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.