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tModLoader Pvt Fudgepants's Mods

WatcherCCG

Terrarian
I'm not sure if it's a bug or just a bad interaction with another mod, but Minion Crits is no longer working, displaying 0% chance and in fact going into negatives whenever I add certain modifiers to the weapon.
 

[email protected]@eT

Eye of Cthulhu
Man, I'm so sad that the throwing mod will completely be rendered useless now.
The only relic we now have of the underrated class is in the thorium mod. (And kind of calamity if you count rouge)
 

Moon_Man

Terrarian
Balance Mod compat for Colored Damage Types?
it adds a new class called the scavenger, has it's own damage type(salvage damage)
make it have a rusty color, like a burnt orange
 

Pvt Fudgepants

Terrarian
New update!

v1.6.0
- Added cross-mod support for Calamity, Redemption, Enigma, DBZ, Battle Rods, and Clicker Class damage types.
- Added toggle to disable damage numbers.
- Added toggle to disable other players damage numbers in multiplayer.
 

TheLoneGamer

Steampunker
What a surprise update. I honestly wasn't sure any more updates were coming, but I'm glad to see they are. Probably a lot of colors to use at this point. That certainly covers a lot more popular mods at this point. If I may, I'll like to suggest Orchid Mod, as it has three classes: Shaman, Alchemist, and Gambler. Also Esper Class mod.
 

Pvt Fudgepants

Terrarian
I actually had downloaded those 2 mods last and was planning on adding them, but I was trying to decide what color to use and figured I'd just come back to them later (especially seeing as the alchemist and gambler don't seem to be fully finished yet).

I guess with colors it doesn't really matter if there's 2 similar looking ones, seeing as vanilla has everything the same. I try to keep them a little different but of course there's gonna be a little overlap.
 

blancfaye7

Terrarian
How does minion crits work? My summon crit chance is always 4% no matter how much I add crit bonus from armor sets.

Also, all these damage type requests, I believe you need to make an API for this. Let other mod developers integrate with your mod using Mod.Call. Read about it. :)
 
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