tModLoader

tModLoader

Reforged - A Terraria Durability Mod
86 Comments
ShadyTooOP 24 Feb @ 6:28am 
Additionally, I have another request, but this is more of a burden, so if you can't make it due to time it's understandable, after all we are all human beings. But, when I used the Calamity Overhaul Addon for Calamity (it reworks weapons to work differently, like guns with magazines, etc); however, the durability doesn't go down. The items have durability, but they don't go down. For example, the minishark and undertaker. If you could potentially fix this, or add compatibility with it, it will be so great! I don't want to remove either mods because they are both so good! I am trying to make the biggest and hardest playable modpack for Calamity. So, it would be a great addition!
ShadyTooOP 24 Feb @ 1:17am 
This is great mod. I love it! Just wanted to ask for something if it isn't burden. But, can you make it so that I can move the anvil UI? It overlaps with my inventory and it interferes with it
Thawkes76 2 Feb @ 11:02am 
Great it's a freaking minecraft reference right?
Seedan 21 Nov, 2024 @ 1:19pm 
Nice, works pretty well with random drops and random enemies!
SantiagoGaming 22 Sep, 2024 @ 1:17pm 
Good concept, but the execution could definitely use some work. Having the forging anvil locked behind the Tinkerer means you basically have to speedrun getting 200 HP, a Goblin Army, and finding the Tinkerer to *finally* be able to repair your items and not have to constantly waste resources making new ones. Then you realize it's really expensive to actually repair your items...
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.
nobisyu  [author] 25 Aug, 2024 @ 7:14am 
@PLMMJ It should. I made it use a universal system for all items including items from other mods but there still is chance certain items from other mods might not work correctly.
PLMMJ 24 Aug, 2024 @ 6:43pm 
Does this work on modded items?
nobisyu  [author] 22 Aug, 2024 @ 11:20am 
@Snaxa~❤ Noted. I will look into both of those. It seems the fix I put in place for the freezing debuff caused an unwanted side effect to weapons with low use times and use animations. It is a rounding error in the code. Update should release here soon.
Snaxa~❤ 20 Aug, 2024 @ 3:35pm 
unrelated to that im pretty sure enemies than can inflict broken armor will still break your armor instantly even if youre immune to broken armor via something like armor polish or the ankh shield
Snaxa~❤ 20 Aug, 2024 @ 3:01pm 
I think i found another bug?, im farming for the snowman cannon currently and ended up getting a chain gun. shot it a few times then noticed again my durability was draining rapidly until i used another weapon similar to how it was when i got frozen. so i did some testing again and from what i can tell it seems to be happening when an item has a use animation of 5 or less?. i thought it mightve been caused by a use time of 5 or less but after modifying a minishark and a pistol to have a use time of 5 and then a use animation of 5 respectively, the minishark works fine but the instant i shot the pistol my durability started draining
Snaxa~❤ 14 Aug, 2024 @ 3:07pm 
ah, a bit unfortunate but also very understandable it definitely doesnt sound like something that'd be easy to fix
nobisyu  [author] 13 Aug, 2024 @ 8:32am 
@Snaxa~❤ Thanks for another report. I have known about this bug since I introduced the scaling configuration options. I've been looking for a fix, but so far have been unable to find one. It would require saving data before and after the config is changed, and at this moment, I don't have the knowledge to allow me to fix it. So, until then, you'll just have to enjoy the bonus durability you get from changing the config.
Snaxa~❤ 12 Aug, 2024 @ 5:45pm 
I believe i might have found another bug. i just noticed that when i exit and reopen the game and go into my world the armor im wearing regains ALOT of durability that it even goes past what its max should be. i wanted to find out why this was happening so again, i disabled any mods i thought mightve cause this. went into a world with dragonlens it happens with those mods disabled, i did some further testing after finding that out and it seems to be caused by the scaling config options. i have armor durability scaling turned to the maximum, when i put it back down to 1x and relaunched the game my armor stayed at the same durability. im unsure if this also affects tools and accessories i have accessory durability disabled and i never noticed my tool durability skyrocket like that. granted i have the tool scaling far lower i can confirm however the shield durability scaling does happen. as i was using a shield of cthulhu and noticed that also skyrocket in durability.
nobisyu  [author] 7 Aug, 2024 @ 6:28pm 
@Snaxa~❤ I will investigate. Thanks for the report.
Snaxa~❤ 7 Aug, 2024 @ 4:23pm 
Potential bug found im doing a playthrough of the game with this mod and ive noticed that whenever i get the frozen debuff and then it goes away the durability of my tools drops by 1 every frame or close to it until i swing my tool or weapon, im playing with alot of mods so i decided to test if this happened without the big mods i thought mightve caused this issue and it seems to happen even with them disabled.
nobisyu  [author] 8 Jul, 2024 @ 6:52am 
@Moki That is an interesting idea, but I like the idea of the forging anvil being accessed later in progression. It is early enough where those that want to can still get it early game, but also late enough to allow enjoyment of the new system with a bit more difficulty.
Moki 5 Jul, 2024 @ 5:05pm 
Makes Steel Armor (sold by Blacksmith Thorium) pretty useful for early game (being that it can be purchased for pretty cheap). Nice mod!
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.
Pizzahunter 19 Jun, 2024 @ 12:24am 
I guess I should have said the first time that it was accessories, my apologies. Thank you for quick and kind response. Knowing now that it is an optional feature, I will definitely start using the mod again :) Thank you again.
nobisyu  [author] 16 Jun, 2024 @ 5:45pm 
@Pizzahunter Oh. No, that's not a bug. In update 1.8, all accessories now have durability and slowly drain while equipped. You can disable this in the configuration settings however.
Pizzahunter 15 Jun, 2024 @ 9:44pm 
Sorry for the late reply, I haven't been on in a while. I'm using Calamity, Magic Storage, Fargos both worlds/mutant mods, armor and weapon reforging and a couple smaller ones like camping, ore excavator. The items that were draining were pretty much anything that could go into an accessory slot, it didn't matter what the item was. I'm kinda thinking this mod was clashing with reforging, but I haven't had a chance to check. But then, stuff has updated since I last played, so I'll re-install the mod and try it out again.
nobisyu  [author] 2 Jun, 2024 @ 5:09pm 
Alright. It could've been an issue on tModLoader side that was patched since then. idk lol
Moki 2 Jun, 2024 @ 9:17am 
From my understanding, it was any sort of weapon or tool.
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.
nobisyu  [author] 2 Jun, 2024 @ 8:36am 
@Moki Do you remember what types of items passively drain durability? Thanks for the response.
Moki 2 Jun, 2024 @ 8:19am 
I completely forgot about other mods likely causing difficulties. Due to the amount, I find it unlikely that a source could be pinned from me. However, Pizzahunter may have less and might find it easier to find the source of the issues.
My apologies, and thank you for looking into the issue.
nobisyu  [author] 2 Jun, 2024 @ 8:11am 
@Moki @Pizzahunter what other mods do you have? I am running the mod in the latest version and can't seem to recreate the bug. Sorry for the delay in responding. Which items are draining durability and breaking? Of the following categories of items that have durability, which are breaking passively.

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.
Moki 20 May, 2024 @ 2:07pm 
@nobisyu ALRIGHT! You don't seem to be notified by comments alone, so a mention!
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!
Pizzahunter 19 May, 2024 @ 10:25pm 
Everything I have equipped is taking passive damage. I've used this mod for a long time and never had this issue until a few days ago. Removing and re-installing does not help. I left my character idle for 20ish minutes to make food, came back to all of my stuff broken, and this happens on new worlds/characters also. I will keep this mod in my list, but for now it's inactive.
Maxadam 19 Mar, 2024 @ 2:41pm 
I seem to have found a bug.
The spider web will continue to consume the durability of any weapon in hand unless it is used to attack once.
brayndead 1 Dec, 2023 @ 7:51pm 
@nobisyu But then they don't... degrade. It doesn't really matter too much anyway haha, just wish it was an option is all.
nobisyu  [author] 30 Nov, 2023 @ 7:26pm 
@brayndead There is a setting for that. Disable the mod.
brayndead 30 Nov, 2023 @ 8:23am 
Hey do you know if it would be possible to add a config so that the item degrades over time but doesn't break? So while using it would make the tool worse, when at 0, you could still use the tool, but it wouldn't be as effective, requiring the player to repair it.
nobisyu  [author] 29 Oct, 2023 @ 10:22am 
As for armor durability, I am already thinking of changing it to make more sense. Currently it does a small percentage of damage taken to the armor, and this has made armor have to have bloated durability values compared to other items because they don't take damage 1 at a time, they take it in big chunks. In the next update, I am planning on changing that already. The intention for it was that in higher difficulties, armor would break faster, but then I implemented the ability for armor durability to scale with difficulty, so it ended up just not doing anything special.
nobisyu  [author] 29 Oct, 2023 @ 10:19am 
If I increased the intended balance for the mod at a durability scale of 5, then durability would practically be nonexistant. It would take so long for items to get damaged that you would upgrade your gear before ever needing to repair them once. That is the point of allowing such a high durability scale. So if you are in multiplayer and the host decides to pull a durability mod on you and you don't like it, you can simply buff up your personal durability scale and make it so quality of item's never decrease. A copper shortsword with both weapon and global scale set to 5 has 1494 durability. Unless you constantly attack with it during gameplay, it will almost never need to be repaired. It is unrealistic that someone would ever use any item that much, outside of accessories maybe.
nobisyu  [author] 29 Oct, 2023 @ 10:19am 
I'm trying to work on the forging anvil and the issues that come with repairing, and until then, it is just going to be inconvenient and a nuisance. There's not much I can do to change it to make it better before I change it to make it better. If I buffed the perfect condition to apply more than just a single use, then its effects would be heavily nerfed. I have considered this and the only way it seems reasonable to me is that perfect would provide a 15% damage boost instead of 100%, and then I would nerf pristine to be a 5% damage boost instead of 10%. The point of perfect items is that they grant a very powerful buff, but only last once.
savefile 29 Oct, 2023 @ 1:47am 
Scaling how much durability taken might add an additional factor that can effect difficulty, but it would entirely depend on how you implemented armor and accessory durability damage. I'm not sure what exactly constitutes a use of these items. Is 1 use everytime you get hit or an effect activates, is it based on % of damage from mobs taken? etc. I couldnt really pinpoint the behavior because my armor would either break instantly, pieces would lower durability at different rates, or not a significant amount. It likely wouldnt matter depending on how you implemented it so you can probably disregard this. Just a potential suggestion.
savefile 29 Oct, 2023 @ 1:44am 
If the Global durability scale was 1-10, your intended balance should be put at 5. This way the player has the option to either increase or decrease difficulty, rather then only decreasing it. if you chose the scale to go from 1-20, then you could have your intended balance at 10 and have a greater variance of difficulty choices. You can say what durability scale is reccomended in the description and the default config for those who want to play with the intended balance. I'm not trying to devalue the way you like to play or your preferred balance, but just for me personally I found it to be way too low, IMO max global scale 5 was better balanced while still maintaining the spirit of the mod, more similar to minecraft item use time and my items would still hover at 50% most of the time.
savefile 29 Oct, 2023 @ 1:12am 
The perfect rank doesnt really fit into this philosophy. If you want a better difficulty, having the option to lower the global scale works for that, and reducing the variance between the bonuses/ increasing the downsides of lower ranks would also reflect that. Maybe you would need to use a NPC to repair instead of an item so its required you head back to base, or an option to increase repair costs. Maybe an item or certain materials would be required to repair items. This way you would need to think more about what situation to use your items. weighing between when its smart to repair an item or get duplicates. I'm not intending to be negative, but just my thoughts in regards to the game design.
savefile 29 Oct, 2023 @ 1:08am 
The assumed downside for having a broken item might be that you head back to the base to repair the item or it breaks and you require a duplicate, but there is no downside to just carrying a forging anvil everywhere you go and maintaining the 2nd or 3rd highest rank. The difficulty is not enforced by the mods mechanics and is instead effected by self enforcement of the mods ideals, whenever you choose to repair the item. The gameplay loop ends up being, repair as much as possible if you dont want your item break or if you want the maximum bonus, in which the process of repairing is just a mild inconvenience, or let items break and replace them, or deal with the downsides of low quality.
savefile 29 Oct, 2023 @ 1:07am 
Where do you want the difficulty coming from, is it maintaining a rank, requiring repair frequently, or using lower quality weapons until they break? The lower quality ranks having a downside is not what I had a problem with, its the amount of actual gameplay use perfect gives you and how that fits into the gameplay loop. Pristine would work better as a max quality rank, since it doesnt give an overpowered effect and the gameplay time that it effects your playthrough is longer.
savefile 29 Oct, 2023 @ 1:07am 
With the durability ranks, its not that perfect item being perfect doesnt make sense logically or that ranks should have no downsides, but the bonus that perfect gives is obsolete. as it only applies for 1 use which does not have a realistic use case anywhere in the game regardless of difficulty. With an item where is 1 use of the item going to effect you in a significant way regardless if the bonus is negative or positive? I don't think that rank is a good implementation of difficulty because it ends up being redundant, a player can never maintain a perfect item no matter how often they repair.
savefile 29 Oct, 2023 @ 1:02am 
All im saying with the global scale balance is you should increase the overall scale from 1-10 or something similar with a larger variance, that way the player can choose a greater range of what type of difficulty you want. global scale at 1 might be difficult but only because the rate of repairs required is extremely frequent. its fairly arbitrary and only ends up being difficult until you get the forging anvil. Money isn't hard enough to get for it to be a deterrent.
nobisyu  [author] 25 Oct, 2023 @ 9:51am 
(to unofficial pt4) There is no simple way for me to make accessories decrease in quality like I can with armor, weapons, and tools. I would need to make specific settings for every single item in order to do so. Which would then remove mod support completely. I opted not to do that as I want this mod to work with any and all other mods you want to enable it with. There are certain accessories I was able to do such as boots like Hermes Boots and shields, but those are simple and I can't do much for all other miscellaneous accessories.

Thanks for playing the mod and giving some feedback, I'll try to take it into account when I work on future updates.
nobisyu  [author] 25 Oct, 2023 @ 9:51am 
(to pt3) The minecraft combining is a good idea, and I might work on implementing it. As mentioned before I am currently thinking of ways to make repairing more interesting, as I do agree with you. The best part of the game is pre-goblins. You need to think strategically about what to bring and what to make. After that it is just inconvenient. As for the armor and accessory durability, I also mentioned that before in this message. The values of durability for everything are already balanced the way I want them to be. If you think they need more durability, there's a config option to change it. And what would the point of scaling how much durability is taken? It would just be another way to recolor the setting to increase the durability.
nobisyu  [author] 25 Oct, 2023 @ 9:51am 
(to pt2) The status conditions for each durability rank do make sense. Perfect is for when a weapon is at full durability. It would not make sense for an item to still be perfect when it is not a "perfect" quality. The conditions of items are balanced in a way so it is more punishing to have lower durability items. Currently how it works is 100% is perfect, 90%+ is pristine, 75%+ is Adequate, 50%+ is worn, 25%+ is poor, and below that is unsatisfactory. I am not going to make it so the quality of your weapons is only positive until the very end, that is not what is intended for the mod. The mod is supposed to make the game harder, not easier.
nobisyu  [author] 25 Oct, 2023 @ 9:51am 
@savefile Thank you for the feedback. (Response to pt1:) However, the mod is balanced the way I want it to be. The durability is supposed to be brutal, which is why the base values are so low. If the base values are increased, you'd be spending less time worrying about durability overall. Additionally, I intentionally made the forging anvil not repair your items instantly. It would ruin the gameplay loop I was going for. As for the overall clunkiness of repairing, I am already thinking of ways to make it better, but thanks for the feedback.
savefile 25 Oct, 2023 @ 3:14am 
accessories could also have mild %increases/decrease of there effects based on durability. It seemed to me they go from 100% effectiveness -> no effect when they break. but I opted to turn this portion of the mod off so if thats already in great.
savefile 25 Oct, 2023 @ 3:09am 
pt3
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
savefile 25 Oct, 2023 @ 3:09am 
pt 2
- 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.
savefile 25 Oct, 2023 @ 3:08am 
After playing with it for a bit I really like the concept of this mod, but IMO it has few balance issues in regards to the bonuses/downsides you get and what it ends up making the gameplay loop.

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.
nobisyu  [author] 28 Sep, 2023 @ 8:50am 
@savefile Thanks for letting me know! Should be fixed soon.