OP answered this one in the last page.Wind sound just rips my ears. Especially when I'm inside my base. It appears, than dissapears, than again... Is there a way to lower it's volume?
That said, I'm also here for hurricane report #3.The wind sound is NOT an ambient sound. Adjusting your ambient volume will do nothing, as tmodloader does not support custom ambient sounds (to my knowledge). Please adjust its sound using the Sound Slider (the second volume slider). If you do this while a clip of the wind sound is playing, the sound will play out at its initial volume, and all subsequent sounds will be at your desired volume. Thanks!
It shouldn't. I've had meteorites fall a couple times in my world with the mod on. You're probably just getting RNG.Does this mod cause normal meteorite biomes to stop spawning? I've smashed shadow orbs literal days ago (2 weeks?) and still haven't had a single meteorite fall. I get the meteor swarm events fairly often, but it's way slower to gather meteorite from that as opposed to being able to mine up an entire biome.
Meteorites only fall after the Eater of Worlds is defeated if you use Overhaul. It's to prevent skipping progression too much.Does this mod cause normal meteorite biomes to stop spawning? I've smashed shadow orbs literal days ago (2 weeks?) and still haven't had a single meteorite fall. I get the meteor swarm events fairly often, but it's way slower to gather meteorite from that as opposed to being able to mine up an entire biome.
I've noted this before too. It seems like the wind also checks for blocks blocking from the direction of the wind, so even if you're in front of a wall at times, if there's not a physical block x tiles away from you in the direction the wind is coming from, it thinks there's no block between you and the wind and you get pushed.I expirience Heavy wind debuff while inside my house or shafts if I'm over 0 hight even when background walls present. And it somewhat works in some spots, but doesn't work in another. Like in the left corner of the room I'm safe, but the right one makes me slide.
Just sayin'... You're awesome for the in-depth testing. I always want to do things like this for mods but never get around to it.
With how often I've been swinging in lately to report potential bugs or oversights with the hurricane weather, thought I'd at least make something fancy to spruce the posts up a bit. Anyway, onto the actual report that brought me here today. I was lucky enough to stumble upon another hurricane today, and decided to do some testing on what entities can be pushed by hurricanes. As you're already aware, this weather pushes both mobs and items with its mighty winds, but I wanted to see what else gets hurricane'd and in what ways. After some testing with the small amount of time I got, here's a list of things that get pushed by wind and the effects thereof, to the best of my knowledge. I should also note that aside from the player and enemies/townies, all of the below are affected regardless of location, unless there's a solid block holding them against the wind.
This has been your detailed hurricane report from a faithful once-totally-not-zombified follower of this mod. When I first signed up for this site purely to praise this mod, I also noted that I'd be happy to help test experimental builds of the mod to check an array of different behaviors you might not have thought of. I'd like to reiterate that offer here since you're currently working on another project (Spirit Mod update it seems?) in between updates for this mod, which would give my theoretical self and other playtesters plenty of time to sniff out anything of note that may not be acting the way it's supposed to.
- The player character is pushed along at a slow rate in a similar manner to the heavy wind weather when in an area where the wind can push them, despite the whopping 70mph difference in wind speed (a gap which is double the threshold for the heavy wind event, and big enough to count as a hurricane itself!). If strengthening or stacking the heavy wind debuff is possible, perhaps it would be a good idea to try that for when the player is affected by hurricane winds?
- Enemy mobs and town NPCs are entirely unaffected by the wind. Unsure if this is intentional, or due to limits of what the game's engine or modloader is capable of.
- Player projectiles (arrows, bullets, magical projectiles, etc) continuously gain velocity in the wind's direction. This means that such weapons are near-impossible to fire upwind unless the projectile is especially fast, as they only travel a short distance before turning around, but also that they reach astonishing speeds if you fire them downwind instead. This includes projectiles fired by the Portal Gun and by melee weapons like the Terra Blade, as well as any thrown tools or explosives like glowsticks or grenades. This also affects chlorophyte bullets, but I haven't been able to test if hurricanes have any meaningful impact on them due to their homing capabilities and incredible speed.
- Enemy projectiles, on the other hand, are completely unaffected.
- Laser-type weapons - such as the Last Prism - are unaffected by the wind.
- Summoned minions are pushed downwind at high speeds that are about equal to the speed they use when trying to catch up to you. This effectively means your minions can't move upwind at all or even hold themselves down, making summoner gameplay quite a bit more difficult than with other classes.
- The Tavernkeep's sentries are pushed downwind at a slow rate. This isn't as dire as the minions, as sentries often have respectable range (I'm going to pretend the ballista is the only Tavernkeep sentry (because it basically is if you're playing summoner)), and they aren't pushed at nearly the same rate as minions. Their movement in these winds are more like the player's, as if the sentry itself has the mighty wind debuff, which makes me think one should be able to apply it to townies and enemies as well as the player. But I'm not a modder, so you'd know more than I would about that. Oddly enough, the Lunar Portal Staff and Rainbow Crystal Staff you can get from Moon Lord are unaffected by the wind, so it seems only the Tavernkeep's sentries are affected.
- Other non-block entities the player summons - such as the clouds summoned by the Nimbus Rod - are accelerated downwind in a similar fashion to regular projectiles. If these entities produce projectiles (again, Nimbus Rod), those projectiles are also sent downwind in the same manner.
- Grappling hooks are pushed downwind, but only a tiny bit, making it just a tad more difficult to hook onto blocks that are upwind of you. When latched onto a block though, they and the player grappling to them are unaffected. This is good.
- Hailstones are pushed downwind in a manner similar to projectiles, making a hailstorm-hurricane combination quite a bit more dangerous than either weather on its own.
- The money trough's summoned piggy bank is accelerated downwind, making it effectively impossible to access it mid-hurricane unless you're up against a wall.
I got three meteors while I had this mod on.Does this mod cause normal meteorite biomes to stop spawning? I've smashed shadow orbs literal days ago (2 weeks?) and still haven't had a single meteorite fall. I get the meteor swarm events fairly often, but it's way slower to gather meteorite from that as opposed to being able to mine up an entire biome.
Seems to be only in lava layers? Not sure, but that's where I most frequently find themCheck around in the underground and cavern layers. I didn't find one in my world until I was almost done my hellevator, so you may end up having to go pretty deep to find one.