tModLoader

tModLoader

Terratweaks
224 条留言
Godslayer4000 10 月 18 日 下午 11:01 
Just checked the wiki and it is apparently controlled by just the cooldown, config option to stop that, and the nerf is disabled.
Lurrae  [作者] 10 月 18 日 下午 9:33 
@Godslayer4000 I'll look into it, it seems like it *might* be fixable by just preventing the cooldown from applying? Not sure how difficult that would be to implement, though (and that's assuming that the lifesteal nerf is just the cooldown and there's not more to it)
Godslayer4000 10 月 18 日 下午 9:27 
got a new idea for a calamittweak that I cant believe I didnt think of. I dont know how hard this would be to do but it would be very requested tweak, a calamittweak that completely undoes calamitys lifesteal nerf and makes lifesteal useful again.

up to you if you want to add it to the checklist.
Lurrae  [作者] 10 月 13 日 下午 7:10 
@Godslayer4000 Sounds pretty easy, I’ll add it to my todo list!
Godslayer4000 10 月 13 日 下午 5:34 
Got a idea for a simple calamittweak.


if night time providence is defeated, she drops the profaned soul crystal using empress of light drop rules. (making the message appear as well would be sick but it might be very difficult.)
this would be an alternative way to obtain the crystal early other than its default method
of killing her using only the profaned soul artifact

plus nighttime providence unlike empress currently has no rewards and is only for bragging rights.
Lurrae  [作者] 10 月 12 日 下午 4:50 
@Zach I'll add it to my todo list, but no guarantees on implementing it anytime soon ^-^;
I do already have a feature on my todo list to allow Thorium healing items to heal town NPCs, so whenever I get around to trying to figure that out (which, again, may be a while) I'll see if I can make healing items be able to target the user as well
Zach 10 月 12 日 下午 4:37 
Finally, a QOL mod that isn't outright cheating enabled by default lmao. An idea, Thorium has weapons with a life cost that heals allies. Well single player, this is a bit useless - but New Beginnings adds an effect that corrupts all radiant weapons (adds a damage over time effect) making the whole class more single player viable.

I had the thought that if you got the healing from the life cost from according to the weapon description - it would be balanced. If you miss, you'd still lose the full HP cost - and you'd only get (some) HP back for hitting and being accurate.

Right now, that healing just goes to the void and makes me sad because using said weapons single player basically just kills you and it's otherwise almost an all round great single player class too.

So if there was ever a tweak that simply let you get that healing instead of allies, it would be great!
Lurrae  [作者] 7 月 30 日 下午 1:52 
@Godslayer4000 Right, I forgot to add that one to my checklist XD
I’ll look into it when I have time!
Godslayer4000 7 月 30 日 下午 1:50 
and by mounts its the exo box that is forced off during her fight in infernum, and only the exo box
Godslayer4000 7 月 30 日 下午 1:49 
also at some point could you add a calamtitweaks option to disable Scal forcing mounts off in infernum, unlike these last 2 I imagine it wouldnt take nearly as long.
liam.hastings1 7 月 30 日 下午 12:55 
Ok! Yeah it is pretty big for a tweak mod, I hope you use the idea for something!
Lurrae  [作者] 7 月 30 日 下午 12:24 
@liam.hastings1 That does sound like a good idea for a mod, though I'm not sure it's entirely within the scope of Terratweaks. Maybe I'll look into making a standalone mod for it, though! We'll see XD
liam.hastings1 7 月 30 日 下午 12:20 
I have an idea for alchemist npc lite and thorium!
You could have the musician also sell items for the bard class! He could then be like a normal useful npc. He could have like another shop where he would sell some accessories and certain weapons, with all of the bard and healer add-ons support. It would have to be balanced though.
It’s kind of big and might be difficult but I think it’s a great compatibility idea!
Lurrae  [作者] 7 月 16 日 下午 3:22 
@Godslayer4000 I can try looking into that at some point, sure. Honestly it sounds like something that should be in base Thorium XD
Godslayer4000 7 月 16 日 下午 2:37 
just came up with an idea for a thorium tweak, it would be very difficult to implement I imagine so save this one for when you have a ton of spare time if you decide to pursue it.

all healing effects can now heal town npcs aswell as other players (as well as possible support for the "bard and healer" mod series.)
Lurrae  [作者] 7 月 8 日 下午 4:25 
Alright, hopefully that should be fixed in the update I just released! Lemme know if you run into any more issues
(also hopefully in August I'll have more time to work on stuff that's not just tiny bug fixes... I still need to re-implement the Master Mode Celestial Onion option and add a bunch of requested features, but right now between Artfight and irl obligations I haven't had as much time as I'd like-)
Lurrae  [作者] 7 月 8 日 下午 4:17 
@Godslayer4000 On my end, the error seems to be tied to Terratweaks' Oasis/Mirage crate rework, which means that the Most Renewable Mod probably changes the loot table of those crates in a way that Terratweaks can't handle currently. It should hopefully be an easy fix though?
Godslayer4000 7 月 8 日 下午 4:16 
my bad i got a feature confused with another mod.

but the crash report says something in terratweaks is interacting negatively with the underground crate so that would still be the best place to look to fix this.
Lurrae  [作者] 7 月 8 日 下午 4:01 
@Godslayer4000 I'm honestly not sure what you're referring to with "scan grab bag contents"? That said, I can try to take a look and see what I can do; it should be possible for me to just blacklist Underground Crates from using whatever Terratweaks feature is crashing it
Godslayer4000 7 月 8 日 下午 3:53 
so there is a mod that popped up on the workshop called Renewable stuff listed here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3506362722

and terratweaks crashes with it the second it loads, Now I normally dont report issues like this as
mod compatibility is normally a pain but I can tell you exactly what causes this, in the mod there is a crate called an underground crate that has a chance to blow up when you open it, and terratweak's "scan grab bag contents" cannot comprehend a literal explosion so it is causing a crash.

I dont need this mod like I need terratweaks and renewable is the definition of expendable, but since I already know exactly whats causing it I thought I would let you know, whether you fix it is up you my good homie :steamhappy:
Lurrae  [作者] 7 月 5 日 上午 9:25 
@PookiNi Yeah, the issue was that the "Incandescent Burn" debuff was removed, and I had added it to an internal list of hot debuffs for the Lucy the Axe rework, so that's why it was crashing. Should be fixed in the latest Terratweaks version now!
PookiNi 7 月 5 日 上午 9:18 
checking the thorium logs, incandescent spark was reworked and renamed. i guess it works much different now.
Godslayer4000 7 月 5 日 上午 8:50 
Can confirm, terra tweaks needs to update an issue with the incandesent spark. took a minute to reproduce this.
Lurrae  [作者] 7 月 5 日 上午 8:49 
@PookiNi Oh, that makes sense. I’ll look into it when I can, thanks for pointing me in the right direction!
PookiNi 7 月 5 日 上午 8:46 
i think it has something to do with the latest thorium update. the error says it has something to do with the incandescent spark debuff not loading. ill open a bug report on github right now.
Lurrae  [作者] 7 月 5 日 上午 7:44 
@Godslayer4000 Good to know! I had checked yesterday and wasn’t having any problems loading the mod, so I was wondering if it was a mod conflict of some sort
@RanDumb If it’s not too much trouble, would you be able to make a bug report on Terratweaks’ Github with your log file from a session where you got the error? Having the logs will give me a lot more information and should help with solving the issue
Godslayer4000 7 月 5 日 上午 7:38 
Actually terra tweaks still works for me, RanDumb must have a mod conflict (and yes the july update is loaded for me.)
Lurrae  [作者] 7 月 3 日 上午 11:59 
@RanDumb The mod must’ve broken with the latest Tmod update. I’m going to be fairly busy this month, but I’ll try to look into it as soon as I can!
RanDumb 7 月 3 日 上午 11:44 
couldnt load correctly apparently because terratweaks was built for an earlier versiona nd mentined something about "grab bag tweaks"
Lurrae  [作者] 6 月 19 日 下午 1:59 
@Kamitsuki Luciela Oh, I see. I don't think Terratweaks should be doing anything when the setting is disabled, but I'll look into it when I can (and I'll need to see if I can fix the highlight override not working on hammered blocks regardless)
Kamitsuki Luciela 6 月 18 日 上午 7:48 
To clarify, when turning OFF the Spelunker highlight override, I noticed that slopes seem to have a slightly different shade of highlight than full blocks. The default setting for the override should be fine, apologies if there was confusion there.
Lurrae  [作者] 6 月 11 日 下午 8:27 
@Kamitsuki Luciela Huh, that's odd... I didn't realize it didn't highlight slopes, I'll have to see what I can do! As for the slightly different highlight shade, I'm pretty sure I set the default value to be the same color as what's in the vanilla code, so I'm not sure why it would be different other than as a result of my approach to changing the highlight color being different from how vanilla does it? In which case there's not much I can do unfortunately
Kamitsuki Luciela 6 月 11 日 下午 7:26 
The Spelunker highlight colour override doesn't appear to function on hammered blocks at all (which, for what it's worth, don't even appear to be the exact same highlight shade as the default highlight... I hate that I've seen this). I'm not 100% certain if this is an issue with my modlist or just a general oddity with sloped blocks, but it's a consistent mismatch across all ores (that I've checked) when hammered. I don't know if this is a known quirk, but I thought it worth at least mentioning.
riley_ 6 月 3 日 下午 12:19 
i'm terra tweaking out
Lurrae  [作者] 6 月 2 日 下午 6:32 
Okay hotfix is out, sorry for the delay! Hopefully there shouldn't be any other issues with the new Calamity version, but let me know if you do run into any problems
Lurrae  [作者] 6 月 2 日 下午 4:58 
@ERROR2401 Oh shoot, that’s good to know. I’ll try to get a hotfix out tonight that just removes that option entirely so that the mod is playable until I can properly re-implement it
ERROR2401 6 月 2 日 下午 4:28 
When someone said calamity breaks the celestial onion option, I thought that simply disabling the setting would prevent the error, however the option being a thing AT ALL currently always causes an error when calamity is also enabled
Godslayer4000 6 月 2 日 上午 10:45 
suspend your tmodloader playthrough until the update happens like I have, we both have plenty of other games,

also dont pester for updates, it will happen when it happens.
The SP00KY POSTAL Dude 6 月 2 日 上午 10:40 
When is the mod getting updated? I unironically can barely play Calamity without all of the insane QoL features you added.
Godslayer4000 6 月 1 日 下午 6:10 
calamity is 100% responsible for this (sorry im late.)

this is done because keep in mind, early game calamity (especially with infernum/revengeance.) is MERCILESS, moreso then even normal tmodloader (if thats possible.) it also adds set bonuses to all the prehardmode armors (my personal fav is the silver rally effect, silver armor gives a sort of bloodborne rally.)
Lurrae  [作者] 6 月 1 日 下午 5:52 
But yeah, Terratweaks doesn’t do anything that isn’t configurable, so something else (likely Calamity) is likely responsible for the earlygame armors getting DR
Lurrae  [作者] 6 月 1 日 下午 5:51 
@riley_ Yeah, iirc Calamity reworks all the pre-Hardmode ore armors to be more unique and have better stats, which... Kinda defeats the whole purpose of them being earlygame armors? So I’ll probably add a config to disable that at some point XD
riley_ 6 月 1 日 下午 1:59 
actually i looked at it a little more and have no idea where the damage reduction is coming from lmao. i assumed it was this mod but might just be a calamity rebalance that i never noticed before.
Lurrae  [作者] 6 月 1 日 下午 1:15 
@Godslayer4000 No, that’s not what I meant; Calamity changed how the onion works to fix a bug with how the slot interacts with loadouts. That interaction is being fixed next month, not anything with the onion specifically; the onion not working in Master Mode was always intended on Calamity’s end
Godslayer4000 6 月 1 日 下午 12:57 
and if tmodloader is going to fix the celestial onion in a month dont bother, we can wait a month, no sense putting work into something that red (idk does red own tmodloader?, well jopojelly mabey?) is going to fix insanely quickly.
Godslayer4000 6 月 1 日 下午 12:55 
please consider adding the infernum change as well (exo box no longer disabled during supreme calamitas fight.) for the reasons listed below.
Lurrae  [作者] 6 月 1 日 下午 12:36 
@riley_ I assume you're referring to a Calamity change? I can look into that at some point as well
Lurrae  [作者] 6 月 1 日 下午 12:36 
@Godslayer4000 I am aware, I'll get a fix out when I have time! (long story short, I'll have to manually re-implement the custom accessory slot the onion used to have since the slot was removed outright in favor of just enabling the Master Mode slot on non-Master worlds, even though tmod is going to fix the issue that caused Calamity to change this in like, a month from now)
Godslayer4000 6 月 1 日 下午 12:31 
The new calamity update broke the celestial onion tweak, just letting you know.
riley_ 5 月 29 日 上午 11:34 
please add options to disable more features. the damage reduction on prehardmode ore armors is really overpowered in certain situations