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Is anyone here paying attention to the progress of tmodloader? Seems like every new release is new patreon sets and Steam version compatibility. In the absence of visible milestones, looking at recent commits my gut reaction is "there is a ton of work remaining".
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# ? Apr 30, 2022 13:21 |
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# ? May 28, 2024 13:32 |
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luchadornado posted:Is anyone here paying attention to the progress of tmodloader? Seems like every new release is new patreon sets and Steam version compatibility. In the absence of visible milestones, looking at recent commits my gut reaction is "there is a ton of work remaining". They announced that they felt ready for devs to get going on updating their mods, I think that's about as much info as we're likely to get. Stuff like Calamity is gonna take forever to get ready for 1.4
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# ? Apr 30, 2022 14:14 |
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luchadornado posted:Is anyone here paying attention to the progress of tmodloader? Seems like every new release is new patreon sets and Steam version compatibility. In the absence of visible milestones, looking at recent commits my gut reaction is "there is a ton of work remaining". quote:We have some definite progress this month that you will want to check out - tML will be doing monthly previews starting in April... and an update on tML 1.4 timing. Want all of the details? Read on! Sounds like progress is being made without any major roadblocks but they don't even mention a release, so it's probably at least half a year out.
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# ? Apr 30, 2022 15:21 |
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I try to tell myself that they’re just enthusiasts and not the devs, and I’m an entitled poo poo, but gently caress man. It’s been like 2 years. The actual devs are gonna get out the labor of love thing before the mod loader hits parity.
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# ? Apr 30, 2022 17:40 |
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They are currently in a freeze to allow mods(mostly Calamity) to port. But they are headed by a bunch of people that keep wanting to rebuild the same stuff over and over. The only reason they even got to a freeze is a few people put their foot down so that the mod authors didn't give up trying to port. I don't think it will be in a playable state for at least another 3 months, at best.
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# ? Apr 30, 2022 18:41 |
well i ran into calamity music randomly on youtube and have the itch again somebody recommend content mods or more obscure feature/qol mods to go along with calamity and dragonball and dragonball calamity
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# ? May 1, 2022 06:22 |
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Zereth posted:well i ran into calamity music randomly on youtube and have the itch again Try "The Stars Above." It's anime as gently caress, but it's not the cringy, skeevy type of anime. I quite enjoyed it when I did my last 1.3 Calamity run.
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# ? Jun 1, 2022 09:09 |
Valcione posted:Try "The Stars Above." It's anime as gently caress, but it's not the cringy, skeevy type of anime. I quite enjoyed it when I did my last 1.3 Calamity run.
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# ? Jun 1, 2022 09:54 |
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So it seems that Calamity 1.4 will be done soon...ish. From the TModLoader discord, the main coder of Calamity posted: We are very close. I cannot give a date. Today also marks the release of tmodloader 1.4 stable. Still needs work but I'm impressed. I also wouldn't be surprised if 'very close' for Calamity meant 'a couple of months' so calm your expectations.
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# ? Jun 3, 2022 03:04 |
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Once we get that and Fargo's Souls Mod I'll be ready.
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# ? Jun 3, 2022 03:54 |
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Vib Rib posted:Once we get that and Fargo's Souls Mod I'll be ready. Fargo's mods are already updated.
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# ? Jun 3, 2022 11:11 |
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https://store.steampowered.com/news/app/1281930/view/3355757885625785395
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# ? Jun 3, 2022 11:41 |
Well that's good news. Any non-calamity major content mods updated for 1.4? Thorium didn't turn up in a search, for one.
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# ? Jun 3, 2022 12:17 |
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Right now the game is really stuttery. I grabbed about 32 different quality of life mods and set out to go on a Journey Mode rampage and the game's straight up unplayable. Approximately every 1.5 seconds, the game pauses for a split second. And it's extremely consistent with the timing. I'm hoping that it's the mods I have installed, so I'd advise giving them some time to update to the latest version.
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# ? Jun 3, 2022 12:32 |
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I'm gonna guess that a lot of the mods do weird poo poo on 1.4 and its going to be a crapshoot which of them get updated. Tmod 1.4 came out a lot earlier than I expected considering their previous updates though. This is pretty cool.
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# ? Jun 3, 2022 12:41 |
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dis astranagant posted:Fargo's mods are already updated. I meant that as a joke but I just looked it up and apparently the modmaker behind LuiAFK fell off the face of the earth and no one knows who they were or any way to get in touch with them, so the mod's never going to be updated. That's mildly depressing in the way transient internet presences can be.
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# ? Jun 3, 2022 13:01 |
Vib Rib posted:Okay then I just need to wait for LuiAFK. That's the one that turned potions into passive items that work in your inventory right? I saw a "potion charms" mod which seemed similar. I think it hasn't been updated in a couple weeks, though so it wont' work right now. Also it is irritating how the mod browser has to completely reload itself every time you download a mod. EDIT: and the installed mods list when you go to the configuration options for a mod. edit edit: wait, it saves your position when changing configs, but only if you actually changed something: huh. Zereth fucked around with this message at 13:10 on Jun 3, 2022 |
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# ? Jun 3, 2022 13:05 |
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DoubleNegative posted:Right now the game is really stuttery. I grabbed about 32 different quality of life mods and set out to go on a Journey Mode rampage and the game's straight up unplayable. Approximately every 1.5 seconds, the game pauses for a split second. And it's extremely consistent with the timing. fwiw I'm playing with about 40 QoL and content mods and everything works as normal with stable fps. So yeah maybe it's one of the mods specifically.
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# ? Jun 3, 2022 19:34 |
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Zereth posted:That's the one that turned potions into passive items that work in your inventory right? I saw a "potion charms" mod which seemed similar. I think it hasn't been updated in a couple weeks, though so it wont' work right now. The mod browser just pulls from the steam workshop now for 1.4 which is incredible. Just use your web browser and forget the ingame browser: https://steamcommunity.com/workshop/browse/?appid=1281930&browsesort=trend§ion=readytouseitems
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# ? Jun 3, 2022 19:35 |
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The full Steam Workshop integration is such a gamechanger, my god.Zereth posted:That's the one that turned potions into passive items that work in your inventory right? I saw a "potion charms" mod which seemed similar. I think it hasn't been updated in a couple weeks, though so it wont' work right now.
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# ? Jun 3, 2022 20:52 |
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Well it looks we’re at a point where I can ask: Post your mod lists! And maybe a description of what they do so everyone can looksee and build their own lists.
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# ? Jun 3, 2022 20:56 |
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Is there a way to keep NPCs from opening a door to a room that you are in at night, short of making it a house and giving it to that NPC?
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# ? Jun 3, 2022 21:08 |
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Just lock your NPCs away in well-appointed prison cells. For their own good.
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# ? Jun 3, 2022 21:16 |
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Vib Rib posted:Okay then I just need to wait for LuiAFK. There's always a little hope that somebody does some kind of unofficial update; it was a reasonably well-liked mod, so it's not inconceivable.
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# ? Jun 3, 2022 21:40 |
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Unlucky7 posted:Is there a way to keep NPCs from opening a door to a room that you are in at night, short of making it a house and giving it to that NPC?
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# ? Jun 4, 2022 00:41 |
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Noob question: i just bought the game and I'm building some houses for NPCs. My friend told me I should build their houses spaced out but youtube guides usually have one tower with different rooms for NPCs. Is there some sort of advantage to spacing houses or is my friend just mistaken?
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# ? Jun 4, 2022 02:05 |
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Kvlt! posted:Noob question: i just bought the game and I'm building some houses for NPCs. My friend told me I should build their houses spaced out but youtube guides usually have one tower with different rooms for NPCs. Is there some sort of advantage to spacing houses or is my friend just mistaken? So come 1.4 they put in overpopulation penalties for the NPCs. They also put in affinity between certain NPCs, usually someone attracted to someone and hating another person. Also some people like certain areas, like the Zoologist liking the forest. You can talk to people to get an idea if they are feeling too crowded and who they like/dislike. The teleport crystals were put in to help move around your towns if you try to separate things to keep people happy, it's also a good way to get shortcuts set up all around the overland. You can ignore this but there's pretty big merchant price hikes. Earlier to 1.3 we just used NPC prison complexes/towers.
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# ? Jun 4, 2022 02:17 |
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Kvlt! posted:Noob question: i just bought the game and I'm building some houses for NPCs. My friend told me I should build their houses spaced out but youtube guides usually have one tower with different rooms for NPCs. Is there some sort of advantage to spacing houses or is my friend just mistaken? Before 1.4, it didn't matter at all, so most old stuff will show them all put together. In 1.4, NPCs have a happiness level that slightly affects the prices they charge and whether they'll sell you biome teleportation totems. Putting too many NPCs in the same place reduces their happiness, and each NPC has their own biome preferences and their own preferences for which NPCs they want or don't want to be near. So if you want to make use of the teleportation totems, the ideal is to build a bunch of small towns in different biomes across the world, each one with 2-3 NPCs tops. If you don't care about the totems, it doesn't really matter.
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# ? Jun 4, 2022 02:28 |
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Spread (somewhat; there used to be a penalty for more than 3 within 25 tiles of each other and a bonus for 3 or fewer between 25 and 120 tiles, it's now a flat more than 3 within 120 blocks buff/nerf) is optimal for happiness, which scales buy/sell/service prices, and for the entire town not getting shellacked during an event once they start ignoring walls. Clumped is optimal for not having to run all over to get things done, for not having gaps in the anti-spawn field they admit, and for planning and building passive defenses early enough in the game that they help. Eventually, there's an extremely unwieldy-to-calculate but solved solution for where to ideally put them all, but it involves at least one set that doesn't get one of the teleporters unlocked by them. So again, convenience vs. prices.
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# ? Jun 4, 2022 02:32 |
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Thank you for the clarifications/help/advice everyone! I appreciate it
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# ? Jun 4, 2022 02:33 |
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That's my next project, to design a world in tedit to basically make little self contained biomes of hallow/corruption etc with fishing spots and the proper NPCs but it feels daunting.
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# ? Jun 4, 2022 02:35 |
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Because raw distance seems to be all that matters, you can have everyone happily living in a huge mega castle as long as you space out the room groups enough. Or even just some long hallways between them. So I've ended up with some strange furnished sky hallways branching off from my central crafting and storage. Until I start banishing people for biome teleportation ten feet above hell, ten feet away from the jungle temple, or a mushroom biome growing 100 feet below the entrance of the dungeon. Having a lot of spare rooms just so people can spawn in the first place makes it easier to plan for your designer dream home later anyways. Section Z fucked around with this message at 03:10 on Jun 4, 2022 |
# ? Jun 4, 2022 03:08 |
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Section Z posted:Because raw distance seems to be all that matters, you can have everyone happily living in a huge mega castle as long as you space out the room groups enough. Or even just some long hallways between them. So I've ended up with some strange furnished sky hallways branching off from my central crafting and storage. Until I start banishing people for biome teleportation ten feet above hell, ten feet away from the jungle temple, or a mushroom biome growing 100 feet below the entrance of the dungeon. That's actually a great idea, I think I'm going to try and do that for my first run because I'd like to have a main base to come back to
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# ? Jun 4, 2022 03:13 |
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If I want to set up a multiplayer server with mods, will it auto-download the relevant mods for players who connect or do they need to do that themselves?
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# ? Jun 4, 2022 04:23 |
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Nighthand posted:If I want to set up a multiplayer server with mods, will it auto-download the relevant mods for players who connect or do they need to do that themselves? E: My one hangup is that apparently the 1.4.4 update is coming soon and it's going to have a ton of quality of life improvements. I hope TModLoader catches up to it soon, since it shouldn't be nearly the hurdle 1.4 was from 1.3. Vib Rib fucked around with this message at 11:08 on Jun 4, 2022 |
# ? Jun 4, 2022 08:07 |
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Dammit, I LIKED my NPC apartment building!
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# ? Jun 4, 2022 13:57 |
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A lot of people did. I suspect we'll get a mod to remove the NPC Happiness system sooner or later.
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# ? Jun 4, 2022 14:17 |
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It's not really a huge detriment if you still wanna shove them in little cells, exclusive items cost slightly more and you can't use the pillars (which were added with the happiness system anyway).
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# ? Jun 4, 2022 14:29 |
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You can still do NPC apartment buildings in 1.4, you just need to make the apartment building much larger and more spacious - no more minimum sized shoebox cells crammed in the tiniest amount of space possible. When I did my initial 1.4 playthrough I kept 90% of my NPCs in a big-rear end high rise building where they were all super happy and only moved the minimum amount of dudes to the various biomes to get the pylons going there.
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# ? Jun 4, 2022 15:03 |
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# ? May 28, 2024 13:32 |
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I like building little thematic houses in the various biomes, but it takes a while to get around to it. Specifically the desert is a pain the rear end until you get some better equipment.
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# ? Jun 4, 2022 15:44 |