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tModLoader The Thorium Mod

AbyssalDragon13

Duke Fishron
Hmm, is it possible the dragons work like the vanilla imp summon? In that they have a certain amount of attacks and then need to charge up for a bit? Sometimes those attack very quickly and then have long pauses, while other times they spread attacks out properly. I haven't really used many of the summons in thorium yet so I haven't been able to observe their behaviors.

I probably should play a fresh one seeing as it is my favorite class. I just haven't yet due to finishing my list of other gimmick playthroughs
 
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SilverWolf65

Terrarian
Help! Thorium mod isn't working.
Everytime I reload the mod there's this message:
The mp3 sound file at sounds/music/aqua mp3 failed to load at Terraria.ModLoader.Mo.Autoload()
at Terraria.ModLoader.ModLoader.do_Lead(Object threadcontext) is this a memory problem or something?
 

CATZSparks

Spazmatism
thanks to spotify i now know that the song of ice & fire is a reference to game of thrones. before i was going to ask that it should,ve been changes to the frigid-flare piccolo.
its still an awesome weapon anyways. :D
 

GodofPigz

Plantera
I'm having a lot of problems with the Depth Chest. I tried opening it, but it wouldn't. I mined it and it gave me the chest with nothing in it. I quit and went back in and went to the map. I put my cursor on another depth chest and the game crashed saying there is a problem with the depth chest.
 

Kefke

Steampunker
thanks to spotify i now know that the song of ice & fire is a reference to game of thrones. before i was going to ask that it should,ve been changes to the frigid-flare piccolo.
its still an awesome weapon anyways. :D
Haha. I had to put mine away so I could try out some other weapons.
 

GamingGizmo

Terrarian
Edit: after further testing I found out that the Bass Booster shoots two projectiles for every two inspiration, which partly invalidates what's written below, sorry for that! The Midnight Bass Booster does consistently score lower DPS against dummies and monsters than the Megaphone (about 100-150 dps less on average, which I think should be the other way around).
On a side note, the inconsistency between the inspiration costs of the Hallowed Megaphone on the forum and in the game still remains as well.

I'm currently in the middle of a bard playthough and I wanted to make the Midnight Bass Booster, since it seemed like a cool and pretty strong weapon. After actually making it and comparing it to other available bardic weapons, the Bass Booster seems rather underpowered in comparison to the Hallowed Megaphone. The Megaphone is actually many times easier to craft; the Hallowed Megaphone only requires 10 Hallowed bars, and the Midnight Bass Booster requires 10 Hallowed bars, 12 Strange Plating, a Music Box and a Microphone, which is a pretty significant difference. The problem here is that using the Megaphone costs 1 inspiration (this is what it costs in game, even though it costs 4 inspiration according to the wiki) and using the Bass Booster costs 2 inspiration. On top of that, the Bass Booster also deals 2 less damage (which is not much, but it adds up considering the amount of extra shots you can fire with a Hallowed Megaphone). The only compensation for this is the Bass Booster's ability to apply two kinds of buffs.

So, either the Hallowed Megaphone is overpowered with too simple a crafting recipe, or the Midnight Bass Booster is underpowered.
I hope I helped improving the mod a little with this rant right here^
 
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Pop000100

Terrarian
Had a bug where ranged weapons couldn't fire. It would display the weapon, if i aimed right i would shoot straight up, left would shoot straight down, but it didn't actually take ammo or create a projectile.

i cant reliably recreate it.

PS, this was done on a local server with just me(multiplayer then connected to myself)
 

Ogaflow

Terrarian
Edit: after further testing I found out that the Bass Booster shoots two projectiles for every two inspiration, which partly invalidates what's written below, sorry for that! The Midnight Bass Booster does consistently score lower DPS against dummies and monsters than the Megaphone (about 100-150 dps less on average, which I think should be the other way around).
On a side note, the inconsistency between the inspiration costs of the Hallowed Megaphone on the forum and in the game still remains as well.

I'm currently in the middle of a bard playthough and I wanted to make the Midnight Bass Booster, since it seemed like a cool and pretty strong weapon. After actually making it and comparing it to other available bardic weapons, the Bass Booster seems rather underpowered in comparison to the Hallowed Megaphone. The Megaphone is actually many times easier to craft; the Hallowed Megaphone only requires 10 Hallowed bars, and the Midnight Bass Booster requires 10 Hallowed bars, 12 Strange Plating, a Music Box and a Microphone, which is a pretty significant difference. The problem here is that using the Megaphone costs 1 inspiration (this is what it costs in game, even though it costs 4 inspiration according to the wiki) and using the Bass Booster costs 2 inspiration. On top of that, the Bass Booster also deals 2 less damage (which is not much, but it adds up considering the amount of extra shots you can fire with a Hallowed Megaphone). The only compensation for this is the Bass Booster's ability to apply two kinds of buffs.

So, either the Hallowed Megaphone is overpowered with too simple a crafting recipe, or the Midnight Bass Booster is underpowered.
I hope I helped improving the mod a little with this rant right here^

I too have been doing a bard playthrough but I have been seriously struggling in hardmode so far, I have been trying to figure out how to proceed boss wise, I tried skeletron prime but was unable to beat him in the time limit, destroyer was also just too tough considering the probes and the beholder 2nd form is also still a challenge. If you have any tips or recommendations for equipment to use that would be much appreciated.
 

spicysalsadude

Terrarian
Is their anyway possible: in the next Thorium update you can edit the music sheets in the bard class, to have a bigger empowerment radius. Because you have to be right up on it for a 2-3 second buff. No criticism on the mod, but this minor change would definitely benefit the bard class. And make this mod easier to use, especially against the harder early and late game bosses. Please take this comment into consideration, side note loving this mod:)
 

SlippyCheeze

Terrarian
I'm unclear if the Lil' Devil and Lil' Cherub are of any use to a non-healer character? I think the later is of no use, since it depends on my bonus healing, and I don't have any, but ... the Lil' Devil doesn't specify any limitation, but also, doesn't really seem to do anything?

Edit to add: also, the Strange Crate, unlike all the other fishing crates, is not able to be places as a decorative block.
 
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Shadyrobot

Terrarian
Is there any chance you could add more non-consumable throwing items and more throwing class armor to the game. Just recently ive been playing with a friend of mine with thorium enabled and i'm trying to go thrower but i don't want to keep on making more throwing items. It would be very nice to see more throwing class content
 

SlippyCheeze

Terrarian
Is there any chance you could add more non-consumable throwing items and more throwing class armor to the game. Just recently ive been playing with a friend of mine with thorium enabled and i'm trying to go thrower but i don't want to keep on making more throwing items. It would be very nice to see more throwing class content

Might want to grab one of the infinite item mods, either luiafk, or infinity, instead?
 

CrimsnMonkey

Skeletron Prime
Because that's the Calamity mod?
Using the White Dwarf armour set though. Just because I'm fighting a Calamity boss doesn't change anything. I calculated it. With the 0.1% of max health (DoG has 1.2million health) and other accessories that I had. I should have been dealing about 3.6k damage. But as you can see I am dealing about 10x that (1%).
 

Proxiehunter

Terrarian
Regarding the Tracker is it possible a future update might remove the strict progression of the contracts? I've killed tons of Hags, Mimics, Tims, Enchanted Swords, Wyverns, Pigeons, killed multiple moths and a Mothron last eclipse, could kill myself a bunch of Brown Recluses if I wanted but haven't been to a spider biome since Hardmode started. But what I can't do is get past the second contract because the game hasn't give me a damn Pinky since I got the Tracker. Hasn't given me a Nymph either but that doesn't matter if I can't kill Pinky.
 

Kefke

Steampunker
Using the White Dwarf armour set though. Just because I'm fighting a Calamity boss doesn't change anything. I calculated it. With the 0.1% of max health (DoG has 1.2million health) and other accessories that I had. I should have been dealing about 3.6k damage. But as you can see I am dealing about 10x that (1%).
My point is that mod interactions can be unpredictable, particularly with Calamity's difficulty modifiers, which change how the game behaves.
 
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