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Vitality Mod
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Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
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83.954 MB
7 aug, 2021 @ 14:34
3 sep @ 23:03
91 ändringsnotiser ( visa )

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Vitality Mod

Beskrivning
The Vitality Mod by bartuscus!

Vitality Mod is an all purpose content mod that adds many new items and bosses for players to experience. With tons of weapons, armor and even a new class, you're bound to shake up your Terraria experience with each playthrough!

Vitality currently adds:
- 900+ new items including over 330 Weapons
- 9 New Bosses
- 1 New Class (The Blood Hunter Class)
- 100+ Enemies and NPCs
- 30+ Armor Sets
- 80+ Accessories
- 60+ Crafting Materials
- 1 New Town NPC
- 2 Mineable Ores
- 12 New Music Tracks
...and much, much more!

Vitality has been in development by me since 2018.

While the mod started off small, it gradually grew into something way bigger than I could've ever imagined.

Thank you for your support and I hope you enjoy!

Huge thanks to Sir Loin for helping me sprite Moonlight Dragonfly and to Salvati for allowing me to use one of their songs.
Ursprungligen skrivet av tModLoader VitalityMod:
Developed By bartuscus
Populära diskussioner Visa alla (6)
1
30 sep @ 17:57
Small bug that makes it literally impossible to make changes to the armor set bonuses of some sets.
Kai the Examiner
1
18 jul @ 2:58
I heed your help
_Pelmen32_
0
51 minuter sedan
giant swords
Nemecio
100 kommentarer
bartuscus  [skapare] 1 okt @ 23:09 
the occultArmor variable is unused as the set bonus for the occult armor is just stat increases, but i could start using those types of variables for cross mod stuff, also dm me on discord so that we don't clutter the comments here :)
Kai the Examiner 1 okt @ 19:13 
I know I made a discussion about this already, but there's an error in the coding where every pre-hardmode blood hunter armor set (and the blood hunter helmets for hallowed and chlorophyte armor) don't actually have an integer in VitalityPlayer (the occultArmor integer does exist, but it's not called on in the armor set bonus), making it impossible to use them in cross mod coding (at least from what I can tell). I know this doesn't really affect the average player at all, but I would really appreciate if it was fixed :D
bartuscus  [skapare] 23 sep @ 23:05 
there is no github for this mod, but i'm pretty sure there's a way to decompile it yourself, but i'm not 100% sure how so you're gonna have to google that
Kai the Examiner 23 sep @ 15:50 
hey, would there happen to be a github for this or some sort of way to see the files for reference? (Making a modpack compatibility mod and I'm wanting to implement vitality in it :D)
bartuscus  [skapare] 4 sep @ 11:13 
the vitality mod server has all the changelogs, i could look into putting the changelogs on steam as well tho
Denver 4 sep @ 8:39 
What did the newest update do? You really should put changelogs in the changelogs section
Nuggies 31 aug @ 4:46 
is there any planned content for thorium intergration? or does it fit in already
Johnny Cockslam 22 aug @ 15:35 
Thanks man :DukePigCop:
bartuscus  [skapare] 21 aug @ 22:40 
the master chef moves in when you have a mushroom in your inventory :)
Johnny Cockslam 21 aug @ 15:07 
top tier mod :thefarmer:
also does the master chef move in randomly or is there a requirement