tModLoader BlockCrusader's Mods

I've never noticed that Chest Lock works like that! It does make sense though.
The purpose of Mod.Calls is to give modders an ability to automatically assign certain prefixes, which means players won't have to manually add them when they install the mod.

By the way, Spirit Reforged released yesterday. It's a very cool mod that adds a Savanna biome. Could you make the Biome Crystal support it?
Just added Biome Crystal support to Reforged
 
This is the localized translation I tried to do for weapon enchanting MOD, but as a beginner, I am not sure if it can be used. The attachment only supports. txt files and needs to modify the suffix
 

Attachments

This is the localized translation I tried to do for weapon enchanting MOD, but as a beginner, I am not sure if it can be used. The attachment only supports. txt files and needs to modify the suffix
I got the file, thx. I'll go see if it works now

EDIT: Looks like the localization file you translated was from an outdated version of the mod, so the missing localizations are still missing. If you want to try again, make sure you're using the latest version of Weapon Augments (v1.3.0.3) before you extract the localization file.
 
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Hi! It's me again! I finally have a lot more free time, so I can write these long feedback posts again!

I want to start from the fact I really like the fact that you've added custom UI for Weapon Augments, Block's Leveling and Heroic Weapons (I'll say more about the last one later)!
However, I wish there were buttons to easily close the UIs. Right now it's a little annoying. Also, I think that the crafting stations that let you access these UIs should show their sprites when you hover over them (like doors do) to better indicate that they have a right click functionality.
Lastly, it would be awesome if the Augment UI only showed the maximum number of augments that could be available on a weapon with the current config options. Having four extra "N/A" slots feels not very... polished. I get that it's for the cases when you have the items that already have more augments (for example, the player decided to change tge config settings at some point during the playthough), but maybe you could come up with a solution. The UI is still good even now. Also, I think that "Augmentation Workstation" sounds a bit better)

Now it's time for me to talk about Heroic Weapons. It's a really cool idea! The items are very fun to use. I wish more of the planned weapons would be implemented one day (the Chronocutter seems very interesting). I have found a small bug though. The text in the Arsenal Altar that states that the player should put a compatible weapon in the slot only mentions the Sticky Blaster and the Jade Edge.

Also, could you make Biome Crystal support the backwoods biome from Rise of Ages?

Finally, the Aether Well allows you to craft the Quintessence Clicker (from the Clicker Class mod if it wasn't obvious, haha) before the Moon Lord has been defeated, which is not intended. I understand that situations like this one require you to manually add support for items. Also, Rise of Ages mod has a new biome chest, so it would be nice if you added another "biome chest to biome key" recipe as well.
Also, would be cool if the Aether Well was obtainable by transmuting a Savanna Water Fountain (from Spirit Reforged) or a Backwoods Water Fountain (from Rise of Ages) as well (pun intended).

The Eternal Guidelight item is also pretty cool. The option to make it affect Life Crystal and Life Fruit glow is also very appreciated. I think it shoukd be enabled by default because it gives a bigger sense of progression though. By the way, it would be cool if its tooltip indicated that it makes some tiles glow if the option is enabled.
 
Hi! It's me again! I finally have a lot more free time, so I can write these long feedback posts again!

I want to start from the fact I really like the fact that you've added custom UI for Weapon Augments, Block's Leveling and Heroic Weapons (I'll say more about the last one later)!
However, I wish there were buttons to easily close the UIs. Right now it's a little annoying. Also, I think that the crafting stations that let you access these UIs should show their sprites when you hover over them (like doors do) to better indicate that they have a right click functionality.
Lastly, it would be awesome if the Augment UI only showed the maximum number of augments that could be available on a weapon with the current config options. Having four extra "N/A" slots feels not very... polished. I get that it's for the cases when you have the items that already have more augments (for example, the player decided to change tge config settings at some point during the playthough), but maybe you could come up with a solution. The UI is still good even now. Also, I think that "Augmentation Workstation" sounds a bit better)

Now it's time for me to talk about Heroic Weapons. It's a really cool idea! The items are very fun to use. I wish more of the planned weapons would be implemented one day (the Chronocutter seems very interesting). I have found a small bug though. The text in the Arsenal Altar that states that the player should put a compatible weapon in the slot only mentions the Sticky Blaster and the Jade Edge.

Also, could you make Biome Crystal support the backwoods biome from Rise of Ages?

Finally, the Aether Well allows you to craft the Quintessence Clicker (from the Clicker Class mod if it wasn't obvious, haha) before the Moon Lord has been defeated, which is not intended. I understand that situations like this one require you to manually add support for items. Also, Rise of Ages mod has a new biome chest, so it would be nice if you added another "biome chest to biome key" recipe as well.
Also, would be cool if the Aether Well was obtainable by transmuting a Savanna Water Fountain (from Spirit Reforged) or a Backwoods Water Fountain (from Rise of Ages) as well (pun intended).

The Eternal Guidelight item is also pretty cool. The option to make it affect Life Crystal and Life Fruit glow is also very appreciated. I think it shoukd be enabled by default because it gives a bigger sense of progression though. By the way, it would be cool if its tooltip indicated that it makes some tiles glow if the option is enabled.
Hi, thx for more feedback!
  • I should be able to add 'close' buttons to the UI pretty easily. It's just something I didn't think about since - though I've gotten better - I'm still relatively amateur at UI stuff and was trying to keep it as simple as possible.
  • Adding the on-hover icon for the stations should also be easy. I'm kinda surprised I didn't think about adding this before, maybe it slipped my mind since I had already added the tile-highlight and smart-cursor selection stuff, which are feature-adjacent.
  • I agree, the Workstation UI would look nicer if it'd resize based on the amount of relative slot. The current design is as it is because - as previously mentioned - I was trying to keep things simple in the code. When I get the time I could try adding it, though.
  • I'll add Chronocutter to the list of requests. There've been multiple requests for mage/summon weapons on the workshop so I'll probably add a mage weapon (Likely Mirrorage), a summon weapon (Likely Mystic Marker), and then Chronocutter. (EDIT: Actually, Chronocutter will probably get pushed down the todo list quite a bit... I just noticed someone requested the Aura Palm like a week ago so that'll take priority since it was requested first. I'm trying to keep the weapons equally distributed between the classes, so after Aura Palm I'll wanna add another Ranged, Magic, and Summon weapon before looping back to Melee. Sorry, there've been a lot of requests so I'm trying to be fair with how I prioritize stuff. Rest assured, it'll get added sooner or later)
  • The Arsenal Altar tooltip should be a super easy fix. I just forgot to keep updating the text as I added more weapons.
  • I'm down to add RoA support for Info Accessories and Aether's Blessing
  • I'm actually not sure if I can fix the Quintessence Clicker issue on my end, as the crafting recipes for the Shimmer Well are automatically-generated. Right now there's not much in the way of a Shimmer API in tML, so there's no easy way to create or check transmutation conditions (Frankly I'm impressed the Quintessence Clicker even has a transmutation condition) and, thus, easily add the appropriate conditions to modded items. To my knowledge, there IS work on a more comprehensive Shimmer API on the tML GitHub, so when that eventually becomes a reality, this shouldn't be a problem. In the meantime, I could try hard-coding a condition in, but again I'm not certain if that's possible with how I'm adding recipes to the Shimmer Well.
  • I think I'd like to leave the Guidelight and the crystal glow as-is. I feel like by the time you get the Guidelight, the Life Crystal Glow probably won't even be relevant anymore. I like to explore so I consistently have 400 life by the time I reach Shimmer, even when I typically aim to get to the Aether early. There actually wasn't going to be an interaction between the Guidelight and crystal glow originally; the Guidelight was made to help with pitch-black areas, so you can still at least see your character. The interaction with the crystal glows was added at the last second when I remembered your previous request for an item with such an interaction and realized the Guidelight was a good fit.
 
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It's me again!

The new features in Block's Better Bars are very cool! I'll definitely try some of them out!
It's really sad the mod is not that popular (I believe the fact that it got accidentally released alongside the 1.4.4 version of another mod that also improves boss healthbars and has gained popularity before the 1.4.4 update has left a negative impact). And now this mod adds almost every feature from every boss healthbar mod (Yet Another Boss Healthbar had a slime rain healthbar to track how many slimes you still need to defeat before the King Slime spawns) alongside some extras!

I have some suggestions:
1. I highly doubt that you'll add this one since it would probably require you to rewrite the entire mod, but I think it would be cool if different boss bar styles were actually different boss bars (so that I could switch between them in the settings menu (where the bar is currently enabled) instead of the config). This would make things more consistent with how you switch between the health and mana styles or minimap borders.
Boss-exclusive bars could also be enabled there as a different healthbar style. If a boss doesn't have a special healthbar it would use the slyle of another bar (which would be configurable).
I understand that it's probably too much work for something that's kind of unneeded, but I wanted to suggest it anyway.
2. I want to recommend you to switch some of the default settings to the values that, in my opinion, fit a bit better.
I think that healthbar size should be the 1.0 by default. It works best with 110-120% UI scales (since healthbars do scale as well), making the current default size cover a bit too much screen. Besides, I've noticed that with the 1.0 size making healthbars shrink when multiple are active at ones is not needed as well.
You don't have to switch these values, but I just wanted to point it out anyway since that's the configuration that I enjoyed the most.
3. A fun feature that I have come up with would be an option to automatically mark enemies with biome mimic AI and the same health values as minibosses to prevent inconsistencies with various modded biome mimics (since a lot of mods (Thorium, Confection and Exxo Avalon are the first ones that I can think of) add more variants of them and not having to add them manually would be convenient). This solution could potentially mark some other enemies as well, but that would be a pretty crazy coincidence if someone added a new enemy with these conditions that doesn't look like a mimic.
The health option already does this to an extend, but I just wanted to suggest this extra solution.
4. The sidebars are partly overlapped by the minimap if you use a higher UI scale.
5. Just wanted to point out that Robo-Dummy and Super Pain Dummy from Storm's Additions and Storm's Super Pain Dummy mods get miniboss bars because of their health values. It is pretty funny, not going to lie.


And, of course, I have some extra ideas:

Heroic Weapons:
The Polynail is a very fun weapon, but you have to use other mods to use it since it deals throwing damage.
What if you added an option for it to switch to ranged damage if there aren't any other throwing weapons and projectiles? Kind of how you've removed the "Material" line from all the items that are used only in transmutations.
I'm not sure it's possible, but I guess it is.

Block's Throwing:
1. I believe you wanted to make Monk's armor a throwing set if the Shinobi Infiltrator armor is a throwing set (since it's supposed to be an upgrade to the Monk's armor) at some point, but forgot.
2. Unfortunately, your "ranged projectles aren't converted to throwing ones" option still doesn't affect the projectles that the initial converted ranged projectile would create. I'm not sure if you can do something about that, but I've recently remembered that the projectile source allows you to do quite a lot of things, so maybe you could try to do something with it.
3. I believe that we've had this conversation before, but I think that the conversion option should affect the ranged weapons that are also ammo. Sure, it would result in a fact that ranged weapons would use ammo with throwing damage, but that's how snowballs already work, so I don't think you should be afraid of that. After all, it's an intentional decision to make your ammo work as a weapon too, so it means that using it as a weapon is a feature that is kind of... important to consider.
4. Lastly, I want to suggest you to make that option enabled by default. Quite a lot of people like consistency in weapon types. For example, I've seen a mod that converts the base game ranged weapons to throwing just because Thorium's throwing weapons still work this way (this was also suggested to Thorium developers at some point), or I remember when people suggested the Nightmares Unleashed developer to add an option to turn yoyos back to melee weapons (that mod used to make them throwing) because the option didn't affect some modded yoyos.
Sure, some people may be confused, but let's be honest, if I suddenly noticed that some of my ranged weapons became throwing, checking the mod that literally has "Thrower" in its name would be the first thing I would do.
Once again, you don't have to do this, I just wanted to express my opinion since that mod is not very popular.

Block's Thrower and Block's Leveling:
1. Could you make your modded potions support Potion Vats from Spirit Reforged? There is a Mod.Call for this and it's documented on the Spirit Reforged's repository's wiki.

Lastly, I've figured out (that wasn't very hard to do, haha) that you don't really want to work on the wiki and I just want to say that you shouldn't feel pressured to work on it. That is an insane task and you'll also have to keep it updated when you update your mods or release some new ones. If you had trouble managing multiple Github repositories, this could also be an issue.
I know that some people want to have a wiki (it would be fun to read about some the references I haven't got myself), but you don't have to work on it if you want to work on a new mod instead or lack time. After all that's what Recipe Browser and other utility mods are for!
 
It's me again!

The new features in Block's Better Bars are very cool! I'll definitely try some of them out!
It's really sad the mod is not that popular (I believe the fact that it got accidentally released alongside the 1.4.4 version of another mod that also improves boss healthbars and has gained popularity before the 1.4.4 update has left a negative impact). And now this mod adds almost every feature from every boss healthbar mod (Yet Another Boss Healthbar had a slime rain healthbar to track how many slimes you still need to defeat before the King Slime spawns) alongside some extras!

I have some suggestions:
1. I highly doubt that you'll add this one since it would probably require you to rewrite the entire mod, but I think it would be cool if different boss bar styles were actually different boss bars (so that I could switch between them in the settings menu (where the bar is currently enabled) instead of the config). This would make things more consistent with how you switch between the health and mana styles or minimap borders.
Boss-exclusive bars could also be enabled there as a different healthbar style. If a boss doesn't have a special healthbar it would use the slyle of another bar (which would be configurable).
I understand that it's probably too much work for something that's kind of unneeded, but I wanted to suggest it anyway.
2. I want to recommend you to switch some of the default settings to the values that, in my opinion, fit a bit better.
I think that healthbar size should be the 1.0 by default. It works best with 110-120% UI scales (since healthbars do scale as well), making the current default size cover a bit too much screen. Besides, I've noticed that with the 1.0 size making healthbars shrink when multiple are active at ones is not needed as well.
You don't have to switch these values, but I just wanted to point it out anyway since that's the configuration that I enjoyed the most.
3. A fun feature that I have come up with would be an option to automatically mark enemies with biome mimic AI and the same health values as minibosses to prevent inconsistencies with various modded biome mimics (since a lot of mods (Thorium, Confection and Exxo Avalon are the first ones that I can think of) add more variants of them and not having to add them manually would be convenient). This solution could potentially mark some other enemies as well, but that would be a pretty crazy coincidence if someone added a new enemy with these conditions that doesn't look like a mimic.
The health option already does this to an extend, but I just wanted to suggest this extra solution.
4. The sidebars are partly overlapped by the minimap if you use a higher UI scale.
5. Just wanted to point out that Robo-Dummy and Super Pain Dummy from Storm's Additions and Storm's Super Pain Dummy mods get miniboss bars because of their health values. It is pretty funny, not going to lie.


And, of course, I have some extra ideas:

Heroic Weapons:
The Polynail is a very fun weapon, but you have to use other mods to use it since it deals throwing damage.
What if you added an option for it to switch to ranged damage if there aren't any other throwing weapons and projectiles? Kind of how you've removed the "Material" line from all the items that are used only in transmutations.
I'm not sure it's possible, but I guess it is.

Block's Throwing:
1. I believe you wanted to make Monk's armor a throwing set if the Shinobi Infiltrator armor is a throwing set (since it's supposed to be an upgrade to the Monk's armor) at some point, but forgot.
2. Unfortunately, your "ranged projectles aren't converted to throwing ones" option still doesn't affect the projectles that the initial converted ranged projectile would create. I'm not sure if you can do something about that, but I've recently remembered that the projectile source allows you to do quite a lot of things, so maybe you could try to do something with it.
3. I believe that we've had this conversation before, but I think that the conversion option should affect the ranged weapons that are also ammo. Sure, it would result in a fact that ranged weapons would use ammo with throwing damage, but that's how snowballs already work, so I don't think you should be afraid of that. After all, it's an intentional decision to make your ammo work as a weapon too, so it means that using it as a weapon is a feature that is kind of... important to consider.
4. Lastly, I want to suggest you to make that option enabled by default. Quite a lot of people like consistency in weapon types. For example, I've seen a mod that converts the base game ranged weapons to throwing just because Thorium's throwing weapons still work this way (this was also suggested to Thorium developers at some point), or I remember when people suggested the Nightmares Unleashed developer to add an option to turn yoyos back to melee weapons (that mod used to make them throwing) because the option didn't affect some modded yoyos.
Sure, some people may be confused, but let's be honest, if I suddenly noticed that some of my ranged weapons became throwing, checking the mod that literally has "Thrower" in its name would be the first thing I would do.
Once again, you don't have to do this, I just wanted to express my opinion since that mod is not very popular.

Block's Thrower and Block's Leveling:
1. Could you make your modded potions support Potion Vats from Spirit Reforged? There is a Mod.Call for this and it's documented on the Spirit Reforged's repository's wiki.

Lastly, I've figured out (that wasn't very hard to do, haha) that you don't really want to work on the wiki and I just want to say that you shouldn't feel pressured to work on it. That is an insane task and you'll also have to keep it updated when you update your mods or release some new ones. If you had trouble managing multiple Github repositories, this could also be an issue.
I know that some people want to have a wiki (it would be fun to read about some the references I haven't got myself), but you don't have to work on it if you want to work on a new mod instead or lack time. After all that's what Recipe Browser and other utility mods are for!
Hello again!

Better Bars:
1: This would indeed be more effort than it's worth, I'd have to basically copy the same boss bar logic (Which at this point is pretty much a huge mess of spaghetti code) for every bar style. That or convert the current boss bar class into a parent that each style can inherit from as a child (Which would be cleaner).
Either way it'd be a lot of work just to move one setting elsewhere, which could cause potential confusion among some users since literally EVERYTHING else would be in the config.
Plus, such a change would create inconsistencies with the Sidebars, which can have their style chosen independently from the main boss bars (Also the Sidebar functionality itself is tied to the boss bar style, so that code would be getting - pointlessly - copied as well).
2: I had it set to 1.5 cause that's what had worked best for myself, and also because I prefer the bar larger (One of my issues with the vanilla bar is how small it is). That said, my monitor's pretty large and I have universal UI scale at 100% so it probably takes up more of the screen for other users. 1.0 sounds like a better default to me in light of your feedback.
3: This was the reason I actually added the health threshold for miniboss bars. Ironically the default threshold of 4000 is just above Biome Mimic's 3500 HP. I think I choose 4K over 3.5 because Yetis also have 3.5K and would flood the screen with miniboss bars during the Frost Moon.
4: The default positioning was based on 100% UI scale, hence the overlap at higher values. You can adjust the sidebars' positioning in the mod's config.
5: Yeah I'd throw them in the miniboss blacklist lol

Polynail:
I added Polynail as a Thrower weapon since Thrower is a pretty popular class for mods to add. I do like the idea of letting it be Ranged for those times you aren't playing with a Thrower mod though. I could make it a config setting so players can decide for themselves what class they want it to be and when.

Thrower:
1: That was actually intentional. I think we've talked about it before (At least, I know I've answered this question before). Honestly Monk armor probably should be Thrower for consistency, but I had left it out since the archetypical Monk uses melee weaponry (As we see in-game, as well as in other media) and not throwing weapons.
2: That's a shortcoming of the system, unfortunately. I might be able to rig something up that attempts to convert projectiles to Thrower if its parent item/weapon is also Thrower, though.
3: I feel like there aren't enough weapons like the snowball to justify a change which works for the majority already. In fact, the snowball is the ONLY weapon of its kind in vanilla. I can't name any modded weapons that work like it (Which would be the weapons of interest here, not the snowball, which does have a convert available) off the top of my head, either. The snowball is more-so an exception (and a rather insignificant one, at that, considering how weak it is without the Snowball Cannon) to the rule than the basis for a new rule.
4: The issue is that it would still cause some confusion; don't underestimate how - put bluntly - dumb players can be (Think about how many times people ask questions that the mod's description answered). Some players won't read the description; some of those players won't put 2 and 2 together when some of their weapons are suddenly thrower and not ranged; and some of those players won't think to check their configs.
The players that know what they're doing - such as you and me - can turn the option on or off with understanding. Hence, IMO it's best that the default setting be the one that imposes the least external changes.

Potion Vats:
I like the idea of adding support for the Training Potion, but not Thrower's potions (Or Capture Class, at that), since those would only benefit Thrower players. Ever notice how the potions that appear in the vats are never class-specific? That way, all players can benefit from the vats regardless of their class.

Wikis:
I think I mentioned it somewhere on the OP, but I will admit I am indeed hesitant to undertake the project since it's such a huge task. That said, the delays have also been because I keep getting preoccupied with other things (Which TBH is probably - to an extent - something I subconsciously did on purpose because I'm hesitant);

For instance, the updates to Block's Better Bars over that past few weeks were actually the result of major scope creep following the update that added multibar functionality (Which itself only took a couple days).
I also want to add a couple more weapons (Enough for each class to have 2 options) to Heroic Weapons before it goes on a long haitus while I work on the wikis.
Tweaks I implement to various mods based on your suggestions/feedback will merit various patches.

Of course, there's also stuff outside of modding that interferes. First and foremost, I'm starting another year of university in under a week. I've also been learning Unreal Engine over the summer to add to my portfolio.
And - to be perfectly transparent - I've been distracted by new games and stuff (We are gamers after all lol); I was a sucker and got a Switch 2, so I've been messing around with that (and will be distracted by it again in a week when Kirby and the Forgotten Land's DLC launches). I have Palworld, so earlier in the Summer I spent a bit checking out the Terraria crossover. You get the idea.

My hope is that I can finally start working on the wikis within a month's time and that - once I figure out how to start it up - things will go smoothly and community members will be able to contribute to them.
 
Hello again!

Better Bars:
1: This would indeed be more effort than it's worth, I'd have to basically copy the same boss bar logic (Which at this point is pretty much a huge mess of spaghetti code) for every bar style. That or convert the current boss bar class into a parent that each style can inherit from as a child (Which would be cleaner).
Either way it'd be a lot of work just to move one setting elsewhere, which could cause potential confusion among some users since literally EVERYTHING else would be in the config.
Plus, such a change would create inconsistencies with the Sidebars, which can have their style chosen independently from the main boss bars (Also the Sidebar functionality itself is tied to the boss bar style, so that code would be getting - pointlessly - copied as well).
2: I had it set to 1.5 cause that's what had worked best for myself, and also because I prefer the bar larger (One of my issues with the vanilla bar is how small it is). That said, my monitor's pretty large and I have universal UI scale at 100% so it probably takes up more of the screen for other users. 1.0 sounds like a better default to me in light of your feedback.
3: This was the reason I actually added the health threshold for miniboss bars. Ironically the default threshold of 4000 is just above Biome Mimic's 3500 HP. I think I choose 4K over 3.5 because Yetis also have 3.5K and would flood the screen with miniboss bars during the Frost Moon.
4: The default positioning was based on 100% UI scale, hence the overlap at higher values. You can adjust the sidebars' positioning in the mod's config.
5: Yeah I'd throw them in the miniboss blacklist lol

Polynail:
I added Polynail as a Thrower weapon since Thrower is a pretty popular class for mods to add. I do like the idea of letting it be Ranged for those times you aren't playing with a Thrower mod though. I could make it a config setting so players can decide for themselves what class they want it to be and when.

Thrower:
1: That was actually intentional. I think we've talked about it before (At least, I know I've answered this question before). Honestly Monk armor probably should be Thrower for consistency, but I had left it out since the archetypical Monk uses melee weaponry (As we see in-game, as well as in other media) and not throwing weapons.
2: That's a shortcoming of the system, unfortunately. I might be able to rig something up that attempts to convert projectiles to Thrower if its parent item/weapon is also Thrower, though.
3: I feel like there aren't enough weapons like the snowball to justify a change which works for the majority already. In fact, the snowball is the ONLY weapon of its kind in vanilla. I can't name any modded weapons that work like it (Which would be the weapons of interest here, not the snowball, which does have a convert available) off the top of my head, either. The snowball is more-so an exception (and a rather insignificant one, at that, considering how weak it is without the Snowball Cannon) to the rule than the basis for a new rule.
4: The issue is that it would still cause some confusion; don't underestimate how - put bluntly - dumb players can be (Think about how many times people ask questions that the mod's description answered). Some players won't read the description; some of those players won't put 2 and 2 together when some of their weapons are suddenly thrower and not ranged; and some of those players won't think to check their configs.
The players that know what they're doing - such as you and me - can turn the option on or off with understanding. Hence, IMO it's best that the default setting be the one that imposes the least external changes.

Potion Vats:
I like the idea of adding support for the Training Potion, but not Thrower's potions (Or Capture Class, at that), since those would only benefit Thrower players. Ever notice how the potions that appear in the vats are never class-specific? That way, all players can benefit from the vats regardless of their class.

Wikis:
I think I mentioned it somewhere on the OP, but I will admit I am indeed hesitant to undertake the project since it's such a huge task. That said, the delays have also been because I keep getting preoccupied with other things (Which TBH is probably - to an extent - something I subconsciously did on purpose because I'm hesitant);

For instance, the updates to Block's Better Bars over that past few weeks were actually the result of major scope creep following the update that added multibar functionality (Which itself only took a couple days).
I also want to add a couple more weapons (Enough for each class to have 2 options) to Heroic Weapons before it goes on a long haitus while I work on the wikis.
Tweaks I implement to various mods based on your suggestions/feedback will merit various patches.

Of course, there's also stuff outside of modding that interferes. First and foremost, I'm starting another year of university in under a week. I've also been learning Unreal Engine over the summer to add to my portfolio.
And - to be perfectly transparent - I've been distracted by new games and stuff (We are gamers after all lol); I was a sucker and got a Switch 2, so I've been messing around with that (and will be distracted by it again in a week when Kirby and the Forgotten Land's DLC launches). I have Palworld, so earlier in the Summer I spent a bit checking out the Terraria crossover. You get the idea.

My hope is that I can finally start working on the wikis within a month's time and that - once I figure out how to start it up - things will go smoothly and community members will be able to contribute to them.
Spirit Reforged's Mod.Call actually has a boolean that determines if a potion can appear in potions vats that generate in the world or can just be put into decorative ones for building/storage purposes.

Regarding the snowballs and other throwing ammunitions, I see what you mean. I guess it used to be a bigger deal when bones also used to be ammo. And various mods like making grenades ammo as well, but that doesn't really count since that's modded content.


@BlockCrusader, sorry for the ping! I can't send a new message since I was the last person who did that, so I'm editing my old message instead and pinging you is the only way to send you the notification.

Hello! It's me again! I have come up with a couple more small mod compatibility features.
1. I feel like it would be cool if Prismatic Phaseblade required Thorium's phaseblades to ve crafted as well if both mods are enabled.
By the way, Phasesabers require only 25 crystal shards since the 1.4.4 update. Is it intentional that the Prismatic Phasesaber still requires 50 of them? If it's an oversight then perhaps you should also look into the number of crystal shards you need to craft the Twinsaber.
Also, is it an oversight that both the rarities of both the phaseblade and the phasesaber differ from the rarities other phaseblades and phasesabers have? I know they are harder to get, but the Prismatic Phablade is not much harder to obtain than the Dual Phaseblade, yet has an orange rarity instead of the blue one.

2. It would also be nice if Thorium's gem staffs were required to make the Prismatic Staff.

Both of these small changes would make the mods even more compatible and aren't that hard to implement.

By the way, it's now easy to add custom achievements without needing any library mods. Are you planning on adding some achuevements to your mods? For example, you can add one for defeating the Corruption Core or one for using an active accessory while wearing a full set of artificer armor.

Lastly, I hope I'm not being annoying, but you wanted to add some of my suggestions (for example, make Super Pain Dummies (from Storm's Additions and Storm's Super Pain Dummy) and Robo Dummies automatically blacklisted for the miniboss bar), but you probably forgot, so I'm reminding you about it. Once again, I'm sorry if I'm being annoying, I just want to help in case you really just forgot.
 
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Hello! It's me again! I have come up with a couple more small mod compatibility features.
1. I feel like it would be cool if Prismatic Phaseblade required Thorium's phaseblades to ve crafted as well if both mods are enabled.
By the way, Phasesabers require only 25 crystal shards since the 1.4.4 update. Is it intentional that the Prismatic Phasesaber still requires 50 of them? If it's an oversight then perhaps you should also look into the number of crystal shards you need to craft the Twinsaber.
Also, is it an oversight that both the rarities of both the phaseblade and the phasesaber differ from the rarities other phaseblades and phasesabers have? I know they are harder to get, but the Prismatic Phablade is not much harder to obtain than the Dual Phaseblade, yet has an orange rarity instead of the blue one.

2. It would also be nice if Thorium's gem staffs were required to make the Prismatic Staff.

Both of these small changes would make the mods even more compatible and aren't that hard to implement.

By the way, it's now easy to add custom achievements without needing any library mods. Are you planning on adding some achuevements to your mods? For example, you can add one for defeating the Corruption Core or one for using an active accessory while wearing a full set of artificer armor.

Lastly, I hope I'm not being annoying, but you wanted to add some of my suggestions (for example, make Super Pain Dummies (from Storm's Additions and Storm's Super Pain Dummy) and Robo Dummies automatically blacklisted for the miniboss bar), but you probably forgot, so I'm reminding you about it. Once again, I'm sorry if I'm being annoying, I just want to help in case you really just forgot.
1/2: I suppose I could add Thorium sabers/staves to the Prismatic items for consistency and compatibility, though in practice it'll make hard-to-get items even harder to get (it could be a config toggle, of course). Also the increased crystal cost on the Phasesaber is intentional (since it's made from 7 blades in a way)

3: Yeah I'd like to mess around with achievements at some point in the future. Probably after we get 1.4.5 for tML. When it happens I definitely want one for beating Core of Shadow, and that Artificer one sounds like a neat idea.

4: I could be wrong, but as far as I know there isn't a convenient way to add modded NPCs to config lists. If there is that'd be good to know, in which case I would be down to add modded super dummies.
 
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