• Journey's End on PC - Find info here and here. Please report bugs and issues for PC 1.4 and 1.4.1 to Re-Logic here.
  • Journey's End on Mobile - Find info here. Report bugs for Mobile 1.4 to DR Studios at this link and give as much detail as possible.
  • 1.4 will bring many changes to the PC version. We strongly advise making plans to back up your worlds and players prior to updating your game. More details here.
  • Console and Switch - The latest news can be found here. To report a bug, please use this link.

tModLoader Esper Class

TheLoneGamer

Steampunker

There is a zip file at the bottom of this post containing the latest version of this mod to download, especially useful when the Mod Browser is down.

This open source mod adds a new class, the Esper, who uses telekinetic damage weapons. These are weapons controlled by the cursor, following it like the Magic Missile and Flying Knife. This is a playstyle that allows for the player to attack from around corners and anywhere on screen their weapons can reach.

The wiki for this mod contains a lot more details than listed in this forum post. It will take some time before it is fully updated to cover the new content added in 0.6.1.

This mod currently has an alpha release (0.6.1) on the Mod Browser. There's enough content up to right after defeating Plantera. Mind you, this isn't enough to play all through hardmode. In general this mod covers...

  • New class, the Esper, that deals telekinetic damage.
  • Plenty of new weapons.
  • Four new armor sets, plus eight individual armor pieces.
  • Some new accessories.
  • Global damage bonuses (specifically the lowest value of the five vanilla damage types above 100%) will add to telekinetic damage. This also applies to telekinetic critical chance.

  • The flying knife is now a telekinetic damage weapon.

This class uses a resource named psychosis. By default, players start with 10. Using TK weapons drains this at a rate of 1 per second, 3 per second for consumable TK weapons. Should the player completely run out (with a bit of leeway below 0), they'll get the Psyched Out debuff, causing further use of TK weapons to drain HP. In return, telekinetic crit chance is increased by 20% during this state. Psychosis will recover after a moment of not being drained.

Psychic Eyes
PsychicEye.png

Enemies can sometimes drop these, acting very similar to stars dropped by enemies. These recover 5 psychosis on pickup and is never directly added to the player's inventory. Pickup range increases with base max psychosis.

Lotus Petals
AncientLotusPetal.png

These permanently increase max psychosis.

Tainted/Sanguine: Permanently increases max psychosis by 1, up to 15. Crafted from 2 corrupt/crimson seeds at a placed bottle or Alchemy Table.
Ancient: Permanently increases max psychosis by 1, up to 20. Requires at least 15 max psychosis. Crafted from 10 bones at a placed bottle or Alchemy Table.
Hallowed: Permanently increases max psychosis by 1, up to 25. Requires at least 20 max psychosis. Crafted from 5 hallowed bars at a placed bottle or Alchemy Table.

Sawblades
IronSawblade.png

Sawblade.gif

These are the most common telekinetic weapons. They function like the Flying Knife, moving erratic like it.

  • Wooden: 4 damage
  • Rich Mahogany: 4
  • Boreal Wood: 4
  • Palm Wood: 4
  • Ebonwood: 5
  • Shadewood: 5
  • Dynasty Wood: 7
  • Copper: 6
  • Tin: 7
  • Iron: 8
  • Lead: 9
  • Silver: 10
  • Tungsten: 11
  • Gold: 12
  • Platinum: 13
  • Enchanted: 14. Found in underground gold chests
  • Demon Thorns (Demonite): 15
  • Butcher's Barbs (Crimtane): 18
  • Grass Burr (Jungle): 20 + poisoned
  • Bonesaw (Dungeon): Can be found in locked golden chests or Golden Lock Boxes. 20 damage
  • Sawflame (Molten): 24 + on fire
  • Night's Shred (Night): 30
  • Giant Gear: Drops from Wall of Flesh with 1/4 chance, 1/3 from treasure bag. 35 damage.
  • Pearlwood: 9
  • Cobalt: 27
  • Palladium: 30
  • Mythril: 33
  • Orichalcum: 36
  • Adamantite: 39
  • Titanium: 42
  • Hallowed: 48
  • Chlorophyte: 60
  • True Night's Shred: 72
  • True Fenrir's Teeth: 66
  • Spooky Wood: 72
  • Life Wheel: 72

Canisters
SlimyCanister.png

Canister.gif

These pour down damaging liquid every so often. If the liquid hits an enemy within a couple of frames of being created, it'll do half damage (before defense kicks in), so a bit of distance should be put above whoever you're attacking to avoid this.

  • Slimy: 9. Drops from King Slime with 1/3 chance, 1/2 from treasure bag.
  • Pink Slimy: 12. Crafted with Slimy Canister and 20 pink gel an anvil.
  • Vile (Demonite): 12
  • Blood (Crimtane): 17
  • Sludge (Jungle): 20 + poisoned
  • Gooey (Dungeon): 16. Can be found in locked golden chests or Golden Lock Boxes.
  • Lava (Molten): 25
  • Midnight (Night): 30
  • Liquid Nitrogen: 39 + custom slow debuff
  • Ichor: 39 + ichor
  • Hallowed: 48
  • Chlorophyte: 60
  • True Midnight Canister: 72
  • True Goldropper: 66
  • Nature’s Dew: 72

Rifts
DiamondRift.png

Rift.gif

These fire projectiles at the nearest enemy while in use and are crafted like gem staffs.

  • Amethyst: 11
  • Topaz: 12
  • Sapphire: 14
  • Emerald: 15
  • Ruby: 17
  • Diamond: 19
  • Amber: 21
  • Prism: 50
  • Shadowflame: 40 + shadowflame. Can drop from the Goblin Summoner.

Bouncers
CactusBall.png

Cactus Ball.gif

These bounce against targets that they hit.

  • Cactus Ball: 8
  • Ebon Cactus Ball: 20
  • Crim Cactus Ball: 20
  • Cursed Bouncer: 48 + cursed flames
  • Pearl Cactus Ball: 64

Twirlers
TorchTwirler.png

Twirler.gif

These rapidly damage targets, most of them causing On Fire! and a few different damage debuffs. These are crafted with 20 of a given torch.

  • Torch: 7
  • Frostburn: 8
  • Pinky: 10
  • Bright: 12
  • Bone: 13
  • Demon: 15
  • Cursed: 36
  • Ichor: 30
  • Rainbow: 40
  • Blizzard: 32 + custom slow debuff. Can drop from Ice Mimic.
  • Venom: 48

Boulders
TKBoulder.png

Boulder.gif

These are consumables that can roll along the ground and can increased damage based on velocity, much like the Staff of Earth's projectiles.

  • TK Boulder: 40
  • Bowling Ball: 40. Brought from the Traveling Merchant and recoverable.
  • Molten Boulder: 80
  • Snowman Boulder: 120. Can drop from Frost Legion enemies.
  • TK Thorn Ball: Can drop from Plantera

Jars
BatJar.png

Jar.gif

These release homing projectiles every so often.

  • Bat: 10. Found in underground gold chests
  • Eye: 15. Drops from Eye of Cthulhu with 1/3 chance, 1/2 from treasure bag
  • Bee: 20 + benefit from Hive Pack. Crafted from 14 Bee Wax an an anvil
  • Hellbat: 24. Found in Shadow Chests
  • Pixie: 36. Can drop from Pixies
  • Wasp: 50. Can drop from Planeta

Shooters
SpittingSandfish.png

Spitting Sandfish.gif

These shoots projectilesin the direction they are facing from movement.

  • Spitting Sandfish: 16. Can be caught while fishing on the desert surface, with double catch chance during sandstorms.
  • Super Spitting Sandfish: 36x3. Can be caught while fishing in the underground desert during Hardmode.

Gusts
FeatherGust.png

These juggles up enemies with weak knockback resistance. Flying enemies are instead knocked down.

  • Feather: 11. Found in Skyware Chests.
  • Forbidden: 30

Orbiters
ShadowOrbit.png

These control via a harmless projectile that has four harmful orbitting projectiles around it.

  • Shadow: 15. 50% chance to be found in Shadow Orbs after the first one is broken.
  • Cursed Flame: 42. Can drop from Corrupt Mimic.

Bombers
ClotBomber.png

This is a harmless projectile that releases timed bombs that explode after a moment, with no self harm or tile damage.

  • Clot: 30. 50% chance to be found in Crimson Hearts after the first one is broken.
  • Ichor: 72. Can drop from Crimson Mimic.


Lobbers
SpikyBallLobber.png

These lob out spiky balls in the direction it is facing, left or right.

  • Spiky Ball: 20. Drops from Goblin Army enemies with 1/100 chance, 1/50 on expert worlds.
  • Skeleton Bone: 48. Sold by the Skeleton Merchant during Hardmode.

TK Meteor
TKMeteor.png

This consumable explodes on contact, dealing 60 damage in a radius not harming the user or causing tile damage. Crafted 5 per meteorite bar.

TK Cannonball
TKCannonball.png

200 damage. Like the TK Meteor in mechanics. Drops 30-40 from Flying Dutchman.

TK Rockets
RedTKRocket.png

150 damage. These explode like the Rockets sold by the Party Girl during Hardmode. Letting go of them in mid flight will cause them to rocket off in the direction they were facing.

TK Prime Cannon
TKPrimeCannon.png

200 damage. Drops bombs below it, not passing through platforms.

TK Prime Saw
TKPrimeSaw.png

48 damage.

TK Prime Vice
TKPrimeVice.png

160 damage. Like the above, but hits much more slowly.

TK Prime Laser
TKPrimeLaser.png

64 damage. Acts like Rifts, except visually the weapon in use will face whatever target it is firing at.

Non TK weapons
These weapons mainly exist to give back to other classes if a weapon from them was converted into a telekinetic weapon, like the Flying Knife accounting for both melee and throwing.

  • Crystal Flail: 50 melee damage + Crystal Bullet like shades. Can drop from Big Hallowed Mimic independently of the Crystal Grenade.
  • Crystal Grenade: 60 throwing damage + Crystal Bullet like shades. Non-consumable. Can drop from Big Hallowed Mimic independently of the Crystal Flail.
Desert Wanderer armor
DesertWandererRobe.png

Crafted from Antlion Mandibles and Silk at a Loom. Hood gives 2 defense and 15% increased telekinetic damage. Robe gives 4 defense and 20% increased telekinetic velocity. Boots give 3 defense and 10% increased telekinetic critical chance. Set bonus increases psychosis recovery speed by 30% and gives immunity to Mighty Wind.

Cambrian armor
CambrianChestplate.png

Crafted from Sturdy Fossils and Corals at an anvil. Helmet gives 3 defense and 18% increased telekinetic damage. Chestplate gives 5 defense and 25% increased telekinetic velocity. Greaves give 3 defense and 12% increased telekinetic critical chance. Set bonus gives free movement in liquid and makes TK projectiles no longer slowed down by being in liquid.

Taurus armor
TaurusChestplate.png

Crafted from Black Lens (just the helmet), Lenses, and Bones at an anvil. Helmet gives 4 defense and 20% increased telekinetic damage. Chestplate gives 5 defense and 30% increased telekinetic velocity. Greaves give 4 defense and 15% increased telekinetic critical chance. Set bonus increases max psychosis by 6.

Wyvern armor
WyvernScaleVest.png

Crafted from Wyvern Scales at a hardmode anvil. Cowl gives 8 defense and 18% increased throwing and telekinetic damage. Vest gives 16 defense and 20%/30% increased throwing/telekinetic velocity respsective. Greaves give 12 defense and 12% increased throwing and telekinetic critical chance. Set bonus increases wing flight time by 50%.


Hardmode Ore Headwraps
CobaltHeadwrap.png

Crafted like the other hardmode ore helmets. These increase Esper class stats, along with getting the special effects of any alternate and Chlorophyte hardmode ores.
Psychosis Potions
PsychosisPotion.png

These potions restore psychoics, lesser at 10, normal at 20, greater at 40, and super restores all. Using any of these damages the player by the amount of psychosis recovered.

Alertness Potion
AlertnessPotion.png

Buffs telekinetic velocity by 30% for 5 minutes. Crafted from bottled water, lens, and death weed at a placed bottle or Alchemy Table.

Focus Potion
FocusPotion.png

Buffs telekinetic critical chance by 12% for 4 minutes. Crafted from bottled water, lens, and fire blossom at a placed bottle or Alchemy Table.

Will Potion
WillPotion.png

Buffs telekinetic damage by 20% for 3 minutes. Crafted from bottled water, lens, and moon glow at a placed bottle or Alchemy Table.
Vial Necklaces
FireVialNecklace.png

These imbue telekinetic attacks with debuffs, similar to the Magma Stone for melee attacks.

  • Fire: Enchants telekinetic attacks with pyrokinesis, enabling a chance to cause 'On Fire!' on hit. Crafted with 12 iron/lead bars and 20 gel at an anvil.
  • Frost: Enchants telekinetic attacks with cryokinesis, enabling a chance to cause 'Frostburn' on hit. Crafted with 5 demonite or crimtane bars and 50 ice blocks at an anvil.
  • Poison: Enchants telekinetic attacks with toxikinesis, enabling a chance to cause 'Poisoned' on hit. Crafted with 8 stringers at an anvil.
  • Cursed Flames: Enchants telekinetic attacks with chlorokinesis, enabling a chance to cause 'Cursed Flames' on hit. Crafted with 15 cursed flames at a Hardmode anvil.
  • Ichor: Enchants telekinetic attacks with hemokinesis, enabling a chance to cause 'Ichor' on hit. Crafted with 15 ichor at a Hardmode anvil.
  • Shadowflame: Enchants telekinetic attacks with umbra-pyrokinesis, enabling a chance to cause 'Shadowflame' on hit. Can drop from the Goblin Summoner.
  • Midas: Enchants telekinetic attacks with aurokinesis, enabling a chance to cause 'Midas' on hit. Can drop from the Flying Dutchman.
  • Venom: Enchants telekinetic attacks with venokinesis, enabling a chance to cause 'Venom' on hit. Sold by the Witch Doctor after Plantera is defeated.
  • Terra: Enchants telekinetic attacks with a lot of kinesis, enabling a chance to cause many debuffs on hit. Crafted with all the above vial necklaces, plus 1 beetle husk, 6 shroomite bars, and 3 ectoplasm at a Tinkerer's Workshop.

Orb Necklaces
EnchantedOrbNecklace.png

These increase the player’s TK dodge chance. Once a TK dodge is performed, the 'Less Steps Ahead' debuff is infected, preventing anymore TK dodges for 5 seconds.

Enchanted: Gives 5% chance to TK dodge attacks. Crafted from 5 gold/platinum bars and 5 obsidian at an anvil.
Night: Gives 10% chance to TK dodge attacks. Crafted from 5 shadow scales or tissue samples, 2 stingers, 5 bones, and 3 hellstone bars at a demon/crimson altar.
Hallowed: Gives 15% chance to TK dodge attacks. Crafted from 10 hallowed bars at a Hardmode anvil.

I-Ching
EnchantedIChing.png

These increase the player’s psychosis recovery.

Enchanted: Increases psychosis recovery by 20%. Crafted from 5 gold/platinum bars and 5 obsidian at an anvil.
Night: Increases psychosis recovery by 40%. Crafted from 5 shadow scales or tissue samples, 2 stingers, 5 bones, and 3 hellstone bars at a demon/crimson altar.
Hallowed: Increases psychosis recovery by 60%. Crafted from 10 hallowed bars at a Hardmode anvil.

Runes
EnchantedRune.png

These increase the player’s max psychosis.

Enchanted: Increases psychosis by 3. Crafted from 5 gold/platinum bars and 5 obsidian at an anvil.
Night: Increases psychosis by 6. Crafted from 5 shadow scales or tissue samples, 2 stingers, 5 bones, and 3 hellstone bars at a demon/crimson altar.
Hallowed: Increases psychosis by 9. Crafted from 10 hallowed bars at a Hardmode anvil.

Charm Necklaces
EnchantedCharmNecklace.png

These combine Orb Necklaces, I-Ching, and Runes into one. These are crafted with those accessories of the same tier at a tinkerer's workshop.

Esper Emblem
EsperEmblem.png

Increases telekinetic damage by 15%. Drops from the Wall of Flesh with a 25% chance or 33% chance from its treasure bag. Can be crafted into an Avenger Emblem the same way the vanilla emblems can.

Mystical Eyeglass
MysticalEyeglass.png

Allows zooming with right click while holding a TK weapon. Sold by the Wizard.

Extravagant Eyeglass
ExtravagantEyeglass.png

Allows zooming with right click while holding a TK weapon. 15% increased telekinetic damage. Crafted with an Avenger Emblem and Mystical Eyeclass at a Tinkerer's Workshop.
Wyvern Scales
WyvernScale.png

These drop one a piece from Wyverns, solely used to craft Wyvern armor.

Broken Hero Psychic Parts
BrokenHeroPsychicParts.png

Drops from Mothron with a 33% chance normally or 50% chance on expert worlds. Used to craft this mod's True weapons.

  • Sawblades can get stuck on slopes.
  • TK weapon collision on tiles can be janky.
  • Shooters (currently the Spitting Sandfish and Super Spitting Sandfish) can be hard to aim when the screen scrolls.

  • More weapons, armors and accessories.
  • Cross mod support to add new weapons and items to fit within the themes of the mods.
  • Better balancing.

  • Re-Logic: For creating Terraria.
  • tModLoader Development Team: For creating tModLoader.
  • Esper Class Mod Development Team: For making this mod possible.
  • imkSushi: For cross mod support.
  • Caseratis: For cross mod support.
  • Joost8910: For cross mod support.
  • Geronimo: For cross mod support with Geronimo's Tinkerings mod.
  • Verveine: For some help, including a bit of sprites.
  • Jazzmin (via Discord): For reporting most of the hopefully fixed bugs in 0.6.1's release.
  • direwolf420: For some netcode help.


This is currently content in this mod that's inspired by other mods.

imkSushi's Mod: Some items can be crafted using the tokens provided by this mod.
Loot Bags Mod: TK Boulder weapons can drop from the bags, and Sawblades can be crafted from the cores.
Boss Materials Plus: Some support to craft items from this mod otherwise only obtainable from drops.
Geronimo's Tinkerings: A tiny amount of support thus far for additional crafting recipes.

Soil Sawblade
SoilSawblade.png

Inspired by the other Soil weapons from JoostMod. By default this only does 1 damage, but every 666 dirt blocks in your inventory will increase the damage by 1. Crafted from 666 dirt blocks at a Demon/Crimson Altar. This is actually fully functional without JoostMod enabled, but the recipe won't be enabled.
Novice Sawblade
NoviceSawblade.png

15 damage. Crafted from a novice core and 10 gold/platinum bars at an anvil.

Apprentice Sawblade
ApprenticeSawblade.png

30 damage. Crafted from an apprentice core and 10 hellstone bars at an anvil.

Adapt Sawblade
AdeptSawblade.png

45 damage. Crafted from an adapt core and 10 adamantite or titanium bars at a Hardmode anvil.

Epic Sawblade
EpicSawblade.png

60 damage. Crafted from an epic core and 10 hallowed bars at a Hardmode anvil.

So far, no other mods have weapons converted into telekinetic weapons. Due to the nature of this, it would all be done on a case by case basis.

There are six functions included from using Mod.Call...

Mod.Call("IncreaseTelekineticDamage", amount);
Mod.Call("IncreaseTelekineticCrit", amount);
Mod.Call("IncreaseTelekineticVelocity", amount);
Mod.Call("UseTelekineticVelocity");
Mod.Call("AddTKItem");
Mod.Call("AddTKProjectile");

  • 0.6.1: Switching away from the current TK weapon while using it now cancels its projectile in use. This should fix free psychosis usage if switching to a non-TK weapon and unintentional psychosis usage if no TK projectile is in use
    - Having Expanded Sentries loaded aside this mod without imkSushi's Mod also loaded should no longer cause an error stopping this mod and Expanded Sentries from loading together.
    - Fixed Torch Twirler having the wrong dust and light.
    - Multiplayer issues with psychosis should be fixed.
  • 0.6: Added several new weapons, a helmet piece, and few accessories to cover the period between post mecha bosses and right after defeating Plantera.
    - Plenty of redone sprites, mostly for weapons.
    - Jar weapons now require shaking in order to release projectiles. Also added shake effects for the Hellbat Jar and Pixie Jar.
    - Standardized Esper buff potion durations to now all be 5 minutes long.
    - Psychosis regeneration is now based on max base psychosis, not total psychosis from temporary boosts.
    - Regenerating to full psychosis now has feedback similar to regenerating mana to full.
    - Pixie Jar projectiles no longer can chase in water, based off of the Pixie NPC behavior.
    - Changed the sell prices for many weapons, massively making them cheaper to reforge, although very few cost somewhat more to reforge.
    - Did an overhaul of the UI code. Most of it is under the hood changes, but should make the UI function just a bit better, especially in regards to UI scaling.
    - Fixed Skeleton Bone Lobber being sold pre-hardmode.
    - The combat text from psychosis restoration is now pink instead of green.
    - Using psychosis potions now damages the player equal to the amount of psychosis restored instead of triggering the Side Effects debuff.
  • 0.5: Added several new weapons, armor, and accessories to cover early hardmode, up and including the mecha bosses. This includes two full armor sets (one in pre-hardmode) and seven armor pieces.- Nerfed damage of Tin Sawblade from 8 to 7.
    - Changed tooltip for the Butcher's Barbs.
    - Molten Boulder crafting changed to now only give 5 instead of 10 per Hellstone Bar.
    - Buffed damage of Eye Jar from 13 to 15 and corrected tooltip saying "eye" instead of "eyes".
    - Added clientside config to show the Esper Class tag on mod related items like other mods that add custom classes, off by default.
    - Psychic Eye grab range now increaes with base max psychosis.
    - Slightly buffed the damage of Cactus Balls, now called Bouncers. Cactus Ball from 8 to 10, evil Cactus Balls from 18 to 20, and Pearl Cactus Ball from 58 to 64.
    - Very slightly buffed the damage of the Shadow Orbit from 14 to 15.
    - Desert Wanderer armor now has an additional set bonus of becoming immune to Mighty Wind.
    - Projectiles released by jars now face the correct way instead of backwards.
    - Soil Sawblade now consumes 1/20 of damage bonus in dirt blocks on use and per second, to match the latest JoostMod update.
    - There is now support for Boss Loot Plus and very slightly Geronimo's Tinkerings.
    - Changed Fire Vial Necklace recipe from Hellstone bars to Iron/Lead bars and Gel, along with rarity, making it an early game accessory.
  • 0.3.2: Changed how item usage psychosis drain is handled, fixing psychosis not being drained while holding onto a rope.
    - Changed naming of telekinesis to telekinetic
  • 0.3.1: Changed Eye Jar to be craftable from Post-Eye Surface Forest Tokens instead of Underground Tokens via imkSushi's Mod.
    - Added mod icon.
  • 0.3: Released.

If I'm offline for 60+ days, then I give permission for anyone to take over ownership and development of these mods.
 

Attachments

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Some gifs of weapons in game could be nice, but sounds like an interesting concept. With some more content to span the whole game it could be pretty neat.
 

TheLoneGamer

Steampunker
Some gifs of weapons in game could be nice, but sounds like an interesting concept. With some more content to span the whole game it could be pretty neat.
Okay, added some gifs. The next major update I plan is to cover early hardmode, up to the mecha bosses, including Hallowed items and weapons from those bosses.
 

TheLoneGamer

Steampunker
I feel like this should be said...



Bioshock reference plz
You're going to have to be more specific. Are you talking about Plasmids, Vigors, or something else? I rather not put in references just for the sake of it, they should at least do something too, like having TF2's Wrangler in Expanded Sentries take on a useful function.
 

RenRllySad

Retinazer
You're going to have to be more specific. Are you talking about Plasmids, Vigors, or something else? I rather not put in references just for the sake of it, they should at least do something too, like having TF2's Wrangler in Expanded Sentries take on a useful function.
Well, I think the Telekinesis Plasmid Bottle, could be an accessory.
As in the game it introduces Telekinesis to the player, here it could increase the strength of the players Telekinesis power.

For how to get it, you get it at the bottom of the ocean, as a legitimate reference, in a Rapture Chest of some sort, something that looks like it came from Rapture..
I don't know, if you came up with all this i'm sure you can expand upon the idea
 

TheLoneGamer

Steampunker
Well, I think the Telekinesis Plasmid Bottle, could be an accessory.
As in the game it introduces Telekinesis to the player, here it could increase the strength of the players Telekinesis power.

For how to get it, you get it at the bottom of the ocean, as a legitimate reference, in a Rapture Chest of some sort, something that looks like it came from Rapture..
I don't know, if you came up with all this i'm sure you can expand upon the idea
There are plenty of franchises with psychic powers that could be references. I may or may not want to go with something that has a bigger focus on psychic powers than BioShock, like Psychonauts. I'm not sure how to spawn new chests on world gen, but I can certainly add stuff to water chests. I'm not sure what I want to put in water chests just yet. Ideally, at some point, I'll have an Esper Class item for each vanilla chest that spawns except for the biome chests, of which, I would have one for a TK weapon.

The mod is still early stage, but I rather not have this big focus on putting in references just yet, although what you mentioned does do something useful than just be a reference. I mention this because I feel I may get annoyed with multiple people wanting to put in references and it almost becomes more of a focus on that than original content for the mod.
 

RenRllySad

Retinazer
There are plenty of franchises with psychic powers that could be references. I may or may not want to go with something that has a bigger focus on psychic powers than BioShock, like Psychonauts. I'm not sure how to spawn new chests on world gen, but I can certainly add stuff to water chests. I'm not sure what I want to put in water chests just yet. Ideally, at some point, I'll have an Esper Class item for each vanilla chest that spawns except for the biome chests, of which, I would have one for a TK weapon.

The mod is still early stage, but I rather not have this big focus on putting in references just yet, although what you mentioned does do something useful than just be a reference. I mention this because I feel I may get annoyed with multiple people wanting to put in references and it almost becomes more of a focus on that than original content for the mod.
I totally agree with you there as a mod developer, but references bring fun to the player when found.
new chests on world gen isn't too hard if I recall properly.
Take your time as it's a major WIP, but references can never hurt!
 

SkyanUltra

Terrarian
This looks incredibly interesting! I like the idea of the class. Going to try it out once I get a chance.

Some ideas I have that I think you might find interesting, down in the spoiler below.
First Ideas are mainly references to Earthbound, it only fits.

Ness Outfit
These would be bought from the Clothier at night. Consists of a Cap, Shirt, and Shorts. Each piece gives 10% telekinetic damage, 5% telekinetic crit chance, and the cap would give a bonus 10% telekinetic velocity. Overall the set grants 4/7/6 defense (17 Defense Total) and the set bonus will grant the player 50-100% extra crit damage and a special little effect whenever you get a crit. (SMAAAAASH!!)

Sword of Kings
Functions similarly to the Flying Knife. Deals 30 Damage, and upon hit the enemy will have another Sword of Kings (like the Influx Waver) show up around them that will home onto them and deal extra damage. Sprite would look similar to the katana, as seen here. Could be a 1/128 drop from an enemy that is similar to the starman (or just straight up add a starman reference



Now for non-reference ideas:

For armor, you could consider making a set you craft based of the the moon during early-hardmode. It could be crafted using meteorite and pixie dust and would give ~30 defense (8/12/10) and would grant a various amount of telekinetic bonuses. It's set bonus could be that you will materialize meteorites around you that will circle you, and when an enemy approaches you it will break off from orbiting around you and home onto the enemy and break apart into a bunch of meteorite fragments upon hitting them.

The Lunar Fragments you use could be Comet Fragments. I'd say it fits as comets are near-earth objects that orbit around Earth, similar to the ESP class and how they control objects as if they float and orbit around you. The shape would be a long squiggly path like this, and their color could be fuschia, a color between pink and red. I tried to avoid other colors from different mods used in lunar fragments, but other colors that could work are a color between stardust fragments and a deep blue. I made an example here if you want to see it. If you'd like, you can use it, just throw my name in the credits or something for the sprite in the mod description.

Love the idea, will see how well it is executed tomorrow as i've spent WAAAY too much time up to try it now, I have to do my quarrentine school work tomorrow anyways, haha.
 
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SkyanUltra

Terrarian
Also, the eyes from the Eye Jar are facing the wrong way, and fly backwards. And I think all of the jars have trouble when they run into a wall or ceiling.
 
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TheLoneGamer

Steampunker
After plenty of work, the wiki for this mod is in a very good state. It's not quite perfect and could use with further improvements, but for the time being, it should be complete and everything should have a page for it. It can be found here. The next major update is going to be 0.5, following a very similar pattern to how I've updated Expanded Sentries. It'll have over 30 new weapons, one or two full armor sets, 7 helmets, and some more accessories. It'll cover early hardmode and up and including the mecha bosses.

This looks incredibly interesting! I like the idea of the class. Going to try it out once I get a chance.

Some ideas I have that I think you might find interesting, down in the spoiler below.
First Ideas are mainly references to Earthbound, it only fits.

Ness Outfit
These would be bought from the Clothier at night. Consists of a Cap, Shirt, and Shorts. Each piece gives 10% telekinetic damage, 5% telekinetic crit chance, and the cap would give a bonus 10% telekinetic velocity. Overall the set grants 4/7/6 defense (17 Defense Total) and the set bonus will grant the player 50-100% extra crit damage and a special little effect whenever you get a crit. (SMAAAAASH!!)

Sword of Kings
Functions similarly to the Flying Knife. Deals 30 Damage, and upon hit the enemy will have another Sword of Kings (like the Influx Waver) show up around them that will home onto them and deal extra damage. Sprite would look similar to the katana, as seen here. Could be a 1/128 drop from an enemy that is similar to the starman (or just straight up add a starman reference



Now for non-reference ideas:

For armor, you could consider making a set you craft based of the the moon during early-hardmode. It could be crafted using meteorite and pixie dust and would give ~30 defense (8/12/10) and would grant a various amount of telekinetic bonuses. It's set bonus could be that you will materialize meteorites around you that will circle you, and when an enemy approaches you it will break off from orbiting around you and home onto the enemy and break apart into a bunch of meteorite fragments upon hitting them.

The Lunar Fragments you use could be Comet Fragments. I'd say it fits as comets are near-earth objects that orbit around Earth, similar to the ESP class and how they control objects as if they float and orbit around you. The shape would be a long squiggly path like this, and their color could be fuschia, a color between pink and red. I tried to avoid other colors from different mods used in lunar fragments, but other colors that could work are a color between stardust fragments and a deep blue. I made an example here if you want to see it. If you'd like, you can use it, just throw my name in the credits or something for the sprite in the mod description.

Love the idea, will see how well it is executed tomorrow as i've spent WAAAY too much time up to try it now, I have to do my quarrentine school work tomorrow anyways, haha.
A whole armor set is quite a lot to add for a suggestion. Yes, it has a unique function and the Desert Wanderer armor is a reference, but that's secondary to being a pre-boss armor. A weapon or accessory is much easier to manage. I do have plans for an early hardmode armor set that's not just helmets. Still, the orbting meteorites ideas could maybe be used in some sort of fashion. I already have in mind what lunar fragments this mod could use, but thank you for your suggestion. I'll see what happens when I get to the point to add end game items.

Also, the eyes from the Eye Jar are facing the wrong way, and fly backwards. And I think all of the jars have trouble when they run into a wall or ceiling.
Thanks for bringing that to my attention. I should have that fixed for the next update. When you say trouble when they run into a wall or ceiling, could you be a bit more specific? As in the projectiles face the wrong way compared to what they're moving afterward?
 

Phenomalix008

Retinazer
This is a super cool mod! This is such a unique idea for a new class! But just to make sure I understand better, would the Bloodboil from the Thorium Mod count as a telekinetic weapon?

(Here's a link if you don't know what that is)
 

TheLoneGamer

Steampunker
This is a super cool mod! This is such a unique idea for a new class! But just to make sure I understand better, would the Bloodboil from the Thorium Mod count as a telekinetic weapon?

(Here's a link if you don't know what that is)
So far, no modded weapons have been converted to telekinetic weapons. It has crossed my mind to turn the Cosmic Dagger into one. The Bloodboil doesn't count since it's not making an object follow the cursor, but rather, creating magic at the cursor.
 

Phenomalix008

Retinazer
So far, no modded weapons have been converted to telekinetic weapons. It has crossed my mind to turn the Cosmic Dagger into one. The Bloodboil doesn't count since it's not making an object follow the cursor, but rather, creating magic at the cursor.
Thanks, I think I understand better.
 

DomLutch

Official Terrarian
Just been playing around a little bit with this mod... Is it okay if I tinker around in the code so I can help support this mod through adding in new weapons, armour, etc?
If not then how about sprite work? I'm not good with spriting but I'd like to improve so... please?
Oh and finally I was thinking some of these weapons, like the saw blades for instance, could have a right-click ability that causes them to orbit around you indefinitely, however, while orbiting around you it consumes 2 psychosis permanently. So you could either choose to have a ring of orbitals or use the weapons normal, or both!
Anyway, would really like to support this mod in any way I can and hope to see it grow, but for now, cya!
 
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