yeah go ahead and leave suggestions. cant tell you if theyre possible until you said some. cause tremor aint changing to be compatible with my mod and my mod wont get a tremor exclusive version. so if its possible with a soft dependency of course i could add it
yeah go ahead and leave suggestions. cant tell you if theyre possible until you said some. cause tremor aint changing to be compatible with my mod and my mod wont get a tremor exclusive version. so if its possible with a soft dependency of course i could add it
so youre talking about combinations with tremor items? im afraid thats not possible as the only way you could track an item that is not vanilla or of the same mod is by its id and tmodloader ids arent fixed, they change. so i dont think its technically possible to make a reliable way to detect items from other mods. if you find a way let me knowWell, I got several suggestions...
The Hazardous Chemicals accessory should have several combinations:
Hazardous Chemicals + Life Regeneration Ring = Experimental Regen Ring (Gives either Alchemy Damage boost or Life Regen boost depending on either day or night)
Corrupted Regen Ring (Does the same, but also adds Mana Regen boost during when the Life Regen boost and Damage Resistance added to Alchemy Damage boost) + Shackle = Finalized Chemical Cuffs (Replaces the Day/Night limitations with damage taken boosting Mana, and converts half of damage into added Alchemy Damage boost for 15 seconds)
--
Hazardous Chemicals + Gold/Cobalt Armor = Coated Gold/Cobalt Armor (Armor is haled, but gives 5% Alchemy Damage boost. Full set doubles defense and 30% chance to not spend Flask)
--
Hazardous Chemicals + Elemental Boots = Anatomical Boots (Allows flight, super fast running, extra mobility on ice, allows walking on liquids and ice without breaking. Reduced damage from touching lava and provides 7 seconds of immunity to lava. 15% increased movement speed. Double Tap to dash pass enemies, with enemies taking damage equal to both Alchemy Damage and Defense as an percentage boost)
so youre talking about combinations with tremor items? im afraid thats not possible as the only way you could track an item that is not vanilla or of the same mod is by its id and tmodloader ids arent fixed, they change. so i dont think its technically possible to make a reliable way to detect items from other mods. if you find a way let me know
youre welcome. acutally with tmodloader 0.9.2.3 released i should take a look if it needs an updateGreat mod. Thank you.
with the throwing as ranged addon all throwing weapons were listed as ranged so maybe thats what u saw. but ill check as soon as tmodloader updates for 1.3.5 when im updating thisI'm not too sure if this was fixed but with the Throwing as Ranged addon, dart ammo, flamethrower projectiles and I believe star cannon are still listed as ranged
Very sorry if it was fixed
thanks and sorry for the inconvenience of it is true. i will verify and fix it when tmodloader is updated for 1.3.5Yo, just noticed a bug, elemental boots aren't giving back anything upon dismantling. I have a few other mods installed and this is running multiplayer through a linux server. Had the plan on using elemental boots and then dismantling later to craft into Calamity Mod's angel treads.
[
"BossChecklist",
"BouncyCoins",
"CalamityMod",
"DyeEasy",
"FUtils",
"HelpfulHotkeys",
"NoFlare",
"RecipeBrowser",
"ReducedGrinding",
"TerrariaMod",
"WMITF",
"WWIAFTMod"
]
nice testing. well done. ill look into it as soon as ive got some time on my hands. and yep sameNow that I'm awake I went ahead and did some more thorough testing on when you can and can't dismantle. The bug is that when you right click the "Disassemble X" items, it disappears and you get nothing back. It does not seem to affect single player, it does affect both dedicated and host n play regardless of OS. All disassemble items are affected except: The various horseshoe balloons, obsidian horseshoe, celestial cuffs, bee cloak, and diving gear. Tested with all other mods disabled except Hero's Mod for the sake of cheating in disassemble items. I'm pretty sure there's just a typo in some of your net code. Any chance on a quick fix? The tmodloader update for 1.3.5 is probably not going to be quick. Hopefully in the future Jopo can add support for something vaguely like "is calamity installed? if yes add recipe for itemname "angeltreads" using itemname "elementalboots".