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tModLoader DNI Materialization

DaiNekoIchi

Plantera

DNI Materialization

Download: Mod Browser | GitHub (older versions included)
Join my Discord Server for fast feedback.


The image above should give you an idea.
If you're familiar with Minecraft's ProjectEE/EquivalentExchange, that should explain it.

If not, an explanation is provided below:
Items can be (dematerialized/broken down) to MP (Materialization Points), and in turn, you can make other items with it.
However, there is one catch: You need have "knowledge" of creating the item by dematerializing it.
At the start you will not have knowledge of creating any item.
The first time you dematerialize a Mushroom, you can create infinite amounts of it, provided that you have enough MP.

To dematerialize an item, drop it on the slot next to the Dematerialize button, and click the button.
You can right click the slot to make it turn red, which automatically dematerializes any valid item put in it.

To materialize an item, click it first to select it (indicated by the slot turning red).
You can then right click to confirm materializing, and add it to your inventory.

Creation Orb: Crafting material for Material Checks. Dropped by Wyverns with a 10% chance.
Material Check: Opens the Materialization interface. These are tiered and will have better rates depending on the tier.

This mod is still in it's early stage, so suggestions are always welcome.​

Planned features:
  • Dynamic scaling of MP gained and used upon progression of the game DONE

Known issues:
  • Changing/updating mods can cause issues with the player's Knowledge of materializable items.
    • Still trying to get around this problem. I only use Item IDs to check for items. If anyone has any suggestions/solutions regarding this, let me know.

Changelog:
  • v1.3.1
    • Fixed multiplayer materialization issue

  • v1.3
    • UI overhaul
      • Added textbox for searching via item name
      • UI operation changed
      • Adjusted UI size and style
    • Added UI mod configs
      • Auto dematerialize
      • Materialize needs locking

  • v1.2
    • Changed Materialization Staff into tiered Material Checks
      • Tiers are starting from Hallowed to Luminite
    • Adjusted Materialization and Dematerialization Rates
    • Added sound when materializing and dematerializing items
    • Changed Icon

  • v1.1
    • Migrated to tModLoader v0.11.5
  • v1.0
    • Initial release

Thanks and credits:
  • PADS, my personal friend, for the sprites
 
Last edited:

Lavendarjosh

Eye of Cthulhu
Pretty cool idea!
How are the MP values calculated, by hand or automatically? Would be neat to have mod support for it.
 

DaiNekoIchi

Plantera
Pretty cool idea!
How are the MP values calculated, by hand or automatically? Would be neat to have mod support for it.
They're actually based on the monetary value since I don't really have any other reference for it. So mods are automatically supported as long as the items have buy/sell values.
 

Lavendarjosh

Eye of Cthulhu
@DaiNekoIchi
Nice. It would be handy if you could materialize items without a monetary value as well. You could set a minimum materialize cost (or set a fixed value for all worthless things) so you wouldn't go too crazy with it.
 

DaiNekoIchi

Plantera
@DaiNekoIchi
Nice. It would be handy if you could materialize items without a monetary value as well. You could set a minimum materialize cost (or set a fixed value for all worthless things) so you wouldn't go too crazy with it.
I don't think that's ideal because there are some items that are not meant to be given infinitely or should be obtained in other ways. That would break a lot of balance for other mods (like leveling-related items and whatnot). But I'll see what I can come up with.
 

ilikesaying

Terrarian
so it's like the transmutation table/tablet from projecte/ee2 but it has a special form of mod support and balancing?
nice!
 

Demariosphere

Terrarian
So we must dematerialize it first to gain knowledge before materialize it?
What about "No value" items? Will those be costless materialization or become unmaterialized?
 

DaiNekoIchi

Plantera
Why you keep respriting relicary ritus everywhere, also this works with other mods' items?
What are you talking about?

so it's like the transmutation table/tablet from projecte/ee2 but it has a special form of mod support and balancing?
nice!
Ah, I see you know ProjectEE. Yes it sort of a mix of this and the Transmute option from Valkyrie Profile 1.

So we must dematerialize it first to gain knowledge before materialize it?
What about "No value" items? Will those be costless materialization or become unmaterialized?
Yes, you need to dematerialize an item before you can materialize it. It's like, breaking down an item to learn it's recipe.
For the items with no value, I will not be adding them in for the sake of balance. Things like EXP orbs from other mods and stuff that shouldn't be obtained normally that are considered items would make the player easily OP.
 

DaiNekoIchi

Plantera
Version 1.2 released! (and I have sneakily added 1.1 because the tML server had issues)
  • v1.2
    • Changed Materialization Staff into tiered Material Checks
      • Tiers are starting from Hallowed to Luminite
    • Adjusted Materialization and Dematerialization Rates
    • Added sound when materializing and dematerializing items
    • Changed Icon

  • v1.1
    • Migrated to tModLoader v0.11.5
 

Laserman2

Terrarian
Awesome mod! Pretty much a guaranteed addition into any of my modded playthroughs. The only real issues I have with it is the size of the window that is opened, there being no way to search for items, and no shift click function for quick dematerializing. Other than those things, I would say that this is a pretty outstanding mod, especially for its simplicity.
 

DaiNekoIchi

Plantera
Awesome mod! Pretty much a guaranteed addition into any of my modded playthroughs. The only real issues I have with it is the size of the window that is opened, there being no way to search for items, and no shift click function for quick dematerializing. Other than those things, I would say that this is a pretty outstanding mod, especially for its simplicity.
I'm actually planning to add a search function. I'm still in the process of learning, so I hope you look forward to it! :)

Warning: Do not try to summon the Dryad with this. It won't end well.
Does the game crash? Let me know what happens. And what do you mean by summon the Dryad?
 

DaiNekoIchi

Plantera
Updated to Version 1.3!

  • v1.3
    • UI overhaul
      • Added textbox for searching via item name
      • UI operation changed
      • Adjusted UI size and style
    • Added UI mod configs
      • Auto dematerialize
      • Materialize needs locking

Feeling a bit lazy to edit the main post for now, will probably do it tomorrow, so I'll post the UI operation change here:
  • You can right click the dematerialize slot to "toggle" it's auto state. Red means it automatically breaks items down to MP (if possible).
  • To materialize items, you need to "select" the item first, similar to the old operation, and then RIGHT click the selected item to materialize it.
These options are toggle-able via Mod Configs in the Settings menu.

EDIT: Fixed formatting errors and typos
 

superputin

Terrarian
It says something only drops from Wyverns , so i can only use this in hardmode? Why? For balancing reasons maybe? Why not be like your other mod weapon upgrade, which progresses throughout the whole game play, just think about how many points player's gonna waste before hardmode. Whatever now, i just want to test out how the mod really works, might download cheat sheet for that i guess.
 

superputin

Terrarian
So i have tested the mod, and did encounter the "update mods causes trouble" problem, and so i think maybe, is it possible to add a feature to delete item from materialization pool ? After some mods getting updated, now it's all a mess, vanilla items don't change though, and mod items all changed due to id checking. Right now it seems to be the easiest and most convenient way.
 
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