[Duravo QOL Mod] Minion Pathing, Crafting Info Panel, fun Crafted armor rework, and more...

Kuro466

Terrarian
Duravo QOL (beta!) is a mod that makes Terraria just a little bit more like I wish it was. A little less friction, a little more engaging before the zoom zoom.

For the flashy screenshots check out: Duravo QOL Mod

The headline reasons you might want to check it out are:

Minion Pathing improvements: Minions now realize when they get stuck on little fingers and walls, and use "real" pathfinding to find their way back to you (at least when they are somewhat close to you). If there is interest, I could could try to extend this to minions finding their way to targetted enemies.

Organized Crafting Info Panel: Conceptually like the "big grid" but organized into neat tabs by type and rows by ore-tier. Once you reveal a pattern, it remembers that in your client across all characters and worlds. (and you can just turn on show-all if you want) And this panel is with you everywhere you go, available to pop-up from an icon in the lower left when inventory is open.

However there's some more stuff in there as well:

Enhanced (pre-hardcore) Crafted Armor: It bothers me that the +defense set bonus means breaking a set with a single item upgrade can be a *downgrade*. I suppose you could say this is the itch that started this whole mod. I started by shifting the set bonus defense into the individual pieces, and then tried to add some reasons that spending a wasteful amount of time mining for early tier armors (that really make no sense to mine for) at least felt a *little* more exciting. There is now a new 2pc set bonus "Shiny" that cause Shiny Armors to make nearby ore sparkle (just a little beyond torch range, just enough to be fun). And there is a new reactive shield that triggers on damage to help new players (like my 12 year old son) better see when they are being hit.

Position Persistance on Leave/Join: A little bit so my 12 year old can exit to come to dinner without feeling like he's losing his place, and a little because i don't like having a cheater way home in medium/hardcore. Admittedly, if you leave and return, the NPCs around you are gone and have to respawn. In the future ill be looking into restoring them too.

Hopefully someone gets some enjoyment out of something there...

What I'd really like to do is lean into more of an earned progression, rather than the zoom-zoom race to loot chests and skip the crafted progression; and do some server security and performance optimizations; and experiment with a clash-of-clans style async siege idea i've been wanting to try generally and just might fit into Terraria. We'll see.

Any and all feedback welcome.

Best way to report bugs is through Github issues: GitHub - jeske/DuravoQOLMod
 
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I've been educated that I should split the server-side stuff into a separate mod... so that'll happen soon..

I just pushed 0.1.1 which cleans up some issues with the crafting UI panel, and added a configurable "mini played healthbar"

I know there are other player healthbars out there, but i wasn't happy with them, This one is very in-theme, matching the NPC style healthbars. It's designed to go away when you don't need it, appear when you take meaningful damage, show recent reactive damage, and respond to lighting so when you end up in the dark you don't have a blaring healthbar ruining the immersion. (you can tweak all of this in the settings)

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