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I think you should add a config to change the repair cost of items. Also, add different tiers of forging anvils, such as one you can obtain earlier in the game made from basic ores that is less efficient at repairing items. Maybe also add some later forging anvils that repair items much more effectively. These changes could make the mod a lot less frustrating to play with and would make it more of a fun challenge, as it was intended.
Could request that you allow the option to have Forging Anvils as a craftable recipe at heavy workbenches (maybe like using an anvil, some chains, and a Copper-tier hammer)? Again, an option for those who don't want to wait for the Tinkerer to come by.
I've installed the mod again, and so far, things are working fine. However, if I notice anything screw up I'll try and give a few ideas why.
My apologies, and thank you for looking into the issue.
Weapons, armor, tools, fishing rods, wings, boots (like hermes boots), accessories, or misc (magic mirror, rod of discord, etc). Knowing which item types are affected will help a lot in me figuring out the bug.
There is an issue where items... drain durability and break! The last two comments describe this. The mod is handy for a more survival-oriented Terraria, so it would be nice for this irritating bug to be fixed. Thank you!
The spider web will continue to consume the durability of any weapon in hand unless it is used to attack once.
Thanks for playing the mod and giving some feedback, I'll try to take it into account when I work on future updates.
Functionality should be added similar to minecraft where if you get duplicates of items, you can combine the durability into 1 item. What the mod does do well is making it worth it to get duplicates, especially if you choose to make them permanently break.
-Besides the start of the game, the goal is essentially to rush to the goblin tinkerer and buy a forging anvil, then afterwards it just becomes a mild inconvenience to repair items, not worth maintaining them for higher ranks during fights or exploration.
-armor and accessory difficulty also seem to be damaged way too fast. In addition to the total amount of uses available you should also be able to scale how much durability is taken.
Just some feedback, mod has great potential if you want a challenge but needs to be balanced more or have the option for the player to config to manually balance to their prefered playstyl
- The status conditions of each rank durability doesnt make much sense. Pristine mostly, as it gives you the best bonus with double damage, but after 1 use it goes down a rank 10% damage, with only about 200-300 uses which translates to 5 minutes of gameplay. There's no realistic use case for pristine at only 1 use, and if you want to keep the advantages of adequate you end up just using the forging anvil every 5 minutes. i think the ranks should be changed with higher use time window, like 100%>75% Perfect 75%-50% Pristine 50%-25% adequate etc. That way if you'd like to be dilligent with maintaining gear then you can reap the "BiS" rewards and you still have decent use time of the item without always having 50% damage reduction.
Tools durability penalties should probably be changed from damage to something else, like lower % pickaxe/ axe power or tool speed.
pt1
- The base durability of items at a 1 global scale is way too low, I had to bring it up to 5 which felt relatively balanced and more similar to minecraft tools. I'd love to see an option to increase this further. When you start off, you can easily get soft locked if you dont have another mod like stone pickaxes, or you get the merchant immediately.
- You should be able to repair an item from low -> full instantly instead of requiring to click the button over again. A inventory useable repair item can be added to raise small amounts of durability instead similar to repair powder in dark souls.