tModLoader GaMeTerraria

This is most likely a conflict with another mod. Please provide a list of mods that you're using.

unleveled, luiafk, mr.Plauge's authentic races, steel custom race, tianic's custom races, starjosh's races, monster girl enemies, alchemist npc lite , fargo's mutant mod,apachi's classes mod [bard], vein miner, smart doors, yet another boss health bar, weapon out lite, magic storage, auto trash, gemtogem, bait npc, recipe browser, boss checklist, omniswing, and obviously gaMEterraria and subworld library
 
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On the revolver axolot challenge i cant choose other weapons like butcherer, when i try to use them i press click and they wont attack, however it works fine with blowpipe and flare gun
 
there's an issue with trying to load in the mod on the 1.4 alpha as well as 1.3. This is the only mod that I tried to load in.
 

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Wow, I have not updated this thread in AGES. GMTMod is very much alive! There's two new bosses, and I'm close to releasing the biggest update it's ever seen: 0.2.1. Check out this huge changelog:

Code:
Added Boss Checklist support!
Added 13 new items. More details below.
Hornlitz, Snow Don and Lad are now more stable in Multiplayer.
Fixed cutscenes completely breaking Steam Multiplayer.
Separately fixed some cutscenes freezing in Multiplayer.
Made various minigames more stable and send less data in Multiplayer.
Fixed loadouts not being cleared in challenges.
Added Deerclops, Lad, Snow Don and Dreadnautilus to Boss Rush. Boss Rush now unlocks after entering Hardmode.
Added summon weapons to Boss Rush.

Added Frostfoot, Frostfan and Frostfume.
Fixed the new Frost Legion spawn logic being garbage collected and reverted to vanilla's, causing many Snowmen and no Snow Angels to spawn.
Fixed Snow Angels freezing other NPCs.
Fixed Snow Angels inheriting a previous NPC's damage, causing them to gain astronomical amounts of damage in Expert and higher due to repeated scaling.
Fixed some other issues with Snowman and Snow Angel stats.
Fixed Snow Globes not starting Christmas.
Snow Don's core now does contact damage while invulnerable, which should make him juggle you less.
Snow Don now has his pipe!
Snow Don now runs REALLY fast if you're too far away, instead of jumping multiple times.
Snow Don is now affected by Warmth Potion.
Snow Don now has a boss icon and health bar.
Snow Don now collapses after losing 3 of his limbs.
Reduced Snow Don's vulnerability period from 15 seconds to 10.
Snow Don now punches more often if he's missing an arm or both legs in Expert.
Snow Don now lowers the Snowmen and Snow Angel spawn limit further. However, he no longer does so while vulnerable in Expert.
Snow Don now drops more snow, ice and slush.
Snowman Gangsta, Mister Stabby and Snow Balla now call Snow Angels for help if they seem stuck.
Mister Stabby is now faster and more accurate.
Snow Balla now throws further and more accurately.
Fixed Frost Legion not ending if Snow Don and a Snowman or Snow Angel die simultaneously.
Fixed Snow Angels sometimes moving in the wrong direction. This also caused them to appear to lag in Multiplayer.
Naturally spawned Snow Angels are now slightly rarer.
Presents carried by Snow Angels now drop different items depending on their colour.
- Blue Presents always drop the Snow Globe.
- Yellow Presents drop consumables and weapons.
- Green Presents drop blocks and vanity items.

Lad now has a proper summon method. Lad Statue is now placeable.
Added Lil' Lad (item).
Lad now has a boss icon and health bar.
Lad now drops Shark Bait (it will be removed from the Water Chest pool in a future update).
Fixed Lad not doing more contact damage in Expert.
Fixed Lad's health not scaling in Multiplayer.
Lad can now despawn.
Fixed some issues with Lad's second phase.

Added a new subworld. It's accessible from the start of the game, but tread carefully...
- Added a new miniboss, and three powerful weapons obtainable from it.
- Static Hook is now obtainable pre-Hardmode in the new subworld. Its range has been reduced from 37.5 tiles to 25 tiles. Alternatively, it is also now sold by the Goblin Tinkerer in Hardmode instead of the Steampunker.
(There's a lot of content planned for this place in 0.3, but I've been working on it for so long that I figured I should release what's been finished so far!)

Added Dave.
Added Dave (language).
Bestiary entries are now fully revealed after a single kill in For the Worthy.
Lad is now much larger in For the Worthy.
Meteor Heads are reverted to their pre-1.0.5 behaviour in For the Worthy.
Fixed Block Swap, the Gravedigger's Shovel and the Digging Molecart in For the Worthy.
Skeletron Prime no longer blows up tiles in For the Worthy.
Several other changes to For the Worthy not documented here, as to...not ruin the surprise.

The Demolitionist now sells Rocket Is instead of the Cyborg.
The Demolitionist now sells Rocket IIs during a Blood Moon, and the Cyborg now sells them unconditionally.
The Demolitionist now sells Rocket IIIs in Hardmode, and the Cyborg now sells them unconditionally.
Added Baby Boom, a launcher sold by the Demolitionist.
Added Heat Seeker, crafted with Meteorite Bars and Wire.
Mindblower now uses rockets as ammo.
Mindblower now ignores 30 defence.
Mindblower is now sold after defeating Eater of Worlds/Brain of Crimson.

Added Glass Blaster, an upgrade to Sand Gun.
Added Anti-Grapple Tiles, crafted with Copper/Tin Bricks and a Hook. Boss Rush's boundaries now use this.
Added the Tool Emblem, crafted with a Copper Pickaxe, Copper Axe and 10 Silver/Tungsten Bars.

Experimental: In Expert, enemies such as Casters, Paladins and Tortoises are no longer stunned by non-Melee damage.
- Necromancers are exempt due to their otherwise unavoidable attack. Cool game!
(These enemies are interesting threats that get totally denied by simple attacks, and kind of feel more like punishment for not hitting them in time as a result. Terraria experts ought to know how these guys really fight! Melee still gets to shut them down, since it's all about getting up close, and you'd otherwise get shut down yourself.)

Experimental: Luck now uses a probability advantage system.
- The following formulas assume n = denominator.
- For positive luck, roll a number from 0 to n, and another from (n * (1 - luck)) to n. Pick the LOWER roll.
- For negative luck, roll a number from 0 to n, and another from 0 to (n * -luck). Pick the HIGHER roll.
(Vanilla luck rerolls are pretty nonsensical, and I was convinced to replace it with a better, more straightforward system. However, it does amplify luck quite a bit, so it may need tweaking.)

Experimental: Made changes to meteors.
- Meteors now fall from smashing Shadow Orbs and Crimson Hearts again.
- Meteorite can now be blown up after defeating Eater of Worlds/Brain of Crimson.
- Meteors no longer fall randomly. In a future update, dropping a Transmitter in Shimmer will cause a meteor to fall (this is currently unsupported by tML).
- Increased the health of Meteor Heads from 26 to 50, and their defence from 6 to 15.
(It's odd to lock Meteorite behind EoW/BoC when there are various, equally powerful items obtainable earlier. One meteor is usually sufficient for crafting, so random spawns are rather unnecessary and destructive.)

Experimental: Reintroduced the vanilla mana regeneration delay, but with different behaviour.
- This was removed by 0.2's experimental mana changes.
- The delay is shorter overall, and low mana shortens the delay instead of increasing it. (0.75s-4.75s > 1s-0.5s)
- Items that reduce the delay (Mana Regeneration Band -50%, Star in a Bottle -25%) are now half as effective.
(I'll probably have to make sure mana isn't regenerating too quickly now.)

Experimental: Damage and healing popups are now snappier.
- Instead of fading in, they appear instanteously, larger and brighter than usual, before quickly returning to normal.
(Let me know if you think their duration or scaling need tweaking!)

Soaring Insignia no longer grants infinite flight. Instead, it trades flight time for speed (yet still increasing distance overall).
(This isn't an experimental change but I still want to explain my reasoning. Endlessly running away is not to be encouraged! Infinite, high-speed flight does just that.)

Snowman Cannon is now a special weapon.
- Covers enemies in frost, adding double its damage to the next hit.

Golf balls now more reliably hit enemies and bounce back to you. They're still a little janky, but at least now it's in your favour.
Golf ball damage is now affected by speed less, making it easier for them to deal the full amount.
Golf-or-Nothing Badge now applies super power to projectiles that aren't golf balls.
You can now golf downwards.
Added Cloudy Club.
Refreshed the golfable projectiles list.
Glove of Attraction has been reworked to pull golf balls towards you much more effectively.
Glove of Attraction is now crafted with Silk and Meteorite Bars.
Orb of Light is now crafted with a Golf Ball and a Fairy, making it obtainable without the Dryad or Shimmer.
Reverted the change where clubs double in size while being swung.
Rocks are now consumable.

Flare-up Staff now pops only 5 flares at a time.
Flare-up Staff now costs 90 mana.
Flare-up Staff now benefits from super power.
Cursed Flares and Release Lanterns now count as flares. Release Lanterns do 60% damage with Flare-up Staff.
Fixed Orb of Light and Markmaker's flare arrows not working with Flare-up Staff.
Fixed Markmaker doing 1 damage.

All weapons in the Hexagon set now ignore 15 defence.
Reduced Hexaspin's damage from 10 to 9, and its hits per second from 10 to 8.
Increased Hexaspin's size by 20%.
Reduced Hexabow's damage from 15 to 11.
Reduced Hexagun's damage from 15 to 12.
Reduced Hexawand's damage from 10 to 8.
Hexawand's hexagons can now only hit up to 8 times, or once if fired.
Hexawand's hexagons now last their intended duration of 10 seconds when orbiting the player, instead of 60.
Experimental: The size of Hexawand's hexagon ring no longer oscillates. This may make it appear more stiff, but slightly improves its accuracy (the oscillation also wasn't entirely intentional).
Fixed Hexawand's hexagons being slowed down by liquids.
Fixed Hexawand's hexagons persisting on death.

Fixed Douvil Scepter's debuff not reducing defence properly.
Increased Douvil Scepter's damage from 18 to 24.
Reduced Douvil Scepter's use time from 42 to 38.
Increased the quantity of Douvil Scepter's projectile dust, and fixed their positioning.
Douvil Scepter's projectiles are now 20% faster and travel in a narrower path.
Douvil Scepter no longer does additional damage if both projectiles hit at once.
(These changes should even out its effectiveness between small and large targets.)

Other items can now be used during Spinfusor's cooldown.
Reduced Spinfusor's damage from 350 to 180.
Spinfusor now uses rockets as ammo.
Fixed the hitbox of the Spinfusor disc explosion being active for the whole animation.
Spinfusor disc's trail no longer lags behind.

Stoffie's solar prominences are now way better at staying apart. Additionally, they are 50% faster in Expert.
Stoffie's homing solar prominences now attempt to constrict you in Expert.
Stoffie now does contact damage at all times, since being able to stand inside of him was confusing.
Finally made Stoffie replace the sun in the background again.
Fixed Stoffie not doing more contact damage in Master.
Sun Flower's Sunball is now much larger.
Fixed Sun Flower's Sunball doing too much direct damage.

Added 2 new food effects.
    Apple
    - Restores 15 life
    - Provides immunity to Poisoned
    Christmas Pudding
    - -25% damage taken
    - Healing Sickness for the duration of the buff
    - Cannot be consumed during Healing Sickness

Fixed Well Fed buffs being able to get overridden if you had another buff.
Made changes to pre-existing food effects.
- Apple Juice now increases healing potion strength by 15.
- Blood Orange now lasts 60 seconds instead of 30.
- Dragonfruit now does 15 damage instead of 25, and pierces all defence.
- Prismatic Punch now does 25 damage instead of 35, and pierces all defence.

Fixed weapons affected by super power not benefitting from prefixes that increase it.
The flow meter is now darker and 50% transparent.
Fixed flow decaying while in use.
Whirlwind Boomerang is now crafted with a Giant Harpy Feather instead of Sunplate Blocks.
Lava Slimes no longer drop lava on death in Expert.
Fixed potions not dropping from bosses outside of Master.
Updated the mixing of Hornlitz's theme.
Fixed Hornlitz not targeting a new player if she's in the middle of an attack.
Fixed Charged Scales and the Backup Strat having no value.
Added Wavy Antenna, a vanity item.
Fixed the Arcane Crystal not increasing mana regeneration due to the experimental mana changes.
Fixed the Amber Staff minigame's indicators and the flow meter not displaying correctly.
Fixed the positioning of Snow Balla's snowballs.
 
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Wow, I have not updated this thread in AGES. GMTMod is very much alive! There's two new bosses, and I'm close to releasing the biggest update it's ever seen: 0.2.1. Check out this huge changelog:

Code:
Added Boss Checklist support!
Added 13 new items. More details below.
Hornlitz, Snow Don and Lad are now more stable in Multiplayer.
Fixed cutscenes completely breaking Steam Multiplayer.
Separately fixed some cutscenes freezing in Multiplayer.
Made various minigames more stable and send less data in Multiplayer.
Fixed loadouts not being cleared in challenges.
Added Deerclops, Lad, Snow Don and Dreadnautilus to Boss Rush. Boss Rush now unlocks after entering Hardmode.
Added summon weapons to Boss Rush.

Added Frostfoot, Frostfan and Frostfume.
Fixed the new Frost Legion spawn logic being garbage collected and reverted to vanilla's, causing many Snowmen and no Snow Angels to spawn.
Fixed Snow Angels freezing other NPCs.
Fixed Snow Angels inheriting a previous NPC's damage, causing them to gain astronomical amounts of damage in Expert and higher due to repeated scaling.
Fixed some other issues with Snowman and Snow Angel stats.
Fixed Snow Globes not starting Christmas.
Snow Don's core now does contact damage while invulnerable, which should make him juggle you less.
Snow Don now has his pipe!
Snow Don now runs REALLY fast if you're too far away, instead of jumping multiple times.
Snow Don is now affected by Warmth Potion.
Snow Don now has a boss icon and health bar.
Snow Don now collapses after losing 3 of his limbs.
Reduced Snow Don's vulnerability period from 15 seconds to 10.
Snow Don now punches more often if he's missing an arm or both legs in Expert.
Snow Don now lowers the Snowmen and Snow Angel spawn limit further. However, he no longer does so while vulnerable in Expert.
Snow Don now drops more snow, ice and slush.
Snowman Gangsta, Mister Stabby and Snow Balla now call Snow Angels for help if they seem stuck.
Mister Stabby is now faster and more accurate.
Snow Balla now throws further and more accurately.
Fixed Frost Legion not ending if Snow Don and a Snowman or Snow Angel die simultaneously.
Fixed Snow Angels sometimes moving in the wrong direction. This also caused them to appear to lag in Multiplayer.
Naturally spawned Snow Angels are now slightly rarer.
Presents carried by Snow Angels now drop different items depending on their colour.
- Blue Presents always drop the Snow Globe.
- Yellow Presents drop consumables and weapons.
- Green Presents drop blocks and vanity items.

Lad now has a proper summon method. Lad Statue is now placeable.
Added Lil' Lad (item).
Lad now has a boss icon and health bar.
Lad now drops Shark Bait (it will be removed from the Water Chest pool in a future update).
Fixed Lad not doing more contact damage in Expert.
Fixed Lad's health not scaling in Multiplayer.
Lad can now despawn.
Fixed some issues with Lad's second phase.

Added a new subworld. It's accessible from the start of the game, but tread carefully...
- Added a new miniboss, and three powerful weapons obtainable from it.
- Static Hook is now obtainable pre-Hardmode in the new subworld. Its range has been reduced from 37.5 tiles to 25 tiles. Alternatively, it is also now sold by the Goblin Tinkerer in Hardmode instead of the Steampunker.
(There's a lot of content planned for this place in 0.3, but I've been working on it for so long that I figured I should release what's been finished so far!)

Added Dave.
Added Dave (language).
Bestiary entries are now fully revealed after a single kill in For the Worthy.
Lad is now much larger in For the Worthy.
Meteor Heads are reverted to their pre-1.0.5 behaviour in For the Worthy.
Fixed Block Swap, the Gravedigger's Shovel and the Digging Molecart in For the Worthy.
Skeletron Prime no longer blows up tiles in For the Worthy.
Several other changes to For the Worthy not documented here, as to...not ruin the surprise.

The Demolitionist now sells Rocket Is instead of the Cyborg.
The Demolitionist now sells Rocket IIs during a Blood Moon, and the Cyborg now sells them unconditionally.
The Demolitionist now sells Rocket IIIs in Hardmode, and the Cyborg now sells them unconditionally.
Added Baby Boom, a launcher sold by the Demolitionist.
Added Heat Seeker, crafted with Meteorite Bars and Wire.
Mindblower now uses rockets as ammo.
Mindblower now ignores 30 defence.
Mindblower is now sold after defeating Eater of Worlds/Brain of Crimson.

Added Glass Blaster, an upgrade to Sand Gun.
Added Anti-Grapple Tiles, crafted with Copper/Tin Bricks and a Hook. Boss Rush's boundaries now use this.
Added the Tool Emblem, crafted with a Copper Pickaxe, Copper Axe and 10 Silver/Tungsten Bars.

Experimental: In Expert, enemies such as Casters, Paladins and Tortoises are no longer stunned by non-Melee damage.
- Necromancers are exempt due to their otherwise unavoidable attack. Cool game!
(These enemies are interesting threats that get totally denied by simple attacks, and kind of feel more like punishment for not hitting them in time as a result. Terraria experts ought to know how these guys really fight! Melee still gets to shut them down, since it's all about getting up close, and you'd otherwise get shut down yourself.)

Experimental: Luck now uses a probability advantage system.
- The following formulas assume n = denominator.
- For positive luck, roll a number from 0 to n, and another from (n * (1 - luck)) to n. Pick the LOWER roll.
- For negative luck, roll a number from 0 to n, and another from 0 to (n * -luck). Pick the HIGHER roll.
(Vanilla luck rerolls are pretty nonsensical, and I was convinced to replace it with a better, more straightforward system. However, it does amplify luck quite a bit, so it may need tweaking.)

Experimental: Made changes to meteors.
- Meteors now fall from smashing Shadow Orbs and Crimson Hearts again.
- Meteorite can now be blown up after defeating Eater of Worlds/Brain of Crimson.
- Meteors no longer fall randomly. In a future update, dropping a Transmitter in Shimmer will cause a meteor to fall (this is currently unsupported by tML).
- Increased the health of Meteor Heads from 26 to 50, and their defence from 6 to 15.
(It's odd to lock Meteorite behind EoW/BoC when there are various, equally powerful items obtainable earlier. One meteor is usually sufficient for crafting, so random spawns are rather unnecessary and destructive.)

Experimental: Reintroduced the vanilla mana regeneration delay, but with different behaviour.
- This was removed by 0.2's experimental mana changes.
- The delay is shorter overall, and low mana shortens the delay instead of increasing it. (0.75s-4.75s > 1s-0.5s)
- Items that reduce the delay (Mana Regeneration Band -50%, Star in a Bottle -25%) are now half as effective.
(I'll probably have to make sure mana isn't regenerating too quickly now.)

Experimental: Damage and healing popups are now snappier.
- Instead of fading in, they appear instanteously, larger and brighter than usual, before quickly returning to normal.
(Let me know if you think their duration or scaling need tweaking!)

Soaring Insignia no longer grants infinite flight. Instead, it trades flight time for speed (yet still increasing distance overall).
(This isn't an experimental change but I still want to explain my reasoning. Endlessly running away is not to be encouraged! Infinite, high-speed flight does just that.)

Snowman Cannon is now a special weapon.
- Covers enemies in frost, adding double its damage to the next hit.

Golf balls now more reliably hit enemies and bounce back to you. They're still a little janky, but at least now it's in your favour.
Golf ball damage is now affected by speed less, making it easier for them to deal the full amount.
Golf-or-Nothing Badge now applies super power to projectiles that aren't golf balls.
You can now golf downwards.
Added Cloudy Club.
Refreshed the golfable projectiles list.
Glove of Attraction has been reworked to pull golf balls towards you much more effectively.
Glove of Attraction is now crafted with Silk and Meteorite Bars.
Orb of Light is now crafted with a Golf Ball and a Fairy, making it obtainable without the Dryad or Shimmer.
Reverted the change where clubs double in size while being swung.
Rocks are now consumable.

Flare-up Staff now pops only 5 flares at a time.
Flare-up Staff now costs 90 mana.
Flare-up Staff now benefits from super power.
Cursed Flares and Release Lanterns now count as flares. Release Lanterns do 60% damage with Flare-up Staff.
Fixed Orb of Light and Markmaker's flare arrows not working with Flare-up Staff.
Fixed Markmaker doing 1 damage.

All weapons in the Hexagon set now ignore 15 defence.
Reduced Hexaspin's damage from 10 to 9, and its hits per second from 10 to 8.
Increased Hexaspin's size by 20%.
Reduced Hexabow's damage from 15 to 11.
Reduced Hexagun's damage from 15 to 12.
Reduced Hexawand's damage from 10 to 8.
Hexawand's hexagons can now only hit up to 8 times, or once if fired.
Hexawand's hexagons now last their intended duration of 10 seconds when orbiting the player, instead of 60.
Experimental: The size of Hexawand's hexagon ring no longer oscillates. This may make it appear more stiff, but slightly improves its accuracy (the oscillation also wasn't entirely intentional).
Fixed Hexawand's hexagons being slowed down by liquids.
Fixed Hexawand's hexagons persisting on death.

Fixed Douvil Scepter's debuff not reducing defence properly.
Increased Douvil Scepter's damage from 18 to 24.
Reduced Douvil Scepter's use time from 42 to 38.
Increased the quantity of Douvil Scepter's projectile dust, and fixed their positioning.
Douvil Scepter's projectiles are now 20% faster and travel in a narrower path.
Douvil Scepter no longer does additional damage if both projectiles hit at once.
(These changes should even out its effectiveness between small and large targets.)

Other items can now be used during Spinfusor's cooldown.
Reduced Spinfusor's damage from 350 to 180.
Spinfusor now uses rockets as ammo.
Fixed the hitbox of the Spinfusor disc explosion being active for the whole animation.
Spinfusor disc's trail no longer lags behind.

Stoffie's solar prominences are now way better at staying apart. Additionally, they are 50% faster in Expert.
Stoffie's homing solar prominences now attempt to constrict you in Expert.
Stoffie now does contact damage at all times, since being able to stand inside of him was confusing.
Finally made Stoffie replace the sun in the background again.
Fixed Stoffie not doing more contact damage in Master.
Sun Flower's Sunball is now much larger.
Fixed Sun Flower's Sunball doing too much direct damage.

Added 2 new food effects.
    Apple
    - Restores 15 life
    - Provides immunity to Poisoned
    Christmas Pudding
    - -25% damage taken
    - Healing Sickness for the duration of the buff
    - Cannot be consumed during Healing Sickness

Fixed Well Fed buffs being able to get overridden if you had another buff.
Made changes to pre-existing food effects.
- Apple Juice now increases healing potion strength by 15.
- Blood Orange now lasts 60 seconds instead of 30.
- Dragonfruit now does 15 damage instead of 25, and pierces all defence.
- Prismatic Punch now does 25 damage instead of 35, and pierces all defence.

Fixed weapons affected by super power not benefitting from prefixes that increase it.
The flow meter is now darker and 50% transparent.
Fixed flow decaying while in use.
Whirlwind Boomerang is now crafted with a Giant Harpy Feather instead of Sunplate Blocks.
Lava Slimes no longer drop lava on death in Expert.
Fixed potions not dropping from bosses outside of Master.
Updated the mixing of Hornlitz's theme.
Fixed Hornlitz not targeting a new player if she's in the middle of an attack.
Fixed Charged Scales and the Backup Strat having no value.
Added Wavy Antenna, a vanity item.
Fixed the Arcane Crystal not increasing mana regeneration due to the experimental mana changes.
Fixed the Amber Staff minigame's indicators and the flow meter not displaying correctly.
Fixed the positioning of Snow Balla's snowballs.
It's here!!! The previous post has been updated with the current changelog.

 
So... does anyone have any idea how to summon any of the bosses? They don't like giving many hints with the boss checklist and the wiki is devoid of any explanation...
 
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