tModLoader

tModLoader

Terrandomizer
31 Comments
Michaelsoftman  [author] 24 May @ 5:28pm 
Can you let me know what other mods you use? There may be a conflict, I tested this mod out with a few content mods and it didn't make the generation take much longer than usual, maybe 10 seconds or so.
۞Rose Wilted By Time 23 May @ 8:44pm 
The slight issue for myself is it makes generating the world a hella lot of time [ Unless it's just breaking repeatedly because of the randomization. ]
Michaelsoftman  [author] 5 May @ 3:54am 
Config options added
Michaelsoftman  [author] 5 May @ 3:00am 
I'll work on updating the mod and making everything a config option, so you can turn off the different parts of the randomizer
Jbap777 4 May @ 11:52pm 
love this mod but i wish the changed tiles were optional
Michaelsoftman  [author] 4 May @ 7:48am 
Ok, updated the mod so all new characters start with a forge also. The merchant will also sell one if you don't want to make a new character.
ghostkiller 2 May @ 12:00pm 
jratt85 if you dont get wood to make a workbench then just go to the mushroom biome you can make a workbench out of glowing mushroom
jratt85 1 May @ 11:49pm 
I made a new world and character after this last comment and the merchant didn't sell a forge, he just had random crap. I also didn't get a workbench in my starting items but luckily the world gen did have a thin layer of wood and I was able to make one. The lack of stone is a real problem, it wouldn't be as bad if there were forges made out of other materials like granite or metal bricks.
Michaelsoftman  [author] 28 Apr @ 6:58am 
Ah the Skeleton Merchant inventory was a bug, I just fixed it. I also added a workbench to the starting inventory 100% of the time, and made the Merchant sell guaranteed Wood and a Guide Voodoo Doll, as well as gave random crafting recipes to every boss summon item.
jratt85 28 Apr @ 4:35am 
This seems fun and looks cool but it's pretty much unplayable without being able to summon in items. If you're starting with a new character you often can't even make a workbench or forge because of the lack of wood and stone. Mr Bones was the only NPC I found that sold stuff and he had nothing in his inventory. It's definitely not something I'd suggest anyone play.
Michaelsoftman  [author] 31 Mar @ 7:39am 
Did you create your character and world after you enabled the mod?
VioletSkyeS 29 Mar @ 8:22pm 
90% of chests are empty and all mod npcs sell nothing. Starting inventory was vanilla. Apart from that it does what it says things are random
Michaelsoftman  [author] 28 Mar @ 6:05am 
Yeah I'll have to make some tweaks so all worlds are beatable, right now they may not be. At the very least I can also make them craft-able with a random recipe.
パイナップルよし子 26 Mar @ 3:35pm 
I couldn't go to hard mode because the guide doll didn't appear. I checked the recipebrowser, but there was no enemy that dropped it. Items related to game progress should be available in a way that allows you to get them.
ghostkiller 22 Mar @ 2:29pm 
yeah and also my boss checklist mod is also not saying the right things
Michaelsoftman  [author] 21 Mar @ 3:31am 
What do you mean? The bestiary is incorrect?
ghostkiller 20 Mar @ 2:57pm 
hey my randomizer is not telling me the right things i will get from the monsters so i have no clue what i get from what monster
ColdEggyBites 18 Feb @ 11:25am 
I would award this *checks points bag* but not enough points am broke
Spoops 9 Feb @ 3:31pm 
Is it not suppose to randomize walls and tiles with evil/jungle/mushroom grass? Been playing for a bit and it's very fun but just something I noticed.
Michaelsoftman  [author] 9 Feb @ 9:21am 
It won't randomize custom blocks or chests, but will randomize other mod's items as loot or vanilla chest loot, etc.
artisanArtie 9 Feb @ 12:27am 
"compatible with other mods", played this with thorium and neither chest loot or blocks were randomized, but i guess it is TECHNICALLY compatible
Katalyst 7 Feb @ 2:30am 
took me 3 hours to get a workbench. 10/10
Gammaboy45 5 Feb @ 10:37am 
Marble Zone be like:
Since this is a total randomizer mod what if (hopefully after you add a config) you add a setting that shuffles non-boss mob spawn conditions. Say for example, this mob spawns past wave 3 of this event. This mob spawns anywhere on the surface at daytime. Shuffle them, and you replace blue slimes with a post ML miniboss. Might have to manually add a few exclusions to keep, say, worm enemies from spawning in the sky without dirt to tunnel through. And with a config you could disable the other stuff that tends to break recipes and give you post calamitas weapons and have a more 'balanced' but meaningfully unique playthrough. Or say screw it and go full randomizer, Duke Fishron replaces zombies and drops dirt and desert torches. Probably hell to code, but would love to see.
W Silvermane 3 Feb @ 2:54pm 
You really shouldn't be using this kind of mod with large World Gen mods anyway. That's asking for crashes. lmao
Michaelsoftman  [author] 2 Feb @ 9:03am 
Ah the boss bag issue is a bug, I will look at it. I'm not sure about Remnants, all this mod does is swap tiles after the basic vanilla gen runs. Remnants may be looking for specific things to place it's worldgen at which no longer exist at that point so it could be an issue.
Some remnants structures don't get randomized, lootwise and tiles. Fluids don't settle. Well, naturally spawning water at least. The calamity out of bounds bug hasn't happened again, so maybe that was unrelated to this mod.
Two things: large master worldgen with calamity and remnants caused a crash. Some out of bounds thing caused by a calamity tile. Medium worked tho. Possibly a remnants+calamity issue but that didn't affect my other world so it's likely caused by this somehow. Also lootbags don't work. They're just straight up empty. Starting bag, an old duke bag I found, bag drops list in recipe browser, all empty. I think any other issues are just me getting screwed by the seed? 10/10
Michaelsoftman  [author] 31 Jan @ 1:41am 
It should be, I tested it with Calamity and TSA and I was still able to generate a world with no issue. The worldgen that takes place is still the vanilla worldgen, just with tiles being swapped. Modded items can also be shuffled with the rest, for things like NPC loot and shops, and starting inventory, as long as you make your character and world with the other mods enabled.
ORARTORIX 30 Jan @ 6:08pm 
does this work with other mods?
Kerm 29 Jan @ 11:10am 
this is a banger and i know bangers