Stolaire
Terrarian
How many of them are duplicates of already existing weapons and/or doesn't broke original META? I think it mandatory to mention itThe mod includes:
639 new weapons and ammo!
How many of them are duplicates of already existing weapons and/or doesn't broke original META? I think it mandatory to mention itThe mod includes:
639 new weapons and ammo!
I... don't know. I just count the number of unique sprites because people like numbers. Like how official updates always mention how many new items they add.How many of them are duplicates of already existing weapons and/or doesn't broke original META? I think it mandatory to mention it
Great example of META break and how to not add new weapons is 1.2.2 update, when Snowman Cannon was added: it's a launcher with highest damage, fastest fire rate at this time and it fires homing missles that can't hurt you, while Rocket and Grenade launchers had less damage, slower, requires aim and caution when shooting. It even better than a Chain gun and Tactical shotgun with rare Chlorophyte bullets, because the only projectile properties that affected by rocket type is damage and destructibility, so it will be homing even with cheapest Rocket I. So, do you have any reason to use another ranged weapons?I'm also not really sure what you mean by 'original meta'. If I want my weapons to be viable, they're going to 'break the meta' simply because they're usable new options.
Well, then... I don't really know for sure if my mod doesn't have anything like that.Great example of META break and how to not add new weapons is 1.2.2 update, when Snowman Cannon was added: it's a launcher with highest damage, fastest fire rate at this time and it fires homing missles that can't hurt you, while Rocket and Grenade launchers had less damage, slower, requires aim and caution when shooting. It even better than a Chain gun and Tactical shotgun with rare Chlorophyte bullets, because the only projectile properties that affected by rocket type is damage and destructibility, so it will be homing even with cheapest Rocket I. So, do you have any reason to use another ranged weapons?
wow its been a while... i been wondering when you would appearIt's been a while, hasn't it?
The prospect of updating the mod to 1.4 has caused me quite a lot of anxiety, so I haven't updated in around 10 months- but TModLoader's 1.4 release is taking forever.
I do not plan to update the mod to its 1.4 alpha or beta- the 1.4 update will only enter development once TMod 1.4 is at full release.
In the meantime, I've made a small update, fixing and tweaking some things mostly, but this update also changed Starsteel equipment to no longer require the Thorium mod.
This is accomplished in the form of the mod's first new enemy, which spawns in the sky layer post-Skeletron and drops Essences of Thunder: The Thunder Elemental!
View attachment 368895
The NPC drops/shops table in the OP has also been updated, hopefully it's more comprehensive now.
I don't know if the mod will receive any other new content until the 1.4 update. With the way things are going, it seems as though TMod 1.4 is going to be a while longer still.
== Starsteel Changes ==
Starsteel items and equipment no longer require the Thorium mod to function.
>Essence of Thunder
Rarity: Green (was Blue)
Sprite updated.
Now also drops from Thunder Elementals, a new enemy that spawns in the sky after Skeletron is defeated
The Grand Thunderbird still drops them.
>Thunder Elemental
Uncommon spawn in the Sky
Appears on the Lifeform Analyzer
AI Type: Bat AI
Damage: 40(Expert: 80)
Max Life: 150
Defense: 8
Drops: 5 Silver, 4-6 Rain Clouds (100%), 6-12 Essence of Thunder (100%)
25% chance to inflict Electrified for 3 seconds (12 damage total, 48 max if you move)
>Starsteel Bar
Can now be crafted at a Furnace
=======================
>Buzz-Axe
Fixed self-damage. Now always deals 50 damage(before Defense), both in Normal Mode and Expert Mode.
>Familiar Bow, Wither Bow
Now velocity is properly affected by charge level; but it will only increase at full charge.
>Iris Wand
Knockback: 0(was 0.5)
Fixes a bug where modifiers that reduce knockback caused the weapon to hit insanely quickly.
>Juice That Makes You Explode
Drop rate lowered from 0.0125% to 0.0075%. (Was too common)
>Littner Longshot
Now actually sold by the Cyborg.
>M41A Pulse Rifle
Now supports Spirit Mod aliens. Secretly does 3x damage to the Alien enemy from the Spirit Mod, instead of 1.5x.
>Needler
Rarity: Yellow (was Cyan)
Use Time: 8(was 7)
Knockback: 0(was 4)
Spread halved.
No longer has a chance not to consume ammo.
Crafting recipe changed.
No longer requires an Ancient Manipulator; can be crafted at a Mythril/Orichalcum Anvil instead
Maximum number of needles that can stick to a target at a time changed to 6.
Added the Super-combine mechanic: When the seventh needle is stuck to the target, causes all the needles to explode. This explosion deals 15x weapon damage.
>Crystal Needle
Knockback: 0(was 2)
Rarity: Yellow (was Cyan)
Crafting recipe changed.
No longer requires an Ancient Manipulator, now also requires 1 Martian Conduit Plating, and makes 150 needles instead of 100.
>Shooting Star
Damage: 900(was 1200)
>Type-1A
Fixed Nova Orb damage being random again
>Walkie-Talkie
Easter egg chance increased to 1% (was 0.1%)
>Sagittarius/Starstorm/Gae Assail/Infinity Big Bang Storm
Now the Moon Lord is properly guaranteed to drop one of these if in Expert Mode.
- Redemption -
<Nukor>
New crafting recipe, in preparation for the removal of the Infected Eye:
10 Xenomite, 5 Starlite Bars, and 5 Biohazard Particles at a Xeno Forge
<Ball Primitive>
New crafting recipe, in preparation for the removal of the Infected Eye:
10 Xenomite, 5 Starlite Bars, and 5 Biohazard Particles at a Xeno Forge
<Mini-Nuke Launcher>
New crafting recipe, in preparation for the removal of the Infected Eye:
10 Xenomite, 5 Starlite Bars, and 5 Biohazard Particles at a Xeno Forge
<Radioblobber>
New crafting recipe, in preparation for the removal of the Infected Eye:
10 Xenomite, 5 Starlite Bars, and 5 Biohazard Particles at a Xeno Forge
Well, at the moment it's not going at all. The plan was to update it to 1.4, but the prospect of making such a huge update has been so daunting that I've been too put off to do anything.if I may ask, how is progress on 1.4 going?
P.S, the cannon weapons are really good.
1.4 kinda already gotten into a stable state at the moment thou as far as i know.Small update: Given the fact that 1.4 TModloader is still in active development, and there are so many issues I don't know how to fix thanks to barely being a coder at all, I think I'm going to wait until 1.4 TModloader gets into a more stable state, at the very least. At present it would take me ages to update anything, and some of my work would likely be undone by future releases.
This whole thing is enough of a stress on my mind in combination with all the other stuff going on in my life.
No. To be honest, even just thinking about working on it further stresses me out far too much. I can't really say for certain if it will ever be updated.has any work been done on the 1.4 version of this mod?
you have my full support on whatever u decide on.No. To be honest, even just thinking about working on it further stresses me out far too much. I can't really say for certain if it will ever be updated.
If it ever does, I would have to get into a healthier mindset- but then, I'd probably be just as likely to start work on an entirely new mod instead.
Quick question, but would you mind if someone else makes that port? I wanted to try my hand at Terraria modding and figured porting some weapons could be a good start to my journey.No. To be honest, even just thinking about working on it further stresses me out far too much. I can't really say for certain if it will ever be updated.
If it ever does, I would have to get into a healthier mindset- but then, I'd probably be just as likely to start work on an entirely new mod instead.
Go ahead. The mod is open-source(you can decompile it ingame), so if you want to try porting it you're welcome to it.Quick question, but would you mind if someone else makes that port? I wanted to try my hand at Terraria modding and figured porting some weapons could be a good start to my journey.