tModLoader The Trelamium Mod! [W.I.P] & Dev Team

What would you like more in The Trelamium Mod?

  • Bosses

  • NPCs (Town)

  • NPCs (Monsters)

  • Weapons (Melee)

  • Weapons (Ranged)

  • Weapons (Magic)

  • Weapons (Throwing)

  • Weapons (Summoning)

  • Ores

  • Furniture

  • Armor sets


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I have some issues with the Crystal diggers:
  1. Their segments have small or don't have any invincibility frames. A segment can be damaged by a single piercing projectile multiple times, or it can be damaged multiple times by the same AoE damage. This can result in
    20170715084122_1.jpg
    20170715084109_1.jpg
    If the player has projectiles that spawn on hit, much like these fireballs from Fargo's Mutant Mod: Summons and Souls (on the second screenshot you see the damage output from a small amount of these fireballs hitting the digger's tail)
  2. They have an absolutely enormous spawn chance for being such creatures: I had to disable them altogether in the Cheat Sheet, because they seem to had no spawn cap (while Yet Another Boss Health Bar recognizing them as bosses for Worm behaviour and the 300k hp pool they have) and it was possible to fight 3 of those at the same time.
I also disabled blighted matter, which seemed totally overpowered and just generally annoying, because they were spawning in events, where other enemies was covering them up. The same problem of spawning during events is actual for the basic surface slimes and the buckethead zombies and some other surface enemies, which, i believe, are all from your mod, but the problem with them is that they took up "space" in spawn limit, disallowing event enemies to spawn properly.
Please look into this as soon as you can.
 
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I have some issues with the Crystal diggers:
  1. Their segments have small or don't have any invincibility frames. A segment can ge damaged by a single piercing projectile multiple times, or it can be damaged multiple times by the same AoE damage. This can result in If the player has projectiles that spawn on hit, much like these fireballs from Fargo's Mutant Mod: Summons and Souls (on the second screenshot you see the damage output from a small amount of these fireballs hitting the digger's tail)
  2. They have an absolutely enormous spawn chance for being such creatures: I had to disable them altogether in the Cheat Sheet, because they seem to had no spawn cap (while Yet Another Boss Health Bar recognizing them as bosses for Worm behaviour and the 300k hp pool they have) and it was possible to fight 3 of those at the same time.
I also disabled blighted matter, which seemed totally overpowered and just generally annoying, because they were spawning in events, where other enemies was covering them up. The same problem of spawning during events is actual for the basic surface slimes and the buckethead zombies and some other surface enemies, which, i believe, are all from your mod, but the problem with them is that they took up "space" in spawn limit, disallowing event enemies to spawn properly.
Please look into this as soon as you can.
It has been fixed just not released.
 
There's quite a lot of mistakes/quirks that I've found. I haven't been through everything yet, but this is what I've found up to this point. I'll update it when I have more time to check.
(Ancient Flame) Weird period: http://prntscr.com/fwaj69
(Energy Force) seperate effects are generally put underneath eachother: http://prntscr.com/fwajp4
(Meteor Prawn Suit) seperate effects are generally put underneath eachother: http://prntscr.com/fwakdy
(Emerald Trophy) Weird period, and there shouldn't be a space between the + and the number: http://prntscr.com/fwakpp
(Alluvium Hood) Weird capital (other Alluvium armour pieces don't have it): http://prntscr.com/fwaljp
(Azure Armour Set) Double Descriptions (all pieces): http://prntscr.com/fwam1s (greaves) http://prntscr.com/fwam73 (headgear) http://prntscr.com/fwamdu (platemail)
(Bloom Armour Set) Double Descriptions (all pieces): http://prntscr.com/fwamkl (leggings) http://prntscr.com/fwamoq (headgear) http://prntscr.com/fwamqv (platemail)
(Cristalite Chestplate) Shouldn't be a space between the + and the number: http://prntscr.com/fwao7o
(Cristalite Leggings) Shouldn't be a space between the + and the number, and don't write out the word: http://prntscr.com/fwaopy
(Dragon Platemail) Spelling mistake (should be 'increases'): http://prntscr.com/fwap7c
(Enchanted Chainmail) Spelling mistake (should be 'increases'): http://prntscr.com/fwapgq
(Faded Worlock Helmet) No space between the + and the number: http://prntscr.com/fwapmk
(Flesh Armour) Seperate traits, seperate lines: http://prntscr.com/fwaqcl
(Flesh Helmet) I'd rewrite it as "10% increased thrown damage and critical strike chance": http://prntscr.com/fwaql0
(Frostblood Armour) Double Descriptions (all pieces): http://prntscr.com/fwar2k (leggings) http://prntscr.com/fwar86 (platemail) http://prntscr.com/fwarb7 (mask)
(Garnet Armour) Double Descriptions (all pieces): http://prntscr.com/fwarji (greaves) http://prntscr.com/fwaro3 (mask) http://prntscr.com/fwarso (platemail)
(Geranium Armour) double Descriptions (leggings and headgear): http://prntscr.com/fwas1g (leggings)http://prntscr.com/fwas5u (headgear)

*General note: Check all your armours for the double descriptions. A lot seem to ahve them, can't be bothered to put them all in here*
 
I saw that the drops are accesible (in cheat sheet), I was just wondering how to get that boss to come try to eat me.
 
I encountered this error when first installing the mod upon reloading. Should I just reload again, or is it a bug?
 

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try reloading again, you are the first one to report this to us... It's a music bug.
I reloaded and it worked, but now I'm getting similar errors for other mods. I'll try reloading a few times to see if I can get them all working. Thanks for the tip!
 
I encountered this error when first installing the mod upon reloading. Should I just reload again, or is it a bug?
It's a TML problem. When i was trying to get my mods running I had the same problem, random MP3 / PNG files from various mods popping as ''failed to load''. The game does crash sometimes but after some cleaning/speeding up my mods started running together. It may also be a RAM problem as I was told.

And tbh it's overall a huge issue in the game itself. Terraria is running on poor engines :(
 
Hey, do you think you could heavily tone down the spawn rates of the light faded zombies? They seem t be spawning so much that they are pushing out other monster spawns from other mods during night time.
 
View attachment 178281 Help this keeps showing i reloaded my mods like a 1000 times, yesterday it was working fine
Some mods that you are using cause this issue to apear.
Hey, do you think you could heavily tone down the spawn rates of the light faded zombies? They seem t be spawning so much that they are pushing out other monster spawns from other mods during night time.
Yes this has been already done, just not released.
 
@LittleDevilKitty - it seems that the crash posted above is a result of the newest version of the Spirit Mod, version 1.3.0.1. I don't know who is responsible for fixing compatibility, but it is a direct result of that mod's new update.
 
Hmm...
I started getting this too

An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at Terraria.RecipeGroup.RegisterGroup(String name, RecipeGroup rec)
at Trelamium.Trelamium.AddRecipeGroups()
at Terraria.ModLoader.RecipeGroupHelper.AddRecipeGroups()

Either way it still has something to do with this mod :/
 
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