tModLoader

tModLoader

Terratweaks
217 Comments
Lurrae  [author] 30 Jul @ 1:52pm 
@Godslayer4000 Right, I forgot to add that one to my checklist XD
I’ll look into it when I have time!
Godslayer4000 30 Jul @ 1:50pm 
and by mounts its the exo box that is forced off during her fight in infernum, and only the exo box
Godslayer4000 30 Jul @ 1:49pm 
also at some point could you add a calamtitweaks option to disable Scal forcing mounts off in infernum, unlike these last 2 I imagine it wouldnt take nearly as long.
liam.hastings1 30 Jul @ 12:55pm 
Ok! Yeah it is pretty big for a tweak mod, I hope you use the idea for something!
Lurrae  [author] 30 Jul @ 12:24pm 
@liam.hastings1 That does sound like a good idea for a mod, though I'm not sure it's entirely within the scope of Terratweaks. Maybe I'll look into making a standalone mod for it, though! We'll see XD
liam.hastings1 30 Jul @ 12:20pm 
I have an idea for alchemist npc lite and thorium!
You could have the musician also sell items for the bard class! He could then be like a normal useful npc. He could have like another shop where he would sell some accessories and certain weapons, with all of the bard and healer add-ons support. It would have to be balanced though.
It’s kind of big and might be difficult but I think it’s a great compatibility idea!
Lurrae  [author] 16 Jul @ 3:22pm 
@Godslayer4000 I can try looking into that at some point, sure. Honestly it sounds like something that should be in base Thorium XD
Godslayer4000 16 Jul @ 2:37pm 
just came up with an idea for a thorium tweak, it would be very difficult to implement I imagine so save this one for when you have a ton of spare time if you decide to pursue it.

all healing effects can now heal town npcs aswell as other players (as well as possible support for the "bard and healer" mod series.)
Lurrae  [author] 8 Jul @ 4:25pm 
Alright, hopefully that should be fixed in the update I just released! Lemme know if you run into any more issues
(also hopefully in August I'll have more time to work on stuff that's not just tiny bug fixes... I still need to re-implement the Master Mode Celestial Onion option and add a bunch of requested features, but right now between Artfight and irl obligations I haven't had as much time as I'd like-)
Lurrae  [author] 8 Jul @ 4:17pm 
@Godslayer4000 On my end, the error seems to be tied to Terratweaks' Oasis/Mirage crate rework, which means that the Most Renewable Mod probably changes the loot table of those crates in a way that Terratweaks can't handle currently. It should hopefully be an easy fix though?
Godslayer4000 8 Jul @ 4:16pm 
my bad i got a feature confused with another mod.

but the crash report says something in terratweaks is interacting negatively with the underground crate so that would still be the best place to look to fix this.
Lurrae  [author] 8 Jul @ 4:01pm 
@Godslayer4000 I'm honestly not sure what you're referring to with "scan grab bag contents"? That said, I can try to take a look and see what I can do; it should be possible for me to just blacklist Underground Crates from using whatever Terratweaks feature is crashing it
Godslayer4000 8 Jul @ 3:53pm 
so there is a mod that popped up on the workshop called Renewable stuff listed here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506362722

and terratweaks crashes with it the second it loads, Now I normally dont report issues like this as
mod compatibility is normally a pain but I can tell you exactly what causes this, in the mod there is a crate called an underground crate that has a chance to blow up when you open it, and terratweak's "scan grab bag contents" cannot comprehend a literal explosion so it is causing a crash.

I dont need this mod like I need terratweaks and renewable is the definition of expendable, but since I already know exactly whats causing it I thought I would let you know, whether you fix it is up you my good homie :steamhappy:
Lurrae  [author] 5 Jul @ 9:25am 
@PookiNi Yeah, the issue was that the "Incandescent Burn" debuff was removed, and I had added it to an internal list of hot debuffs for the Lucy the Axe rework, so that's why it was crashing. Should be fixed in the latest Terratweaks version now!
PookiNi 5 Jul @ 9:18am 
checking the thorium logs, incandescent spark was reworked and renamed. i guess it works much different now.
Godslayer4000 5 Jul @ 8:50am 
Can confirm, terra tweaks needs to update an issue with the incandesent spark. took a minute to reproduce this.
Lurrae  [author] 5 Jul @ 8:49am 
@PookiNi Oh, that makes sense. I’ll look into it when I can, thanks for pointing me in the right direction!
PookiNi 5 Jul @ 8:46am 
i think it has something to do with the latest thorium update. the error says it has something to do with the incandescent spark debuff not loading. ill open a bug report on github right now.
Lurrae  [author] 5 Jul @ 7:44am 
@Godslayer4000 Good to know! I had checked yesterday and wasn’t having any problems loading the mod, so I was wondering if it was a mod conflict of some sort
@RanDumb If it’s not too much trouble, would you be able to make a bug report on Terratweaks’ Github with your log file from a session where you got the error? Having the logs will give me a lot more information and should help with solving the issue
Godslayer4000 5 Jul @ 7:38am 
Actually terra tweaks still works for me, RanDumb must have a mod conflict (and yes the july update is loaded for me.)
Lurrae  [author] 3 Jul @ 11:59am 
@RanDumb The mod must’ve broken with the latest Tmod update. I’m going to be fairly busy this month, but I’ll try to look into it as soon as I can!
RanDumb 3 Jul @ 11:44am 
couldnt load correctly apparently because terratweaks was built for an earlier versiona nd mentined something about "grab bag tweaks"
Lurrae  [author] 19 Jun @ 1:59pm 
@Kamitsuki Luciela Oh, I see. I don't think Terratweaks should be doing anything when the setting is disabled, but I'll look into it when I can (and I'll need to see if I can fix the highlight override not working on hammered blocks regardless)
Kamitsuki Luciela 18 Jun @ 7:48am 
To clarify, when turning OFF the Spelunker highlight override, I noticed that slopes seem to have a slightly different shade of highlight than full blocks. The default setting for the override should be fine, apologies if there was confusion there.
Lurrae  [author] 11 Jun @ 8:27pm 
@Kamitsuki Luciela Huh, that's odd... I didn't realize it didn't highlight slopes, I'll have to see what I can do! As for the slightly different highlight shade, I'm pretty sure I set the default value to be the same color as what's in the vanilla code, so I'm not sure why it would be different other than as a result of my approach to changing the highlight color being different from how vanilla does it? In which case there's not much I can do unfortunately
Kamitsuki Luciela 11 Jun @ 7:26pm 
The Spelunker highlight colour override doesn't appear to function on hammered blocks at all (which, for what it's worth, don't even appear to be the exact same highlight shade as the default highlight... I hate that I've seen this). I'm not 100% certain if this is an issue with my modlist or just a general oddity with sloped blocks, but it's a consistent mismatch across all ores (that I've checked) when hammered. I don't know if this is a known quirk, but I thought it worth at least mentioning.
riley_ 3 Jun @ 12:19pm 
i'm terra tweaking out
Lurrae  [author] 2 Jun @ 6:32pm 
Okay hotfix is out, sorry for the delay! Hopefully there shouldn't be any other issues with the new Calamity version, but let me know if you do run into any problems
Lurrae  [author] 2 Jun @ 4:58pm 
@ERROR2401 Oh shoot, that’s good to know. I’ll try to get a hotfix out tonight that just removes that option entirely so that the mod is playable until I can properly re-implement it
ERROR2401 2 Jun @ 4:28pm 
When someone said calamity breaks the celestial onion option, I thought that simply disabling the setting would prevent the error, however the option being a thing AT ALL currently always causes an error when calamity is also enabled
Godslayer4000 2 Jun @ 10:45am 
suspend your tmodloader playthrough until the update happens like I have, we both have plenty of other games,

also dont pester for updates, it will happen when it happens.
The TRUE SLAYER Dude 2 Jun @ 10:40am 
When is the mod getting updated? I unironically can barely play Calamity without all of the insane QoL features you added.
Godslayer4000 1 Jun @ 6:10pm 
calamity is 100% responsible for this (sorry im late.)

this is done because keep in mind, early game calamity (especially with infernum/revengeance.) is MERCILESS, moreso then even normal tmodloader (if thats possible.) it also adds set bonuses to all the prehardmode armors (my personal fav is the silver rally effect, silver armor gives a sort of bloodborne rally.)
Lurrae  [author] 1 Jun @ 5:52pm 
But yeah, Terratweaks doesn’t do anything that isn’t configurable, so something else (likely Calamity) is likely responsible for the earlygame armors getting DR
Lurrae  [author] 1 Jun @ 5:51pm 
@riley_ Yeah, iirc Calamity reworks all the pre-Hardmode ore armors to be more unique and have better stats, which... Kinda defeats the whole purpose of them being earlygame armors? So I’ll probably add a config to disable that at some point XD
riley_ 1 Jun @ 1:59pm 
actually i looked at it a little more and have no idea where the damage reduction is coming from lmao. i assumed it was this mod but might just be a calamity rebalance that i never noticed before.
Lurrae  [author] 1 Jun @ 1:15pm 
@Godslayer4000 No, that’s not what I meant; Calamity changed how the onion works to fix a bug with how the slot interacts with loadouts. That interaction is being fixed next month, not anything with the onion specifically; the onion not working in Master Mode was always intended on Calamity’s end
Godslayer4000 1 Jun @ 12:57pm 
and if tmodloader is going to fix the celestial onion in a month dont bother, we can wait a month, no sense putting work into something that red (idk does red own tmodloader?, well jopojelly mabey?) is going to fix insanely quickly.
Godslayer4000 1 Jun @ 12:55pm 
please consider adding the infernum change as well (exo box no longer disabled during supreme calamitas fight.) for the reasons listed below.
Lurrae  [author] 1 Jun @ 12:36pm 
@riley_ I assume you're referring to a Calamity change? I can look into that at some point as well
Lurrae  [author] 1 Jun @ 12:36pm 
@Godslayer4000 I am aware, I'll get a fix out when I have time! (long story short, I'll have to manually re-implement the custom accessory slot the onion used to have since the slot was removed outright in favor of just enabling the Master Mode slot on non-Master worlds, even though tmod is going to fix the issue that caused Calamity to change this in like, a month from now)
Godslayer4000 1 Jun @ 12:31pm 
The new calamity update broke the celestial onion tweak, just letting you know.
riley_ 29 May @ 11:34am 
please add options to disable more features. the damage reduction on prehardmode ore armors is really overpowered in certain situations
Godslayer4000 4 May @ 10:25pm 
I have a request for the next update, could you add a calamiti tweaks option that disables infernum banning the exo box during the fight with suppreme witch, Calamitas. Its such cheap and shameless artificial difficulty and its not like its really needed to make THAT fight difficult.

as always take your time with this one and dont rush if you decide to do it as I am a college student aswell, I know how time consuming that crap is :steamhappy:
Sorrow 16 Apr @ 6:47pm 
Ah, I see. Thank you for making the pull request to get that fixed and looking into my suggestions.
Godslayer4000 16 Apr @ 3:18pm 
take all the time you need.

I waited nearly 4 years for fargo to do nothing to fix those accursed features.

I can wait however long you need to actually purify them, be it 2 months or 20 years, thank you my good homie, and take your time and do it at your own pace. :steamhappy:
Lurrae  [author] 16 Apr @ 2:58pm 
@Godslayer4000 Those should be doable, yeah! I’ll just have to see when I have time to work on Terratweaks stuff, I might make the next few updates smaller in comparison to the previous few since I do unfortunately have college to contend with ^-^;
Godslayer4000 16 Apr @ 2:52pm 
I have 2 fargostweaks that would be really cool if you could add in the next update,

first, can you disable biome debuffs from being applied on the player, they are infuriating and do not make the game more difficult just more annoying.

and next, can you disable the celestial pillars from inflicting their class sealing debuffs so that I can play fargos as classes besides bard, healer, and rouge.

thanks, I wish you luck if you attempt these.
Lurrae  [author] 16 Apr @ 12:11pm 
@Sorrow I am aware of this issue, and I actually already submitted a pull request on Fargo’s github that should fix it whenever it gets accepted (and the update containing the fix releases). Unfortunately until that happens there’s not a whole lot I can do on my end to make Fargo’s summons compatible easily
As for the tooltip toggles, I can look into those!
Sorrow 16 Apr @ 12:06pm 
Hi, the new non-consumable boss summons setting doesn't apply to Fargo's Mutant Mod. Can we please get a fix to make it so they are non-consumable? I can confirm the setting works for Consolaria boss summon items.

Can we please also get settings to remove the tooltip lines for:
- An item saying when it's modified by Terratweak when their settings are enabled in mod config.

- An item saying it becomes stronger after reaching certain milestones when their settings are enabled in mod config. Another option instead of removing this one could be making it so it says the challenge itself instead so you don't need to press the hotkey to see.

Thank you for reading and keep up the good work.