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i had my ass handed to me in ways never imagined possibly.
but the visuals are dope. good job
but I gave up after reading the following comment from the author.
"3) I will never add a Radiant Charm synergy for the Stellar Tune, it's not prismatic. I would like to add the Rainbow Rod and the Rainbow Crystal Staff, but I haven't had the time."
but, I really love this dazzling sun-like brilliance.
V
playing with calamity right now and boy, insignia's useless, and i'm getting my shit rocked
i'm even tempted to install an unnerfing mod
Is it possible to add something to the config that removes the light's wrath cooldown being sped up by stuff like the terraprisma? I was doing a modpack playthrough and the modded amount of minions means it never goes off cooldown
The only problem that I'm having, is modifing the tooltip to show the new value, since the method you use to calculate it, is private and I can't access it. But as I said before, I wouldn't want you to change your mod just to accomodate me, so if I can't find a workarround I guess I'll just have to settle with changing the value but not the tooltip
You might find it kind of hard to modify the base shield cooldown with another mod, it's a hardcoded compile-time constant. Honestly it's a bit too long out of combat anyway so maybe it should just be changed
Also I wanted to ask you a copule of quastions, if you don't mind:
Do you plan to port this mod to 1.4.5 when it comes, or into future versions, if there are, as well?
Do you mind if a make a mod wich reduces the cooldown of the shield in Light's Warth ?
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.NullReferenceException: Object reference not set to an instance of an object.
at HighFPSSupport.HighFPSSupport.<>c.<.cctor>b__7_0(Span`1 _) in HighFPSSupport.cs:line 17
at HighFPSSupport.HighFPSSupport.Call(Object[] args) in HighFPSSupport.cs:line 36
at Radiance.DeltaTime.Load() in Radiance\DeltaTime.cs:line 34
at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)
at System.Reflection.MethodBaseInvoker.InvokeWithNoArgs(Object obj, BindingFlags invokeAttr)
at System.Reflection.MethodBaseInvoker.InvokeWithNoArgs(Object obj, BindingFlags invokeAttr)
at Radiance.CallOnModLoadAttribute.LoadAll(LoadStage loadStage) in Radiance\Attributes\CallOnModLoadAttribute.cs:line 67
at Radiance.Radiance.Load() in Radiance.cs:line 72
at Terraria.ModLoader.ModContent.<>c.<Load>b__44_0(Mod mod) in tModLoader\Terraria\ModLoader\ModContent.cs:line 304
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction) in tModLoader\Terraria\ModLoader\ModContent.cs:line 408
at Terraria.ModLoader.ModContent.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModContent.cs:line 298
at Terraria.ModLoader.ModLoader.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModLoader.cs:line 132
seems to be happening to you
HFS should be *very* compatible with this mod (I'm the author of both!), I'll rebuild it tomorrow and you should be able to use it again