. Unfortunately, it doesn't seem to be working for me. I've placed it in the Aether, yet I can still get bad prefixes. I tested it by crafting items that shouldn't be resticted (like a Gold Bow or a Gold Shortsword), so that's not the reason. I've also later tested it with only Aether's Blessing and Cheat Sheet enabled, so that's not caused by other mods. Also, I was standing right next to it, so that's not the reason as well.
Oh, and I think Capture Discs: Post-Game Add-On's icon should showcase the Tier-2 armor for consistency.
That's it for now. Thanks for the quick response!
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BlockCrusader
Official Terrarian
I wasn't really planning on adding an item for Life Crystal glow; it's kinda awkard to lock it behind something since - at least for me - getting Life Crystals is one of the first things I do once I've got a base and done some basic exploration. I prefer to just set the glow intensity to 0.1, that makes it extremely subtle, to the point that you won't notice it unless you go out your way to look for said glow. Still, your idea isn't bad; having the item appear in the same area as Life Crystals kinda solves my initial issue. I'll think about it for the future.4. Another reason why some of those transmutations annoyed me a bit is because I'm always excited to see an item being a material since it mea s that it may be used to craft something really cool. So, when I saw a lot of items being materials and then realized that they can just be "shimmer swapped" and count as materials because I have Aether's Blessing enabled, I got slightly disappointed, haha!)
5. This trivia is indeed very funny)
8. Yeah, I should finally stop forgetting that Blessed Apple now only drops from Unicorns (as opposed to pre-1.4 versions, in which Hallowed Mimics could drop it), haha!)
I've only started the playthrough, but it is already very fun! Early game pure summoner can be annoying in the base game if don't find a Finch Staff (you have to either die a lot and wait for the Abigail's Flower or find lots of critters and build houses for as many town NPCs as you can for the Zoologist to move in, so you can buy the Leather Whip or you need to find a Living Wood Wand and then search for the Aether biome). With this mod the issue is fixed! Also, I appreciate that the Rope Whip uses Silk in its recipe. It makes getting it a bit more time-consuming (in a good way). You actually need to get some Iron/Lead Bars and some Cobwebs, which is not very hard, but still makes getting the weapon more rewarding than if it only required you to break a pot and chop down one tree.
The stone minion is pretty fun as well!
I really like your new "Bountiful Life Fruits" option. It fits in the game very well. The respawn timer rework is also nice. The only question I have is if the respawn time that gets set is affected by the Expert/Master mode's "increased respawn time" change. Maybe a config option for something like that could be added to keep things consistent.
I have a fun idea for a "Life Crystals glow" item if you want it. The item would look like some sort of goggles and players would be able to find them in Gold and Rich Mahogany Chests (that spawn in locations where you can find Life Crystals and Life Fruits) and in Iron/Gold Crates for people who will install/update the mod after the world is generated. The goggles would work in the helmet slot and would have a tinker with an Ultrabright Helmet (I know you already have some tinkers with it in Artificer's Accessories, but I don't think that's that big of an issue). Basically, in the early game players would get another "utility armor piece" and later in the game they will be able to upgrade it to have it permanently on in their mining loadouts (which is something I get in almost every playthrough), so it will only impact balancing early on.
Also, thank you for mentioning me in the changelog! I appreciate that a lot!
Lastly, a couple of extra things I've noticed:
1. The Ascended Cross' detransmutation recipes are missing. Also, it's called "Ascendent Cross" in game, but is called "Ascended Cross" in the changelog.
Oh, and the mod's description is outdated.
2. Something I keep forgetting to tell you is that I think Monk armor should be converted to a thrower set if Shinoby Infiltrator armor is converted to one. The reason for this is that Tier-3 armors are supposed to be upgrades to the Tier-2 armors.
3. I haven't tested it yet, but I've read that Low HP Awereness overrides custom healthbars, so I wonder how it would work with Thorium's Life Shield indicator.
4. I've seen you've resurrected the Genesis Conduit. Unfortunately, it doesn't seem to be working for me. I've placed it in the Aether, yet I can still get bad prefixes. I tested it by crafting items that shouldn't be resticted (like a Gold Bow or a Gold Shortsword), so that's not the reason. I've also later tested it with only Aether's Blessing and Cheat Sheet enabled, so that's not caused by other mods. Also, I was standing right next to it, so that's not the reason as well.
Oh, and I think Capture Discs: Post-Game Add-On's icon should showcase the Tier-2 armor for consistency.
That's it for now. Thanks for the quick response!
Corrected Ascendent Cross typos and just added it to Aether's Blessings detransmutations. Those fixes should be present when the respective mods next update.
I guess it would be more consistent if Monk were also made thrower. It didn't seem thematically fitting to me though, since the archetypical Monk (at least as depicted by stuff like D&D) primarily wields weapons like battlestaves, which are melee.
Out of curiosity I just tested for myself; Life Shield appears to draw just fine for me. I believe this is because Life Shield is instead draw as an overlay on top of the health bar instead of an entirely unique health bar style.
Well that's ironic. Fixed Genesis Conduit only to discover it's still broken. I just released a patch for the issue, so it SHOULD be fixed for good now lol.
...I forgot to make the blacklist functionality actually check against the blacklist (It was using the whitelist instead)
The icon for Capture Disc's Post-Game Add-On intentionally deviates. The Guardian Armor is directly based on the appearance of the Rangers from the Pokémon Ranger series (or, at least, as they appear in Guardian Signs), which is the inspiration for the Capture Class's mechanics; hence why that particular armor set has special significance to the mod.
Also, if we're being honest, you gotta admit that the Celestial Armor is the ugliest armor set in that mod.
TOMKA
Terrarian
Hi! It's me again. Haven't given you any feedback for a while since I didn't have much time to play Terraria.
Could you make Block's Info Accessories support Shellphone Pro from Maddie's Completeness Mod? It's a new mod that has some really nice features.
Here's a link to its TCF page if you need more information (there's the mod's GitHub repository link there as well): tModLoader - Maddie's Completeness Mod
Also, the new Artificer's Mario Badges update looks cool. I haven't checked it thoroughly, but I've found a bug. If you equip all the items that grant you more slots, with certain UI Scale values some of the slots will overlap other slots. Here's a screenshot of it (I use 120% UI Scale):
Cannot wait to see what other cool projects you'll release next year!
Could you make Block's Info Accessories support Shellphone Pro from Maddie's Completeness Mod? It's a new mod that has some really nice features.
Here's a link to its TCF page if you need more information (there's the mod's GitHub repository link there as well): tModLoader - Maddie's Completeness Mod
Also, the new Artificer's Mario Badges update looks cool. I haven't checked it thoroughly, but I've found a bug. If you equip all the items that grant you more slots, with certain UI Scale values some of the slots will overlap other slots. Here's a screenshot of it (I use 120% UI Scale):
Cannot wait to see what other cool projects you'll release next year!
Attachments
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BlockCrusader
Official Terrarian
Yeah sure I can look into compatibility with the Shellphone Pro. A little while ago I did compat. with Avalon's Shadow Phone (Which is also a Shellphone upgrade) and that went fine, so I think this should definitely be possible, albeit a bit tedious since each Shellphone mode is internally a separate item.Hi! It's me again. Haven't given you any feedback for a while since I didn't have much time to play Terraria.
Could you make Block's Info Accessories support Shellphone Pro from Maddie's Completeness Mod? It's a new mod that has some really nice features.
Here's a link to its TCF page if you need more information (there's the mod's GitHub repository link there as well): tModLoader - Maddie's Completeness Mod
Also, the new Artificer's Mario Badges update looks cool. I haven't checked it thoroughly, but I've found a bug. If you equip all the items that grant you more slots, with certain UI Scale values some of the slots will overlap other slots. Here's a screenshot of it (I use 120% UI Scale):
Cannot wait to see what other cool projects you'll release next year!
The UI overlapping for the Badge Slot UI is a consequence of the positioning being kinda hard-coded. However, in the mod's Client Config. settings you can apply an offset to the UI's position to alleviate this, or even move the slots somewhere else on the screen.
TOMKA
Terrarian
Thanks for the quick reply (as always)!Yeah sure I can look into compatibility with the Shellphone Pro. A little while ago I did compat. with Avalon's Shadow Phone (Which is also a Shellphone upgrade) and that went fine, so I think this should definitely be possible, albeit a bit tedious since each Shellphone mode is internally a separate item.
The UI overlapping for the Badge Slot UI is a consequence of the positioning being kinda hard-coded. However, in the mod's Client Config. settings you can apply an offset to the UI's position to alleviate this, or even move the slots somewhere else on the screen.
Yeah, I figured that was the reason for UI overlapping (thanks for adding a config to solve such issues). Just wanted to let you know anyway.
Happy upcoming New Year!
@BlockCrusader
Sorry for the ping. It's the same "I can't double post" situation again.
Just want to thank you for the "transmutable items also have are also marked as materials" bug! That bug was pretty annoying.
Also, I want to report a bug.
You've accidentally made Infested Spider Walls transmutable into Spider Nest Walls (made from Spider Nests Blocks) instead of the Spider Walls.
Also, you've mentioned that Biome Chests can be transmuted into biome keys, but I don't think it's actually working. Also, could you add a Clicker Class support as well (the mod adds a Dungeon Chest)?
Looking forward to seeing the Artificer's Accessories update!)
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BlockCrusader
Official Terrarian
The Spider Wall oversight should be a quick fix, thanks for catching that.Thanks for the quick reply (as always)!
Yeah, I figured that was the reason for UI overlapping (thanks for adding a config to solve such issues). Just wanted to let you know anyway.
Happy upcoming New Year!
@BlockCrusader
Sorry for the ping. It's the same "I can't double post" situation again.
Just want to thank you for the "transmutable items also have are also marked as materials" bug! That bug was pretty annoying.
Also, I want to report a bug.
You've accidentally made Infested Spider Walls transmutable into Spider Nest Walls (made from Spider Nests Blocks) instead of the Spider Walls.
Also, you've mentioned that Biome Chests can be transmuted into biome keys, but I don't think it's actually working. Also, could you add a Clicker Class support as well (the mod adds a Dungeon Chest)?
Looking forward to seeing the Artificer's Accessories update!)
Biome Chests transmuting into their key is disabled by default. Some mods place extra, unlocked Biome Chests in world-gen (Consolaria's heart shrine, Calamity's ice lab) which would allow easy Biome Keys, hence I disabled it by default as a balancing precaution*.
I can definitely add in Clicker Class support for the Biome Chest compat. I'm actually a little surprised I forgot since I've already given it support for some other features and it was part of the reason I decided to make a Purity Chest for the Capture Class.
*Also if you had the setting on and just happened to test it with the Desert Chest, turns out that wasn't working. That will also be fixed in the patch which will release momentarily.
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TOMKA
Terrarian
I didn't think about biome chests being used by other mods. Also, thanks for fixing the bugs!The Spider Wall oversight should be a quick fix, thanks for catching that.
Biome Chests transmuting into their key is disabled by default. Some mods place extra, unlocked Biome Chests in world-gen (Consolaria's heart shrine, Calamity's ice lab) which would allow easy Biome Keys, hence I disabled it by default as a balancing precaution*.
I can definitely add in Clicker Class support for the Biome Chest compat. I'm actually a little surprised I forgot since I've already given it support for some other features and it was part of the reason I decided to make a Purity Chest for the Capture Class.
*Also if you had the setting on and just happened to test it with the Desert Chest, turns out that wasn't working. That will also be fixed in the patch which will release momentarily.
By the way, in the latest Artificer's Accessories update you've stated that Vital Stimulators got buffed. I haven't tested the changes yet, but these stimulators were already really good before. They basically act as another healing potion (and Tech armor even gives them a lower cooldown because of its set bonus). And you don't even need to aim (unlike the life-leeching set of accessories), making them easy to use.
I've been using them throughout the entire playthrough (until I've swapped it to the Cyborg's Core since it was better than the Vital Stimulator MK3 and I honestly got kind of tired of using basically the same accessory and wanted to try something else).
My builds are pretty much always survivability-oriented, as you could see.
BlockCrusader
Official Terrarian
The buff to the Vital Stimulators was mainly to make them competitive with other accessories that provide life regen. Among vanilla accessories this really just boils down to the Band of Regen and Charm of Myths;I didn't think about biome chests being used by other mods. Also, thanks for fixing the bugs!
By the way, in the latest Artificer's Accessories update you've stated that Vital Stimulators got buffed. I haven't tested the changes yet, but these stimulators were already really good before. They basically act as another healing potion (and Tech armor even gives them a lower cooldown because of its set bonus). And you don't even need to aim (unlike the life-leeching set of accessories), making them easy to use.
I've been using them throughout the entire playthrough (until I've swapped it to the Cyborg's Core since it was better than the Vital Stimulator MK3 and I honestly got kind of tired of using basically the same accessory and wanted to try something else).
My builds are pretty much always survivability-oriented, as you could see.
Mk1 and 2 weren't changed much. Mk1 is still generally too weak to be worth using over the Band of Regen or another accessory. Mk2 is now slightly (like 10%) better than the Band of Regen, making it a clear upgrade for Artificers. (But even then, the Band remains competitive since Artificer adds the Lifeforce Band series).
Mk3 and 4, however, were really weak compared to the Charm of Myths.
While using Greater Healing Potions, the CoM grants roughly 1.83 hp/sec. The original Mk3 granted just 1.25 hp/sec. Even after the buff it's still weaker (1.78 hp/sec). This deficit will become worse in 1.4.5 with the addition of Jungle Juice, since it heals more than Greater Healing Potions.
Once you unlocked the Mk4 (Originally 1.67 hp/sec), it was outclassed even worse by CoM /w Super Healing Potions (2.11 hp/sec). Like with Mk2, the Mk4 is now just a little better than that (2.22 hp/sec; hardly a 5% increase).
*Also I just noticed I mispoke in Artificer's changenotes; the Stims don't heal more than they did before. The main buff was the decreased cooldown time.
This was also missing from the changenotes; Leeching Tether and Lifeline were also buffed and are more viable. Lifeline is still marginally weaker than Mk3 (at 1.75 hp/sec), but the DoT on top makes it a solid offense-oriented alternative.
TOMKA
Terrarian
Hi! It's me again. I've just noticed that the Chest Lock can't be used to lock the Purity Chest. Could you fix that?
Also, I forgot to thank you for changing the order of the info displays. It's a lot more convenient to use them now!
Lastly, have you thought of adding a Mod.Call for blacklisting modded prefixes? This will be useful for you as well since you have a mod with modded prefixes.
Also, I forgot to thank you for changing the order of the info displays. It's a lot more convenient to use them now!
Lastly, have you thought of adding a Mod.Call for blacklisting modded prefixes? This will be useful for you as well since you have a mod with modded prefixes.
BlockCrusader
Official Terrarian
The Purity Chest can be locked via. a Chest Lock. However, you aren't able to unless Plantera has been defeated in the current world, so as to prevent you from locking a chest that's impossible to unlock at the moment. Vanilla Biome Chests do this too.Hi! It's me again. I've just noticed that the Chest Lock can't be used to lock the Purity Chest. Could you fix that?
Also, I forgot to thank you for changing the order of the info displays. It's a lot more convenient to use them now!
Lastly, have you thought of adding a Mod.Call for blacklisting modded prefixes? This will be useful for you as well since you have a mod with modded prefixes.
I don't really see a pressing need for a Call for blacklisting prefixes for the Genesis Conduit, since you can already add modded prefixes to the whitelist/blacklist via. the config.
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