tModLoader

tModLoader

Atherius Mod
 This topic has been pinned, so it's probably important
Merfinator  [developer] 6 May, 2022 @ 4:02pm
Feedback/Ideas
Feel free to share any ideas or improvements that you think could be added.
Post any bugs in the other discussion.
Last edited by Merfinator; 6 May, 2022 @ 5:40pm
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Showing 1-15 of 19 comments
Radlia 7 May, 2022 @ 1:27pm 
Can the empty rune recipe use copper or tin instead of just tin?
Merfinator  [developer] 7 May, 2022 @ 2:07pm 
Originally posted by Radlia:
Can the empty rune recipe use copper or tin instead of just tin?
Sure, I can change that for the next update
Last edited by Merfinator; 7 May, 2022 @ 5:48pm
Radlia 9 May, 2022 @ 12:45am 
There's a mod called 'Colored damage types' and it has mod support. So I'd like to suggest adding support for Herbalist. It's purely informational so it's not exactly necessary but would be a nice addition.
Radlia 15 May, 2022 @ 5:12pm 
Herbalist armor sets

Pre-hard mode|

Prerequisites Herbalist Scroll 2 + EoW/BoC:

Edit: https://steamhost.cn/steamcommunity_com/id/kitami9/images/?appid=767

Viola: Def | 13
Head piece: Def 4 {Increase mana pool by 20.
Body piece: Def 5 {8% decreased herbalist spell mana cost.
Leg piece: Def 4 {8% decreased herbalist spell mana cost.
Set bonus: Increases speed by 6%.

Crafting recipe:
Head:
Shadow Scale (5)
Sohetro (1)
Body:
Shadow Scale (15)
Sohetro (6)
Legs:
Shadow Scale (10)
Sohetro (3)

Overall:

tissue sample (30)
Sohetro (10)


Rosa: Def | 15 (20 with set bonus)
Head piece: Def 4 {Slightly increases Health regen.
Body piece: Def 7 {Increase Herbalist damage by 4%.
Leg piece: Def 4 {Increase Herbalist damage by 4%.
Set bonus: Increases Def by 5 temporarily (1s) after consuming an herb.

Crafting recipe:
Head:
Tissue sample (5)
Sohetro (1)
Body:
Tissue sample (15)
Sohetro (6)
Legs:
Tissue sample (10)
Sohetro (3)

Overall:

tissue sample (30)
Sohetro (10)

Yeah, I couldn't help but go off that age old poem. :spyro:

Edit: I looked at exactly what was dropping Sohetro and adjusted the needed materials. Oversight on my part, oof.

Edit: Changed mana cost value so lower level spells could actually benefit from the reduction.
Last edited by Radlia; 7 Jun, 2022 @ 6:19pm
Hisu 23 May, 2022 @ 12:25am 
An option to toggle herbalist content, please. I'm tired of having to go back to town after like fifteen minutes of exploration because of all the grass dropping around.
Similarly, an option to toggle extra ores would be nice, too, because they're very plentiful, but see very little practical use compared to vanilla in my experience. Also, they spawn wherever as of now, so maybe add some kind of pattern to it? Like low-tier spawning in the upper layers of grass and snow biomes, high-tier only found in hell under corruption/crimson, and ruby rose sticking close to living trees. Something like that.
LordWillmore 23 May, 2022 @ 10:08am 
Originally posted by Hisu:
An option to toggle herbalist content, please. I'm tired of having to go back to town after like fifteen minutes of exploration because of all the grass dropping around.
Similarly, an option to toggle extra ores would be nice, too, because they're very plentiful, but see very little practical use compared to vanilla in my experience. Also, they spawn wherever as of now, so maybe add some kind of pattern to it? Like low-tier spawning in the upper layers of grass and snow biomes, high-tier only found in hell under corruption/crimson, and ruby rose sticking close to living trees. Something like that.

I would suggest to bound them in the same way as Vine Ropes are:
- Obtain craftable "Herbalists Notes" (this could be craftable early on or found in Living Wood Chests within big Trees)
- While it is in Inventory\Equipped you can gather new herbs from creatures and vegetation

Currently there are quite a lot of different herbs that can be found during scouting biomes, filling up inventory too fast

Also, extra suggestion is to do something with this amount of different ores. maybe make them craftable ones, like Shroomite?
Last edited by LordWillmore; 23 May, 2022 @ 10:10am
Merfinator  [developer] 23 May, 2022 @ 10:21am 
Originally posted by Lord Sayrin:
Originally posted by Hisu:
An option to toggle herbalist content, please. I'm tired of having to go back to town after like fifteen minutes of exploration because of all the grass dropping around.
Similarly, an option to toggle extra ores would be nice, too, because they're very plentiful, but see very little practical use compared to vanilla in my experience. Also, they spawn wherever as of now, so maybe add some kind of pattern to it? Like low-tier spawning in the upper layers of grass and snow biomes, high-tier only found in hell under corruption/crimson, and ruby rose sticking close to living trees. Something like that.

I would suggest to bound them in the same way as Vine Ropes are:
- Obtain craftable "Herbalists Notes" (this could be craftable early on or found in Living Wood Chests within big Trees)
- While it is in Inventory\Equipped you can gather new herbs from creatures and vegetation

Currently there are quite a lot of different herbs that can be found during scouting biomes, filling up inventory too fast

Also, extra suggestion is to do something with this amount of different ores. maybe make them craftable ones, like Shroomite?

Originally I had made a key binding to just “shut off” all of the plants but I like that idea more. Also for the ores that’s what I plan to do for one of my last updates before 1.0.0.0 is aside from all bugs to make the ores stand out more. Because right now they are lacking some. Thanks for the feedback!
Radlia 23 May, 2022 @ 12:02pm 
Hm, an herbalists bag for carrying the plants might be a good idea as well. One that picks them up instead of them going into the usual inventory. But it can only hold herbalist plants and no other items. I remember using something similar in a couple Minecraft mods.
JayeStrike 6 Jul, 2022 @ 11:17pm 
On the possible improvement side, would like to agree with the above for collecting specific herb types while holding the relevant scroll (or another item) in inventory. Recently started a playthrough with a friend and we were scratching our heads wondering why we didn't get any herbs until I happened to catch the key binding in the options amid an array of other mods' bindings. In the meantime, I'd recommend adding a line for player information in the mod description or the forum post about the scrolls/plants (those were the first places we checked) noting that the herb harvesting has a key toggle.

On the positive side: I like what you've done with the runes. It's encouraging me to make use of effects like imbues that I'd never really bothered with before. In general, I'm discovering new effects that I wouldn't have normally thought to make part of my equipment build.

Also, grimoires might be my new favorite thing in all of Terraria. I want to collect them all and smite everything with the elements. Nice work!
Merfinator  [developer] 7 Jul, 2022 @ 6:27am 
Originally posted by JayeStrike:
On the possible improvement side, would like to agree with the above for collecting specific herb types while holding the relevant scroll (or another item) in inventory. Recently started a playthrough with a friend and we were scratching our heads wondering why we didn't get any herbs until I happened to catch the key binding in the options amid an array of other mods' bindings. In the meantime, I'd recommend adding a line for player information in the mod description or the forum post about the scrolls/plants (those were the first places we checked) noting that the herb harvesting has a key toggle.

On the positive side: I like what you've done with the runes. It's encouraging me to make use of effects like imbues that I'd never really bothered with before. In general, I'm discovering new effects that I wouldn't have normally thought to make part of my equipment build.

Also, grimoires might be my new favorite thing in all of Terraria. I want to collect them all and smite everything with the elements. Nice work!

Thanks for the feedback :). At the very least I’ll update the texts so that the scrolls mention the keybinding. Also I gotta ask then what’s your favorite grimoire?
Last edited by Merfinator; 7 Jul, 2022 @ 6:27am
Czaele 27 Jul, 2022 @ 10:07pm 
Outside of it adding two classes that probably should just get folded into the existing ones for better mod/vanilla compatibility, this is a pretty cool mod.
I've always had a lot of hangups with mods that add new classes because they don't mesh with any other mods. In my case specifically, I don't think either class scales with any of the RPG stuff I've installed, and both classes have a weak selection of stuff in comparison to the other mods I'm running that adds new summoner, melee, ranged and magic content.

Still, I've ignored the herbalist and sniper stuff for a while, but the main reason I'm deciding to delete the mod now is because it's constantly dumping so many herbs into my inventory that I'm constantly out of space after swinging my sword for two seconds, heh. Kinda wondering if maybe there's an herb satchel item or something I'm missing that auto-collects and stores herbs somewhere for convenience, but I don't see one.

Props to putting this much effort into a mod, though.
Merfinator  [developer] 27 Jul, 2022 @ 10:32pm 
Originally posted by Czaele:
Outside of it adding two classes that probably should just get folded into the existing ones for better mod/vanilla compatibility, this is a pretty cool mod.
I've always had a lot of hangups with mods that add new classes because they don't mesh with any other mods. In my case specifically, I don't think either class scales with any of the RPG stuff I've installed, and both classes have a weak selection of stuff in comparison to the other mods I'm running that adds new summoner, melee, ranged and magic content.

Still, I've ignored the herbalist and sniper stuff for a while, but the main reason I'm deciding to delete the mod now is because it's constantly dumping so many herbs into my inventory that I'm constantly out of space after swinging my sword for two seconds, heh. Kinda wondering if maybe there's an herb satchel item or something I'm missing that auto-collects and stores herbs somewhere for convenience, but I don't see one.

Props to putting this much effort into a mod, though.

There is a keybinding that disable herbalist plants from appearing. Ik it should probably be in mod config instead but point is you can disable the plants if (an when) they get really annoying.

As for the classes. Yeah I realize the herbalist needs more items. The snipers tho still follow all range class changes. I more have it say sniper damage so people know which weapons can do the special effect.

Thanks for the feedback overall.
Czaele 27 Jul, 2022 @ 10:51pm 
Originally posted by Merfinator:
As for the classes. Yeah I realize the herbalist needs more items. The snipers tho still follow all range class changes. I more have it say sniper damage so people know which weapons can do the special effect.

Good to know about the sniper thing, thanks.
Last edited by Czaele; 27 Jul, 2022 @ 10:51pm
Dekeon 26 Aug, 2022 @ 7:16am 
Can you please change the herbalist plants hotkey into a mod option? The hotkey has to be re-enabled every single time I load my world up. I forgot it earlier and went to collect some boreal wood for a build and ONE TREE gave me 12 or so separate herbs. Also the hotkey doesnt stop all herbs either, I still see red roots, roses, and sunflowers dropping even with the hotkey active.
Merfinator  [developer] 26 Aug, 2022 @ 10:14am 
Originally posted by Dekeon:
Can you please change the herbalist plants hotkey into a mod option? The hotkey has to be re-enabled every single time I load my world up. I forgot it earlier and went to collect some boreal wood for a build and ONE TREE gave me 12 or so separate herbs. Also the hotkey doesnt stop all herbs either, I still see red roots, roses, and sunflowers dropping even with the hotkey active.

I’ll make it so it keeps whatever keybinding you set it to whenever you rejoin the game. In the meantime you can just set the lesser spawn rate to 10 in the mod confit and if you ever forget the herbs will spawn very minimally
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