• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • 1.4 will bring many changes to the PC version. We strongly advise making plans to back up your worlds and players prior to updating your game. More details here.
  • Begin your search for Journey's End information here and here. Please report bugs and issues for Journey's End here.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tModLoader The Thorium Mod

Pokenar

Official Terrarian
So I read that the ragnarok have a damage cap of 3000 and going over it enrages them.

Why does it feel like that can be done easilly on accident with just vanilla stuff? I'm not even talking cheats or OP items, I'm literally just talking about the vanilla celestial event/moon lord items.

Like I feel Phantasm + Stardust Cells could go over this threshold, SDMG with a strong enough range build could do that too, or even Terrarian + Yoyo bag.
Heck I'd hate to see what'll happen when tModloader updates to 1.4 and we end up with Zenith against them.

3000 just feels really strict for a boss you're meant to fight with Post-ML gear. I understand if the mod was going for a way to punish players for using OP mod items, but it feels kinda silly punishing players with literally vanilla items just for using a good build.
Definitely going to need to be looked into for the 1.4 release, since Melee can easily reach 5 times that on a single target using purely vanilla gear.
 

Terra B Welch

Duke Fishron
Definitely going to need to be looked into for the 1.4 release, since Melee can easily reach 5 times that on a single target using purely vanilla gear.
Heck, messing around I found that all menacing accessores + unreal tsunami with holy arrows + archery and wrath potions = easilly exceed 3000DPS, I know it's a target dummy, but this technically would enrage ragnarok.
20200601224209_1.jpg

Yeah I think 3000 is a bit too low for a DPS cap.
 

Terra B Welch

Duke Fishron
Something rather interesting I found out between Thorium and Calamity, the emergency air tank works in the Abyss, albeit it activates late.

Hope y'all brought heals if you plan on exploiting that air tank haha. >.<
No biggie really, just wanted to share.
 

WatcherCCG

Terrarian
Something rather interesting I found out between Thorium and Calamity, the emergency air tank works in the Abyss, albeit it activates late.

Hope y'all brought heals if you plan on exploiting that air tank haha. >.<
No biggie really, just wanted to share.
I'm willing to bet the delay is because Calamity really doesn't want the air tank to work but has no means in its code to stop Thorium's code from running.
 

Terra B Welch

Duke Fishron
I'm willing to bet the delay is because Calamity really doesn't want the air tank to work but has no means in its code to stop Thorium's code from running.
Idk if it's literally trying to stop it, I just think the abyss breath meter works differently to the vanilla one, maybe the tank just detects the player is taking drowning damage, sees the player's health is low then fires off? Idk coding that well.

I brought a tank with me into the abyss in my current modded playthrough world and never ended up causing it to be used, at least for the layers I could access at my current stage in the game(just layer 1 atm, went to loot the shadow chests, brought the ocean crest, gills buff and arctic dive gear so I had alot of breath in the early layers).

The actual tank test I did was in a test world case I was literally curious how the tank would work in the abyss.

A concept for cross mod compatibility tho if it isn't already a thing, is to allow certain thorium armor sets to give extended breath in the abyss, I know calamity has revengence mode support for thorium so cross mod stuff isnt out of the question. I could imagine at least the coral set(is that armor set still a thing?), tide hunter and tide guardian sets giving extended breath, and maybe queen jellyfish's expert accessory she gives you also giving a little extra breath, obviously these wouldn't get you to the bottom, at best the first layer for a lil bit, but just an idea!
 

CesarV

Terrarian
Congrats on making the best content mod for terraria, I can only wish other mods had the same purpose of making the game more interesting and fun for everyone.
 

Terra B Welch

Duke Fishron
Is it me or does the spirit band just not work properly? It goes on cooldown when I get hit by 1 damage enemies and fails to activate at all on enemies doing 200-400 damage(when it's NOT on cooldown).

It sounds like a useful item in concept, but it doesn't seem to work...
 

nvlddmkm

Terrarian
I'm getting a bug that results in being 1-shot when wearing Assassin's armor, with a Master Arbalest Hood, and a Quasar's Flare (endgame ranged build). I have a full endgame Thorium loadout, so getting 1-shot by vanilla mobs should not be happening.

I understand people will say "git gud", but this definitely does not happen with much lower level gear load outs, and again, this is completely endgame gear. I can also verify I'm not just randomly getting downed to low health, as this has happened so many times that I have watched my health go from 520 to 0 in 1 shot (Quasar also keeps me at 100% health). This does not happen with the endgame Thorium melee or mage armor either. This is only happening in the Solar Pillar and in the dungeon.

The death message is showing something related to dying by "celestial arrow". Is there something hidden with this armor that I'm missing, or does the Quasar's Flare randomly kill you? The later would be odd, since this literally only happens in the 2 areas mentioned above -- nowhere else.

This only started happening when I put on the armor set -- mods installed below:
  • Thorium v1.6.3.5
  • HERO's v0.3.5.1
  • Recipe Browser v0.8.7
  • Begone Evil v1.1
  • Max Stack Plus v1.1.0.4
  • VeinMiner v1.3.1
  • Magic Storage v0.4.3.5
  • Yet Another Boss Health Bar v1.3.2
  • Boss Cursor v1.4.1
  • Boss Checklist v1.1.1
SOLVED: not a bug, just unaware of the Illusionist's full reflect capability.
 
Last edited:

Augus

Terrarian
I'm getting a bug that results in being 1-shot when wearing Assassin's armor, with a Master Arbalest Hood, and a Quasar's Flare (endgame ranged build). I have a full endgame Thorium loadout, so getting 1-shot by vanilla mobs should not be happening.

I understand people will say "git gud", but this definitely does not happen with much lower level gear load outs, and again, this is completely endgame gear. I can also verify I'm not just randomly getting downed to low health, as this has happened so many times that I have watched my health go from 520 to 0 in 1 shot (Quasar also keeps me at 100% health). This does not happen with the endgame Thorium melee or mage armor either. This is only happening in the Solar Pillar and in the dungeon.

The death message is showing something related to dying by "celestial arrow". Is there something hidden with this armor that I'm missing, or does the Quasar's Flare randomly kill you? The later would be odd, since this literally only happens in the 2 areas mentioned above -- nowhere else.

This only started happening when I put on the armor set -- mods installed below:
  • Thorium v1.6.3.5
  • HERO's v0.3.5.1
  • Recipe Browser v0.8.7
  • Begone Evil v1.1
  • Max Stack Plus v1.1.0.4
  • VeinMiner v1.3.1
  • Magic Storage v0.4.3.5
  • Yet Another Boss Health Bar v1.3.2
  • Boss Cursor v1.4.1
  • Boss Checklist v1.1.1
You wouldn't happen to be fighting Biome Mimics or the Solar Pillar's Selenians, would you? These enemies have moves that reflect projectiles back at the player, and with a powerful loadout you could easily just be instantly deleted by your own attacks if you're not careful.
 

nvlddmkm

Terrarian
You wouldn't happen to be fighting Biome Mimics or the Solar Pillar's Selenians, would you? These enemies have moves that reflect projectiles back at the player, and with a powerful loadout you could easily just be instantly deleted by your own attacks if you're not careful.
Yes on the Selenians, so that is likely what is happening there, but haven't encountered Biome Mimics in the dungeon, so I'm not too sure what's happening there. Thank you for clearing up the Solar Pillar issue though! I'll see if I can reproduce the issue in the Dungeon, to see the exact enemy that I'm attacking when this occurs.
I checked the Wiki regarding the Selenians, and it doesn't make note of any damage calculations for reflect -- do you know if they just reflect the raw damage you produce with your projectile? If so, that stinks.

EDIT: It's the Illusionist in the Dungeon... Just noticed a death when fighting it, again from full health to 0, and Wiki states it also reflects. Guess these little annoyances makes ranger the worst class to play lol.
 
Last edited:

Beat_the_shrew

Terrarian
hey I play on Mac and for some reason I couldn't get thorium, it completely removed itself from my mods list, and I couldn't re get it. does anyone here have any idea why this is happening?
the other mods I have installed are Ommniswing, weaponsout, superquickrespawn boss cursor, what mod is this from, recipe browser, faster tools, alchemist npc (full version), and clamity
 

psyachu

Terrarian
I have a question about a couple of the options for Thorium that I don't understand.

First, the "Damage reduction shield offset". What exactly does that mean and what does it do? It seems to default to 0.87, but I'd like to know what that affects and how.

Second, the "Inspiration wheel scale". I know what the inspiration wheel is, but what exactly does it scale? Is it how much inspiration is in a wheel or how much of the wheel is consumed? Basically, would reducing it make an instrument use more or less of the wheel per use?
 
I have a question about a couple of the options for Thorium that I don't understand.

First, the "Damage reduction shield offset". What exactly does that mean and what does it do? It seems to default to 0.87, but I'd like to know what that affects and how.

Second, the "Inspiration wheel scale". I know what the inspiration wheel is, but what exactly does it scale? Is it how much inspiration is in a wheel or how much of the wheel is consumed? Basically, would reducing it make an instrument use more or less of the wheel per use?
The Damage Reduction Shield is the little icon by your defense that tells you how much Damage Reduction you have, and the offset is for changing the position.
The Inspiration Wheel Scale is a scale of how big the wheel is, with higher numbers giving you a bigger wheel.
 
add
more
final
fantasy
7
references

hey I play on Mac and for some reason I couldn't get thorium, it completely removed itself from my mods list, and I couldn't re get it. does anyone here have any idea why this is happening?
the other mods I have installed are Ommniswing, weaponsout, superquickrespawn boss cursor, what mod is this from, recipe browser, faster tools, alchemist npc (full version), and clamity
u probably overloaded tmodloader with mixing calamity and thorium
 
Top Bottom