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tModLoader Grox The Great's Mods O' Magic Revamped

Grox The Great

Developer
Re-Logic
I do need to make new screens lol, it's on my to-do list.

1.0.4 is out, and with it a few minor fixes and 2 major ones: if you've ever used an endless musket pouch with a bone musket and noticed it dissapearing, the musket was accidentally eating it. That's been fixed. The Decryptor not only no longer eats endless quivers, it can also fire from having just that. (as before there was a check to ensure at least 3 arrows existed)

0 libsystem_kernel.dylib 0x963ac69e __pthread_kill + 10
1 libsystem_pthread.dylib 0x9b3c9fd5 pthread_kill + 101
2 libsystem_c.dylib 0x91a87efe abort + 156
3 libmonosgen-2.0.1.dylib 0x0015c50f mono_handle_native_sigsegv + 687
4 libmonosgen-2.0.1.dylib 0x001b4f5d sigabrt_signal_handler + 109
5 libsystem_platform.dylib 0x9bdde03b _sigtramp + 43
6 ??? 0xffffffff 0 + 4294967295
7 libmonosgen-2.0.1.dylib 0x001b4ef0 sigusr1_signal_handler + 272
8 libsystem_c.dylib 0x91a87efe abort + 156
9 libmonosgen-2.0.1.dylib 0x0031255c monoeg_g_logv + 188
10 libmonosgen-2.0.1.dylib 0x0031258b monoeg_assertion_message + 43
11 libmonosgen-2.0.1.dylib 0x001c098f mono_class_create_from_typedef + 303
12 libmonosgen-2.0.1.dylib 0x001c1551 mono_class_get_full + 177
13 libmonosgen-2.0.1.dylib 0x001c07ec mono_class_from_name + 1180
14 libmonosgen-2.0.1.dylib 0x001bffca mono_class_from_typeref + 330
15 libmonosgen-2.0.1.dylib 0x001c163a mono_class_get_full + 410
16 libmonosgen-2.0.1.dylib 0x001c16b0 mono_class_get + 32
17 libmonosgen-2.0.1.dylib 0x00221543 mono_metadata_parse_type_internal + 723
18 libmonosgen-2.0.1.dylib 0x0022254d mono_metadata_parse_mh_full + 1021
19 libmonosgen-2.0.1.dylib 0x001f4ede mono_method_get_header + 638
20 libmonosgen-2.0.1.dylib 0x000dab9e mono_method_to_ir + 702
21 libmonosgen-2.0.1.dylib 0x000bc111 mini_method_compile + 5969
22 libmonosgen-2.0.1.dylib 0x000bdceb mono_jit_compile_method_with_opt + 1755
23 libmonosgen-2.0.1.dylib 0x000be9a5 mono_jit_runtime_invoke + 437
24 libmonosgen-2.0.1.dylib 0x0027d9ee mono_runtime_invoke + 126
25 libmonosgen-2.0.1.dylib 0x002848b4 mono_runtime_invoke_array + 1332
26 libmonosgen-2.0.1.dylib 0x001eb3a6 ves_icall_InternalInvoke + 1286
27 ??? 0x00662c00 0 + 6695936
28 ??? 0x00662b30 0 + 6695728
29 ??? 0x00661db0 0 + 6692272
30 ??? 0x00661c0c 0 + 6691852
31 ??? 0x74d8da18 0 + 1960368664
32 ??? 0x74d79b88 0 + 1960287112
33 ??? 0x74d79194 0 + 1960284564
34 ??? 0x00654c9d 0 + 6638749
35 libmonosgen-2.0.1.dylib 0x000beb2c mono_jit_runtime_invoke + 828
36 libmonosgen-2.0.1.dylib 0x0027d9ee mono_runtime_invoke + 126
37 libmonosgen-2.0.1.dylib 0x0027db5c mono_runtime_delegate_invoke + 140
38 libmonosgen-2.0.1.dylib 0x0025526d async_invoke_thread + 2141
39 libmonosgen-2.0.1.dylib 0x0024ef75 start_wrapper + 549
40 libmonosgen-2.0.1.dylib 0x0030db3d inner_start_thread + 253
41 libsystem_pthread.dylib 0x9b3c7ecf _pthread_body + 138
42 libsystem_pthread.dylib 0x9b3c7e45 _pthread_start + 162
43 libsystem_pthread.dylib 0x9b3c5f0e thread_start + 34

This is definitely a mac problem, and unfortunately I cannot help with mac problems as I myself do not own a mac. :(

Suggestion: some upgrade version of those hallow sword/corrupt hammer summons. Leave trail when moving, shoot projectiles when spinning, etc.

And I think Omni Blade, as a near end-game weapon, needs some buff. At least its projectile should be able to phase through blocks.

If anything Omni Blade may need a nerf as the blade does a good 30 damage more then meowmere (omni blade's base damage is 130). I've kept it this high because meowmere's projectiles are large, bounce, and move quickly, while Omni Blade's projectile is fast and homes, but is much smaller. What makes this crazier too is Omni Blade can be obtained before Moon Lord, meaning it's stronger then meowmere yet is gained before it.

so that explains why ive been playing a OP one man army since i got the barbarian armor set(s), also i feel the barbarian doesnt have enough cheese prevention attacks, the projectiles it throws are good, but ive more often than not avoided them, perhaps you could make the projectiles homing slightly, in exchange for a small damage down to keep it from being a death wish.

Barbarian is fairly hard to avoid right now anyway, i've attempted to make cheesing him difficult but I don't want him to have attacks so powerful it becomes unfair. If you mess up even slightly he can go into spear-chucking mode and it goes from a pattern to panicking and dodging all of his spears lest you get hit and suffer the consequences. If you *do* get hit, you usually get Hemmorhaged, which is a severe debuff because it slows you down immensely.

If you think this still is too easy, I'll look into it, but I think he's fairly reasonable right now since you also need to deal with other zombies as well as him. If it was just him, then you might have a different story.

Also don't forget you can have more then one barbarian at the same time, either by using the bloodshed talisman/pendant of pain or having more then one player on a server (or, god help you, both), so things can get crazy really fast, which is why he has these openings.
 
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Lunatic Lobbyist

The Destroyer
Is it possible for some start-of-the-game spawns to be delayed a bit in regards to when they're encountered? Specifically the golems. Upon immediately starting a new world, it can be a bit rough when you encounter an earth golem coming at you right next to spawn in the forest, and all you have is your starting copper shortsword.

I'm thinking it would help if some of these mobs (at least those that can spawn in the center forest right at the start) could be restricted at the beginning to the outer 2/3's of the map, or after triggering something like killing one boss, or getting a couple NPC's.


Loving everything else so far. Currently having a blast with the bee-themed armor set that summons two lightning-powered bee drones.
 
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Grox The Great

Developer
Re-Logic
Is it possible for some start-of-the-game spawns to be delayed a bit in regards to when they're encountered? Specifically the golems. Upon immediately starting a new world, it can be a bit rough when you encounter an earth golem coming at you right next to spawn in the forest, and all you have is your starting copper shortsword.

I'm thinking it would help if some of these mobs (at least those that can spawn in the center forest right at the start) could be restricted at the beginning to the outer 2/3's of the map, or after triggering something like killing one boss, or getting a couple NPC's.


Loving everything else so far. Currently having a blast with the bee-themed armor set that summons two lightning-powered bee drones.

Earthwrought Golem is easy pickings if you use your pickaxe or hammer instead of your shortsword. I may make him only appear on the outer 2/3s of the map, but only in normal mode. In expert you're expected to know how to handle yourself anyway. :p
 

Terra B Welch

Empress of Light
Earthwrought Golem is easy pickings if you use your pickaxe or hammer instead of your shortsword. I may make him only appear on the outer 2/3s of the map, but only in normal mode. In expert you're expected to know how to handle yourself anyway. :p

I never knew about using a hammer on golems, I'm learning something new every day!

But yeah, even with a copper pickaxe(I always ditch the shortsword in favor of the pickaxe's arc swing) I find the dirt golems easy pickings.
 

Smackydafrog

Terrarian
Hmm that's weird, I don't remember ever installing the epicness mod...
Now I feel weirded out.

Unless they are thorium, calamity or tremor's. Can't be nightmare or nightmares unleashed as they haven't been updated and the only time I've seen them is when epicness is installed.

On another note is folding going to be added to boss checklist? He's not on mine, which is outdated.
 

Terra B Welch

Empress of Light
Unless they are thorium, calamity or tremor's. Can't be nightmare or nightmares unleashed as they haven't been updated and the only time I've seen them is when epicness is installed.

On another note is folding going to be added to boss checklist? He's not on mine, which is outdated.

ICUs are from Joostmod, I found that out with cheatsheet.

Also I do hope Folvine is put on the boss checklist.
 

Joost8910

Dungeon Spirit
Your enemies are fun lol I'm used to dealing with ICU's in expert xD

Unless they are thorium, calamity or tremor's. Can't be nightmare or nightmares unleashed as they haven't been updated and the only time I've seen them is when epicness is installed.
Using helpful hotkeys will allow you to press a button over a modded enemy and it will tell you what mod it is from, that way there isn't too much confusion over ICU's and whatnot in the future.
 

Grox The Great

Developer
Re-Logic
Also I do hope Folvine is put on the boss checklist.

Folivine (and Barbarian even though he isn't really a 'boss' he's the placeholder end mob of the horde right now) should be on the boss checklist already, I added support for it early on when jopo first announced it on the tmodloader chat. Is it not appearing in the list lol?

what are the requirements for the npc's to spawn?

If you mean the town npcs then the requirements are as follows:

Miner and Bug Catcher require the Eye of Cthuhlu to be defeated.
Horde Zombie requires the Horde to have been defeated at least once. You can obtain Horde Zombie pre-eoc if you fight and beat the horde before defeating him.

All town npcs require the usual of town npcs. (ie a home, the house not being in corruption/crimson etc.)

If you mean another npc you'll need to be a little more specific. :p
 

Terra B Welch

Empress of Light
I guess I don't pay enough attention to the list... Folivine is there.

Also I really wish the checklist mod's boss order had a config so people could set their personal boss orders...
 
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