Sorry for the late reply. I have yet to get around to making a new Wavebank, but I do intend to make one soon-ish.Is the Wavebank still available?
Yeah this seems to be a bug related to TML(?). I did everything needed to make missile drops act like vanilla heart drops (I think I based it off an item from the Example Mod), but this bug still occurs.
I can probably fix this with some additional code, though I kinda wish TML handled it on its own.
I think I mentioned earlier that those are planned to be Expert items.I'm not sure if this has been asked yet but have you considered the powerbomb specials from super Metroid for missile launcher charge abilities?
Yeah pets will be added at some point. I've also been thinking about adding boss-specific weapons, such as a staff that shoots Phantoon fireballs, or a Nightmare laser gun. Maybe even some unique accessories as well.Adding on to this suggestion; when Mods take a leap into 1.4 could there also be master mode boss pets? (Such as Torizo, Serris, Kraid, etc) I would really like a small Nightmare following me around
Funny you mention this, because I definitely want to add this but just haven't got around to it.Is there by any chance there would be a Hunter emblem. Similar to the other emblems, but in the form of a screw attack
Bruh, Gravity Suit requires Hallowed Bars which are dropped from mechanical bosses. LolI think that Phantoon should have been a boss after the mechanical bosses because I only ever fought Kraid so I can get the armor to beat Phantoon, but then you get a new suit right after. Maybe the gravity suit should have some extra cost to it.
Oof, alright. I suppose I can revert this change. I did it to make sure enemy AI didn't get broken, but I'll look into it. I was also thinking of allowing frozen enemies to be stood on, but I'm not sure how useful that'd be considering all of Terraria's mobility tools that trivialize it.Nooooo I loved how you could make helicopters fall to the ground with the ice beam it was one of my favorite things of the ice beam
Yeah this is kind of a TML limitation. When I make open hatches considered as open doors, it breaks things. I may be able to find a workaround, but it looks like it might be hardcoded...question scoot
are hatches supposed to not work as "open" doors?
looking at the coding its counted as a door when its closed but not counted when its open
meaning you cant use them as doors for npc or bed rooms without npcs constantly shifting rooms + the fact that you have to make sure to close doors behind you by hand
i would also suggest adding something like a player proximity based auto close thing if its possible
I may be able to make them auto close, tho.