Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Question : if there was an update on tmod and this mod broke would the items in the extra loadouts be lost? Or would they be recovered when this mod gets updated to the new tmod version? Just a hypothetical.
Request : armor version of the accessory that copies from the other loadouts
@Rykster re: mod side: needed on server and client
@alejo_games re: support hotbar: I might investigate add an option to add a couple of hotbar slots that are swapped with your loadout, but it would be a pretty big feature
can you extend the loadout functionality to 1st bar of inventory, to aply diffrent weapons and tools to specific loadout ?
ty.
If you play with just Calamity+Thorium, you already need 8 loadouts (Melee, Ranger, Mage, Summonner, Rogue, Bard, Healer, Thrower) to comfortably try out each of these classes without a hustle of swapping vanity slots or whatever.
But usually it's also useful to have non-combat loadouts for maybe mining/building, fishing, "exploring" (for example, Abyss from Calamity on earlier stages of progression) or even "restorative", where player can place an assortment of survival-boosting accessories (Calamity mod strikes again, kinda).
On the other hand, there are still other mods like "The Clicker Class", "Capture Disc Class", "Orchid Mod" adding 4 entire new classes (one of them were updated recently btw), a lot of other throwing-like mods and maybe the ones I don't know about.
re: keybinds: they exist but are unbound by default because F4-F6 are already used. Bind them in the settings menu
finally, copying armour: this is a feature that I have tried to add before, but it is very tricky. I do still want to add the ability to copy armour but I can't make promises about when
2. I'll have to check the mod slot thing. When this mod was created, mod accessory slots didn't respect loadouts at all
my 1st loadout acts like my 5th for other players