tModLoader Soul Destroyer (1.4 ALPHA version included)

I love this mod, not too powerful but not too weak, but I am finding I can't fire the necrotic, spirit and void shots even though I have the soul destroyer equipped, the only one working is the blood shot

Edit #1 I think I've found the problem and that is you can't have more than 1 type of shot in the ammo slots at a time or it defaults to blood shots automatically
 
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I love this mod, not too powerful but not too weak, but I am finding I can't fire the necrotic, spirit and void shots even though I have the soul destroyer equipped, the only one working is the blood shot

Edit #1 I think I've found the problem and that is you can't have more than 1 type of shot in the ammo slots at a time or it defaults to blood shots automatically

That's correct. This is actually mentioned in my original post as a dev note, I believe. It's a bit of an annoyance, and there are ways I can solve that issue, but it'd take a redesign of the system that's currently handling the ammo types.

I'll see if I can work on this at some point.

In the meantime, just make sure you have only one type of ammo in the ammo slots ;-)

And yes, I tried to make sure the weapons were about the same in terms of overall power as the weapons you'd normally find as you progress through the game. The recipes for my weapons are specifically crafted to keep you from obtaining them at the point where they'd be overpowered. For example, the Soul Seeker has to be crafted using Bee's Wax, which means you need to kill the Queen Bee in order to get the materials necessary. This is around the time you could get the Bee's Knees, which is on par with the Soul Seeker in overall damage.


EDIT: I'll be uploading a new version that fixes the above issue, shortly. I redesigned how the mod checks for items in the ammo slots, and in the new version, it should default to the ammo type that is highest in the ammo slots. It will always default to Blood Shot if there's no ammo in the ammo slots (the reasons are a bit complex), but all three weapons will still require the ammo to be placed in the ammo slots in order to use them, regardless.
 
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V1.0.2 has been released. Make sure you update your mod!

I changed the ammo system so that it functions similar to any other ammo type. You can now place any ammo type in the ammo slot, and the highest ammo slot with that type will be used. Thank you Ender 3 for bringing this to my attention. I knew I had to fix this at some point ;-)

I'm not totally convinced this will not give you null reference exceptions, so if the game crashes while this mod is enabled, shoot me the log file, and I'll make sure to get it fixed.
 
I have spent the last few hours working on a port for the 1.4 alpha.

So far, things are working well, but custom sounds are a no go atm. If anyone knows how to do custom sounds for the 1.4 alpha, please let me know! Other than that, there are a few other things that need to be fixed, such as the glowmasks for the Dev accessory, but that's minor, and I doubt that will be working any time soon. The current way of doing it was a bit of a hack job, so it certainly wasn't going to work that way in 1.4. It's not really an issue, though.

If you'd like to see this ported to 1.4, I just need to get the custom sounds working, and I can get a preliminary version out as soon as I can :)
 
Just an update for the 1.4 alpha -

I've been working on this mod off and on for the past few days. It hasn't been easy porting things. For example, unfortunately, AltFunctionUse() does not allow you to use Item.autoReuse anymore. Apparently, in 1.3 it was enabled by default, but this functionality was removed. Therefore, my entire mod was broken. Well, a good portion of it, anyway.

Since that functionality is no longer there, I've had to rewrite a lot of the code so that functionality would return. Being able to repeatedly fire using right-click is essential to this mod, so I've spent the past few days making sure that this still works, using other means.

As of today, it's working. There is a very minor visual bug with the player's arms, but it's extremely minor, and I doubt anyone would really notice.

I haven't had the time to fully test the mod yet. However, it looks promising. Custom sounds still aren't working yet, so without that, I can't release an alpha version, as every sound the gun makes is custom made. I'm just going to have to wait until that functionality returns before I can release an alpha version.
 
I just got word that custom sounds are likely not going to be implemented until the 1.4 beta. This means that an alpha version of this mod is extremely unlikely.

It's unfortunate, but it's just the reality of working with alpha software. I'd love to get this out there, but without custom sounds, the mod is just not up to my standards.

Therefore, I've made the decision to stop development until custom sounds can be implemented.

I have a few other ideas for improvements, so once custom sounds are working, I'll give you guys a working 1.4 version. Until then, a huge thanks to DRKV for helping me figure out some minor issues. I hope the wait will be worth it ;-)
 
Welp, it seems as if custom sounds are finally working. Therefore, I have decided to release a 1.4 WIP. That said, these past couple of weeks have been... brutal.

I had been working on a port of this mod for the 1.4 alpha for the past two months. New textures, a couple of new sounds, and an almost complete rewrite of this entire mod with tons of changes. I had just finished 90% of it, and suffered an SSD crash. Months of work.. gone. Awhile back, I had decided to back things up on Google Drive, which was smart, but apparently not smart enough. There were only certain things that I had backed up, and this port was not one of them. To say that I was devastated would be a gross understatement. Crushed..

I took the drive to a recovery specialist (as there were quite a few other things on that drive that I wanted back), and was given the bad news - this drive is too new. Apparently, even the professionals don't have the tools to get into this drive yet. The controller on the drive is just too new, so they had no way to access the data, and I don't have the years it might take for the industry to catch up.

So.. I decided to just put my head down and start coding again. I've managed to get things back to where I want them. It's not 100%, and there's going to be bugs, but I believe it's almost ready. I have a few finishing touches to make, but I'm almost there.

I will be updating the original post, as there are a whole lot of changes. Once I update the original post, you'll see what I mean. I will more than likely make a 1.4 section, as to not confuse anyone with regards to 1.3 and 1.4.
 
Version 0.0.5 has now been released for the 1.4 Alpha!

I have added a "Game Progression" section in the original post, just to make things a bit more clear as to when and how you are to obtain these weapons and their accessories. It's not exactly a "guide", so to speak, but I supposed you could think of it that way.

As always, if you find any game breaking bugs, please let me know and I'll get them fixed as soon as I can! I did rush to get this out the door, so you'll more than likely encounter at least one or two bugs ;-)

OH, and Happy Halloween!!!

ENJOY!
 
Hey guys, I have decided to pull the 1.3 version of this mod from the mod browser, as it is horribly outdated. I haven't touched the 1.3 version in months, and since porting to the 1.4 alpha, the mod has undergone a massive overhaul. There are so many changes that I felt the need to pull the mod from the browser so that I can republish the updated version as soon as I can. It may take me a few days, but work has already begun.

I promise, the wait will be worth it. If you've played the 1.4 alpha version, you already know how much of an upgrade it is over its 1.3 counterpart.

Cheers!
 
Hey guys! Mod has been successfully update to the 1.4 standard!

There's bound to be bugs, but the code was basically copy/pasted directly from the alpha, so here's hoping you won't run into too many ;-)

Let me know what you think! I hope you really enjoy it! Make sure to check out the "changes" section for the weapon previews. There's been some significant changes to weapon effects.
 
Version 0.4.1 is now out.

Changes -

* Complete overhaul of all projectile visuals.
* Fixed bug with buffs, as per current alpha update.
* various tweaks to item texts.
* Completely reworked Blood Needle flight characteristics. They will no longer fly in a sine wave pattern. Homing is enabled by default.
* Changed flight behavior of Soul Portal projectiles. Less subtle flight movement.
* Removed various unnecessary textures.
* Removed obsolete classes.
* Fixed charging volume for Soul Barricade and Soul Penetrator firing.
* Added small visual effect to POCKETS' Dev items when equipped and the player is not moving.
* Added Sky Shot Ammo (Requires Spirit Shot and Void Shot to craft)
* Added Zenith Ammo Item (This is not a consumable item). Zenith Ammo is a single ammo type. Only one is required. It is expensive to make, requiring fragments from each pillar. Zenith Ammo can only be used while other ammo types (Blood Shot, Spirit Shot, etc..) are equipped. Equipping a single Zenith Ammo in the ammo slot will cause your weapon to

If I have the time, I may add new fragments for normal mode, so that the first two weapons can use the other colors, as well.
 
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