tModLoader

tModLoader

Martin's Order mod
94 Comments
Kaydoom 26 Jul @ 7:05pm 
does it work in multiplayer
Angel_Enriq 23 Jul @ 9:32pm 
recomendaría colocar vídeos de su propio mod :GDNormal:
idrewrogers 20 Jul @ 9:02pm 
turns out it was terra weapons incompatibility preventing it from loading, both the mods work alone but not together.
Angel_Enriq 20 Jul @ 10:10am 
ya funciona bien con remnants :GDEasy:
idrewrogers 18 Jul @ 10:54am 
Im getting a tmodloader version error, have you seen that?
Lovecraft 13 Jul @ 10:35am 
The aqua ore stuff is really ugly on the surface. Can't you have it spawn somewhere else or maybe not make it glow? It's a lovely mod otherwise.
ERROR2401 7 Jul @ 3:51pm 
so it seems this and vanilla QOL are incompatible
Angel_Enriq 5 Jul @ 7:41pm 
descubri que tiene bugs de generacion con remnants
Angel_Enriq 5 Jul @ 9:10am 
es compatible con remnants? :GDNormal::pickax:
Angel_Enriq 4 Jul @ 7:16am 
es compatible con calamity?
Fix the description of the fire armor. The set bonus says something stupid instead of a bonus
LucasAngelERP 3 Jun @ 6:43pm 
spanish version?
LicoPicoElite 30 May @ 2:24am 
I'm trying to get the Earth Spirit Boots so I can make the Artemis Clogs, but I can't find any of the enemies that drop Forest's Essence, where/how/when do the spirit enemies spawn?
mØlsadie 24 Apr @ 10:25pm 
Your mod is incompatible with Ebonian mod.
NecroarcanistXIII 23 Mar @ 3:24am 
Update: Turning off Non-Consumable Boss Summons in Vanilla+ QOL fixed it
NecroarcanistXIII 23 Mar @ 1:31am 
Tried out after the update, but crashes with Vanilla QOL installed, causing SystemOutOfBounds errors. Seeing if turning off some configs will fix, as it seems to conflict with VQOL having Boss Summon Items as Non-Consumable.
Borko 12 Mar @ 7:07pm 
Needs to be updated. For some reason I was able to use it until suddenly today Tmodloader tells me that it needs to be updated.
Decode.exe. 18 Feb @ 6:57am 
Hey Author, Through trial and error, i have found your mod to be incompatible with mod: "fervent arms" and has a strange error code which simply states that your mod is function under the incorrect tmodloader version...
Decode.exe. 18 Feb @ 4:23am 
Very Funny and Strange... I disabled a fifth of my mod list and now its working
Decode.exe. 16 Feb @ 10:13pm 
Tried everything I could to get it working to no avail. Another mod: oreseeds also just started having this problem. WTH tmodloader? First time this has happened
Decode.exe. 16 Feb @ 6:49pm 
no idea why suddenly tmodloader gave issues about just only your mod being incompatible with its current version all of a sudden... was working fine a day before that
NecroarcanistXIII 10 Feb @ 12:37am 
Was hoping to try this mod out but I get an error as it's made for an older version of Tmod. Hopefully it gets an update soon.
Oxytoxy365 20 Jan @ 4:47pm 
Unless Britzz and The Alchemist are intended to be immobile I appear to be experiencing a bug where the bosses from this mod cannot move
Martintoco  [author] 17 Jan @ 5:14pm 
I was not able to replicate the bug mentioned with Fargo's Mutant, so I assume it must be a third or more mods that cause it, that or it's a version matter of one of them. As for the client modification preferences, most of them are small increases of 5% percent, nothing that would bring a giant advantage in gameplay, just some small adjustments to ease in the generally slow start to terraria - And mentioning it, I've thought about making it all in one adjustment in the config menu, making it more simple to setup.
idrewrogers 3 Jan @ 12:15pm 
this is such a high quality mod! i was wondering, In the client config settings under modification preferences, how much do you all of the settings actually change the game, How much is movement speed, jump speed, and acceleration change? as as well as all the others?
Whiamy Aleeve 31 Dec, 2024 @ 12:54pm 
upon further inspection it only does this when Fargo's Mutant Mod is enabled as it stopped doing the double click when I disabled it (with this and fargo's: magic missile shoots twice per click. With one or the other: magic missile shoots once per click)
Whiamy Aleeve 31 Dec, 2024 @ 12:44pm 
For some reason this mod makes every left/right click I do with an item do it twice (like I try summoning my money trough and it summons and immediately unsummons)
Martintoco  [author] 27 Dec, 2024 @ 8:21am 
Hi! I just updated the mod, I have added the Thorium marine kelp seed compatibility & changed how the recipe for the Zenith was programmed, as well as making the Rainforest a new separate biome that generates around living trees or at spawn.
Textile Tube AB 18 Nov, 2024 @ 12:03pm 
Since you are already working on Thorium compability, could you add the ability to craft marine kelp seeds?
ARM 14 Oct, 2024 @ 8:49pm 
update it to new terraria plzzzz :(
crutledge1289 5 Oct, 2024 @ 3:07am 
Can you please implement your zenith recipe into calamity's recipe? With this mod, you can get it really early and you seem to have built in support for other mods. And if it's not too much to ask, could you implement homeward's journey zenith recipe into yours as well. With calamity, I get the zenith too early, but with homeward journey, I get a endgame zenith too early.
Martintoco  [author] 29 Sep, 2024 @ 4:56pm 
For the most part yeah, there are some boss projectiles and spawns that desync from time to time
crutledge1289 28 Sep, 2024 @ 11:49am 
Is this multiplayer compatible?
JJ's Place 24 Sep, 2024 @ 7:20am 
No problem dude. We appreciate the hard work honestly your mod is one of the most underrated mods of all time.
Martintoco  [author] 24 Sep, 2024 @ 4:37am 
Yeah! I'm currently working on making it it's own biome, between university work and other stuff for an update, hopefully next weekend 🤯
JJ's Place 10 Sep, 2024 @ 9:38pm 
Could you add an option to make the rainforest its own separate biome from the regular forest for mod compatibility ?
JJ's Place 26 Aug, 2024 @ 7:38pm 
Could you make it so both the modded critters and vanilla critter/other modded critters can spawn together. Right now im getting pretty much 100% just the critters from this mod even when not in the rain forest. (especially the chicken)
liam.hastings1 26 Aug, 2024 @ 6:14am 
the mod crashes my game when i turn it on, is it incompatible with anything or something?
Martintoco  [author] 25 Aug, 2024 @ 7:59pm 
Hi, I agree with adding a config for the music modification, since it was a temporal feature I added in the meantime while I make it a proper biome on itself.
With the update the mod should load with the new tmod version, and finally, the archeology table is sold by the Explorer town npc after defeating King slime.:steamthumbsup:
kansascitysunshine 25 Aug, 2024 @ 5:55pm 
hey was wondering where I can find an archeology table? I can't find it anyway in the item list. Thanks
liam.hastings1 21 Aug, 2024 @ 5:17pm 
will it be updated soon? it keeps saying that the mod isn't updated to the current version
Кыштымский Булгур 27 Jul, 2024 @ 12:11pm 
Hello, much-appreciated developer, your mod to me extremely zadiluet sea content, and quality, but one moment I am very crippled, alternative biomes, specifically the rain forest (if I understood it so), I built a house made of living wood, and I have changed the biome, music, and background, which I am very depressed, tell me, can not be done so that in the config settings can be disabled modified biomes? Thank you in advance for your time
Martintoco  [author] 24 Jul, 2024 @ 4:36am 
Making a wiki would be awesome but it is very much out of reach for now, I'd recommend pairing up the mod with the Census and Dialogue Panel Rework mods, for the NPC moving in conditions and happiness information - As for the flashlight thing, yeah it's indeed annoying so I'll probably change it to a keybind to turn it off, I just enjoy turning it on & off :D
Acenthus 18 Jul, 2024 @ 7:40pm 
Do you think you could either make a keybind for turning off flashlights or just take away the ability to turn it off? It's kind of annoying fighting a boss and going down platforms and having to tap down twice every time so I can actually see in the dark. I feel like it's kind of pointless to have considering you could just take the accessory out of your vanity slot if you don't wanna use it but that might just be me.
Darkrious 1 Jul, 2024 @ 7:47pm 
Is there a wiki for this mod? There's a lot of stuff in this mod that isn't really explained, like the new biomes and how they generate in the world, along with new NPCs. Maybe the Guide could give hints regarding unexplained things, especially with how to move in new town NPCs.
Martintoco  [author] 23 Jun, 2024 @ 4:23pm 
Oop, apart from porting it, I looked into the minion freezing bug and only got it fixed for most minions (specified in changelog), and I plan to look into the multiplayer thing in a couple of days - thank you all for the reports!
Emmas_Dilemma 6 Jun, 2024 @ 6:49pm 
can you please fix the bug where the whips that 'enrage minions' cause them to get permanantly stuck in a position, unable to be unsummoned and they never attack?
Bary 29 May, 2024 @ 9:39pm 
Multiplayer work? If not will it work in the future?
FishTaco.44 29 May, 2024 @ 7:08pm 
it outdated for me :(
Martintoco  [author] 26 Apr, 2024 @ 9:38am 
I'm currently away from home, but I believe those are breakable with demonite or crimtane picks, I'll check anyways when I get home