Looks like you're right. I'd attribute this issue to the random damage variance and the way the DPS meter works making me think it had higher DPS than the Boomstick. The next update will include a change to Noctis to resolve this issue.I have a question.
Why is Noctemis a downgrade from Boomstick? It goes from from (16*4)*1.5 = burst of 64, DPS of 96 of Boomstick, to (12*4)*1.5 = burst of 48, DPS of 72, plus occasional 24 DPS from debuff that doesn't always proc (what's the chance, 33%?), not boosted by equipment and cannot crit, for Noctis, which all combined results in far less damage overall.
Oiling doesn't help, oiled burn ticks far slower than cursed burn, resulting in same DPS, and is it even avaliable pre-HM, before Shotgun ((24*4)*1.33 = burst of 96, average of 128) completely overshadows both?
I wouldn't even know how to start with a system like that- I'd have no idea how to 'add' available bullet types to an item without making a thousand more variants, not to mention that would prevent the right-click targeting functionality for these items.That's some cool stuff.
Though it'd be nice to have bullet sentries functioning in a similar way to certain items like Master's Libram from Thorium - i.e. cycling through bullet types with RMB.
I wouldn't even know how to start with a system like that- I'd have no idea how to 'add' available bullet types to an item without making a thousand more variants, not to mention that would prevent the right-click targeting functionality for these items.
And if I didn't want to require that the player actually add the bullet type to the item, then that would give the player access to a bunch of ammo options with no extra cost, which wouldn't quite seem right to me.
It might be possible to make the item draw ammo from the player's inventory, but that would quickly drain your reserves with multiple sentries, and specifically balancing different ammo types like I have with these items would be very difficult. It's also very possible such a system could have overpowered combinations with other mods.
By right-click, I mean selecting a target with RMB like every summon lets you do- I don't know how to override that, nor do I want to. As for Wrangler targeting, I really wouldn't know how to do that either- I'd have to ask TheLoneGamer.And since the only material for the entire lineup that will be in short supply is S.D.M.G, players are likely to plan ahead and make several sentries in parallel anway.
If you're not completely disinterested, you cold make recipe require about 300-500 of each bullet, except only either Cursed or Ichor, and for RMB functionality, since first recipe require Mechanic, and give it a tooltip that it can be targeted with Wrangler from Expanded Sentries. It currently lacks any RMB, I think, so having targeting on it would be avaliable at the right time and thematic. Engie can't control his sentry without it, after all.
Agree about rapid drain and ammo from other mods, but what do you mean by balancing ammo types?
so recently i downloaded the mod and it refuses to update and keeps crashing my game. love the mod toughTurns out, I think I've managed to find a solution that works better.
3.1.0.1 Changelog
Reduced the ammo amount required to craft the sentry wrenches to 150(was 999).
Now, every sentry wrench with multiple ammo options can be crafted into every other ammo option with 150 of the desired ammo type, and any wrench.
Conversion can be done by hand.
Note that it's possible to convert a wrench into the same ammo type. This is because I used recipe groups; the only other way to do it would be to make about a bajillion extra recipes.
Think of it as a way to wipe the prefix for an ammo cost.
I can't help if you don't provide any logs or information. In Documents/My Games/Terraria/Modloader/Logs, there should be a client.log and server.log.so recently i downloaded the mod and it refuses to update and keeps crashing my game. love the mod tough
I thought about suggesting that, but decided that that way it gets more involved than just making several sentries of desired ammo types.Reduced the ammo amount required to craft the sentry wrenches to 150(was 999).
Now, every sentry wrench with multiple ammo options can be crafted into every other ammo option with 150 of the desired ammo type, and any wrench.
Conversion can be done by hand.
They were cut because none of them really fit my standard of quality, and in the case of the Nuclear Throne weapons, their sound effects actually significantly bloated the filesize.hey i have a question, what happen to the gemspark guns, dusts and the laser and plasma guns?
oh I see, thanks for clarifying this situation, because I currently used them too muchThey were cut because none of them really fit my standard of quality, and in the case of the Nuclear Throne weapons, their sound effects actually significantly bloated the filesize.
Not to mention they were redundant, and laggy.
Ideally, I'd have liked to keep and overhaul them, but sometimes you just have to cut content that isn't up to par.
Some of them might return later though, albeit in a very different form.
With this error, the code that caused the problem seems to be in CalamityGlobalProjectile, not in my summon code. To reiterate, MinionHoverShooter is nearly identical to the version from ExampleMod(the line it points to just sets the timeLeft of the spawned projectile; completely innocent code that's straight from exampleMod), and the Harp summon doesn't have much unusual about it(the line it's pointing to there just runs basic MinionHoverShooter behavior- the unique properties of that summon aren't even what it's pointing to).their seems to be a problem with the "harp Feather" i do remember having problems with this in the past but this time after using it after a short time i'm now frozen in place and cant move
[11:27:38] [1/DEBUG] [tML]: Assembly Resolve: CalValEX_0, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null -> CalamityMod_0, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
[11:28:26] [1/WARN] [tML]: Silently Caught Exception:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CalamityMod.Projectiles.CalamityGlobalProjectile.SetDefaults(Projectile projectile) in CalamityMod\Projectiles\CalamityGlobalProjectile.cs:line 82
at Terraria.ModLoader.ProjectileLoader.SetDefaults(Projectile projectile, Boolean createModProjectile)
at Terraria.Projectile.SetDefaults(Int32 Type)
at Terraria.Projectile.NewProjectile(Single X, Single Y, Single SpeedX, Single SpeedY, Int32 Type, Int32 Damage, Single KnockBack, Int32 Owner, Single ai0, Single ai1)
at LithosArmory.Projectiles.Minions.HoverShooter.Behavior() in LithosArmory\Projectiles\Minions\MinionHoverShooter.cs:line 243
at LithosArmory.Projectiles.Minions.HarpSummon.Behavior() in LithosArmory\Projectiles\Minions\HarpSummon.cs:line 253
at Terraria.ModLoader.ProjectileLoader.AI(Projectile projectile)
at Terraria.ModLoader.ProjectileLoader.ProjectileAI(Projectile projectile)
at Terraria.Projectile.Update(Int32 i)
at Terraria.Main.DoUpdate(GameTime gameTime)
at Terraria.Main.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.SDL2_FNAPlatform.RunLoop(Game game)
at Microsoft.Xna.Framework.Game.Run()
at Terraria.Program.LaunchGame_()
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
at Terraria.FNALaunch.Main(String[] args)
this was never resolved and it seems its still bugged.
another thing that happens is that it just vanishes for no reason....then i respawn it...and after like a few seconds or so its either it vanishes or i freeze in place.
as u can see i froze in place and the foxy despawned