tModLoader Compressed Potions Plus!

orangepecan

Terrarian
Hey guys, I'm planning on doing an amalgamation of a version of the Autoinjector from @VVV101's AlchemistNPC mod and the concept presented in the Compressed Potions mod!

Essentially, I am taking the Autoinjector, creating a tiered progression to eventually craft something similar to it (same concept as Compressed Potions), while adding in a couple of my own enhancements. The general idea is you would take a whole bunch of potions for each tier of the accessory, along with some amount of items from specific parts of the game to create accessories that mimic the effects of the buff potions used to make it.

Right now I just have a (very) high level concept with a general idea of how I want to do it in my head. It shouldn't take very long to plan out and code it, but if anyone would like to commit to helping me with sprites, that would be immensely appreciated! Once I get more details of how I would like this thing to work, I will post my plan here.

So here is the current plan:

Minor Combat Augment (post Eye of Cthulu, requires Demonite/Crimtane Bars @ Placed Bottle)
Ammo Reservation
Mana Regeneration
Swiftness
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Major Combat Augment (post Wall of Flesh, requires Cobalt/Palladium Bars @ Alchemy Table)
Minor Combat Augment
Archery
Magic Power
Rage
Summoning
Titan
Wrath
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Minor Defense Augment (post Queen Bee, requires Bee Wax @ Placed Bottle)
Heartreach
Ironskin
Regeneration
Thorns
Warmth
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Major Defense Augment (post any Mech Boss, requires Hallowed Bars @ Alchemy Table)
Minor Defense Augment
Endurance
Lifeforce
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Ultimate Combat Augment (post ALL Mech Bosses, requires Chlorophyte Bars @ Alchemy Table)
Minor + Major Combat Augment
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Ultimate Defense Augment (post ALL Mech Bosses, requires Chlorophyte Bars @ Alchemy Table)
Minor + Major Defense Augment
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The Item (post Moon Lord, requires Suspicious Tentacle @ Alchemy Table)
Ultimate Combat + Defense Augment
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Safety Augment (post Queen Bee, requires Bee Wax @ Placed Bottle)
Dangersense
Flipper
Gills
Hunter
Obsidian Skin
Water Walking
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Exploration Augment (post Eye of Cthulu, requires Demonite/Crimtane Bars @ Placed Bottle)
Builder
Mining
Night Owl
Shine
Spelunker
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??? (would appreciate feedback on what to do with these)
Calming
Featherfall
Gravitation
Inferno

Crate
Fishing
Sonar
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Flask Cornucopia (post Golem, requires Beetle Husk @ Alchemy Table)
All Flasks
Poison
Fire
Venom
Gold
Ichor
Cursed Flames
Cursed Inferno
Nanites
Party
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Corruption/Crimson Swap
Bass + Crimsand (1) = Hemopiranha
Bass + Ebonsand (1) = Ebonkoi
Bass + Ebonsand (1) = Crimson Tigerfish
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Some post The Item stuff I am considering:

Enemies from the pillar events drop Celestial Essence of their respective natures
Combine some amount of each essence + progressive versions of The Item to form an increasingly potent accessory

Stardust + Philosopher's Stone + The Item = The Item now has the effect of the Philosopher's Stone
Vortex + Paladin's Shield + Black Belt + The Item (Nebula) = The Item's defensive capabilities are improved + effects of the Black Belt
Nebula + Celestial Cuffs + The Item (Stardust) = The Item now has the effects of the Celestial Cuffs
Solar + Destroyer Emblem + The Item (Nebula) = The Item's offensive capabilities are improved, now has the effects of the Destroyer Emblem

The above is obviously incredibly overpowered but it is late end game past the point of defeating the Moon Lord so it shouldn't matter unless you use mods with post ML content

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For the Vortex and Solar improvements, I was thinking either doing a flat % bonus to the buff stats or tweaking each stat individually

If I can figure out how, maybe I can also add some special effects once you have the entire The Item. Maybe the Vortex Item makes you toss out a spread of projectiles when you get hit. Maybe the Solar Item makes your attacks have some special effects when you hit stuff. Etc.
 
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