tModLoader Fargo's Mods

I love the mod but it does have a glaring issue for me, the boss summons seem way too cheap (especially vanilla bosses). It renders gold useless by the time you can farm any boss, and it only gets worse when you start farming later bosses. Combine that with Thorium NPCs, you can just straight up buy 9999 of all the bars/potions/etc.

If possible, I think you should go through and adjust all the boss summon items based on the average amount of gold that boss drops. "Breaking even" + drops seems reward enough. That might be a pain with all the modded bosses though. If that's too much work, would a config be possible that allows us to change the cost of all spawners with a multiplier? I'd like to make the spawners cost 5 or even 10 times more on average.
 
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I love the mod but it does have a glaring issue for me, the boss summons seem way too cheap (especially vanilla bosses). It renders gold useless by the time you can farm any boss, and it only gets worse when you start farming later bosses. Combine that with Thorium NPCs, you can just straight up buy 9999 of all the bars/potions/etc.

If possible, I think you should go through and adjust all the boss summon items based on the average amount of gold that boss drops. "Breaking even" + drops seems reward enough. That might be a pain with all the modded bosses though. If that's too much work, would a config be possible that allows us to change the cost of all spawners with a multiplier? I'd like to make the spawners cost 5 or even 10 times more on average.
They were all increased fairly recently and they are generally more than the boss drops but yea modded I didn't look into nearly as much as vanilla

I could increase them all a bit more
 
Edit: I found the problem. It's balanced for normal mode, not expert mode. Certain expert mode bosses tend to drop roughly 2-3 times more. The only way I see this being fixed is if the mod detects if it's an expert mode world and adjust prices (is that even possible?). It doesn't appear to be a linear increase for each boss and doesn't seem to affect modded bosses (tested Thorium/Spirit bosses).

Here's pre-HM expert mode boss data:
- Slime cost 3g, dropped 3g (Seems fine)
- Eye cost 5g, dropped 6g (Seems fine)
- EoW cost 6g, dropped 4g (Seems fine)
- Skeletron cost 8g, dropped 11g
- Bee cost 9g, dropped 29g (!)
- Wall of Flesh cost 12g, dropped 17g
- Death Bringer Fairy cost 16g, dropped 50g (It spawned Eye, Skeletron, Bee, and Slime which adds up near perfectly with previous data)
- Using a overloader on a bee cost 59g, killing all 10 dropped 2 platinum and 65 gold.

As you can see, It honestly starts ruining the game's economy as-is but I am not sure what can be done. I don't have data on hard mode expert bosses, but I know they all drop at least 2-3 times more than they cost based on a playthrough I did last week. If adjusting price based on world difficulty is possible, I'd increase the overloader to 2p, and pandora's box to 30g for expert worlds too. Mechanical Analgam, Mutant Voodoo Doll, and Ancient Seal would also need drastic price increases.

If you can make those changes for expert mode only worlds, i'll gladly test them during my playthrough sometime next week and give you proper adjustment for the hard mode bosses as well. I think a flat 3 times cost increase to them would suffice for now.
 
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is there a way that I can edit the files or something to allow me to use the elysian tracers with the soul of dimensions? The super speed is way too fast, and with it turned off you cant run fast. Thanks!
 
is there a way that I can edit the files or something to allow me to use the elysian tracers with the soul of dimensions? The super speed is way too fast, and with it turned off you cant run fast. Thanks!
You can toggle super speed on and off. Just set a hotkey to the toggle UI in settings - controls.
 
Mod looks awesome :guidegrin: can you please add a description for the info page on tmodloader? would be a helpful addition to changelog for people who are new to the mod :guidesmile:
 
As you can see, It honestly starts ruining the game's economy as-is but I am not sure what can be done. I don't have data on hard mode expert bosses, but I know they all drop at least 2-3 times more than they cost based on a playthrough I did last week. If adjusting price based on world difficulty is possible, I'd increase the overloader to 2p, and pandora's box to 30g for expert worlds too. Mechanical Analgam, Mutant Voodoo Doll, and Ancient Seal would also need drastic price increases.

Just wait until you craft that accessory that spawns coin portals on enemy hits. You can gain multiple platinum each minute from it just from hitting enemies.
 
Thanks for this I'll definitely see what I can do
Edit: I found the problem. It's balanced for normal mode, not expert mode. Certain expert mode bosses tend to drop roughly 2-3 times more. The only way I see this being fixed is if the mod detects if it's an expert mode world and adjust prices (is that even possible?). It doesn't appear to be a linear increase for each boss and doesn't seem to affect modded bosses (tested Thorium/Spirit bosses).

Here's pre-HM expert mode boss data:
- Slime cost 3g, dropped 3g (Seems fine)
- Eye cost 5g, dropped 6g (Seems fine)
- EoW cost 6g, dropped 4g (Seems fine)
- Skeletron cost 8g, dropped 11g
- Bee cost 9g, dropped 29g (!)
- Wall of Flesh cost 12g, dropped 17g
- Death Bringer Fairy cost 16g, dropped 50g (It spawned Eye, Skeletron, Bee, and Slime which adds up near perfectly with previous data)
- Using a overloader on a bee cost 59g, killing all 10 dropped 2 platinum and 65 gold.

As you can see, It honestly starts ruining the game's economy as-is but I am not sure what can be done. I don't have data on hard mode expert bosses, but I know they all drop at least 2-3 times more than they cost based on a playthrough I did last week. If adjusting price based on world difficulty is possible, I'd increase the overloader to 2p, and pandora's box to 30g for expert worlds too. Mechanical Analgam, Mutant Voodoo Doll, and Ancient Seal would also need drastic price increases.

If you can make those changes for expert mode only worlds, i'll gladly test them during my playthrough sometime next week and give you proper adjustment for the hard mode bosses as well. I think a flat 3 times cost increase to them would suffice for now.
[doublepost=1515822130,1515822020][/doublepost]
Just wait until you craft that accessory that spawns coin portals on enemy hits. You can gain multiple platinum each minute from it just from hitting enemies.
That item is meant to break everything tbh
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Mod looks awesome :guidegrin: can you please add a description for the info page on tmodloader? would be a helpful addition to changelog for people who are new to the mod :guidesmile:
Hmm where exactly do you mean?
 
That item is meant to break everything tbh
Actually I find that item to be PERFECTLY BALANCED. It saves SO MUCH TIME, when trying to reforge the end game items from freaking Calamity. No longer do I have to spawn in platinum coins, or exploit the Loan of 100 platinum from Sacred Tools with discount card, because the bloody Goblin Tinkerer wasted 4 stacks of platinum coins, when I reforged a sword to legendary.
 
I think he needs a calendar.

Untitled 1.jpg
 
*sometime in 2018...maybe
[doublepost=1516066610,1516066267][/doublepost]The Coin Portal from Soul of Void was my idea, based on some accessories for each of the Deadly Sins
you're welcome you greedy fiends! :guidetongue:
 
The only Soul I made was soul of Void, simply because of the teleportation and the trapping ability that comes with it.
Coin Portals were a nice perk, but in Calamity's Reverence mode it doesn't really help much as I had atleast 1K Plat by the time I crafted this thing...
 
Not sure if this has been addressed yet (couldn't find anything on it using the search function), but the Olympian Soul doesn't actually possess the effects of the Master Ninja gear. I can't climb, dash, or dodge. I'm currently using this mod plus Thorium, Calamity, and Spirit Mod as well as plenty of other mods like LuiAFK, WeaponOut, etc.
 
are there going to be enchantments for healer and other items for bards ?

or is the mod basically dead.
no enchantments, but definitely a bard soul and maybe essences
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Wen Soul of Infinity?
between now and december 31st 2K19
[doublepost=1516816709][/doublepost]
Not sure if this has been addressed yet (couldn't find anything on it using the search function), but the Olympian Soul doesn't actually possess the effects of the Master Ninja gear. I can't climb, dash, or dodge. I'm currently using this mod plus Thorium, Calamity, and Spirit Mod as well as plenty of other mods like LuiAFK, WeaponOut, etc.
it has now been removed from the recipe thanks
it will be back in the Ninja Enchantment whenever that comes to exist
[doublepost=1516816789][/doublepost]Yeah progress is pretty slow right now because I'm in some pretty intense final semester of college so small updates here and there for now :guidegrin:
 
no enchantments, but definitely a bard soul and maybe essences
[doublepost=1516816558,1516816516][/doublepost]
between now and december 31st 2K19
[doublepost=1516816709][/doublepost]
it has now been removed from the recipe thanks
it will be back in the Ninja Enchantment whenever that comes to exist
[doublepost=1516816789][/doublepost]Yeah progress is pretty slow right now because I'm in some pretty intense final semester of college so small updates here and there for now :guidegrin:
it okay, take your time! And good luck with the finals:clothierhappy:
 
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