tModLoader VapeMods by FractalXX

It has a description on the mod browser and in this thread as well.
LRhEYme.png







This means nothing to me.

A stat is anything that affects a number. For all I know all this means is that the armor can roll +1-5 defense.
What stat is on an accessory?
There is no description of what this mod does besides 'things' and 'stuff'

Did he all of a sudden add haste/mastery/hit chance into the game with this mod to add WoW stats? Like can we get a description of what this mod does.
Do I need to recreate a world? Does it add worldgen, like what is this mod.

Also the mod browser is just as vague.

4yRjsjo.png



Need something like this:

UVulozQ.png
 
LRhEYme.png







This means nothing to me.

A stat is anything that affects a number. For all I know all this means is that the armor can roll +1-5 defense.
What stat is on an accessory?
There is no description of what this mod does besides 'things' and 'stuff'

Did he all of a sudden add haste/mastery/hit chance into the game with this mod to add WoW stats? Like can we get a description of what this mod does.
Do I need to recreate a world? Does it add worldgen, like what is this mod.

Also the mod browser is just as vague.

4yRjsjo.png



Need something like this:

UVulozQ.png

Well, if you need details, I'll do it.
 
Well, if you need details, I'll do it.
Thank you. This will not only aid me, but your current and future downloaders and supporters of your mod

https://www.saleshacker.com/5-sales-pitch-tips/

Getting the bold statement of what the mod does is the key to success- and whether anyone wants to admit it; Popularity is usually the drive that makes people want to mod in the first place. They generally want to improve something and be known as the fixer. This is why many mod creators make individual threads for specific mods they release.
Your thread is what anyone would call an information overload, it shows lists of things- but not eye-catchers. Starting on your first mod as the most interesting statement about your thread as a whole will get you; more bug reports to assist you in your conquest, more positive reviews on what you are doing right, and more feedback and ideas based on the suggestions you will most likely get. I'm not exactly a modder, but I am a sales person, and what you are selling could be gold- but it needs the right presentation and information to be as shiny as gold. You could have the coolest mods available, but if there isn't information to get the word out, you could be the AMD of graphics cards when you're actually a Pascal without a cover.

I am generally interested in your 2 mods, but I am one of those people who refuse to try something that doesn't have enough information or previews because it makes it seem like it may be a waste of time(Like buying random steam games that have no reviews.)
 
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I work on Vape Loot, too, it's just hasn't been updated for a long time. Main focus is on VapeRPG at the moment. I will adjust that, too.

- Didn't say it was a common problem but I wanted to avoid further balance issues.
- By default, characters have 4% crit. That's the base. Armor/Accessory bonuses get added to that. Weapon crits are separate, meaning that they also have a base crit (which is not affected by the player's crit), reforge bonuses go on top of that and finally the players crit (with bonuses) gets added to that.
- There are already caps but they are tied to the item's rarity.

Here are the formulas for stat bonuses:
statMin = (rarity + 1) * 3
statMax = (rarity + 1 + (quality - 1)) * 6

These are the minimum and maximum values for the given stat, and the bonus is a random value from [statMin, statMax[.
The integer values for qualities are the following:
Common: 0
Uncommon: 1
Rare: 2
Epic: 3

Unique brings a different approach:

statMin = (rarity + 1) * 4
statMax = (rarity + 1) * 8

For the integer values of rarities, check the wiki.

In my opinion, the rarity field of the item was the best to identify it's tier. At least, it works well most of the time.

- No, it was +1 defense per 5 points.
-
- You deal twice the amount of the mob's hp to make sure it dies even if it has a ridiculously high defense.
- Ignore that for now, I just checked and I forgot to implement it, I only changed the tooltip of the skill...
you can get high rarity items early on.
i don't quite understand the math you were trying to make.
i could have sworn i read 1 defense per 10 points early... ehh, whatever.
 
First, thank you for this mod! It brings some nice rpg feelings to terraria!

Second, I think One Above All needs a serious revision.... I think you may have noticed that this skill "breaks some bosses". I know One Above All isn't supposed to work on bosses, but the issue is it "works" on segmented bosses or bosses with appendices. First time with this problem was against skeletron, the two hands were obliterated right in the beginning - making the fight trivial... second time was against starplate raider from Spirit Mod, it is a Worm boss and one above all insta-kill it. The third time was against the wall of flesh, suddenly insta-kill. The last time was against the Destroyer who got destroyed within seconds.

I don't think the problem is with mod bosses (in the case of starplate raider), because it didn't happen against other mod bosses (from Calamity,Thorium and Spirit)
In the case of worm bossses (starplate and destroyer) any piercing weapon or ammo quickly trigger the skill.

The Destroyer was the only hardmode boss I fought in this playthrough. Besides those mentioned, every other boss fight (vanilla, calamity, thorium or spirit) went fine.

Maybe instead of one hit KO, the skill could trigger a sudden 1000% damage hit? IDK, something to change the effect on bosses with segments and parts.... Also 3% is too high for one hit kill, it doesn't mean 1 kill in 33 mobs, but 1 kill in 33 hits. Thinking in weapons fast like megashark and piercing effects 3% is too op.
 
First, thank you for this mod! It brings some nice rpg feelings to terraria!

Second, I think One Above All needs a serious revision.... I think you may have noticed that this skill "breaks some bosses". I know One Above All isn't supposed to work on bosses, but the issue is it "works" on segmented bosses or bosses with appendices. First time with this problem was against skeletron, the two hands were obliterated right in the beginning - making the fight trivial... second time was against starplate raider from Spirit Mod, it is a Worm boss and one above all insta-kill it. The third time was against the wall of flesh, suddenly insta-kill. The last time was against the Destroyer who got destroyed within seconds.

I don't think the problem is with mod bosses (in the case of starplate raider), because it didn't happen against other mod bosses (from Calamity,Thorium and Spirit)
In the case of worm bossses (starplate and destroyer) any piercing weapon or ammo quickly trigger the skill.

The Destroyer was the only hardmode boss I fought in this playthrough. Besides those mentioned, every other boss fight (vanilla, calamity, thorium or spirit) went fine.

Maybe instead of one hit KO, the skill could trigger a sudden 1000% damage hit? IDK, something to change the effect on bosses with segments and parts.... Also 3% is too high for one hit kill, it doesn't mean 1 kill in 33 mobs, but 1 kill in 33 hits. Thinking in weapons fast like megashark and piercing effects 3% is too op.
I have same problem, but I have killed destroyer by energized unique king slime weapon from Fargowiltas. 3 seconds and destroyer is destroyed :(
 
I've noticed that with Vape Loot, sometimes while looking at the recipe for an armor or accessory the output slot will already have modifiers somehow, but you only get a real chance at getting modifiers when you craft them for good (i.e. despite showing some modifiers on the recipe output, you most likely won't get those same modifiers). Is this intentional or accidental? Usually this wouldn't affect the game much, but it looks like the method that Magic Storage uses to craft items will give you those modifiers that show up before crafting stuff.
 
First, thank you for this mod! It brings some nice rpg feelings to terraria!

Second, I think One Above All needs a serious revision.... I think you may have noticed that this skill "breaks some bosses". I know One Above All isn't supposed to work on bosses, but the issue is it "works" on segmented bosses or bosses with appendices. First time with this problem was against skeletron, the two hands were obliterated right in the beginning - making the fight trivial... second time was against starplate raider from Spirit Mod, it is a Worm boss and one above all insta-kill it. The third time was against the wall of flesh, suddenly insta-kill. The last time was against the Destroyer who got destroyed within seconds.

I don't think the problem is with mod bosses (in the case of starplate raider), because it didn't happen against other mod bosses (from Calamity,Thorium and Spirit)
In the case of worm bossses (starplate and destroyer) any piercing weapon or ammo quickly trigger the skill.

The Destroyer was the only hardmode boss I fought in this playthrough. Besides those mentioned, every other boss fight (vanilla, calamity, thorium or spirit) went fine.

Maybe instead of one hit KO, the skill could trigger a sudden 1000% damage hit? IDK, something to change the effect on bosses with segments and parts.... Also 3% is too high for one hit kill, it doesn't mean 1 kill in 33 mobs, but 1 kill in 33 hits. Thinking in weapons fast like megashark and piercing effects 3% is too op.

I have same problem, but I have killed destroyer by energized unique king slime weapon from Fargowiltas. 3 seconds and destroyer is destroyed :(

Yeah, It has to be changed. 1000% damage sounds more appropriate.

I've noticed that with Vape Loot, sometimes while looking at the recipe for an armor or accessory the output slot will already have modifiers somehow, but you only get a real chance at getting modifiers when you craft them for good (i.e. despite showing some modifiers on the recipe output, you most likely won't get those same modifiers). Is this intentional or accidental? Usually this wouldn't affect the game much, but it looks like the method that Magic Storage uses to craft items will give you those modifiers that show up before crafting stuff.

Sadly, it's a bug that can't be fixed right now due to the way Terraria works.
 
I gotta say, VapeRPG is a very well done mod. It's actually got me wanting to play Terraria single-player (which me playing a single player game for more than 10 minutes is an amazing feat on it's own), simply because of the nifty little additions.

However, it's nowhere near ready in Multiplayer (as you've said), so to help with the development, I'll throw some errors in relation to multiplayer when I find them.

One of the errors that is common is freezing when loading up a game with a "large" mod (or a mod with a large amount of content). I've pinned it down to mods that add a lot of NPCs, which I found out through using the tModLoader Steam Server .bat file.
It spits out an error upon initializing the server, but not the world:

Code:
Cannot get packet for VapeRPG because it does not exist on the other side
  at Terraria.ModLoader.Mod.GetPacket(Int32 capacity)
  at VapeRPG.VapeGlobalNpc.ChaosTransform(NPC npc) in c:\Users\N3r0\Documents\My Games\Terraria\ModLoader\Mod Sources\VapeRPG\VapeGlobalNpc.cs:line 304
  at VapeRPG.VapeGlobalNpc.SetDefaults(NPC npc) in c:\Users\N3r0\Documents\My Games\Terraria\ModLoader\Mod Sources\VapeRPG\VapeGlobalNpc.cs:line 54
  at Terraria.ModLoader.NPCLoader.SetDefaults(NPC npc, Boolean createModNPC)
  at Terraria.ModLoader.Mod.SetupContent()
  at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)

I'm no programmer, but it seems to be breaking due to an NPC refusing to be transformed into a Chaos version (maybe it's trying to transform a housing-npc into a Chaos npc?). The mods I've had issues with are Tremor, Trelamium, Joost, Calamity, and Thorium. I hope you can get this working, as it's a nice touch to Terraria.

Once this errors appears, it seems that the server would work... But it doesn't.

Instead, it loads a world, then reloads that world about 3-4 times, before refusing to load it anymore, with the error "Load Failed!" appearing. Whether it's two separate errors somehow appearing at the same, or the two errors both being tied, I wouldn't know. Best of luck to you though, as it's a very fun mod to play with!

(EDIT: Removed an extra "As you've said" and reworded it to sound better)
 
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Here's another error:

When no one's on a hosted dedicated server, all is well. However, when a person joins, it floods the console with
Code:
Error on message Terraria.MessageBuffer
After that, most people can't chat and don't appear to move. I have no ideas on what could cause this, sorry.
 
i recently played this mod (which is very well mad and quite fun) but i may of found bug as i tried using a mana crystal and nothing happens i tried disabling all other mods still doesn't work restarted terraria and still doesn't work.Fixing this would be much appreciated.
 
i recently played this mod (which is very well mad and quite fun) but i may of found bug as i tried using a mana crystal and nothing happens i tried disabling all other mods still doesn't work restarted terraria and still doesn't work.Fixing this would be much appreciated.
I'm picking it disables Life Crystals and Mana Stars due to the fact that you can equip special gear (+vitality and some other stat) to upgrade your max mana and health. It's probably a bug though. For now, play with a secondary mod that allows for mana and health levelling (such as ExperienceAndClasses)
 
Hi, i was playing with Vape RPG mod as a summoner (put all my points in "Spirit" and even with 70 points i didn't have more minion btw)
and decided to use "Vaper's Globe" to reset my stats and got 50 Chaos points (i am level 15 and level 7 in chaos)
I put these 50 Chaos points in "Ranged damage"and even tho my weapon says "12 ranged damage" i deal 80-200 damage on each hit, and my other weapons (even my vanilla platinum pickaxe) deal 100+ damage.
I will test with another character to get more informations on this bug

(also sorry for my bad english)

EDIT : After a second reset (full "Spirit" again) it looks like the "Close Combat Specialist" is responsible. For exemple, every bee from the Bee Gun now deals 250-300dmg instead of 12, and it works for every weapon i have
 
Hi, i was playing with Vape RPG mod as a summoner (put all my points in "Spirit" and even with 70 points i didn't have more minion btw)
and decided to use "Vaper's Globe" to reset my stats and got 50 Chaos points (i am level 15 and level 7 in chaos)
I put these 50 Chaos points in "Ranged damage"and even tho my weapon says "12 ranged damage" i deal 80-200 damage on each hit, and my other weapons (even my vanilla platinum pickaxe) deal 100+ damage.
I will test with another character to get more informations on this bug

(also sorry for my bad english)

EDIT : After a second reset (full "Spirit" again) it looks like the "Close Combat Specialist" is responsible. For exemple, every bee from the Bee Gun now deals 250-300dmg instead of 12, and it works for every weapon i have

I had made a pull request with the fix for the 50 spirit point bug to fix it, he just hasn't gotten around to using it possibly because I my have added functionality to also increase turret/sentry count per 100 spirit and moved some things into the config. You need 100 points for 1 extra minion (currently)

The Chaos points one I'm sure is how he handled resetting those points. Appears that a majority of them are added as a percent and saved, so that'd have to be reworked.

And looking at how the dmg bonus for Close Combat Specialist is it's pretty broken point blank (15 or less) your dmg is dmg + (dmg * 100) so if you hit for 17 it'd be 17 + 170 (187) if you're about 50 units it's * 30 so it lessens a bit. It honestly should be converted to a percent based boost falling off as you're further from the target. End game weapons or a heavy hit with it would be way overpowered.
 
i recently played this mod (which is very well mad and quite fun) but i may of found bug as i tried using a mana crystal and nothing happens i tried disabling all other mods still doesn't work restarted terraria and still doesn't work.Fixing this would be much appreciated.

They're disabled for a reason. You get mana/life per level and from the stats, too.

Hi, i was playing with Vape RPG mod as a summoner (put all my points in "Spirit" and even with 70 points i didn't have more minion btw)
and decided to use "Vaper's Globe" to reset my stats and got 50 Chaos points (i am level 15 and level 7 in chaos)
I put these 50 Chaos points in "Ranged damage"and even tho my weapon says "12 ranged damage" i deal 80-200 damage on each hit, and my other weapons (even my vanilla platinum pickaxe) deal 100+ damage.
I will test with another character to get more informations on this bug

(also sorry for my bad english)

EDIT : After a second reset (full "Spirit" again) it looks like the "Close Combat Specialist" is responsible. For exemple, every bee from the Bee Gun now deals 250-300dmg instead of 12, and it works for every weapon i have

I must look into this further. I tested it when I implemented it and everything was fine.

I had made a pull request with the fix for the 50 spirit point bug to fix it, he just hasn't gotten around to using it possibly because I my have added functionality to also increase turret/sentry count per 100 spirit and moved some things into the config. You need 100 points for 1 extra minion (currently)

The Chaos points one I'm sure is how he handled resetting those points. Appears that a majority of them are added as a percent and saved, so that'd have to be reworked.

And looking at how the dmg bonus for Close Combat Specialist is it's pretty broken point blank (15 or less) your dmg is dmg + (dmg * 100) so if you hit for 17 it'd be 17 + 170 (187) if you're about 50 units it's * 30 so it lessens a bit. It honestly should be converted to a percent based boost falling off as you're further from the target. End game weapons or a heavy hit with it would be way overpowered.

I just didn't have time to look at the pull request, yet (didn't even have time to look at the mod itself, sadly). Totally forgot about turrets, thanks for the suggestion.
Close Combat Specialist will be balanced, soon.

EDIT: Merged your pull request. Thanks for the help.
 
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