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as far as i can tell, so long as either one of the modded ocean biomes (shadow probably) generates on the opposite side it seems like it wouldn't actually have any problems.
(some things obviously don't exist in the world naturally independently of the ocean stuff, like the mushroom cocoon things, but that's probably fine)
it generated with both overlapping on the right side of the world with the jungle three times now
(one of which i disabled micro-dungeons with the seed previewer mod because it kept getting stuck in that spot).
or if you know of how I could at least change that value for myself some way with an existing mod (I've had no luck) so it does that then that would be much appreciated.
@doot_revenant666 If if does, I wasn't aware of it. I wouldn't be surprised with how many cross-mod patches the dev makes, though. I'll look into it whenever I have time to work on this mod again.
The error I'm getting is "It has been detected that this mod has been designed for TModLoader v2024.4.3.2. However you are using TModLoader v2024.9.3.0"
@konte1m It's on the to-do list for whenever I get around to it.
I'm likely going to try and make a personal build for myself to rectify this in the meantime.
Terraria.ModLoader.Exceptions.JITException:
In RandomModCompat.Content.Modules.OrchidModThoriumModModule.PostSetupContent, Could not load type 'OrchidMod.Shaman.Weapons.Hardmode.MartianBeamer' from assembly 'OrchidMod, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
I am a big fan of the mod, especially love the work you've put into detailing what your mod does, too!
Just had a quick question(i did read the future plans post): Have you considered adding the changes made from the Thorium + Calamity Convergence Mod REDUX? I quite like that mod as well but trimming the mod list is always nice. (I've not seen anything to suggest you've done that already but maybe I missed it)
Thanks for your time
@GamMa Thank you! This helps a lot — half of the time I spend on this mod is trying to find stuff like this. That being said, I can’t actually view the Google Sheet. I requested access through Google, may you please grant me it?
Just at your own pace. ( • ̀ω•́ )
I made a simple table that lists the interactions between MEAC mods and Thorium sheathes:
Google Sheets [docs.google.com]
Not sure if this will help you. I'm not a modder so I can only do something negligible.
_(: 」∠)_
I'll go ahead and merge your localization fixes now. Thank you again for localizing the mod!
Do you have plans to provide more support for Thorium's sword sheathes?
MEAC mod make a cool changes on some vanilla melee weapons. this causes the sheathes to have no longer work. (same as Melee Effect+ ?)
Anyway, thank you for your great work and hats off to you! (^-^)ゝ
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Apologies for taking so long. the Calamity and The Depths crashes should be fixed now.
Apologies for the near-complete lack of progress over the last few months, I haven't had much time to work on this mod.
but thx for the clarification
so i can have hopes for a implementation^^
Throwing support for Level+ will be added to the to-do list separately -- I wasn't aware that Level+ didn't intrinsically support throwing.
is the part of the future plans "Thorium Thrower / Calamity Rogue combination (+ support for other mods' throwing content (Homeward Journey?))."
also including as example level+ scaling?