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tModLoader TerraGuardians - Terrarian Companions

Nakano15

Duke Fishron
:dryadcry: Seeing poor Vladimir have to put up with those tiny chairs.
View attachment 270738

:dryadindifferent: Alternatively, with sofas,
View attachment 270739

%-_- Good thing he didn't sit on a marble or palmwood chair.
It could be worse.
Glass. Chair.

@topic Little spoiler, the new revive system is coming next mod update :D.
As I said before, the feature can be toggled on in your game, and will be normally turned off.

If you fear playing on Expert Mode because of the character dying so much, that may end up giving you an extra incentivation to try it.
 

DinoZers

Skeletron
And what about putting that revive system in the Terrarguardian mod and doing a mod with the revive system for multiplayer so you don't have to make the whole mod to have a compatibility with multiplayer? is that hard?
 

Basarios

Terrarian
Hi, may be dumb question but how to make Guardians use Ether hearts/ Life crystals and mana crystals? I put them in any slot in guardian eq but still no response from them. Thanks in advance
 

Nakano15

Duke Fishron
It is really a bad moment to be launching an update, but at least, It'll be already out if you guys decide to revisit the mod later.
Has gained petrified frame: Rococo, Blue, Sardine, Zacks, Alex and Brutus.
Added Terrarian companion possibility.
This will allow me to create Terrarian companions, without having to mess with player sprites to create new companions.​
Nemesis also got changes to fit the system, but there may still be bugs.​
Your companions will no longer use buff potions when you tell them to use hp and mana status increase items.
Asking a guardian to teleport with you to the town, will now take the companion you're controlling, and mounted on with you.
You can no longer pull guardians to your position when they are with the terrified debuff, and you aren't facing the wall of flesh.
Fixed Zacks head and his hair being split by lines when he's sitting on a throne.
Fixed part of the disasterful health regen script.
Companions will now use furnitures for longer.
New Knock Out system is in.
With the knockout system, you can add an alternative to death, by making the characters enter knocked out state when defeated.​
When in Knocked out state, the character wont be able to act, and nearby allies can try reviving It when there is no threat nearby.​
Both the player and companions can make use of this system.​
You can revive others by passing the mouse over their body, and holding the item use button.​
The system is fully configureable, there is a new mod setting specially for this system.​
You can also set If the character dies when health reaches 0 while knocked out, of If It will enter Knocked Out cold state.​
In some cases, the character will end up dying when health reaches 0. For example, when the character dies for being hurt by lava.​
Trying to move your guardian when It is using furniture, and you are mounted on it, will make it leave the furniture.
Companions will no longer ask you to hunt for Giant Worms and Diggers.
Most of you guys probably are extremelly hyped at the Terraria update coming tomorrow, and so am I, but when would the update come out If I decided to give it a time to play the new update? I too am curious about the new update, and itching myself to try it, If my pc be able to run it... Anyway, in case you decide to give a break of playing the mod to try the new update, then no need to worry, the mod will still be here for you, and I'm sure your companions will also be waiting for you.

First, let me talk about the new Terrarian companion system.
It was really annoying for me, to have to get the Terrarian sprites, cut and paste It down to create the body parts of the character, and then dye it... Now things have changed. The mod now has a special system to create and draw Terrarian sprites, diverging from TerraGuardian sprites. With that I can create companions that really look like Terrarians, includding by their default outfits, I even spoiled that here:

Nemesis will count as a Terrarian companion, and his "Wraith" thing is now his character effect, so you'll still see It entirelly dark, and with red eyes.

As for the new revive system. Not only you can allow guardians to enter knocked out when their health goes to 0, but also your character too. Knocked out characters can be revived by nearby allies.
The system by default is disabled, but I added a new mod configuration tab specially for the system, there you can pick what revive rules should be under effect. You can even make so the characters don't die if their health reaches 0 when knocked out (beside depending on their current condition, they will die).
The allies who can revive defeated characters are players (get near the downed ally and hold the item use button with the mouse over It) and companions (alive companions who has you in their view range, even companion npcs can revive you).


Due to the new revive system, I had to add two extra behaviors that some npcs will take if there are knocked out characters in the battle. Enjoy!
What? You were expecting me to tell whose npcs are they? Haha, nice joke!

And to finish, the mod now has a GitHub page. I have to say, I'm a complete newbie on this GitHub thing, but I'm slowly getting the hang of it. The reason why there is no github with tModLoader yet, is because It seems like they automatically build the mod to the latest version pushed on the site, and since I'm still getting the hang of it (and forgot how to handle branches on the program I use), I decided to not try that right now... Sadly, that means that the cool icon I made for the mod isn't visible yet, either.

If you're curious, this is the link to the repository: nakano15/giantsummon
I'll probably get yelled a lot by other professional developers for not being a perfect person, but I don't care. I made a companion mod, they didn't.

Well guys, I'm not sure if many of you will be playing the mod by tomorrow, since tomorrow is Terraria 1.4 update, and even I am itching myself to see what's new. If you want to explore the mod until the launch, feel free to.

All I can say now is, see ya later, and have fun. :D

Edit:. Little addendum, If you fear playing on Expert Mode because of dying so much, feel free to try playing it with this mod, and with the revive system on and the without bleed out death.
 
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DinoZers

Skeletron
I'm gonna try the actualization tomorrow at morning. I think this is a pretty cool update.
PD: I tried to get Moonlord as a companion but i don't know how XD
EDIT: Could you put that the Terrarguardian need to have a First aid Kit, So it can revive you
 

Nakano15

Duke Fishron
I'm gonna try the actualization tomorrow at morning. I think this is a pretty cool update.
PD: I tried to get Moonlord as a companion but i don't know how XD
EDIT: Could you put that the Terrarguardian need to have a First aid Kit, So it can revive you
Maybe he's still furious that you destroyed his pillars.
 
I've been lurking around this mod's development for a while now, since I like the idea of having a full-fledged friend as opposed to more simple-minded summoner minions (and I say this as a Summoner myself), but always stopped short of playing it myself since I felt like the sprites clashed too much with the game's artstyle for my tastes. But this new thing about having Terrarian-style companions definitely caught my interest. Will we be able to customize companions for ourselves? And what would be the extent of their behaviour, stats and combat abilities?

Personally, I think it'd be really neat if we could hire existing Terraria NPCs (like the Wizard, for example) and perhaps give them better equipment to suit their purposes and help them be less squishy, but I understand I might be asking for too much here. ^^;
 

Nakano15

Duke Fishron
I've been lurking around this mod's development for a while now, since I like the idea of having a full-fledged friend as opposed to more simple-minded summoner minions (and I say this as a Summoner myself), but always stopped short of playing it myself since I felt like the sprites clashed too much with the game's artstyle for my tastes. But this new thing about having Terrarian-style companions definitely caught my interest. Will we be able to customize companions for ourselves? And what would be the extent of their behaviour, stats and combat abilities?

Personally, I think it'd be really neat if we could hire existing Terraria NPCs (like the Wizard, for example) and perhaps give them better equipment to suit their purposes and help them be less squishy, but I understand I might be asking for too much here. ^^;
The only thing I can say about the companion sprites is, It could have been worse. I even added a light shader on the border of their sprites, and also kind of paid some attention to their form and animation detail (Yep, It could be better too).
Currently, the Terrarian based companions have their own designs. Maybe in the future I can try adding a way of creating a custom Terrarian companion, but not right now. I still have a "TerrarianGirl" to finish making aswell (and the current villain of the mod).

The idea of hiring existing npcs as companions is ambitious, but due to the fact they mostly have unique styles, they would partially work like the TerraGuardians, at least in draw method. Yep, would be a hell for me to make.
 
One of these days, I should look into those sprites, if I can extract them, and take a shot at editing, just to see if I can make them mesh more in the minds of people like Commissioner Tadpole, without changing the style much, if any. I get what they mean about the appearance compared to the rest of things.

For now though, I sleep. Hope the update doesn't add too much work for mods like this.
 

Nakano15

Duke Fishron
One of these days, I should look into those sprites, if I can extract them, and take a shot at editing, just to see if I can make them mesh more in the minds of people like Commissioner Tadpole, without changing the style much, if any. I get what they mean about the appearance compared to the rest of things.

For now though, I sleep. Hope the update doesn't add too much work for mods like this.
You don't need to extract, the source and the sprites are on github. I even posted the link on the patch note post and in the mod main post.
Well, and things like that opens up a window to new things, for example... A custom texture loader.
Maybe is easier than letting people create entirelly custom skins, hahaha.

Edit:. I forgot that there are too many frames and drawing stuff on the companion sprites, so yeah, go ahead and feel free to extract the mod for the sprites.
At least the sprite sheet are already done in the mod.
 
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DinoZers

Skeletron
I think the sprites of TerraGuardians Are OK. What i think that Needs Resprites are the Weapons and armors For the TerraGuardian, But there are the Little TerraGuardians that is little bit Hard to Understand the Sprites :T
PD: Did the Forums fell down?
 

Nakano15

Duke Fishron
I think the sprites of TerraGuardians Are OK. What i think that Needs Resprites are the Weapons and armors For the TerraGuardian, But there are the Little TerraGuardians that is little bit Hard to Understand the Sprites :T
PD: Did the Forums fell down?
Actually, at least for some weapons and armors, I didn't really spent much effort. I just did their sprites... So they have one. I even placed description to some of those items making jokes about my own sprites on them.

And yep, the forums went down for two entire days. It's back now, and looks like my timing was perfect, because I was the first one to post on the update thread, hahaha.
 
Starting to get a little annoyed about how guardians use up some of our personal bonuses sometimes.

If our equipment adds a chance to debuff on attack, that can be triggered by guardians as well, just like it can with summons in a lot of cases, but that's not so bad, and actually kind of nice as an extra bonus for them. One mod I've been using however has an Assassin "class" (in the form of a craftable accessory) which buffs the player's damage for their next melee attack if they don't hit anything for a few seconds. Guardians are consuming that buff when they attack, and their continued attacking prevents it from re-applying.

I guess maybe the guardians' attacks count as ours? Like a summon? I never did see if their first melee strike gets a boost though.

Most mods don't have TerraGuardians in mind when it comes to special abilities for a player. Is there any way to fix it here, like having a guardian's damage count as a different player? I mean I can just not have a guardian around when I want to take advantage of that bonus, too, or change to a class that doesn't use that sort of thing.

🤔

Now I'm thinking about how another mod that adds leveling and experience still gives experience to the player even if an enemy is killed by something like lava. Another case of something the player isn't personally involved in affecting them.

Also,
yes hello this is dog.png
 
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Nakano15

Duke Fishron
Starting to get a little annoyed about how guardians use up some of our personal bonuses sometimes.

If our equipment adds a chance to debuff on attack, that can be triggered by guardians as well, just like it can with summons in a lot of cases, but that's not so bad, and actually kind of nice as an extra bonus for them. One mod I've been using however has an Assassin "class" (in the form of a craftable accessory) which buffs the player's damage for their next melee attack if they don't hit anything for a few seconds. Guardians are consuming that buff when they attack, and their continued attacking prevents it from re-applying.

I guess maybe the guardians' attacks count as ours? Like a summon? I never did see if their first melee strike gets a boost though.

Most mods don't have TerraGuardians in mind when it comes to special abilities for a player. Is there any way to fix it here, like having a guardian's damage count as a different player? I mean I can just not have a guardian around when I want to take advantage of that bonus, too, or change to a class that doesn't use that sort of thing.

🤔

Now I'm thinking about how another mod that adds leveling and experience still gives experience to the player even if an enemy is killed by something like lava. Another case of something the player isn't personally involved in affecting them.

Also,
View attachment 271704
Good thing that I had an update to launch, or else I would not know there were new message here.

Yep, the guardians attacks actually counts as yours. I added a kind of "player masking" system, which swaps the player infos with the guardian infos when updating projectiles, and then return the player infos after the projectile ends updating, or is destroyed. As you can wonder, not everything is masked by that (like mod specific instructions). That's actually the only way I found to make projectiles launched by guardians hurt monsters, because Terraria Itself will only count damages from projectiles launched by the player currently in control of the character. It's a vanilla game thing.

Mods that gives experience by monsters killed in diverse ways probably shares the experience to all players in the world, or players nearby the killed monster. That's actually good if you're not playing alone, but is weird If no player actually interacted to that monster (attacked it). You gained experience by watching a monster die? Funny, isn't?

And looks like It's Irene's birthday, I wonder how he's celebrating.

Remember that update for the mod I launched Friday? Well, here's the hotfix.
Rococo and Sardine gained readjustment on some animations. Most notable, the upper-left frame of the item use animation.
The game will no longer spam messages saying that the guardian was knocked out cold, when they die with the new knock out system.
You will now know when guardians wakes up from knockout.
Fixed Domino's arms when reviving someone.
Readjusted some revive messages from Blue and Leopold.
My bad for letting that death bug pass, but ever since I added the knocked out cold state, I didn't tested the death while knocked out state. Meanwhile, I found two more bugs that could happen, causing your guardians, and possibly your character too, to "ascend to heaven" while spamming the message "x blacked out." in the chat.

Also fixed Domino's arms when reviving someone. It was extremelly weird to see him having two pairs of arms reviving someone.

Enjoy :D
 
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