tModLoader

tModLoader

Make Dungeon Loot Great Again! (Deprecated)
22 Comments
ladiesman217  [author] 19 Jul, 2024 @ 1:27pm 
No this is the mod that does it, once again I've completely deprecated this as I'm working on a more comprehensive fix for more things at once. I apologize for the problems and I will try to get out a new version at some point.

I'm currently testing out some different fixes for this issue, and a lot's on the chopping block because of how volatile changing large swathes of game content can be to the flow.
SilverBird 19 Jul, 2024 @ 1:22pm 
Has the problem below, the issue with keys not unlocking *any* chests until after Deerclops is defeated, been fixed? If not, where is that other mod that includes these features? Your rework mod doesn't mention any of these features.
ladiesman217  [author] 23 May, 2024 @ 5:54pm 
As a followup, expect this mod to be completely deprecated while I work on something similar in a different, more high quality mod. Please check out my other mod, as that will be the one I'm actively working on.
ladiesman217  [author] 23 May, 2024 @ 5:52pm 
@Little Horn, it is definitely my mod, I added something as a small change and ended up forgetting to remove it.

This was part of an unfinished change I made where I intended the shadow key to require deerclops having been beat to unlock shadow chests, but when I made the chest unlock detour I never specified which chest would be allowed, so all of them are completely unable to be unlocked until after deerclops is beaten. I imagine this also applies to the hardmode biome key chests.

I intend to merge this with another one of my mods that reworks some stuff at some point anyway, because on its own it did not solve the problem I wanted to fix. I'm currently coming up with and subsequently cutting idea from the chopping block because I want the highest quality possible for this upcoming mod, and I'm nearly finished with my final year of high school.
Little Horn 23 May, 2024 @ 12:10pm 
I had a problem during my modded playthrough.
I couldn't open any locked golden chest while having keys. I could open the lootboxes you get from fishing (but trying to get the needed loot from them seems like a torture).
After disabling all my mods to see what could cause this, I identified the culprit -- it's this mod. Please, check your code again, maybe the Deerclops thing causes it, or some other part of it
Technicality Creations 16 Apr, 2024 @ 7:35am 
@lotion Cool, I agree with you about hardmode, I was recently playing multiplayer with a friend on pre hardmode, we were close to beating the wall of flesh, then I had to go. The next day, I rejoined and they'd already beaten a huge chunk of hardmode and I was super underpowered. Good luck with your next mod.:greenslime:
ladiesman217  [author] 14 Apr, 2024 @ 7:21am 
@Technicalities, I'm currently just kind of messing around with the coding. I'm going through a bit of a creative drystreak and I need to get some more footing. But I'm slowly working on a early hardmode ore rework.
I really want to make the game feel better to play longer on one character, the power scaling is really wacky and things like the faster evil spread in hardmode one facilitate a more rushed playthrough. Pre Hardmode is my favorite portion of the game because of how much more relaxed it is than hardmode, where you're pretty much speedrunning it to Plantera to beat the evil spread back, and after Plantera you're basically finished with the game
Technicality Creations 14 Apr, 2024 @ 6:41am 
I’m loving the dedication to make underrated areas of the game shine:demoneye:. May I just ask what are you working on now? I myself am working on a mod to buff spears.
ladiesman217  [author] 13 Apr, 2024 @ 12:19pm 
@DrJuniWhoNuked See here's the issue with just doing that. The Muramasa is actually a far better weapon in terms of DPS than the Night's Edge, but usually just out of the fact that they can do it most players will upgrade to the Night's Edge nigh instantly. This is also despite the fact that the Dark Lance as of it's recent buffs completely outclasses the Night's Edge in every way.

Swords in general in Terraria really suffer from the lack of ability to aim the swing, something that which mods like Terraria Overhaul do excellently (Especially with the Alt Fire ability of the swords in Overhaul to get that satisfying fatal blow attack)

There's also the issue of items such as the Magic Missile and the Handgun. The former suffers because of the Flamelash not only doing more damage, but having extra pierce and inflicting On Fire.
ladiesman217  [author] 13 Apr, 2024 @ 12:19pm 
When you peel back the layers of the progression systems in Terraria it's plagued with issues like this, where incredibly fun and satisfying weapons get outclassed by weapons with relatively simple and boring use cases. I'm trying to fix this issue a bit in a separate mod of mine, and I might eventually merge this mod into that one once I get some more weapons changed up

I appreciate the input however, because while I'm quite well versed in Terraria. (I have a combined total of like 6000 hours over multiple accounts, and different consoles and platforms) I absolutely can fall victim to confirmation bias just like anyone else.
Atum namber too 12 Apr, 2024 @ 8:44pm 
you need to buff dungeon items, thats how they will shine and thaats why they get outclassed, their weak. but players also need options so instead of limiting them try making one of the options (dungeon loot) more prominent
ladiesman217  [author] 12 Apr, 2024 @ 11:05am 
I tend to really enjoy farming and spending as much time as I can in certain areas of Terraria, so a lot of my biggest issues with the game spur from things being made obsolete too quickly because there's many weapons I would absolutely use longer were they able to keep up with the more damaging options, partly because it's upsetting to me when weapons with genuinely fun mechanics get outclassed by boring and innovative filler weapons.


Bottom Line is, I'm going to continue to experiment with different balance options until I find something that works well enough.
ladiesman217  [author] 12 Apr, 2024 @ 11:05am 
@Kywii I'm planning some changes, I'm going to bee removing the bee pickaxe, and keep Queen Bee as the side boss she is.

I am unsure as to whether or not I want to keep the Necro Pickaxe. I actually really still like the Deerclops locking the Shadow Key because it fits with the Shadowy hands motif stuff, and you could absolutely ignore the items from the shadow chest and still continue just fine.

I'm also debating whether or not to try out something with the Nights Edge, whether by adding Souls of Night to it like the obvious option it is, or some other plan. The Nights Edge could absolutely change their tier bracket because the Volcano and the Muramasa are great weapons in their own way.

I really really like the Dungeon Loot, and several of the items got great buffs but just go untouched because of another option straight up outclassing it (Flamelash instantly outclassing the Magic Missile)
Kywii 12 Apr, 2024 @ 4:25am 
I like those ideas, but not having molten set until the very end of pre-HM kinda stinks.
All other classes do have at least 2 pre-HM armor sets, so it would be nice to have just 1 more melee set.
Also, locking the Shadow Key behind Deerclops is a terrible idea, navré.
I get what you were going for, but Deerclops is not a good choice for that kind of method.
Finally, while I have no real issue with having a new pickaxe tier, it does feel a bit generic (not to mention having a Bee pickaxe be stronger than a Nightmare/Deathbringer pickaxe feels a bit odd?).
Adolf Charles 11 Apr, 2024 @ 12:45pm 
like pre eye even
Adolf Charles 11 Apr, 2024 @ 12:44pm 
deerclops kinda sucks though, its super easy to kill with just a pylon
ladiesman217  [author] 11 Apr, 2024 @ 7:42am 
Dudddde that's an amazing idea, I totally forgot about deerclops. I'll get right on it
explosive monkey 11 Apr, 2024 @ 5:25am 
If deerclops was a fair fight, maybe defeating him could be required to use the shadow key.
rocksinshoe 10 Apr, 2024 @ 7:13pm 
i understand man prehardmode progression is not linear at all lol
ladiesman217  [author] 10 Apr, 2024 @ 4:40pm 
This is a quick fix I might add more to give them more time. And bee weapons don't really matter so that's mostly just a way to make it less linear
rocksinshoe 10 Apr, 2024 @ 2:58pm 
hmm i dont get how this gives dungeon loot or bee weapons more time to shine sorry. once you kill skeletron you will ignore the muramasa and combine it with the rest of the swords for night's edge. same with other dungeon weapons being ignored for shadow chest weapons
PyroRaider47 #ILikeIt0001 10 Apr, 2024 @ 1:16pm 
Based