LadyLone
Steampunker
Unless mentioned, these mods are for 1.3, but they will be ported to 1.4 in time.
Currently only Tree Cut Time, No NPC Drowning, and Wood Armor Bonuses are ported to 1.4.
These are smaller open source mods I created that I feel are not big enough to have an entire thread dedicated to each of them separately. These are all on the Mod Browser with alternate download links here if that ever has trouble.
Discord
I really liked Thor's Hammer in Thorium, three different weapons meant to be a single one in melee, ranged, and magic damage modes. I kept thinking how would it be if it included all the classes, so this mod is inspired by it. Thanks to Apacchii for a bit of code help (mainly for the ranged hammer damage handling with ammo) and Logar for re-doing all of the sprites.
This small mod adds in a hammer split between seven different weapons. This includes each of the main classes plus throwing, sentry, and Esper Class Telekinetic. These hammers scale with boss progression. All hammers auto-swing with 20 use speed except the summon and Telekinetic hammer. The throwing hammer can pickup items. This mod is open source.
Crafting is 10 each of copper/tin bars, iron/lead bars, silver/tungsten bars, and gold/platinum bars at an anvil. A hammer can be switched to any of the other six at a work bench.
If Expanded Sentries is enabled, the Sentry Hammer can be summoned past the turret limit during the Old One's Army event proven you have enough Etherian Mana. It will also benefit from sentry speed added by that mod.
Known Issues...
- Balance still needs a lot of fine tuning
- WeaponOut's emblem accessories will cause massive damage scaling
- Magic Hammer's laser creates dust effects where they shouldn't appear if the laser isn't at full length
- Swiping between hammer types can allow for effectively free prefix rerolling
Future Plans...
- Balance changes
- Cleaner code
- Add back in Calamity post Moon Lord scaling
- More unique behaviors
- A way so swiping between hammer classes can remember what prefix it previously had
Change Log...
- 1.3: Added Telekinetic Hammer to work aside Esper Class.
- Revamped the code of the Summoner Hammer minions. Should work far better now.
- Changed Magic Hammer to now fire a maintained laser beam.
- Ranged Hammer now only changes wooden arrows, instead of all arrows fired, to allow for more diverse use of the weapon through other arrow types.
- Thrown Hammer now functions differently, staying in place for a moment upon reaching mouse cursor (upon use) and better item pickup behavior.
- Toned down the damage scaling compared to the previous update.
- Ranged Hammer should no longer multiple damage from arrows so it shouldn't have a big DPS boost compared to other class hammers anymore.
- Thanks to Logar, all the hammers have been re-sprited and even a mod icon added.
- Base damage of Melee Hammer lowered to 12, down from 16.
- Added an extra tooltip for any hammer at post Moon Lord tier.
- 1.2: Fixed not being able to summon Sentry Hammers over the turret limit during DD2 event if Expanded Sentries is enabled. Also added damage scaling for Calamity post Moon Lord bosses.
- 1.1: Lowered early game damage scaling. Hammers now scale in rarity instead of having a set rainbow rarity. Updated mod description to actually explain how to craft the hammers and more.
- 1.0: Released.
Thanks to help on the Discord server from DarkLight and jopojelly for helping me, especially with the cross mod reference code used in Wood Armor Bonuses.
If I'm offline for 60+ days, then I give permission for anyone to take over ownership and development of these mods.
Currently only Tree Cut Time, No NPC Drowning, and Wood Armor Bonuses are ported to 1.4.
These are smaller open source mods I created that I feel are not big enough to have an entire thread dedicated to each of them separately. These are all on the Mod Browser with alternate download links here if that ever has trouble.
Discord
Ever wished music boxes worked in vanity slots? Tired of waiting for a song to be recorded? This mod would not have been possible without jopojelly's Antisocial mod, so massive thanks to that.
This small mod makes the music box record music instantly and make music boxes work in vanity accessory slots.
Known Issues...
- Custom music doesn't record instantly
- Since this checks for accessories containing "Music Box" in its name, vanity music box playing might not work for non-English languages
Future Plans...
- Mod icon
- Make custom music record instantly if possible. Even then the custom music would need a music box to go with it
Change Log...
- 1.0: Released.
This small mod makes the music box record music instantly and make music boxes work in vanity accessory slots.
Known Issues...
- Custom music doesn't record instantly
- Since this checks for accessories containing "Music Box" in its name, vanity music box playing might not work for non-English languages
Future Plans...
- Mod icon
- Make custom music record instantly if possible. Even then the custom music would need a music box to go with it
Change Log...
- 1.0: Released.
Ever wanted to fall faster? Find the default falling speed way too slow especially when going down a hellevator? Don't want to have to hold a post Moon Lord item to fall faster? Don't want to use the Slime mount to fall faster? Actually if you combine that with this mod you can fall even faster.
This tiny mod makes it so you can fall as fast as if you were holding a Portal Gun by holding down while falling.
Future Plans...
- Mod icon and config file for exact speed and possibly pressing down to stay in fast fall mode till stopping like in Super Smash Bros. games.
Change Log...
- 1.0: Released.
This tiny mod makes it so you can fall as fast as if you were holding a Portal Gun by holding down while falling.
Future Plans...
- Mod icon and config file for exact speed and possibly pressing down to stay in fast fall mode till stopping like in Super Smash Bros. games.
Change Log...
- 1.0: Released.
Want an alternate to getting fishing accessories? Fun fact. I made the Dungeon Crates always include a Golden Lock Box after feeling like I was taking too long to get Thorium dungeon items that I wasn't lucky enough to get to spawn in a chest.
This tiny mod adds some extra items to fishing crates.
- Wooden Crates have an 1 in 15 chance to give any non-combined fishing information accessory and 1 in 20 chance for any non-combined fishing accessory.
- Iron Crates have an 1 in 8 chance to give any non-combined fishing information accessory and 1 in 10 chance for any non-combined fishing accessory.
- Golden Crates have an 1 in 3 chance to give any non-combined fishing information accessory and 1 in 5 chance for any non-combined fishing accessory.
- In hardmode, Hotline Fishing Hooks has an 1 in 50 chance to be obtained from Wooden Crates, 1 in 25 chance from Iron Crates, and 1 in 10 chance from Golden Crates.
- Corrupt Crates have an 1 in 10 chance to give any Ancient Shadow armor piece, 1 in 3 chance post EoC or EoW to give 10-20 Demonite Bars, and 1 in 3 chance post EoW to contain 5-10 Shadow Scales.
- Crimson Crates have an 1 in 3 chance post EoC or BoC to give 10-20 Crimson Bars, and 1 in 3 chance post BoC to contain 5-10 Tissue Samples.
- Jungle Crates have an 1 in 3 chance in Hardmode to contain a Turtle Shell and 1 in 4 chance post any Mech boss to contain a Life Fruit.
- Dungeon Crates always include a Golden Lock Box and post Plantera give 2-5 Ectoplasma.
Future Plans...
- Mod icon, possibly more items added to crates, and chance changes with possibly a config file.
Change Log...
- 1.1: Added items to Corrupt, Crimson, Jungle, and Dungeon Crates.
- 1.0: Released.
This tiny mod adds some extra items to fishing crates.
- Wooden Crates have an 1 in 15 chance to give any non-combined fishing information accessory and 1 in 20 chance for any non-combined fishing accessory.
- Iron Crates have an 1 in 8 chance to give any non-combined fishing information accessory and 1 in 10 chance for any non-combined fishing accessory.
- Golden Crates have an 1 in 3 chance to give any non-combined fishing information accessory and 1 in 5 chance for any non-combined fishing accessory.
- In hardmode, Hotline Fishing Hooks has an 1 in 50 chance to be obtained from Wooden Crates, 1 in 25 chance from Iron Crates, and 1 in 10 chance from Golden Crates.
- Corrupt Crates have an 1 in 10 chance to give any Ancient Shadow armor piece, 1 in 3 chance post EoC or EoW to give 10-20 Demonite Bars, and 1 in 3 chance post EoW to contain 5-10 Shadow Scales.
- Crimson Crates have an 1 in 3 chance post EoC or BoC to give 10-20 Crimson Bars, and 1 in 3 chance post BoC to contain 5-10 Tissue Samples.
- Jungle Crates have an 1 in 3 chance in Hardmode to contain a Turtle Shell and 1 in 4 chance post any Mech boss to contain a Life Fruit.
- Dungeon Crates always include a Golden Lock Box and post Plantera give 2-5 Ectoplasma.
Future Plans...
- Mod icon, possibly more items added to crates, and chance changes with possibly a config file.
Change Log...
- 1.1: Added items to Corrupt, Crimson, Jungle, and Dungeon Crates.
- 1.0: Released.
Version 1.0 is for tMod 1.3. Versions 1.1 and up are for tMod 1.4.
Want NPCs to live underwater without drowning? Perhaps they arrived inside a pool of water and were not smart enough to get out on their own? Whatever the reason, here's this rather random mod.
This tiny mod makes it so town NPCs can't drown underwater like prior to 1.3. They still won't move into a house that's underwater on arrival, but can be manually moved there afterward. They will still also panic and try to jump out of the water. This mod can also help with mods that make town NPCs immune to hostile damage, as those mods alone won't stop drowning damage.
Future Plans...
- Perhaps disable the drowning panic part of their AI.
Change Log...
- 1.1: Ported to tModLoader v2022.9.47.4
- Added mod icon.
- 1.0: Released.
Want NPCs to live underwater without drowning? Perhaps they arrived inside a pool of water and were not smart enough to get out on their own? Whatever the reason, here's this rather random mod.
This tiny mod makes it so town NPCs can't drown underwater like prior to 1.3. They still won't move into a house that's underwater on arrival, but can be manually moved there afterward. They will still also panic and try to jump out of the water. This mod can also help with mods that make town NPCs immune to hostile damage, as those mods alone won't stop drowning damage.
Future Plans...
- Perhaps disable the drowning panic part of their AI.
Change Log...
- 1.1: Ported to tModLoader v2022.9.47.4
- Added mod icon.
- 1.0: Released.
I really liked Thor's Hammer in Thorium, three different weapons meant to be a single one in melee, ranged, and magic damage modes. I kept thinking how would it be if it included all the classes, so this mod is inspired by it. Thanks to Apacchii for a bit of code help (mainly for the ranged hammer damage handling with ammo) and Logar for re-doing all of the sprites.
This small mod adds in a hammer split between seven different weapons. This includes each of the main classes plus throwing, sentry, and Esper Class Telekinetic. These hammers scale with boss progression. All hammers auto-swing with 20 use speed except the summon and Telekinetic hammer. The throwing hammer can pickup items. This mod is open source.
Crafting is 10 each of copper/tin bars, iron/lead bars, silver/tungsten bars, and gold/platinum bars at an anvil. A hammer can be switched to any of the other six at a work bench.
If Expanded Sentries is enabled, the Sentry Hammer can be summoned past the turret limit during the Old One's Army event proven you have enough Etherian Mana. It will also benefit from sentry speed added by that mod.
Known Issues...
- Balance still needs a lot of fine tuning
- WeaponOut's emblem accessories will cause massive damage scaling
- Magic Hammer's laser creates dust effects where they shouldn't appear if the laser isn't at full length
- Swiping between hammer types can allow for effectively free prefix rerolling
Future Plans...
- Balance changes
- Cleaner code
- Add back in Calamity post Moon Lord scaling
- More unique behaviors
- A way so swiping between hammer classes can remember what prefix it previously had
Change Log...
- 1.3: Added Telekinetic Hammer to work aside Esper Class.
- Revamped the code of the Summoner Hammer minions. Should work far better now.
- Changed Magic Hammer to now fire a maintained laser beam.
- Ranged Hammer now only changes wooden arrows, instead of all arrows fired, to allow for more diverse use of the weapon through other arrow types.
- Thrown Hammer now functions differently, staying in place for a moment upon reaching mouse cursor (upon use) and better item pickup behavior.
- Toned down the damage scaling compared to the previous update.
- Ranged Hammer should no longer multiple damage from arrows so it shouldn't have a big DPS boost compared to other class hammers anymore.
- Thanks to Logar, all the hammers have been re-sprited and even a mod icon added.
- Base damage of Melee Hammer lowered to 12, down from 16.
- Added an extra tooltip for any hammer at post Moon Lord tier.
- 1.2: Fixed not being able to summon Sentry Hammers over the turret limit during DD2 event if Expanded Sentries is enabled. Also added damage scaling for Calamity post Moon Lord bosses.
- 1.1: Lowered early game damage scaling. Hammers now scale in rarity instead of having a set rainbow rarity. Updated mod description to actually explain how to craft the hammers and more.
- 1.0: Released.
Each of the hammers have a base damage that scales with vanilla bosses defeated in a world. The scaling is based on the highest boss defeated and doesn't add up from previous bosses. So having Moon Lord alone defeated would be the same scaling as all the other bosses including him.
Eye of Cthulhu = 1.25x
Eater of Worlds or Brain of Cthulhu = 1.5x
Queen Bee = 2x
Skeletron = 2.5x
Start of Hardmode = 3.5x
Any Mech Boss = 4x
All Three Mech Bosses = 5x
Plantera= 6x
Golem = 8x
Duke Fishron = 10x
Lunatic Cultist = 15x
Moon Lord = 20x
If the Melee hammer has at least a damage multiplier of 4, it will shoot out a projectile that does 75% of the damage of the hammer swing itself. Ranged and Magic hammers penetrating scale with bosses defeated. Magic hammer range scales with bosses defeated. Throwing hammer velocity scales with bosses defeated.
Eye of Cthulhu = 1.25x
Eater of Worlds or Brain of Cthulhu = 1.5x
Queen Bee = 2x
Skeletron = 2.5x
Start of Hardmode = 3.5x
Any Mech Boss = 4x
All Three Mech Bosses = 5x
Plantera= 6x
Golem = 8x
Duke Fishron = 10x
Lunatic Cultist = 15x
Moon Lord = 20x
If the Melee hammer has at least a damage multiplier of 4, it will shoot out a projectile that does 75% of the damage of the hammer swing itself. Ranged and Magic hammers penetrating scale with bosses defeated. Magic hammer range scales with bosses defeated. Throwing hammer velocity scales with bosses defeated.
Built into Terraria 1.4.4 and thus, this mod won't be updated for tMod 1.4.
Tired of waiting for the 30 second countdown between waves of the Old One's Army event? Just want to speed things up and get on with it?
This small mod makes it so during the Old One's Army event, you can right click the Eternia Crystal Stand to skip the delay between waves, aside from just starting the event.
Future Plans...
- Mod icon
- Fix any bugs
Change Log...
- 1.0: Released.
Tired of waiting for the 30 second countdown between waves of the Old One's Army event? Just want to speed things up and get on with it?
This small mod makes it so during the Old One's Army event, you can right click the Eternia Crystal Stand to skip the delay between waves, aside from just starting the event.
Future Plans...
- Mod icon
- Fix any bugs
Change Log...
- 1.0: Released.
Version 1.0 is for tMod 1.3. Versions 1.1 and up are for tMod 1.4.
Do you find it hard to tell exactly how fast an axe will cut down a tree? Axe power can be misleading as an axe with a higher axe power can take longer to cut down a tree than an axe with lower axe power due to tool speed. This mod should clear up any confusions.
This tiny mod adds a tooltip to items with axe power to display the exact time it takes to cut down a tree. There's also optionally a tooltip for hammers to display wall break time.
Future Plans...
- Currently none.
Change Log...
- 1.1: Updated to tModLoader v2022.7.58.9.
- Added mod icon.
- Added customizable color for tooltip.
- Now a clientside mod.
- Added Wall Break Time tooltip set via config.
- Formula to get the exact time no longer counts axe power above 500% as being faster.
- 1.0: Released.
Do you find it hard to tell exactly how fast an axe will cut down a tree? Axe power can be misleading as an axe with a higher axe power can take longer to cut down a tree than an axe with lower axe power due to tool speed. This mod should clear up any confusions.
This tiny mod adds a tooltip to items with axe power to display the exact time it takes to cut down a tree. There's also optionally a tooltip for hammers to display wall break time.
Future Plans...
- Currently none.
Change Log...
- 1.1: Updated to tModLoader v2022.7.58.9.
- Added mod icon.
- Added customizable color for tooltip.
- Now a clientside mod.
- Added Wall Break Time tooltip set via config.
- Formula to get the exact time no longer counts axe power above 500% as being faster.
- 1.0: Released.
Version 1.0 is for tMod 1.3. Versions 1.1 and up are for tMod 1.4.
This little mod gives new bonuses to the wood armors to make them more interesting. Class specific wood armors give 4% damage bonus per piece. Set bonuses also no longer give 1 extra defense.
- Each Wood armor piece gives 10% increased placement speed. Wood Greaves now has 1 defense. Wood Armor set bonus gives one extra tile placement range. Good for early game building.
- Ebonwood Armor set bonus gives 10% increased melee attack speed.
- Boreal Wood Armor set bonus gives 4% increased ranged critical chance.
- Rich Mahogany Armor set bonus reduces mana cost by 10%.
- Palm Wood Armor set bonus gives one extra minion slot.
- Shadewood Armor set bonus gives 10% increased melee attack speed, or optionally via condig file, 10% increased throwing velocity.
- Pearlwood Helmet gives 10% increased mining speed and Shine buff light. Pearlwood Breastplate gives 15% increased mining speed. Pearlwood Greaves gives 10% increased mining speed. Pearlwood Armor set bonus gives Spelunker buff. Acts like an upgraded Mining armor set.
- Tremor's Glacier Wood Armor gives less defense per armor piece, but gives 4% alchemical damage bonus per piece and a set bonus of 4% increased alchemical critical chance.
Future Plans...
- Balance adjustments here and there if need be.
- Give bonuses to modded wood armor that lack any beyond defense.
Change Log...
- 1.1: Ported to tModLoader v2022.9.47.4
- Added mod icon.
- Made Shadewood Armor give melee bonuses instead, with optional throwing bonuses via config file.
- Fixed Pearlwood armor actually slowing down mining speed instead of speeding it up.
- 1.0: Released.
This little mod gives new bonuses to the wood armors to make them more interesting. Class specific wood armors give 4% damage bonus per piece. Set bonuses also no longer give 1 extra defense.
- Each Wood armor piece gives 10% increased placement speed. Wood Greaves now has 1 defense. Wood Armor set bonus gives one extra tile placement range. Good for early game building.
- Ebonwood Armor set bonus gives 10% increased melee attack speed.
- Boreal Wood Armor set bonus gives 4% increased ranged critical chance.
- Rich Mahogany Armor set bonus reduces mana cost by 10%.
- Palm Wood Armor set bonus gives one extra minion slot.
- Shadewood Armor set bonus gives 10% increased melee attack speed, or optionally via condig file, 10% increased throwing velocity.
- Pearlwood Helmet gives 10% increased mining speed and Shine buff light. Pearlwood Breastplate gives 15% increased mining speed. Pearlwood Greaves gives 10% increased mining speed. Pearlwood Armor set bonus gives Spelunker buff. Acts like an upgraded Mining armor set.
- Tremor's Glacier Wood Armor gives less defense per armor piece, but gives 4% alchemical damage bonus per piece and a set bonus of 4% increased alchemical critical chance.
Future Plans...
- Balance adjustments here and there if need be.
- Give bonuses to modded wood armor that lack any beyond defense.
Change Log...
- 1.1: Ported to tModLoader v2022.9.47.4
- Added mod icon.
- Made Shadewood Armor give melee bonuses instead, with optional throwing bonuses via config file.
- Fixed Pearlwood armor actually slowing down mining speed instead of speeding it up.
- 1.0: Released.
Inspired by comments from Gameraiders101 during one of his livestreams. This mod will make most ambient objects drop what they visually appear to be.
- Gem stashes will drop at least 4 gems as visually shown. This is what inspired the mod idea.
- Ambient objects drop tile blocks. Enabled by default, this can be disabled. Hive stalactites have a 50% chance to drop hive blocks, regardless of the config setting, given their rarity.
- As an example, broken chest objects will (proven tile drops are enabled) drop wood when destroyed.
Future Plans...
- Mod icon and support for some other mods, like Thorium's gem stashes.
- Changes to vanilla ambient object drops to better reflect what they could be.
Change Log...
- 1.0: Released.
- Gem stashes will drop at least 4 gems as visually shown. This is what inspired the mod idea.
- Ambient objects drop tile blocks. Enabled by default, this can be disabled. Hive stalactites have a 50% chance to drop hive blocks, regardless of the config setting, given their rarity.
- As an example, broken chest objects will (proven tile drops are enabled) drop wood when destroyed.
Future Plans...
- Mod icon and support for some other mods, like Thorium's gem stashes.
- Changes to vanilla ambient object drops to better reflect what they could be.
Change Log...
- 1.0: Released.
Thanks to help on the Discord server from DarkLight and jopojelly for helping me, especially with the cross mod reference code used in Wood Armor Bonuses.
If I'm offline for 60+ days, then I give permission for anyone to take over ownership and development of these mods.
Attachments
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Fast Fall 1.0.zip2.3 KB · Views: 294
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No NPC Drowning 1.0.zip2.2 KB · Views: 242
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Tree Cut Time 1.0.zip3.4 KB · Views: 236
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Fishing Crate Additions 1.1.zip4.1 KB · Views: 272
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Wood Armor Bonuses 1.1.zip8.9 KB · Views: 233
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Better Music Boxes 1.0.zip5 KB · Views: 257
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Skip DD2 Wave Delay 1.0.zip2.5 KB · Views: 231
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BetterTileDrops.zip12 KB · Views: 72
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OmniHammer 1.3.zip117.1 KB · Views: 64
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TreeCutTime.zip12.8 KB · Views: 35
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No NPC Drowning 1.1.zip12.4 KB · Views: 36
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Wood Armor Bonuses 1.1.zip16.3 KB · Views: 35
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