tModLoader

tModLoader

Terraria Origins
490 Comments
Moonlight Glint  [author] 12 Jul @ 12:51pm 
Every single on of those mods could do something that makes a perfectly normal feature of another mod cause a ton of lag, unless you're experiencing this much lag with just Terraria Origins and the mods it requires, that's the most likely cause of the lag.
epiktoastyboi 12 Jul @ 12:48pm 
120 give or take
epiktoastyboi 12 Jul @ 12:48pm 
a long list thats about a 9 second scroll time
Moonlight Glint  [author] 12 Jul @ 12:39pm 
Are you using any other mods, aside from those which Terraria Origins requires?
epiktoastyboi 12 Jul @ 12:36pm 
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
epiktoastyboi 12 Jul @ 12:36pm 
yep as soon as i turn it off im back at a stable 60
epiktoastyboi 12 Jul @ 12:32pm 
running stable 60 on unmodded, im gonna turn off the mod and then test
Moonlight Glint  [author] 12 Jul @ 12:09pm 
I can't guarantee that you don't just have a worse PC than any of the dev team, but there's a good chance that — if you're getting 33 fps and normally get a stable 60 — it's a compatibility issue with another mod, see if the issue persists with no mods other than Terraria Origins and it's requirements.
epiktoastyboi 12 Jul @ 12:03pm 
also this might be because im running this on a toaster but im running a normal 33 fps how do i fix this, and once i turn the mod off its fixed
Moonlight Glint  [author] 12 Jul @ 11:55am 
Could you elaborate?
epiktoastyboi 12 Jul @ 11:52am 
so what im getting is im stupid as hell
Moonlight Glint  [author] 12 Jul @ 11:09am 
Specifically, it replaces all vanilla worldgen, and from what I can tell it inserts all of its worldgen after all of the vanilla stuff it disables.
chrersis  [author] 12 Jul @ 10:54am 
@epiktoastyboi Remnants is incompatible with almost every other mod that has world gen, because it modifies vanilla world generation. They also specify the few mods they are compatible with on their Steam page.
epiktoastyboi 12 Jul @ 10:45am 
it doesnt work with remnants, the world gen fails if it trys to generate the rivin or defiled
Ravagecat13 7 Jul @ 4:06pm 
thanks, one last thing: please lower the movement speed of the savage whip, they move exactly the same speed that the player goes up a rope pillar at max speed. (AKA 41 miles per hour.)
Moonlight Glint  [author] 7 Jul @ 3:37pm 
As for what the bug was, some vestigial code from a previous implementation of enemy spawn mechanics was causing all vanilla enemies to be removed from the spawn pool, I believe it was mistakenly moved from "if the NPC is going to spawn on a riven tile" to "if the player is in the riven hive" when it should have been removed.
Ravagecat13 7 Jul @ 3:21pm 
alright, why do they spawn so often?
Moonlight Glint  [author] 7 Jul @ 3:18pm 
The whips have the exact same spawn conditions as the mimics, so the same bug was responsible for them spawning so often.
Ravagecat13 7 Jul @ 2:53pm 
what about the whips, which can actually keep up with a player holding up on rope? also i'd appreciate knowing why the mimics spawn so frequently. anyways, thank you!
Moonlight Glint  [author] 7 Jul @ 11:36am 
The mimic spawn rate bug has been located and will be fixed in the coming update
Ravagecat13 7 Jul @ 11:14am 
also forgot to mention: same thing goes with the whips, only them and riven mimics spawn in the underworld riven hive.
Ravagecat13 7 Jul @ 11:13am 
(keep in mind i have a mod that changes spawnrates, so enemies spawn alot more than normal.) just got into hardmode and.. WHY IS THERE LIKE, A MILLION RIVEN MIMICS?! for whatever reason, they basically replace practically every underworld spawn, are other people experiencing this problem aswell, or is it just me?
Tyler Chaos 27 Jun @ 7:30pm 
will do lots of tinkering then
Moonlight Glint  [author] 27 Jun @ 7:27pm 
They can , but I haven't looked into the exact workings of recipe groups to see if there's a way to make it automatic, and there isn't currently anything set up to make it apply when there are just two separate recipes instead of one that uses a recipe group
Tyler Chaos 27 Jun @ 7:10pm 
hows this play with other mods? do other mods recognize the new evil resources for their recipes that call for "any evil bar" or "any shadow scale"? and such?
Moonlight Glint  [author] 24 Jun @ 9:55pm 
Iirc you can also limit it to 2 in Alternatives Library's config, but there isn't support for selecting specific biomes with that yet
Moonlight Glint  [author] 24 Jun @ 9:54pm 
Not currently, but using the drunk seed will make a world spawn with all 4 evil biomes, along with its other changes
KeyboardKlutz 24 Jun @ 9:51pm 
is there a config option to have a world spawn with both the new evils?
Halita Silverblood 24 Jun @ 12:16pm 
Ah, good! Excited!~
chrersis  [author] 24 Jun @ 11:18am 
@Halita Silverblood there are plans for assimilation-based evil armor and items. it will be a part of a massive hardmode evil-focused update in the future :3
Halita Silverblood 24 Jun @ 10:10am 
Is there any chance of a set of evil items being made which reverse assimilation effects? High assimilation matching the accessory/armor's type is good, and low is bad per type. Could make some Bad Mojo potions to quell it when outside of evil biomes, too. I tend to dwell in evil biomes(even making a main home in them), so I am wondering on how likely this is.

Absolutely loving the mod so far. Your team did an excellent job!~
chrersis  [author] 24 Jun @ 6:33am 
@XXXX you can shimmer all of the world evil materials like Demonite, Vile Mushroom, Rotten Chunk, etc into other evils’ equivalents. Sanguinite Ore is considered an evil ore.
XXXX 24 Jun @ 5:51am 
how do you get sanguinite ore?
ABourbonLegend 23 Jun @ 9:17am 
Looking to get rid of this atrocious screen dimming when I run by the environment underground. Blocks are labeled "Twilith". I'd prefer not to remove the mod just to get rid of it, but that is borderline unplayable.
Haruwatat 23 Jun @ 9:01am 
for some reason when trying to load this mod it takes a very long time
chrersis  [author] 21 Jun @ 8:44am 
@Theguywitharifle unfortunately, i don’t think we can do that in a realistic timeframe. Remnants changes a lot and making Origins compatible with Remnants would prove difficult due to also being world gen-intensive. this is why many mods are incompatible with Remnants. maybe in the far future we would consider, but for now we would like to focus on our own content. Sorry about that.
chrersis  [author] 21 Jun @ 8:40am 
@ 赤石大王 谢谢你!请享受吧!❤️
非常好
Theguywitharifle 21 Jun @ 3:08am 
can you make this mod compatible with remnants??
Moonlight Glint  [author] 12 Jun @ 10:25pm 
Eruption uses canisters and resizable mines;
It's odd that the wiki doesn't mention this, I'm fairly certain ammo type is one of the things that gets auto-exported for the stat blocks.
Poink 12 Jun @ 10:20pm 
What ammo does the eruptior use? I crafted the it but cant find what ammunition it uses. I checked the wiki and it doesnt say anything there either
Moonlight Glint  [author] 6 Jun @ 1:03pm 
as for toadfish, it appears to be bugged currently, but barring the discovery of any game-breaking glitches that take forever to fix, that should be fixed today
Moonlight Glint  [author] 6 Jun @ 1:02pm 
Yeah, they're basically supposed to be flasks for summoners
malachi.vanhaaften 6 Jun @ 7:17am 
Also, are the broths supposed to be mutually exclusive?
malachi.vanhaaften 6 Jun @ 7:16am 
where do you find toadfish? I fished in all the modded biomes but I couldn't find it.
chrersis  [author] 4 Jun @ 4:28pm 
@Кыштымский Булгур i’d like to see where you come from with the sprites as Origins’ current spriter. while i agree a few sprites could be improved as they were last done 4+ years ago, most of the sprites are made in a state i find suitable and adjacent to a vanilla-like style.
I get it all, the mod is global, interesting idea, but I'm extremely discouraged by the sprites and textures. Everyone praises this mod so much, but apart from interesting mechanics I didn't find anything good in it. Textures of blocks, which do not want to look at, sprites of bosses also not particularly beautiful. The mod has a future, only if you find a good spriter who will redraw interesting ideas.
CountReuben 31 May @ 7:47pm 
also great mod
CountReuben 31 May @ 7:42pm 
thanks
Moonlight Glint  [author] 31 May @ 7:41pm 
Fixed in v0.5.0.7