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tModLoader Orchid Mod

Verveine

Plantera
logo.png


Hello there,
My name is Verveine, and this mod will be covering the ideas I had the courage to bring to life in the game.

I see this as a challenge to myself, you can expect less content than other "content" mods out there, but i'll be making as much quality as I possibly can.

The mod is available for download on the Mod Browser

A lite version of the mod, featuring only the mineshaft is also available on the Mod Browser.


It adds, for now, a decayed mineshaft structure you can find in the center of your world, giving you a smoother and more exciting start in the game if you can get down there, and a new class, the Shaman Class, a close-ranged magician empowering himself to defeat his foes.


Feel free to join us on Discord, and blame me for this terrible mod !
Join the Orchid Mod Discord Server!

Thanks to @Barometz , we now have a wiki !

Current version known bugs // Upcoming Features :
- Phoenix blaster sometimes spawning in mineshaft chests (oops).
Forum4.png

A shaman with the Harpy set, standing next to a shaman weapon.

Redirect : Detailed and exhaustive information about the class.

The Shaman class aims to take a new approach on magic spells in Terraria.
The class deals Shamanic Damage, a new damage type, and every weapon will grant you an empowerment lasting for a few seconds.
It has it's own non-intrusive UI to help the player keeping track of his active empowerments, their upgrades, and remaining time.

Note that the Shaman is fully fleshed out, with content for every stage of the game !

Forum7.png

Two shaman weapons you can find during your journey

You can use Shaman accessories to customize these empowerments, and give them some effects to spice up your gameplay !
An icon will be displayed on the UI if your shamanic empowerment has been enhanced.

Forum8.png

A few shaman accessories you can find through your journey.

Forum6.png

On the left : An early game shaman UI.
On the right, A late game one, with ways too many accessories on.


Some Weapons will grant you stacking effects, doing something neat when reaching a certain number of stacks, such as buffing the player, or releasing a shower of cursed flames on your foes.
These acts as base weapons to the class, giving the player something to start the fight with without losing efficiency !

Forum5.png

Who knows what you'll find in these crates ?

Capture 2019-04-07 04_08_57.png

Capture 2019-04-15 15_58_32.png

@Yuyutsu , @East , @KittyKitCatCat and Ayshia for helping me early on.
@Barometz for single-handedly making the wiki, and a single, very important, weapon sprite.
@catsounds for asking to have his name here redoing a lot of sprites for the mod.
@Peach Head for (sometimes) watching over the discord while I sleep.
The Tmodloader Discord Community (especially @direwolf420 and @jopojelly ) for helping with the code.
Re-Logic for creating this game.
The Tmodloader Team as a whole for creating this awesome API.

Legend :
Older Versions
Current Version

v1.2 :
- Release


v1.2.0.1 :
- Changed the TmodBrowser homepage link to the forum mod page.
- Added Miner armor to Mineshaft Crates loot table.


v1.2.1.0 :
- Smoothed the mineshaft appearance when changing biomes
- Added more room types to the mineshaft
- Fixed floating ingots glitch
- Randomised ingots type when spawning the mineshaft (no more piles of copper bars only)
- Balanced mineshaft loot (kinda ?)
- Polished mineshaft generation overall
- Haunted the mineshaft
- Added mineshaft chest (locked)
- Added a way to open said chest :)
- Added a custom item to fill chest (no spoilers !)
- Changed the mod icon
- Started implementing ruins structure (not available yet)


v1.2.1.1
- Optimized code, fixed mistakes.
- Lightened the generation process a bit.
- Haunted Candle will now spend less time invisible, and be a bit more useful.


v1.2.2.0
- Fixed a bug where the ghost wouldn't map the mineshaft correctly.
- Copper key will now stacks in piles of 1 instead of 99
- Added Shaman, a new class playable over the pre-hardmode part of the game.
- Added 14 Shaman Weapons.
- Added 1 Shaman armor.
- Added 9 Shaman Accessories.
- Added Harpy Talon (post EoC material).
- Added Shaman UI.


v1.2.2.1
- Shaman UI position will now scale with screen size.
- Shaman UI will not display anymore if the player inventory is open.
- Added /UI command, reloading the Shaman UI.
- Waxy Vial bees will now spawn in a more consistent way.
- Molten Ring droplets will now spawn in a more consistent way.


v1.2.2.2
Additions :
- Added Adorned Branch in surface Wooden Chests.
- Added Meteor Phasestaff.
- Added Depths Baton.
- Added Shamanic Empowerment Potion and corresponding buff.
- Added Amber Idol.
Changes :
- FIXED (all?) RANDOM CRASHES OCCURING WHEN LOADING THE UI
- Shaman projectiles will not be tagged as "magic" anymore.
- Changed the /UI command description.
- Changed Blum tooltip.
- Changed Blum and Perishing Soul use sound.
- Fixed a bug where trying to open a Locked Miner Lockbox located directly next to another one would have weird consequences.
- Locked Miner's Lockbox is no longer a workbench.
- Locked Miner's Lockbox is now an actual chest.
- Changed Topaz Idol sprite.
- Changed Harpy Tunic female sprite.
- Amber Scepter will now increase life regeneration
- REMOVED HEROBRINE.


v1.2.2.3
Shaman content update

Additions :
- Added a room to the mineshaft (thanks Five)
- Added Cobalt Spangenhelm.
- Added Palladium Spangenhelm.
- Added Mythril Spangenhelm.
- Added Orichalcum Spangenhelm.
- Added Adamantite Spangenhelm.
- Added Titanium Spangenhelm.
- Added Hallowed Spangenhelm.
- Added Chlorophyte Spangenhelm.
- Added Shaman Emblem (Obtainable by killing the Wall of Flesh).
- Added Spectral Skull.
- Added Heavy Bracelet (Obtainable by killing mimics).
- Added Shamanic Magnet.
- Added Cobalt Scepter.
- Added Palladium Scepter.
- Added Mythril Scepter.
- Added Orichalcum Scepter.
- Added Adamantite Scepter.
- Added Titanium Scepter.
- Added Sanctify.
- Added Broken Hero Scepter (Obtained by killing Mothron)
- Added True Sanctify.
- Added True Depths Baton.
- Added Terra Scepter.
- Added Bulb Scepter (Obtainable by killing Plantera).
- Added Martian Beamer (Obtainable by killing Martian Saucers).
- Added Ice Flake (Obtainable by killing Ice Queens).
- Added Abyss Fragment (Obtainable by killing Lunatic Cultist).
- Added Abyss armor set.
- Added Abyss Stormcaller.
- Added Abyss Predinct.
- Added Nirvana (Obtainable by killing Moon Lord).
- Added The Core (Obtainable by killing Moon Lord).
- Added Rune Scepter (Obtainable by killing Rune Wizard).
- Added Pirate's Glory (Obtainable by killing Flying Dutchman).
- Added Crystal Scepter.
- Added Goblin Stick (Obtainable by killing Goblin Summoners).
- Added Corrupt Cane.
- Added Ichory Cane.
- Added Reviver of Souls.
- Added Lizhard Silk (obtainable by killing Lizhards)
- Added Sun Priest armor set.
- Added Sun Ray (Obtainable by killing Golem).
Changes :
- Increasing your shamanic critical strike chance will now actually increase your shamanic critical strike chance.
- General Vanilla critical strike chance and damage enhancing items (such as Destroyer Emblem) and buffs (Well fed, Wrath, Rage) will now increase shamanic damage and critical strike chance.
- Harpy Tunic animation has been changed a bit.
- Changed Vile Spout and Spine Scepter tooltips.
- Vile Spout and Spine Scepter are not classified as magic weapons anymore.
- Fixed a bug where the shaman UI wouldn't stop displaying after drinking a mana potion.
- The Shaman UI will now stay visible for 3 seconds without empowerments active before disappearing.
- Changed Blum Tooltip
- All gemstone scepters have been reworked to make them more practical and unique.
- Gemstone scepters projectiles will now emit light.
- Only 1 mineshaft ghost will be able to spawn at once.
- Feather Scepter projectiles will now spawn at the tip of the weapon
- Meteor Phasebeam mana cost changed from 2 to 10, but the weapon will now shoot longer per use (leading to an overall mana cost reduction), and the mana cost will be reduced for each active shamanic empowerment.
- Fixed Haunted Candle sometimes sliding for no reason.
- Changed Haunted Candle sprite.
- Bee Seeker damage reduced by 3, but increased by 5 if you are covered in Honey.
- Shamanic critical strike chance, damage and damage resistance empowerments will now give 4% instead of 5% per tier.
- The Locked Miner's Lockbox cannot be broken anymore.
- Increased Blum's damage by 1, the weapon speed will now scale with the number of active shamanic empowerments.
- Nerfed Vile Spout and Spine Scepter base range, their range will now scale with the number of active shamanic empowerments.
- Depths Scepter will now shoot a beam is you have at least 3 active shamanic empowerments.
- Perishing Soul projectile will now spend more time mid-air before being launched, but will take less time to load if you have multiple active shamanic empowerments.
- Spore Caller will now empower it's next use if the projectile hits past half it's lifespan.
- Feather Scepter projectile shouldn't hurt your eyes anymore when it gets bigger.
- Changed Feather Scepter tooltip, it will now shoot one more projectile if you have 3 or more active shamanic empowerments.
- Mineshaft Pickaxe will now allow the player to turn around when using it.
- The Shaman UI will now display shamanic empowerment effectiveness upgrades(the cross symbol) up to +10 (instead of +3) using a color gradient.
- Shaman Weapons tooltips now have some color to improve readability.


v1.2.2.4
Shaman early-game buffs and content update.

Additions :
- Added Gemstone Tiaras.
- Added Dark Shaman set.
- Added Blood Shaman set.
- Added Scepter of Starpower.
- Added Shadow Weaver (Corruption Orbs).
- Added Blood Caller (Crimson Hearts).
- Added Spirited Water (Dungeon Chests).
- Added Spirited Wax.
- Added Venom Sigil (Black Recluse drop).
- Added Toxic Sigil.
- Added Prismatic Idol.
- Added Enchanted Scepter.
Changes :
- Spine Scepter is now craftable.
- Spine Scepter now gives life regeneration on hit.
- Balanced Spine Scepter range.
- Balanced Vile Spout range.
- Fixed a typo in The Core tooltip.
- Changed a lot of weapon sprites (thanks catsounds !) :
- Spine Scepter
- Vile Spout
- Perishing Soul
- Blum
- Meteor Phasestaff
- Depths Baton
- True Depths Baton
- Sanctify
- True Sanctify
- Adamantite Scepter
- Cobalt Scepter
- Reviver of Souls
- Terra Scepter
- Changed Waxy Vial sprite.
- Fixed Sun Ray tooltip.
- Changed Perishing Soul tooltip.
- Reduced Harpy Talon drop chances.
- Made Blood Caller and Shadow Weaver to be dropped by Shadow orbs and Hearts.
- Reduced Blum drop chance.
- Temporarily removed mineshaft ghost
- Temporarily removed mineshaft chest


< v 1.2.2.6 >
Bugfixes and polishing

Additions :
- Added Chlorophyte Scepter (Craft).
- Added Fire Bat Scepter (Shadow chests - 1/6).
- Added Harpy Anklet (Craft).
- Added Harpy Agility Potion (Craft).
- Added Sun Priest Cloak (Craft).
- Added Sun Priest Satchel (Craft).
- Added Mourning Torch (Mourning Wood Drop - 1/12).
- Added Sun Priest Torch (Craft).
- Added Ichor Scepter (Craft).
- Added Corrupt Scepter (Craft).
- Added Treasured Baubles (Undead Miner drop - 1/5).
Changes :
- Added an indicator for the current empowerment level on the shaman UI.
- Moved all shamanic empowerment upgrades and bonus icons 10 pixels to the right on the shaman UI.
- Moved all shamanic empowerment upgrades will now stack to the right-most place available on the shaman UI. No more gaps between them.
- Added Adorned Branch to Wooden Crates loot table (1/45).
- Added Spirited Water to Golden Lock Box loot table (1/7).
- Added Shadow Weaver to Corrupt Crate loot table (1/36).
- Added Blood Caller to Crimson Crate loot table (1/36).
- Reduced the amount of dust emitted by Scepter of Starpower projectiles when close to disappearing.
- Fixed a mistake in Meteor Phasestaff tooltip.
- Made the spawn of bees caused by Waxy Vial or Spirited Wax prettier.
- Mineshaft Crates can now drop 5-10 bombs instead of 5-9, will drop 20-50 flares instead of 20-49 when a flare gun is dropped, and can now drop the Enchanted Scepter, at 1% rate. Bombs droprate lowered from 8% to 7%.
- Changed Abyss Precinct sprite (another cat resproot :) )
- Changed Sun Priest Hood sprite and spritesheet.
- Changed Sun Priest armor set effect dusts.
- Sun priest armor set smites cannot apply venom/poison/toxic sigil poison anymore, nor spawn SpectralSkull souls or proc Spirited Water/Wax Mana and life regeneration.
- Changed Abyss Precinct tooltip and orbs appearance.
- Heavy Bracer is now visible on character.
- Spirited Water is now visible on character.
- Waxy Vial is now visible on character.
- Spirited Wax is now visible on character.
- All Gemstone Idols are now visible on character.
- Prismatic Idol is now visible on character.
- Melted Ring is now visible on character.
- Changed Melted Ring name to Molten Ring.
- Nuisance debuff will not show anymore if the player has no active shamanic empowerments.
- Changed Abyss Stormcaller sprite.
Fixes :
- Fixed Prismatic Idol tooltip.
- Fixed a graphical issue where the icons displayed above shamanic empowerment timer bars where 1 pixel too small.
- Fixed Blood Caller tooltip.
- Fixed an issue where de Diamond Tiara would give +100% shamanic damage instead of +10% (oopsie).
- Fixed 25 shaman projectiles being tagged as "magic".
- Removed and optimised a lot of code, while making it a tiny bit easier to read for our brave wiki editor 💙.
- Fixed a visual glitch with Reviver of Soul flames animation.
- Fixed the spawn position of Goblin Stick projectiles, made them visible, and reduced the quantity of dust they emit.
- Re-wrote how "orb weapons" works. You should not feel any difference.
- Fixed a crash occuring when placing either Spectral Skull or Melted Ring in a vanity slot.
- Fixed Depths Baton tooltip.
- Fixed a bug where you would keep orb weapons stacks after respawning.
- Terra Scepter will now properly give a level IV empowerment.
- Abyss Precinct will now properly give a level V empowerment.
- Fixed Terra Scepter tooltip.
- Fixed True Depths Baton tooltip.
- Fixed Terra Scepter homing orb damage to properly take player shamanic damage into account.
- All of Nirvana Projectiles will now properly give a level V empowerment.

< v 1.2.2.7 >
Shaman Prefixes, Remixes, and more fixes.

Additions :
- Added 2 small mineshafts to the world. (around 1000 blocks away from spawn in each direction).
- Shaman Weapons can now be reforged.
- All vanilla "global" and "common" prefixes can be obtained, with the exception of those that modify the weapon critical strike chance.
Added 19 prefixes, specific to shamanic weapons :
- Studious
- Hopeful
- Unique
- Challenged
- Useless
- Pathetic
- Focused
- Balanced
- Effervescent
- Enraged
- Ethereal
- Complex
- Occult
- Diabolic
- Voodoo
- Magnetic
- Runic
- Conjuring
- Occult
- Diabolic
- Spirited
- Magnetic
- Runic
- Conjuring
- Voodoo
Added 2 prefixes, specific to accessories :
- Natural (+1s shamanic empowerment duration)
- Spiritual (+2s shamanic empowerment duration)
- Added Hallowed Baubles (Craft)
- Added Fragile Present (SANTA-NK1 drop - 1/12)
- Added Sinister Present (Craft)
- Added Abyssal Wings (Craft)
- Added Avalanche Scepter (Ice Chests - 1/7)
Changes :
- Re-wrote how Rune Scepter damage is calculated (you should not see any changes).
- Treasured Baubles will now affect Ichor Scepter, Corrupt Scepter and Terra Scepter.
- Sun Priest torch and Sun Priest Satchel are now vanity items, dropped by lihzahrds, and cannot be crafted anymore.
- Fragile Present inherited Sun Priest Satchel effect.
- Sinister Present inherited Sun Priest Torch effect.
- Mineshaft ore bars will not spawn in piles of random bars anymore, but in a pile of a random, set, bar.
- The Miner Lockbox (unlocked) will now spawn again in the mineshaft, making the Haunted Candle obtainable.
- Enchanted Scepter spawnrate in Gold Chests is now 1/9.
- Mineshaft Crates and Mineshaft Pickaxe tiles are not detected by spelunker effects.
- Blood Shaman armor set effect will restore 2 hp, but has now a cooldown of 1 sec.
- Changed Shamanic Magnet recipe.
- Molten Ring and Blum droprate increased to 5% (from 3.33%)
- Changed Molten Ring droplets appearance and dust.
- Reduced Dark Shaman and Blood Shaman sets armor to (3/4/3 (10)), and reduced their value.
- Adorned Branch will now shoot more projectiles if you have 2 or more active shamanic empowerments.
Fixes :
- Fixed Chlorophyte Scepter tooltip.
- Fixed Mourning Torch tooltip.
- Fixed Heavy Bracer tooltip.
- Fixed Abyss Precinct fragment and Chlorophyte Scepter crystal spawn position with Treasured Baubles equipped.
- Corrupt Scepter is now craftable. (Sorry -.-)
- Ichor Scepter is now craftable.
- Fixed a bug where shamanic orbs would sometimes not disappear, or behave weirdly with Treasured Baubles equipped.
- Fixed Emerald and Sapphire Idols rarity.
- Fixed Meteor Phasestaff rarity.
- Fixed Harpy Anklet and Harpy Agility Potion not working in some cases. Also changed how the potion works, it's sprite, name, and made it to increase harpy anklet damage.
- The Shaman UI will now appear higher when an invasion UI, so it doens't overlaps the progress bar.
- Fixed shamanic orbs sometimes spawning at the wrong place if you're mowing fast while attacking.
- Cobalt and Palladium Spangenhelms are now properly crafted at a normal anvil.
- Fixed Shaman Emblem rarity.
- Gemstone tiaras will now properly give 6% increased shamanic damage. Not 60%.
- Fixed Titanium and Hallowed Spangenhelms value.
- Crit chance will now properly be displayed on all shamanic weapons.
- Blum will now properly have 4% base crit chance, not 0%.
Weapon Changes :
- Meteor Phasestaff base Mana cost increased to 13, and damage is reduced with projectile distance travelled. Also changed dusts.
- Perishing Sould : Redid the dust work to be more clear.
- Spore Caller : Changed Weapon sprite and Buff tooltip.
- Terra Scepter : Changed Buff Sprite, rarity, and value.
- Enchanted Scepter : Changed weapon sprite.
- Bee Seeker : is now "The Hive", an orb weapon, projectiles no longer homing, changed value.
- Feather Scepter : projectiles will not disappear instantly when they touch the ground, no longer get bigger, and their their damage increase is now indicated with dust.
- Chlorophyte Scepter and Abyss Precinct : changed crystal leaf and abyss fragment sprite and/or positioning to avoid overlapping with other orb weapons' orbs.
- Corrupt Scepter and Ichor Scepter : both cannot shoot more than 1 projectile at once anymore, reworked projectile and shower projectile dusts, changed value.
- Fire Bat Scepter : projectiles will now spawn at the tip of the weapon, pierce up to 15 enemies, and have a reduced detection radius when homing. Also fixed weapn value.
- Enchanted Scepter : projectiles will now spawn at the tip of the weapon.
- Rune Scepter : Mana cost increased to 7.
- Depths Baton and True Depths Baton : Projectile will now go through tiles when not going staight (allows to use it on flat surfaces).
- Pirates Glory : Changed projectile dust, will now iflict Midas for 5 seconds if you have 3+ empowerments, will now grand speed empowerment III, changed use sound, use animation, use time, mana cost, value, and rarity.
- Blood caller and Martian Beamer : Changed projectile dust.
- Adamantite Scepter : will not shoot more projectiles anymore at the end of an orb cycle, but the shots will deal double damage, changed weapon tooltip.
- Crystal Scepter : changed value.
- Bulb Scepter : changed rarity.
- Sun Ray : Is now a channeled beam weapon, adapted stats.

- A lot of weapon empowerment level and/or types have been changed :
- Level 1 : Start -> End of evil biome (included).
- Level 2 : -> End of PreHM
- Level 3 : -> Mechanical Bosses loot
- Level 4 : -> Golem loot
- Level 5 : -> end.
 

Attachments

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N1NJ4M4573Rftw

Plantera
You know I just came from Project_Logic saw this mod clicked on it and saw what it added, I don't think my eyes a deceiving me any but xD and I am joking about this a full on Minecraft rip-off but better then minecraft xD please this is only a joke xD
 

Icegod101

Official Terrarian
I look forward to the potential of this mod, would be nice to spice up the overworld/underground for a change
 

Peach Head

Official Terrarian
holy moly your link to homepage doesn't lead to a discord, thank god xd

i love it when mods add structures, this is great
is this mod going to be structure-related or content based?
 

Verveine

Plantera
holy moly your link to homepage doesn't lead to a discord, thank god xd

i love it when mods add structures, this is great
is this mod going to be structure-related or content based?
This is not going to be geneation (or structure) related as a whole, I'm just going to implement my ideas, and make sure they are balanced for vanilla game at all time.

Nb : it used to link to a discord for the first day, but I hate that as well, so I made this page as soon as possible ^^

Thanks for the feedback guys :)
 

Peach Head

Official Terrarian
i'm really stoked, more content in prehardmode is always appreciated by me dudeo, i think new mechanics is a good idea for this mod

it already looks great pal
 

Sumenora

Plantera
Their is a problem with the "mineshaft ghost" in multiplayer when its HP reaches Zero it dont actually die at all but resets all its health
 

Verveine

Plantera
Their is a problem with the "mineshaft ghost" in multiplayer when its HP reaches Zero it dont actually die at all but resets all its health
This is not a bug, just keep hitting it.
There IS a bug however with the chest syncing in multiplayer, that will be fixed as soon as I get the logic behind it.
 

Sumenora

Plantera
This is not a bug, just keep hitting it.
There IS a bug however with the chest syncing in multiplayer, that will be fixed as soon as I get the logic behind it.
but i just start doing only 1 damage to it. and it would have all its health back.
 

Verveine

Plantera
but i just start doing only 1 damage to it. and it would have all its health back.
Upon reaching 100 health the ghost will enter in a state where you have to chase him through the corridors of the mineshaft, during which you cannot really deal it damage (it just gains a lot of armor and knockback resistance).
When that phase ends, it goes back to full health, and you can hit him again.
This happens 3 times before being able to defeat it.

Isn't it what happened ?

This being said, and since I do not understand mp syncing correctly, there may be problems with this ... I am sorry about that.
 

Sumenora

Plantera
Upon reaching 100 health the ghost will enter in a state where you have to chase him through the corridors of the mineshaft, during which you cannot really deal it damage (it just gains a lot of armor and knockback resistance).
When that phase ends, it goes back to full health, and you can hit him again.
This happens 3 times before being able to defeat it.

Isn't it what happened ?

This being said, and since I do not understand mp syncing correctly, there may be problems with this ... I am sorry about that.
Imgur

this is a video to show what happens. and maybe i can help you with the syncing issue. but why make it so the ghost get such a boost why not just make it like any normal enemy to prevent issues later on?
 

Verveine

Plantera
Imgur

this is a video to show what happens. and maybe i can help you with the syncing issue. but why make it so the ghost get such a boost why not just make it like any normal enemy to prevent issues later on?
The ghost isn't like any other enemies simply because I wanted to make something unique with it :dryadtongue:
I am not willing to stick to usual standarts simply because I'd like to avoid issues ... I just have to fix them once I see them

Concerning your issue, if this is multiplayer, then I see why this may be happening, and ... well, it should be fixed as soon as I get how it works.
if this is singleplayer, however, I have no idea where this comes from, since i've never been reported nor experienced anything similar as of now, and more information could help fixing that specific issue.

Either way, thanks for reporting it and offering your help, if you want to talk more easily, I am frequently active on the mod's discord available up there
 
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Sumenora

Plantera
The ghost isn't like any other enemies simply because I wanted to make something unique with it :dryadtongue:
I am not willing to stick to usual standarts simply because I'd like to avoid issues ... I just have to fix them once I see them

Concerning your issue, is this is multiplayer, then I see why this may be happening, and ... well, it should be fixed as soon as I get how it works.
if this is singleplayer, however, I have no idea where this comes from, since i've never been reported nor experienced anything similar as of now, and more information could help fixing that specific issue.

Either way, thanks for reporting it and offering your help, if you want to talk more easily, I am frequently active on the mod's discord available up there
yes this is all happening in multiplayer and your very welcomes
 

TheLoneGamer

Steampunker
This reminds me of a mod from a long time ago...

tModLoader - Extraterrarial Mod [Needed Spriters]

Is this like an update to that mod, with only the Shaman class from it, but tweaked? It even has much of the same items, but done differently. I didn't quite get around to finishing a Shaman playthrough with that mod, but that could change with this new one. The mineshaft looks very cool to explore.
 

Verveine

Plantera
This reminds me of a mod from a long time ago...

tModLoader - Extraterrarial Mod [Needed Spriters]

Is this like an update to that mod, with only the Shaman class from it, but tweaked? It even has much of the same items, but done differently. I didn't quite get around to finishing a Shaman playthrough with that mod, but that could change with this new one. The mineshaft looks very cool to explore.
I was one of the two developpers of extraterrarial, two years ago.

This is just another take on the class it added, from my perspective, and with 2 years of programming classes from college ^^
 

TheLoneGamer

Steampunker
I've been doing a playthrough with this mod so far and I believe I encountered a bug. The Vile Spout is craftable with Demonite Bars, however, the Spine Scepter appears to be unobtainable. I'm guessing it's meant to be crafted with Crimtane Bars?

As for a suggestion, given the low amount of accessories for Shaman, perhaps the Idols could be combinable at some point in hardmode? I figure having all of the Idols active in pre-hardmode would be too OP.
 

Verveine

Plantera
I've been doing a playthrough with this mod so far and I believe I encountered a bug. The Vile Spout is craftable with Demonite Bars, however, the Spine Scepter appears to be unobtainable. I'm guessing it's meant to be crafted with Crimtane Bars?

As for a suggestion, given the low amount of accessories for Shaman, perhaps the Idols could be combinable at some point in hardmode? I figure having all of the Idols active in pre-hardmode would be too OP.
The Spine Scepter crafting recipe will be fixed in the next update, thanks for reporting the issue.
Actually, due to the multiple modifiers they bring, the shaman class has more specific accessories than, I believe, any vanilla class (14 !).
An accessory combining all the idols is an idea I've had, but I do not really know where to place in in the game. Around hallowed tier may be a good idea, but I would like players to struggle a bit in order to get it, considering how strong it is.
 
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