tModLoader

tModLoader

Spooky Mod
XenonXe 27 Apr, 2023 @ 3:36pm
Suggestions
There are a couple problems with this mod. Your spooky dirt and other tiles do not blend with the classic vanilla blocks. Trying to put down standard wood and having it not blend with your dirt was really frustrating, so for now I have added vanilla dirt, as it strangely blends with that.

The following are suggestions:
- Config opt. for alternate biome spawn (not at Player's spawnpoint)
- Config opt. for critter spawnrate (ghosts)
- Config opt. to disable joke entries, like the dancing ghost
- Config opt. to allow ghost critters to drop goodie bags, so that goodie bags can be biome dependent rather than simply enabling the holiday by default, which may be undesirable as a global effect.
- Config opt. to enable a recipe on swapping between spooky and vanilla (oak) wood, OR a special crafting station to be able to do just that,
- Add blending between the green and orange grass, perhaps a simple one tile buffer
- Config opt. to slow down spooky grass growth, as it and the plant growth are very fast


I'm aware that you're still working on it but I thought I would give some feedback on what I'd perhaps hope to see.

(Also learned that the creator has the same name as me, that's super rad lol)
Last edited by XenonXe; 27 Apr, 2023 @ 3:48pm
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Showing 1-9 of 9 comments
XenonXe 27 Apr, 2023 @ 3:41pm 
As a reminder to other people that would like to comment, please remember to be respectful. I created this thread in hopes other people would have suggestions that <already> relate to current mod content. Much like making unsolicited requests to an artist, unless the mod author says otherwise, I think there's a difference between being polite and making optional suggestions (based on existing features), rather than making unsolicited or demanding requests.
Dylan_Doe  [developer] 9 May, 2023 @ 7:17am 
Sorry for the late reply lmao, I'll address each point the best I can:

For the spooky forest, the next update which is coming very soon has a new configuration option where you can decide if the biome is at spawn or far away from it

The critter spawn rates I don't really see why there would need to be an option for, since they're just meant to be peaceful ambient critters that float around the biome

The spooky dance ghosts spawn rate has been reduced heavily in the next update so hopefully you shouldn't see them as much, because they definitely were too common

In the next update, spooky forest wood now counts as a vanilla wood type, meaning it can be used for all vanilla things that can use any wood, such as torches, campfires, furnaces, ect

As for the goodie bag thing, the halloween event is always enabled with spooky mod, but spooky mod adds a config option where you can turn it off, as well as goodie bags being obtained from many different loot chests in the mod

For the spooky grasses, i tried making them blend in the past but I have absolutely no idea how to do that at the moment, sorry about that :(

Anyways, I hope this addresses your concerns and I'm grateful for the feedback!
(and again, sorry for the late reply)
XenonXe 11 May, 2023 @ 12:19pm 
Hi there! Thank you for the reply!

Awesome to hear about the location of the biome! Do you think there'll be ample space between the tundra and jungle?

The critter rate I just think is a tiny bit high, and while I think it's very cute, I could imagine some people preferring more or less than what already exists

Awesome that it'll be a vanilla wood type! So it can craft spooky stuff and original vanilla stuff? Or more just vanilla utilities?

Yea, I was just thinking there could be incentive to catch the ghosts for goodies and stuff, though if the mod adds loot chests with it aside from turning the season off, that's awesome

No worries! The spooky grass seems to blend with regular dirt, perhaps clay (forgot) but not existing grass. I think there may be a way to make a grass type for it to attempt to do that? The blending between your own grasses is great. Anything like a cosmetic gradient wouldn't really be necessary.

I think that better blending mod modifies how terraria blends blocks! It could be that if you can't replicate it, or if it's just a main issue, maybe if it's open source or the author shows you, you'll be able to do it! Very minimal problem tho, your mod is awesome!

Last question. Do you plan on adding more tracks to the biome? Maybe there could be an option to add existing vanilla tracks in the regular biome as like a toggle-able option? The music is so catchy, but I do a lot of basework sometimes, so perhaps the moved spawn may be enough.
Dylan_Doe  [developer] 12 May, 2023 @ 4:21pm 
no problem!

also, yes spooky wood still makes its own furniture, but cant be used for regular wood furniture. it is also used for stuff like campfires, torches, signs, and stuff like that

for the spooky forest generation, yeah when you turn the config option off it will generate either infront of or behind the dungeon depending on how much room there is on either side

also we don't really plan on adding more tracks to the biomes as we think they already have plenty, though we'll see
Trapunch 17 May, 2023 @ 11:55pm 
Why You Have A Creepy Secret Monster? They Have Spooky, Thrillers And Scary To Me, I Was Scared Of Spooky Mod's Jumpscare
eliceyyy_! 19 Oct, 2024 @ 10:22am 
i wish there was an arachnophobia mode
Redphienix 23 Oct, 2024 @ 1:45pm 
I would appreciate a progression wall that allows you to manipulate the blocks of the graveyard dungeon.

It feels awkward having every layer of the graveyard dungeon being treated with the same 'impenetrable' blocks as the jungle temple but seemingly without any 'You can break them now that you're done with it :)' mechanic like the golem's pick.

I understand the potential design blocks this could create, like should each tier of the dungeon be tied to a reasonable pickaxe strength or is there a way to tie each tier of the dungeon's "breakability" to whether the key was used for the next area of the dungeon, since you can't exactly just blockade full progression behind a pickaxe strength like the Golem can as a main boss.

I mostly bring it up because I have cleared the first two sections of the dungeon and it feels strange not being able to just dig a straight hole from the entrance to at least the second section since the first section has become a needless back and forth while holding down to drop through platforms at this point.

I understand not being able to mine the second section since I haven't unlocked the third yet (and thus, logically, second is "current content" and if I could mine it the moment I opened the second section then that would defeat the purpose of the secret switches etc), but I feel like being able to mine the previous section with each unlocked trapdoor would feel far better in my opinion.

The first area has pre-hard mode enemies and I still can't break the blocks while I've mined out half my post-plantera dungeon for convenience, it feels weird.


If these blocks ARE breakable but require Golem+ equipment for all tiers then my comment remains :/
gunns22 15 Mar @ 4:29pm 
As weird as this is going to sound, especially coming out of MY weak-to-jumpscares mouth...

I really wish you'd have left in more of the Rusty Cowbell-esque Spooky Summon weapons. Maybe reworked them to be useful (like you did with the Rusty Cowbell; after the first encounter with the entity, you get a Summon weapon), but I think it really helped the spooky theme of the Spooky Mod. Perhaps also a ~1%-ish chance to spawn the initial Entity Encounter again when the Minion is summoned? I can understand not making them instantly kill the Player once the effect runs out, but just straight removing them feels like you're baby-proofing your mod.

Update: Whoops, didn't see that Suggestions thread. Sorry!
Drake Lyon 15 Jun @ 10:29am 
Seems to be an issue with crashing during worldgen at "Growing the spider grotto" while Remnants is enabled. Seems to crash every time at that point in the process. I know Remnants states specifically that it's incompatible with Spooky Mod, but is it possible that we could alter the location of the Spider Grotto with a config option? I feel like that might at least allow for a successful world generation.

I figured it best to post this here as this "bug" applies to either Spooky Mod or Remnants and since crashes have already been acknowledged by the Remnants page it'd likely be more effective as a suggestion here in this thread.

So there's the issue during worldgen and the spider grotto from this mod.
Then another issue seems to be an incompatibility with Rise of Ages (Backwoods) overlapping with the Spooky Cemetery during world gen that results in a crash too, however, it's not every time like the Remnants issue. Rise of Ages is a bit more variable in the generation locations of the backwoods. Depending on the world seed, the world will generate with both biomes just narrowly missing each other.
I just figured I'd add that information.
My only suggestions would be to add a config for the spider grotto and cemetery locations to have an offset like the spooky forest.
No pressure! But for compatibilities this would be a nice little addition :)
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