tModLoader

tModLoader

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Mech Bosses Rework
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Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
File Size
Posted
Updated
2.102 MB
30 Jan, 2022 @ 7:28pm
22 Sep @ 3:33am
69 Change Notes ( view )

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Mech Bosses Rework

Description
More of an enhancement than a rework. Featuring: Mecha Brain, Bee, Deerclops and Wall.

If you are experiencing issues with death animations, turn them off in the config.

--Special thanks to--

-Setnour6 for making the icon (Original link: https://imgur.com/a/eqPmim3)
-Cataclysmic Armageddon and his Discord for helping with the balancing
-Fargo's Discord for some mild compatibility
-Flandre Scarlet on steam workshop for Chinese localization

--Mod Compatibility--

-When Thorium mod is installed, all new mechs drop strange plating. Certain weapons also change damage types.
-When Mod of Redemption is installed, this mod works with its elemental damage types. (All mechs are now classified as robotic and some weapons deal elemental damage.)
-The new mechs (except wall and mechdusa) spawns in Calamity Boss Rush.
-ENNWAY's music pack, Infernum mode music, and ProvEdition changes the music of the fights.
-Works with Fargo's souls' Eternity mode (also gives the new mechs new attacks)
-Works with Calamity's Revengeance mode and defense damage mechanic
-(WIP) Works with Infernum mode, giving the mechs new attacks (only Terminator has Infernum AI as of right now).
-Do note that the attacks stack and combine, not override! You will see attacks from both mods respectively.
-Items that use soul of might in their recipe can also be crafted with souls of plight (unless blacklisted, to blacklist your item from your mod, put this in AddRecipes in your ModSystem file)
Format:
if(ModLoader.TryGetMod("PrimeRework", out Mod Mech)) Mech.Call("SoulofPlightBlacklist", item id or instance, remove?);
-item id or instance is where you put the item you wanna blacklist.
-remove? means whether or not you are removing an item from that list. Setting it to false adds the item to the list instead (keep in mind that the mod does not check for duplicate entries).
Example:
if(ModLoader.TryGetMod("PrimeRework", out Mod Mech)) Mech.Call("SoulofPlightBlacklist", ModContent.ItemType<Items.EarthSpirit>(), false); //Adds Earth Spirit from More Terra Weapons to the blacklist
if(ModLoader.TryGetMod("PrimeRework", out Mod Mech)) Mech.Call("SoulofPlightBlacklist", ItemID.Megashark, true); //Removes Megashark from the blacklist and allows it to be crafted with souls of plight
-These work for vanilla items.

--General Changes--

-Mechdusa is now fightable anywhere!
-Unlimited mech boss summons.
-Crimson replacement for Destroyer (Mecha Brain).
-Can now be fought anytime instead of only at night (keep in mind that they gain a 50% projectile speed increase as it is easier to see except for mecha bee, deer and wall).
-Expert and master mode attacks which vanilla did not have.
-Master mode drops.
-Buffs some on-progression-tier items. Super star shooter is now post-Destroyer.
-Death animations.

--Natural Spawning Changes--

-Can be toggled in the config.
-Changes the way mech bosses spawn, overrides the vanilla way of spawning them.
-Do note that there are some slight multiplayer issues, such as ghost texts.
Spawning Conditions:
-Can now spawn at anytime and is checked every frame. (Both Terminator and Destroyer can spawn regardless of world evil type)
Configuration options:
-Toggle switch for enabling or disabling this feature.
-Spawn delay: delay in ticks before the mech boss is spawned.
-Spawn cooldown: cooldown in ticks before the game tries to spawn another mechanical boss.
-Spawn chance (denominator): denominator for spawn chance rolls.
Originally posted by tModLoader PrimeRework:
Developed By n0t_UN_owen
Popular Discussions View All (6)
6
17 Nov, 2024 @ 9:57pm
This mod does not work
Capper576
1
1 Jun @ 4:13pm
Resprite Bug?
EpicTerra
0
27 May @ 2:39pm
A bug
GennoTale
750 Comments
N0t_UNowen  [author] 29 Sep @ 2:18am 
depends on the settings you use. Old AI is overriden by infernum, for new AI, only skeletron prime is compatible
PLMMJ 29 Sep @ 1:45am 
Where it says "only Terminator has Infernum AI" does it mean that the original three mechs' reworked versions don't work with Infernum any more?
N0t_UNowen  [author] 21 Sep @ 8:12am 
Make them rarer in the config. I swear some of y'all getting weird rng.
Rulet 21 Sep @ 8:08am 
Hey so I think the bosses are cool and all..... I just would appreciate if they didn't spawn EVERY GOD DAMN DAY/NIGHT
Godslayer4000 14 Sep @ 6:25pm 
if you picked crimson then what happened is the destroyer was never made.


Cthulhu regained his brain eyes and skull but the mechanic was freed before she could fashion a mechanical spine for the old one, this prevented him from gaining a full physical body.

so all in all if you pick crimson it just swaps which mechanical organ Cthulhu was deprived of, preventing his full return, if its crimson its his spine whereas if its corruption its his brain.
car 14 Sep @ 2:22pm 
in the lore if a mechanical brain of cthulhu was ever made the entire world would end and everyone would die
dfullington 12 Sep @ 4:46pm 
the twins use their eternity ai still. please fix
siren head 6 Sep @ 1:30pm 
skeletron prime just won't die no matter what, mod author please fix
SebsTheGreat 3 Sep @ 9:31pm 
Skeletron Prime still not working, he cannot be defeated and drops no bag at 0 HP. Also weirdly the destroyer spawns for a second and then disappears.
The Deadmonster 6 Aug @ 12:54am 
There are bugs with this mod, with the Fargo Souls mod in Eternity mode you can fight with the Fargo mod version, and with the version of your mod, the Mech Rework one, also when you increase the health of the bosses the destroyer spawns with half of its maximum life, I hope you can solve this thanks