tModLoader Losing is Fun - A fairness mod

I just recently discovered this mod and those that are associated with it and I was excited to try a play-through of this new and harder Terraria.
Not far into the run I noticed that shuriken aren't throwable for some reason which lead me to do some testing and I found out what the two posters before me discovered aswell.
Projectiles of any kind won't spawn (or instantly despawn as it looked like in some cases). This however does not happen when only using your helper mod and Losing is Fun on their own which again lead to some testing.
I found out that combining LiF with either Fargo's Mutant Mod: Summons and Souls from Fargowilta or Better Yoyos from Graydee trigger said bug.
It is very likely that other untested mods combined with LiF will also cause the problem but I hope that you are able to find out why this is happening based on this information.
Hopefully there's a fix for not only the two mentioned mods but also for every other mod that would cause this bug to appear.
Oh and I tested Thorium and other mods that add yoyos and they worked fine so fargo and better yoyos do something specific that interferes with LiF somehow.
 
I just recently discovered this mod and those that are associated with it and I was excited to try a play-through of this new and harder Terraria.
Not far into the run I noticed that shuriken aren't throwable for some reason which lead me to do some testing and I found out what the two posters before me discovered aswell.
Projectiles of any kind won't spawn (or instantly despawn as it looked like in some cases). This however does not happen when only using your helper mod and Losing is Fun on their own which again lead to some testing.
I found out that combining LiF with either Fargo's Mutant Mod: Summons and Souls from Fargowilta or Better Yoyos from Graydee trigger said bug.
It is very likely that other untested mods combined with LiF will also cause the problem but I hope that you are able to find out why this is happening based on this information.
Hopefully there's a fix for not only the two mentioned mods but also for every other mod that would cause this bug to appear.
Oh and I tested Thorium and other mods that add yoyos and they worked fine so fargo and better yoyos do something specific that interferes with LiF somehow.
Thanks for reporting this. I've been very busy with a number of other tasks, but this is the next task in line, and this information helps a lot. I'll look into this and see what I can find out.


Edit: Minor update only; bugs may still be around.

v1.3.1
  • Erroneous version skip :P
  • Update to Mod Helpers v2.0.2
  • Restructured player code
  • Added MP player load bug failsafe
 

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Getting this issue with https://forums.terraria.org/index.php?threads/even-more-modifiers-relaunch-beta.68438/
Code:
Silently Caught Exception: Unable to cast object of type 'Loot.ModifierProjectile' to type 'LosingIsFun.LosingIsFunGlobalProjectileInstanced'.   at Terraria.Projectile.GetGlobalProjectile[T](Mod mod)   at Copy<<ActivateExceptionReporting>b__15_0>(<>c , Object , FirstChanceExceptionEventArgs )
   at TerrariaHooks.TerrariaHooksManager.OnLogSilentException(Action`3 orig, Object self, Object sender, FirstChanceExceptionEventArgs exceptionArgs)
   at Hook<<ActivateExceptionReporting>b__15_0>?52449292(<>c , Object , FirstChanceExceptionEventArgs )
   at Terraria.Projectile.GetGlobalProjectile[T](Mod mod)
   at LosingIsFun.LosingIsFunProjectile.AI(Projectile projectile)
   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.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
   at Terraria.WindowsLaunch.Main(String[] args)
 
Just logged in after three years to say I love you. This mod is pretty much what I was looking for. Especially for nerfing this god-damn bow. This mod isn't a "make it harder" mod, but a necessary nerf for really unecessary mechanics and cheeses.
Nerf yoyos? Very much needed. Buff amber stuff? Good idea, it was a useless mage weapon at the moment you get it. Nerfed reaver shark? Finally fishing != cheese. At least a bit. It is still annoying that you can pretty much get early hardmode ores by storing crates pre hardmode.
The last thing I would request is to somehow buff late-prehardmode or hardmode swords that doesn't shoot a projectile (and maybe swords with hard-to-hit projectiles). Maybe even just increase their size by various percentages. I hate that melee players have an easy time with yoyo's, but everything else that doesn't shoot things is bad for bosses or most enemies in general.
 
v1.4.2.1
  • Recompile fixes config issue...?
v1.4.2
  • Updated for TML11.5
  • Added ranges for some config settings
  • Implemented FloatInputElement for some config settings
v1.4.1
  • Added useTime nerf for Bee's Knees (setting BeesKneesUseTime; 46 vs 23
v1.4.0
  • Updated to MH5b and TML11.4 standards
  • Replaced snake case with camel case
 

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Some ideas since i love the concept:
-3/4 speed for Bees Knees (1/2 kinda kills the usability at that point in the game)
-half crit chance for yoyos and ranged when moving (slower movement speed with yoyos makes it super trash for bosses and no crits at all for ranged when moving makes crit boost gear pretty useless)
-worm teeth drop from dune splicers (they need a useful drop, makes more sense than crimson enemies and is about the same point in progression)
-lucky horseshoe cuts fall damage in half, always leaves you with 1 hp from deadly falls (i don't think dying to rng is fun and makes it useless for hardcore chars)
-nerf for all other pre-hardmode fish tools, mining speed and knockback as well
-minishark sold after beating Queen Bee
-limit of 3 potion buffs at once
-hearts/shadow orbs only destructible after beating EoC (maybe with chat saying protected by a powerful entity or something when attempting to destroy)
-adding bones to recipe for hellstone bars (that stuff is too good before skeletron)
-make demon scythe appear in shadow chests instead of dropped

that's all the pre-Hardmode progression fixes i can think of rn (jungle gear is still available from the start though)

also maybe i'm missing something but these just seem like fun nerfs
  • NPCs won't sell to you if their houses are too close together
  • NPCs won't sell to you if their houses are too far above the ground
  • Added hp bar for mounts (5 hits = 12 second KO)
please keep the mod going it's the closest to an unofficial balance patch i could find :)
 
Some ideas since i love the concept:
-3/4 speed for Bees Knees (1/2 kinda kills the usability at that point in the game)
-half crit chance for yoyos and ranged when moving (slower movement speed with yoyos makes it super trash for bosses and no crits at all for ranged when moving makes crit boost gear pretty useless)
-worm teeth drop from dune splicers (they need a useful drop, makes more sense than crimson enemies and is about the same point in progression)
-lucky horseshoe cuts fall damage in half, always leaves you with 1 hp from deadly falls (i don't think dying to rng is fun and makes it useless for hardcore chars)
-nerf for all other pre-hardmode fish tools, mining speed and knockback as well
-minishark sold after beating Queen Bee
-limit of 3 potion buffs at once
-hearts/shadow orbs only destructible after beating EoC (maybe with chat saying protected by a powerful entity or something when attempting to destroy)
-adding bones to recipe for hellstone bars (that stuff is too good before skeletron)
-make demon scythe appear in shadow chests instead of dropped

that's all the pre-Hardmode progression fixes i can think of rn (jungle gear is still available from the start though)

also maybe i'm missing something but these just seem like fun nerfs
  • NPCs won't sell to you if their houses are too close together
  • NPCs won't sell to you if their houses are too far above the ground
  • Added hp bar for mounts (5 hits = 12 second KO)
please keep the mod going it's the closest to an unofficial balance patch i could find :)
I'm busy with Adventure Mode currently, but I'll try to remember to get back to this mod when I'm done. If you or anyone you know can make PRs, contributions are welcome.
 
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