had to disable overhaul since last update due to some memory issues during hardmode (well it seems Tmodloader is having memory leaks from its last version or it was because i was playing with Google Chrome open, but that wasnt an issue before).
im gonna reactivate Overhaul for my new run as hopefully i will find some way to mitigate the RAM issues. however, i'd like to suggest some changes after having a good share of gameplay with the mod:
1. reduce bee hive spawn rates, they tend to stack everywhere in some cases
2. reduce bee and giant bee spawn rates, at best they should have the same chance to appear as Grasshoppers
3. reduce Forest Wolf and Seasonal Slime spawn rates, they may obscure the chances for other mobs to appear in the area, i dont think the player needs so much Red Gel in the game
4. make Lightning Rods attract the lightning even when offscreen, i had to put 2 more of those things on each side of my old base because once the roof was way over the player's FOV the lightning was ignoring the rod up on the top
5. lightning shouldnt ignite blocks that are roofed by non conductive materials, even if its only a 1 tile thick ceiling the electricity shouldnt be able to cause havoc
6. blizzard ambient sound during winter shouldnt be played when in the desert and it could have a decrease in volume (too noisy)
7. Charging is a horrible mechanic for Thrower and Mage, i dont mind bow drawing, non-Yoyo Melee Weapon Charging or gun reload but some weapons in the game both from vanilla and mods shine because of their autofiring behavior. Thrower is all about spamming stuff, you dont want to charge anything just want to either manually throw lots of consumables to the enemy or have a few non consumable autofiring weapons with a fairly short range. as for Mage, Charging may be good for those that are fond of "burst" style weapons like say, Book of Skulls, but things like the tentacle based tomes (Shadowflame Hexdoll and some mod stuff that works on the same principle) or DPS based spells like Crystal Storm are supposed to work like that, they shouldnt be put under the same mechanic.
8. heavily reduce the amount of charcoal and ash produced from burned trees and other materials and their drop from ash biome mobs. i guess its for inmersion and realistic purposes but come on, its inventory clutter, they barely have use for crafting.
9. evaporation and precipitation need a fix. doesnt make sense that water bodies only replenish when you're around but you can find completely dry Sky Lakes while exploring because evaporation occurs globally and offscreen at an alarming rate. either evaporation has to happen while on screen or there has to be a way to replenish water bodies during the autumn season while offscreen.
UPDATE: i forgot this one too
10. scorched dirt blocks dont recover in the new versions, i remember when Overhaul was first published that scorched grass was eventually replaced with new grass or even saplings after a while. now whenever there's a wild fire the scorched blocks stay unless i usea pick to clean it.
im gonna reactivate Overhaul for my new run as hopefully i will find some way to mitigate the RAM issues. however, i'd like to suggest some changes after having a good share of gameplay with the mod:
1. reduce bee hive spawn rates, they tend to stack everywhere in some cases
2. reduce bee and giant bee spawn rates, at best they should have the same chance to appear as Grasshoppers
3. reduce Forest Wolf and Seasonal Slime spawn rates, they may obscure the chances for other mobs to appear in the area, i dont think the player needs so much Red Gel in the game
4. make Lightning Rods attract the lightning even when offscreen, i had to put 2 more of those things on each side of my old base because once the roof was way over the player's FOV the lightning was ignoring the rod up on the top
5. lightning shouldnt ignite blocks that are roofed by non conductive materials, even if its only a 1 tile thick ceiling the electricity shouldnt be able to cause havoc
6. blizzard ambient sound during winter shouldnt be played when in the desert and it could have a decrease in volume (too noisy)
7. Charging is a horrible mechanic for Thrower and Mage, i dont mind bow drawing, non-Yoyo Melee Weapon Charging or gun reload but some weapons in the game both from vanilla and mods shine because of their autofiring behavior. Thrower is all about spamming stuff, you dont want to charge anything just want to either manually throw lots of consumables to the enemy or have a few non consumable autofiring weapons with a fairly short range. as for Mage, Charging may be good for those that are fond of "burst" style weapons like say, Book of Skulls, but things like the tentacle based tomes (Shadowflame Hexdoll and some mod stuff that works on the same principle) or DPS based spells like Crystal Storm are supposed to work like that, they shouldnt be put under the same mechanic.
8. heavily reduce the amount of charcoal and ash produced from burned trees and other materials and their drop from ash biome mobs. i guess its for inmersion and realistic purposes but come on, its inventory clutter, they barely have use for crafting.
9. evaporation and precipitation need a fix. doesnt make sense that water bodies only replenish when you're around but you can find completely dry Sky Lakes while exploring because evaporation occurs globally and offscreen at an alarming rate. either evaporation has to happen while on screen or there has to be a way to replenish water bodies during the autumn season while offscreen.
UPDATE: i forgot this one too
10. scorched dirt blocks dont recover in the new versions, i remember when Overhaul was first published that scorched grass was eventually replaced with new grass or even saplings after a while. now whenever there's a wild fire the scorched blocks stay unless i usea pick to clean it.
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