• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tModLoader DNI Weapon Upgrade

DaiNekoIchi

Spazmatism

DNI Equipment Upgrade
Download: Mod Browser | GitHub (Older versions included)
Join my Discord Server for fast feedback.


This mod will allow you to upgrade your equipment using mod-exclusive items.

Note that the screenshots might be outdated
All enemies have a small chance to drop a:
Jewel of Magnification.
This allows you to upgrade your weapons!
However, you can't use it like this all by itself. What you need to do is melt them down with ores (and bars later on) so that they turn into Magnificite, and become usable!

Once you have Magnificite, you'll need a
Reliquary Ritus to start upgrading your weapons. Once opened, the upgrade interface will look something like this:


Once you insert a weapon, the interface will tell you the minimum Magnificite type required to be able to upgrade:


Once you insert a valid Magnificite type, it should show you something like this:


If you put in an invalid Magnificite type, it will show you otherwise:


On higher levels, you will encounter lowered success rates:

Reliquary Ritus: Opens the upgrade interface.
Jewel of Magnification: Can be crafted into magnificite.
Magnificite: Use these to upgrade your weapons.
Catalysts: Improves your upgrade process in their own unique way. Check Catalysts for more info
Energy Rune: Pushes further the capacity of your weapons! Check Energizing for more info
Refining Stone: Allows you to create Jewels of Magnificence and EX Stones. Check Drop Mechanics for more info
Jewel of Magnificence: Increases upgrade capacity of equipment! Check Limit Breaking for more info
EX Stone: Upgrades equipment to EX level. Check EX Upgrading for more info

Upgrade scales are different in Normal and Expert worlds. Refer to the table below to see what items gain per level. Note that the values are rounded down when the bonuses are applied.
BonusesNormalExpert
Weapon Damage (Percent)2.5%3%
Weapon Damage (Flat)0.71
Weapon Speed (Percent)1.5%2%
Armor Defense (Flat)0.50.7
Armor Defense (Percent)3%4%

For EX Upgrades, see the following table below:
BonusesNormalExpert
Weapon Damage (Percent)100%125%
Weapon Damage (Flat)5075

Success Rate defaults to 100%.
When your equipment starts attempting to upgrade to +6 and higher, the success rate gets lower by a certain amount each time.
Obviously, when you fail, your items get downgraded by 1 rank. However, when your weapon is +7 or higher, it has a small chance to get downgraded by 2 ranks.

To increase the success rates, you can do the following:
- Use a gem as a catalysts. Gems provide a 5-10% increase. Randomly.
- Use higher tiered upgrade jewels. For every rank higher, you get a 5% increase.
- Use catalysts.

Upgrade catalysts are special items that change the way your upgrade process works.
They can either increase or decrease your success rate, with matching tradeoffs, which are pretty useful.

The best part about catalysts is that they only have a chance to be consumed when the upgrade fails!

Here are the effects of each catalyst:
Do note that the italicized text is not part of the in-game description!

Ease Catalyst: Allows usage of upgrade jewel one tier lower than the original
Refuse Catalyst: Gives a chance to prevent jewel consumption
Rise Catalyst: Increases success rate by (a solid) 10%
Buffer Catalyst: Prevents downgrades upon upgrade failure
Phantom Catalyst: Decreases success rate by 15% but does not consume a jewel
Chance Catalyst: Randomizes success rate (30-85%, useful if you're willing to risk for the max upgrade)
Force Catalyst: Gives a chance to upgrade twice instead of once (no, the upgrade still won't go past +10)
Precision Catalyst: Increases success rate by 15% but lowers max success rate (65%)

Any Gem: Any gem can be used as an upgrade catalyst. These give 5-10% increase in success rate. Of course, the increase is determined once you've started upgrading. These are ALWAYS consumed upon use, unlike the other catalysts.

Energy Runes will allow you to further push the upgrades of your equipment which are at least +10.
Once an item is Energized, it's percentage bonus will gain a bonus ratio:
Normal Mode will grant a 40% bonus while Expert will grant a 60% bonus.
Do note the following when Energizing:
- Catalysts do not work
- Energizing requires a full stack of 50 Energy Runes.

Limit Breaking will allow you to increase the upgrade cap of your equipment, using several Jewels of Magnificence.
Each Limit Break will increase your upgrade cap by 5, and the max number of times you can Limit Break is 3.
With Max Limit Break, your equipment can be upgraded up to +25!
Do note that only the damage/defense will increase after +10!

NOTE: These only work on weapons!
Bosses will have a very low chance (0.5%) of dropping a Dull EX Stone.
Melting and combining this with a Jewel of Magnificence and a Refining Stone will turn it into a usable EX Stone.
However, EX Upgrades require the following for the weapon:
- At max Limit Break
- At max Level
- Energized

Once the item has been EX upgraded, it will have EX in the end instead of +25.
It should gain a significant amount of power (see table in Upgrade Values).

All hostile mobs currently drop the Jewel of Magnification at a chance of 4%.
However, chances are increased(multiplied) with the following conditions:
- Map is in Expert Mode
- Map is in Hard Mode

For Energy Runes, they drop at a constant rate of 2%.

For bosses, the drop amounts for both items will be multiple, but only the drop rate for the jewels significantly increases.

Refining Stones are dropped breaking Crystals, with a 5% chance instead of obtaining a Crystal Shard.

Lastly, if you're looking for recipes, you can see the Guide or your favorite recipe-browsing mod. I feel kinda lazy to keep on updating the whole thing :p

Upcoming features:
  • Catalysts (replaces the Omen Nullifier) DONE
  • Rarity based Upgrades DONE
  • Speed Upgrades DONE
  • Armor Upgrades DONE
  • Options: Like prefix effects but more dynamic!

Known issues:
  • Weapons with custom damage formula not working with the Upgrade System (Battle Rods mod, etc.)
    • Still trying to find ways around this, as sometimes this mod takes its calculations first before the others'
    • This should be fixed after migration in v1.4

Changelog:
  • v1.5
    • Migrated to tModLoader 0.11.5
    • Changed sprites and names for several items
    • Fixed Energy Rune problem with Max Stacks mod, it should now still require 50 Energy Runes
    • Fixed UI/text bugs
    • Fixed upgrade speed increase bug
    • Changed several texts in UI
    • Changed Limit Break item obtain method
    • Improved success rates for upgrading
    • Energizing now has effect on armor
    • Added new mechanic: EX Upgrade (for weapons only)

  • v1.4.0.2
    • Fixed Hellstone Upgrade Jewel rarity
    • Fixed a few UI element bugs
      • Added number of jewels consumed on upgrade
      • Fixed Energize tooltip, showing that it needs +10 or higher when it already is
    • Changed "Upgrade Jewels" to "Magnificite"
    • Changed icon (Got tired of the recolored Terra Blade)

  • v1.4.0.1
    • Fixed compatibility issue with ExperienceAndClasses mod

  • v1.4 - And you thought this mod was dead?
    • Migrated to tModLoader 0.11.4
    • Added Magnification Coatings, craftable items which can increase the max upgrade cap of an item!
    • Adjusted recipes (most hardmode jewels require more Magnification Jewels and give the amount required)
    • Improved catalyst effect rates
    • Improved upgrade success rates
    • Adjusted energizing mechanics
      • Energizing is now fool-proof, it won't break items anymore!
      • Energizing now needs max stack of Energy Runes
      • Energy Runes now drop upon death (unaffected by multipliers)
    • Adjusted drop rates
      • Bosses have significantly higher drop rates, and will now more drop jewels and runes

  • v1.3.2.1
    • Fixed another interface bug

  • v1.3.2
    • Fixed success mechanic
    • Fixed interface bug
    • Toned down jewel amount requirement & adjusted drop rate for jewel
    • Fixed custom/higher tier weapons (Calamity, etc.) requiring Wooden Upgrade Jewel (forgot to list this in the mod description)

  • v1.3.1
    • Adjusted energizing-related mechanics
    • Fixed Energy Rune description

  • v1.3.0.2
    • Changed Lumite Upgrade Jewel ingredient from Luminite Bar to Luminite Ore

  • v1.3.0.1
    • Reliquary Ritus now compatible with Power Attacks

  • v1.3
    • Added Energy Runes, which can upgrade equipment one more time after +10!
    • Catalysts can only break upon non-successful upgrades
    • Adjusted recipe for catalysts
    • Adjusted drop rates for jewels
    • Changed 'Reliquary Crux' to 'Reliquary Ritus'

  • v1.2.4
    • Now uses multiple jewels

  • v1.2.3.2
    • Fixed Buffer Catalyst bug (again)

  • v1.2.3.1
    • Fixed weapon scaling

  • v1.2.3
    • Added additional flat damage
    • Added expert scaling
    • Fixed incorrect recipe for High Metal Upgrade Jewel

  • v1.2.2
    • Improved item detection (should work with Reforge Armors by Dark-Assassin)
    • Added additional defense (+0.5 per upgrade level)

  • v1.2.1
    • Fixed bug where Buffer Catalyst does not work

  • v1.2.0 - Catalysts and armors
    • Replaced Omen Nullifier with catalysts
    • Armors are now upgradeable, giving up to 40% more defense

  • v1.1.2 - Oops, that was embarrassing
    • Removed debug texts

  • v1.1.1
    • Fixed crashes with Rarity 11 weapons (and higher), for now these will be treated as Rarity 10 weapons
    • Fixed bug where the calculation uses the weapon's rarity after being modified

  • v1.1.0 - Major overhaul
    • Upgrade jewels are now tiered
    • Upgrade success rate mechanic changed
    • Max upgrade weapons now deal 35% more damage instead of 100%
    • Max upgrade weapons are now 15% more faster to use

  • v1.0.1
    • Fixed multiplayer crash issue

  • v1.0
    • Initial Release

Credits/Special thanks:
  • Dem people in tModLoader Discord server
  • SirUmnei for the rarity based upgrade and catalyst ideas
  • NKSHV for the speed upgrade idea
  • Joe Dolca for the expert scaling idea
  • jopojelly for extracting my code when I lost it after reformatting my computer
  • PADS, my personal friend, for the new jewel sprites

Thank you for all the support!
:passionate:
 
Last edited:

SirUmnei

Terrarian
Haven't played Terraria in a while, but this is a good opportunity for me to put a good opinion on an upgrade system. It only depends on how much effort you're willing to put into the mod, but here you go:

When I think about an upgrade system, I think about a tiered system that grows with time so you need to constantly acquire new items. The most interesting approach would be that you need to craft the item rather than kill mobs to get the upgrade stone. Drops get annoying really quickly and can be abused if you have patience. If you need to craft the item, it sits on a "You gotta go pick these items and work for it," kinda deal.

So I'd suggest that that the player should craft the crafting materials in a tiered manner, starting with common everyday materials, like wood. So say you use 20 wood and 5 silk to create a "White-Tier Upgrade Slate" or something to that effect, which allows you to upgrade items which ORIGINAL rarity are White.

Then, to get to the next tier you'd put in some Copper/Tin and Iron/Lead to increase the Slate's rarity to Blue, to upgrade blue items. Then some Silver/Tungsten and Gold/Platinum to upgrade to the next tier, being Green, and so on. Of course, these are just coarse examples, you can use other more interesting items to make the upgrade item; I just used easy examples.

Of course, so it isn't a hassle, you'd be able to craft each slate individually using a slightly more expensive recipe instead of upgrading your slate, so you're not harvesting wood right before the Moon Lord to make some high tier slates.

When you get to around a third of the way (say +3/+4 or so if the cap is +10), the item has a small chance to decrease its upgrade grade. When you get around two-thirds of the way (maybe around +7/+8 or so), it has a chance to downgrade twice in a row. You can think of some other drawbacks the higher you upgrade, these are just examples.

Next, when it comes to the upgrading process itself, the slate that matches the item's rarity would have an initial 100% chance to upgrade the item, decreasing over a steadily rate the more you upgrade it, depending on how many upgrades you want to set as the ceiling. If you use the next tier, however, the chances are higher. For example, if you use a Blue-Tier Slate to upgrade a White-Tier item, the chance would be naturally higher.

A small problem shows up when you talk about Rainbow Rarity, as it's hard to balance out an item to upgrade any Rainbow-Rarity item. I'd probably do something where Rainbow-Rarities can use any Slate with a small chance of success, that increases periodically as the Slates get better, so to get a +10 Rainbow-Rarity you'd need to progress naturally through the game since they're basically equal in how useful they are.

Catalysts would be the last thing to talk about. Probably use Gems as Catalysts with different effects:

Ruby: Small chance to not consume an upgrade Slate.
Sapphire: Prevents upgrade grade decrease.
Emerald: Increase the chance of the upgrade working.
Amethyst: Small chance to upgrade the item twice in a row (half the chance to upgrade once).
Topaz: Allows a lower tier slate (one tier) to be used instead of an on tier one.
Diamond: Decreases the change of the upgrade working, but you don't use slates (upgrade can still fail or get degrade).
Amber: Increases the chance of the upgrade working by a lot (never to 100%), but if it fails the item resets back to +0.

Again these are just examples. You can probably figure out better ways of doing these too.

Also, I think that doubling the damage is way too much. Perhaps 25% tops would be best, with some small upgrades, up to like 5%-ish to all the other stats. Armor could probably get up to 33% more defense and +10%-ish its other stats (when applicable). Accessories would be hard, probably either some small defense amount, some enhanced effect or increasing their prefix bonus by 50%-ish percent when +10.

Lastly, mod support is a big thing. Some mods introduce new grades after Purple, so it'd be nice for a slate that works with those or something. The more compatible and interactable this is with other mods, the better it'll be since it seems the majority of the player-base uses all the big mods out there (myself included when I used to play frequently).

Hopefully, I've given you some ideas. It really only depends on how much effort you want to put on this mod. Would be extremely nice to have at least 1 good upgrade mod out there that isn't super exploitable. Thanks for the work you've already put in, btw.

Best of luck!
 

Joe Dolca

Golem
Does this work with any weapon, regardless of mod or source? If it works with Bard weapons from Thorium it'll be valuable to me.

Also: It'd be pretty easy to stock up on items and just upgrade big weapons. How about making higher tier and higher damage weapons cost more jewels to upgrade? Also, though this might take tons of coding experience: How about programming in affixes of some sort? It could split the chances on each upgrade to either be a straight damage up or an utility affix like extra attack speed, extra knockback, more projectiles and so on.
 

NKSHV

Terrarian
Can you make that item's speed is also slightly upgraded? This is in theory the most interesting part because it changes how weapon works not just it damage and still (I am sure) easy to implement
 

DaiNekoIchi

Spazmatism
Haven't played Terraria in a while, but this is a good opportunity for me to put a good opinion on an upgrade system. It only depends on how much effort you're willing to put into the mod, but here you go:

When I think about an upgrade system, I think about a tiered system that grows with time so you need to constantly acquire new items. The most interesting approach would be that you need to craft the item rather than kill mobs to get the upgrade stone. Drops get annoying really quickly and can be abused if you have patience. If you need to craft the item, it sits on a "You gotta go pick these items and work for it," kinda deal.

So I'd suggest that that the player should craft the crafting materials in a tiered manner, starting with common everyday materials, like wood. So say you use 20 wood and 5 silk to create a "White-Tier Upgrade Slate" or something to that effect, which allows you to upgrade items which ORIGINAL rarity are White.

Then, to get to the next tier you'd put in some Copper/Tin and Iron/Lead to increase the Slate's rarity to Blue, to upgrade blue items. Then some Silver/Tungsten and Gold/Platinum to upgrade to the next tier, being Green, and so on. Of course, these are just coarse examples, you can use other more interesting items to make the upgrade item; I just used easy examples.

Of course, so it isn't a hassle, you'd be able to craft each slate individually using a slightly more expensive recipe instead of upgrading your slate, so you're not harvesting wood right before the Moon Lord to make some high tier slates.

When you get to around a third of the way (say +3/+4 or so if the cap is +10), the item has a small chance to decrease its upgrade grade. When you get around two-thirds of the way (maybe around +7/+8 or so), it has a chance to downgrade twice in a row. You can think of some other drawbacks the higher you upgrade, these are just examples.

Next, when it comes to the upgrading process itself, the slate that matches the item's rarity would have an initial 100% chance to upgrade the item, decreasing over a steadily rate the more you upgrade it, depending on how many upgrades you want to set as the ceiling. If you use the next tier, however, the chances are higher. For example, if you use a Blue-Tier Slate to upgrade a White-Tier item, the chance would be naturally higher.

A small problem shows up when you talk about Rainbow Rarity, as it's hard to balance out an item to upgrade any Rainbow-Rarity item. I'd probably do something where Rainbow-Rarities can use any Slate with a small chance of success, that increases periodically as the Slates get better, so to get a +10 Rainbow-Rarity you'd need to progress naturally through the game since they're basically equal in how useful they are.

Catalysts would be the last thing to talk about. Probably use Gems as Catalysts with different effects:

Ruby: Small chance to not consume an upgrade Slate.
Sapphire: Prevents upgrade grade decrease.
Emerald: Increase the chance of the upgrade working.
Amethyst: Small chance to upgrade the item twice in a row (half the chance to upgrade once).
Topaz: Allows a lower tier slate (one tier) to be used instead of an on tier one.
Diamond: Decreases the change of the upgrade working, but you don't use slates (upgrade can still fail or get degrade).
Amber: Increases the chance of the upgrade working by a lot (never to 100%), but if it fails the item resets back to +0.

Again these are just examples. You can probably figure out better ways of doing these too.

Also, I think that doubling the damage is way too much. Perhaps 25% tops would be best, with some small upgrades, up to like 5%-ish to all the other stats. Armor could probably get up to 33% more defense and +10%-ish its other stats (when applicable). Accessories would be hard, probably either some small defense amount, some enhanced effect or increasing their prefix bonus by 50%-ish percent when +10.

Lastly, mod support is a big thing. Some mods introduce new grades after Purple, so it'd be nice for a slate that works with those or something. The more compatible and interactable this is with other mods, the better it'll be since it seems the majority of the player-base uses all the big mods out there (myself included when I used to play frequently).

Hopefully, I've given you some ideas. It really only depends on how much effort you want to put on this mod. Would be extremely nice to have at least 1 good upgrade mod out there that isn't super exploitable. Thanks for the work you've already put in, btw.

Best of luck!
That's actually quite a lot to think about. This is actually my first mod, so I'll see what I can take in with these. I love the rarity-based idea though, thanks for the suggestions!

this mod is not Multiplayer Compatible.
Yeaaaaaaaah I actually made this specific mod for my LAN friends, but sadly I haven't tested it out in multiplayer. I'll do what I can to fix this as soon as I'm available.

Does this work with any weapon, regardless of mod or source? If it works with Bard weapons from Thorium it'll be valuable to me.

Also: It'd be pretty easy to stock up on items and just upgrade big weapons. How about making higher tier and higher damage weapons cost more jewels to upgrade? Also, though this might take tons of coding experience: How about programming in affixes of some sort? It could split the chances on each upgrade to either be a straight damage up or an utility affix like extra attack speed, extra knockback, more projectiles and so on.
For now I wanted a simple upgrade system, so I don't think I'll be able to tackle on the extra effects as of now. I'll consider the higher costs for each jewel though. Thanks for the suggestions!
EDIT: Yes this does include ALL weapons regardless of mod/source. Even vanilla items!

Can you make that item's speed is also slightly upgraded? This is in theory the most interesting part because it changes how weapon works not just it damage and still (I am sure) easy to implement
I'll see what I can do~!
 
Last edited:

HallowKingJerrold

Spazmatism
I have some ideas for some special "tweaks".

Gold/Platinum Jewels
Made with 10 Gold/Platinum Ore and 5 Gel at a Furance
Weapons give off light, the higher ranking increasing radius of light

Starbond Jewels
Made with 10 Tungsten Ore and 5 Meteorite Ore at a Hellforge
Weapons inflict Posion at Rank 5, with On Fire being added at Rank 10

Umbra Jewels
Made with 20 Evil Ore and 5 Hellstone at a Hellforge
Weapons fire shadows at Rank 5, and strikes twice at Rank 10

Luman Jewels
Made with 10 Cobalt Ore and 5 Pixie Dust at a Hellforge
Weapons shield you with a ring of light that increases in power with each rank

(Thorium) Aquamarine Jewels
Made with 10 Pearls and 5 Hellstone at a Hellforge
Weapons fire a projectile that bounces from surface to surface, increasing in more bounces with higher ranks

(Tremor) Philosopher's Jewels (Life, Ignition, Frostbite)
Made with 10 Gel Blocks and 50 Flasks (Lesser Healing, Burning, or Frost Liquid) at an Alchemy Table
Weapons are given Life Steal, On Fire, or Frost Projectiles upon impact. Capabilities increase with each rank

(Spirit) Tsung Jewels
Made with 10 Spirit Ore and 5 Primordial Magic at an Altar of Creation
Weapons fire homing spirits that robs enemy life, increasing the amount of spirits with each rank

Good luck, I can't wait to see how this can evolve!
 

beardinlair

Terrarian
I like it, I'll test it out tonight. I want to see how it works with my weaponmastery. I like the idea of being able to keep the same weapon. My idea for you would be the abiity to break down weapons you find into components that could be used to upgrade. For example StarFury could be broken into a StarGem, when combined with your weapon gives your weapon the falling star power.
 

DaiNekoIchi

Spazmatism
v1.0.1.0 is released!
  • Fixed multiplayer crash issue

I have some ideas for some special "tweaks".

Gold/Platinum Jewels
Made with 10 Gold/Platinum Ore and 5 Gel at a Furance
Weapons give off light, the higher ranking increasing radius of light

Starbond Jewels
Made with 10 Tungsten Ore and 5 Meteorite Ore at a Hellforge
Weapons inflict Posion at Rank 5, with On Fire being added at Rank 10

Umbra Jewels
Made with 20 Evil Ore and 5 Hellstone at a Hellforge
Weapons fire shadows at Rank 5, and strikes twice at Rank 10

Luman Jewels
Made with 10 Cobalt Ore and 5 Pixie Dust at a Hellforge
Weapons shield you with a ring of light that increases in power with each rank

(Thorium) Aquamarine Jewels
Made with 10 Pearls and 5 Hellstone at a Hellforge
Weapons fire a projectile that bounces from surface to surface, increasing in more bounces with higher ranks

(Tremor) Philosopher's Jewels (Life, Ignition, Frostbite)
Made with 10 Gel Blocks and 50 Flasks (Lesser Healing, Burning, or Frost Liquid) at an Alchemy Table
Weapons are given Life Steal, On Fire, or Frost Projectiles upon impact. Capabilities increase with each rank

(Spirit) Tsung Jewels
Made with 10 Spirit Ore and 5 Primordial Magic at an Altar of Creation
Weapons fire homing spirits that robs enemy life, increasing the amount of spirits with each rank

Good luck, I can't wait to see how this can evolve!
These could go under Catalysts like SirUnmei mentioned. Once I get to the advanced stuff, we'll see how it goes!

I like it, I'll test it out tonight. I want to see how it works with my weaponmastery. I like the idea of being able to keep the same weapon. My idea for you would be the abiity to break down weapons you find into components that could be used to upgrade. For example StarFury could be broken into a StarGem, when combined with your weapon gives your weapon the falling star power.
Same comment as above, so let's see if I can manage to do something like this! But as far as I know, it's pre-coded in Vanilla Terraria so I'm not sure if I can just pull that out.
 

DaiNekoIchi

Spazmatism
Version 1.1.0 has been released!

v1.1.0 - Major overhaul
  • Upgrade jewels are now tiered
  • Upgrade success rate mechanic changed
  • Max upgrade weapons now deal 35% more damage instead of 100%
  • Max upgrade weapons are now 15% more faster to use
 

Sumenora

Plantera
It seems Their are a still a few Weapons that crashes in multiplayer when i try to put it in the slot..." The errors look like this

noticed the errors happening with some Thorium weapons.
 

DaiNekoIchi

Spazmatism
It seems Their are a still a few Weapons that crashes in multiplayer when i try to put it in the slot..." The errors look like this

noticed the errors happening with some Thorium weapons.
Game crashed with this error when I try upgrade Monsoon (Calamity mod) with Demonic or Godly modification (purple color)
Apologies as purple items aren't upgradable, I completely forgot about them (whoopsies), also a code bug that makes item check it's modified rarity. I'll check on it and fix it asap.
 

Sumenora

Plantera
Apologies as purple items aren't upgradable, I completely forgot about them (whoopsies), also a code bug that makes item check it's modified rarity. I'll check on it and fix it asap.
the following weapons based on what i tested were the weapons that triggered the error in multiplayer the last time i used it.

https://terraria.gamepedia.com/Ice_Blade

https://thoriummod.gamepedia.com/Talon_Burst

One is a Blue Rarity and the Other was Rainbow just to give you more infomation.

UPDATE : I think i know what is triggering this Error...It seems to have to do with what Prefixes the Item has. For example...

Say i have a weapon like this.

https://thoriummod.gamepedia.com/Frost_Fire_Katana

in multiplayer i placed it in the slot....nothing happened and it has no modifiers on them so i decided to place a prefix on it such as "Unhappy" it CRASHED right away.

So the Reason the items are crashing in multiplayer seem to be pointing towards weapons that have a Negative Prefix on them such as Unhappy, Terrible, Broken, Sluggish or Annoying

it dont Seem to be the weapons themselves that caused the error...but the Modifier they have.
 
Last edited:

ThePixelPuppy

Terrarian
Jesus :red:ing christ. Here I am releasing my first mod all like "It has like 80 items I'm proud of myself." And then you come in with this new UI, weapon modifying mechanics, 3 new items. Welp I'll just be here in the corner crying myself to sleep.
 
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