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tModLoader The Enigma Mod

Laugic

Steampunker
Umm... I have an request ...would it be possible for the (forgot name,binds your soul to the soup stone) to not be destroyed after you use them? Because I would like to test all of them how useful they are for me and it is kind of pricey that they require an gem to be crafted if you switch it and then find out that you liked the one before more,so that you craft the first one a second time.also another thing,I have the oak heart(an infinite throwing weapon that as the description says deals both throwing and meele damage but at the 'description' of the weapon ingame the game says only meele damage) from the spirit mod and while the throwing velocy from the assassin binding works but the extra damage does not. I dunno which mod's bug it is, but it simply doesn't work correctly.by the way,nice mod!

PS:sry for the mistakes in my writing/spelling, I am German)
The class stones are pricey so that it's a bit expensive to rebind your soul- that's the intent. I will look into the throwing damage not applying and let you know if I can fix it.
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Umm... I have an request ...would it be possible for the (forgot name,binds your soul to the soup stone) to not be destroyed after you use them? Because I would like to test all of them how useful they are for me and it is kind of pricey that they require an gem to be crafted if you switch it and then find out that you liked the one before more,so that you craft the first one a second time.also another thing,I have the oak heart(an infinite throwing weapon that as the description says deals both throwing and meele damage but at the 'description' of the weapon ingame the game says only meele damage) from the spirit mod and while the throwing velocy from the assassin binding works but the extra damage does not. I dunno which mod's bug it is, but it simply doesn't work correctly.by the way,nice mod!

PS:sry for the mistakes in my writing/spelling, I am German)
If the weapon only displays Melee damage, then throwing damage buffs will not affect it. That's the way vanilla code works, unless Spirit coded that weapon to specifically also buff itself with increases to throwing damage. I checked the soul stone code and it appears like it should be working, so the bug is probably on Spirit's end
 

Koopahunter197

Spazmatism
Yes, but I don't know how to move it. This was the first post I ever made on the forums, so I didn't know about the different categories `:sigh:
Actually, all you have you do is report the thread, and ask the mods in the "Report Reason" box to move the thread to a different category.
 
Hi, was using your mod for a little while i gotta say the way you dealth with potions is wonderful, but with 'all in one' stone comes the problem of some potions being annoying. Could we get something like a box where you can turn off some potion effects? And make a hotkey for it? Or maybe i'm blind and there's an option for that ?
 
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Laugic

Steampunker
Hi, was using your mod for a little while i gotta say the way you dealth with potions is wonderful, but with 'all in one' stone comes the problem of some potions being annoying. Could we get something like a box where you can turn off some potion effects? And make a hotkey for it? Or maybe i'm blind and there's an option for that ?
There is currently an option to turn off all visual potions and all movement potions separately. But I'm adding a way to be able to turn off every individual potion as well.
 

whitepyros

Terrarian
I just got the item "The World" and when using it in a single player world it freezes me as well as everything else, is that intended?

Edit: I am an idiot and only just looked at the materials the boss dropped to see that they make armour and accessories that make me immune to time stop
 

Laugic

Steampunker
I just got the item "The World" and when using it in a single player world it freezes me as well as everything else, is that intended?

Edit: I am an idiot and only just looked at the materials the boss dropped to see that they make armour and accessories that make me immune to time stop
Glad you figured it out `:D
 

Shaymiestar

Terrarian
I noticed that some of the potion gems say to right-click to toggle their effects in higher tier gems, but I can't figure out what I'm supposed to right click on. I tried clicking the upgraded gem and clicking while holding the gem, but it doesn't seem to do anything. What am I doing wrong?
 

Laugic

Steampunker
I noticed that some of the potion gems say to right-click to toggle their effects in higher tier gems, but I can't figure out what I'm supposed to right click on. I tried clicking the upgraded gem and clicking while holding the gem, but it doesn't seem to do anything. What am I doing wrong?
you right click the gem item in your inventory, like a treasure bag.
 

KiwiSensei

Terrarian
First of all, great mod! I'm enjoying messing around with it so far.
Secondly, got myself a little issue. The mod seems to crash the world generation once in a while, I've managed to create worlds with it active but sometimes it just flips and prevents the world gen from finishing and I have no idea why.

dFoM5ca.jpg


Not sure if that folder path has something to do with it, considering I'm not Alex and Alex does not exist on this computer xD But so far it's the most suspicious part of the error in my eyes :p

Edit: Seems to work when I use Terraria.exe (the tMod one of course) and not Steam to start the game. In fact after I screenied this error, Steam even refused to start the game but the .exe still worked fine.
 
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Laugic

Steampunker
First of all, great mod! I'm enjoying messing around with it so far.
Secondly, got myself a little issue. The mod seems to crash the world generation once in a while, I've managed to create worlds with it active but sometimes it just flips and prevents the world gen from finishing and I have no idea why.

dFoM5ca.jpg


Not sure if that folder path has something to do with it, considering I'm not Alex and Alex does not exist on this computer xD But so far it's the most suspicious part of the error in my eyes :p

Edit: Seems to work when I use Terraria.exe (the tMod one of course) and not Steam to start the game. In fact after I screenied this error, Steam even refused to start the game but the .exe still worked fine.
Hmmm. Yes I've been getting lots of reports of this error and I am not sure how to fix it at all. The entire file that it is saying contains an error has nothing to do with WorldGen and has no WorldGen code in it. I've already asked jopojelly for help on this, but they have yet to respond. I will update when the issue is resolved. Glad you're enjoying the mod though! That Terraria.exe might be a hint as well to what's going wrong. Hopefully this is fixable soon!
 

KiwiSensei

Terrarian
Hmmm. Yes I've been getting lots of reports of this error and I am not sure how to fix it at all. The entire file that it is saying contains an error has nothing to do with WorldGen and has no WorldGen code in it. I've already asked jopojelly for help on this, but they have yet to respond. I will update when the issue is resolved. Glad you're enjoying the mod though! That Terraria.exe might be a hint as well to what's going wrong. Hopefully this is fixable soon!

Let's hope so!
As a sidenote, some feedback and request/suggestion combined:

1) Feedback: The early game bonuses for the mage stone that focuses on Magic & Damage seems like it's still heavily leaning towards minions for the first few bosses. I don't know what it looks like post-Skeletron or in HM as I'm doing a fairly slow playthrough right now. However there's two reasons I mention this; first of all, people who use classes through mods very often try to stick to that class. Having a magic damage class with minion bonuses seems counter intuitive, especially when there's summon classes as well. Secondly, if those bonuses do lean more towards magic damage post-Skeletron or around HM, my honest opinion is that at that point, it's not the same helpful impact. By then you've usually gotten over the biggest bump for a mage - the early game mana starvation and cheap weapons.

2) Suggestion: This ties in a bit with #1, there's currently no way of knowing what a soul stone provides later down the line. If there's a list then I completely missed it but due to the fact that you don't see bonuses before you kill the bosses, and (here's the tie-in to #1) some stones have very misleading early game bonuses, even cheating in the stones in a world with some progress might not get you a good idea of what to go for. Currently the only way to see the full bonuses if you wish to plan what stone to use is to check them all in a post-ML world. Maybe a spoiler in your description or something on the wiki could help with this. For now I'm just checking them all after every few bosses to work around it, maybe at some point (when I've gotten around to filling the boss checklist) I'll just add the compiled list to the wiki :p
 

Laugic

Steampunker
Let's hope so!
As a sidenote, some feedback and request/suggestion combined:

1) Feedback: The early game bonuses for the mage stone that focuses on Magic & Damage seems like it's still heavily leaning towards minions for the first few bosses. I don't know what it looks like post-Skeletron or in HM as I'm doing a fairly slow playthrough right now. However there's two reasons I mention this; first of all, people who use classes through mods very often try to stick to that class. Having a magic damage class with minion bonuses seems counter intuitive, especially when there's summon classes as well. Secondly, if those bonuses do lean more towards magic damage post-Skeletron or around HM, my honest opinion is that at that point, it's not the same helpful impact. By then you've usually gotten over the biggest bump for a mage - the early game mana starvation and cheap weapons.

2) Suggestion: This ties in a bit with #1, there's currently no way of knowing what a soul stone provides later down the line. If there's a list then I completely missed it but due to the fact that you don't see bonuses before you kill the bosses, and (here's the tie-in to #1) some stones have very misleading early game bonuses, even cheating in the stones in a world with some progress might not get you a good idea of what to go for. Currently the only way to see the full bonuses if you wish to plan what stone to use is to check them all in a post-ML world. Maybe a spoiler in your description or something on the wiki could help with this. For now I'm just checking them all after every few bosses to work around it, maybe at some point (when I've gotten around to filling the boss checklist) I'll just add the compiled list to the wiki :p
The way the Soul Stone works is each boss has a set of bonuses it can give. The Class stone you select then determined which of these bonuses you get from the boss. Not all bosses have effects that benefit every class (otherwise the stone would become way too powerful way too quickly), so the bonuses you get sometimes go outside of your class. If you really want all of your bonuses to be useful in your playthrough, the utility subclass is probably a better bet for you, as if there is a summon increase and none of the other bonuses increase your damage output, the damage focused stones tend to pick the increase in summon capacity.
 
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