tModLoader

tModLoader

Living World Mod [INDEV]
364 Comments
mathkrayt 13 Aug @ 9:28am 
will it be possible to make mixed villages in the future?
liam.hastings1 31 Jul @ 10:33am 
What about a dwarf village because we really don’t see much about dwarves other than just the demolitionist
✧Starshadow Melody✧ 12 Jul @ 4:18am 
It'd probably be advisable to have alternative high-rep means of getting the village's drops, then... like if you built enough reputation you could just buy a Guide Voodoo Doll from the demon village. Unless they don't hate you for killing voodoo demons, which could imply they were cast out for... uh, "evil voodoo"? Demons casting out a subset for evil magic sounds weird, though.

It'd probably also be nice if high enough rep caused the corresponding mob to go passive. Like if the Harpy Village liked you, harpies would stop trying to murder you. (personally I wanna play as a harpy b/c I think the wing girls are cute, and downy bird wings seem like they'd give good hugs, but... :V that's another mod's opportunity.)
Super Kami Guru 12 Jul @ 2:05am 
honestly i like this mod and i think it would be cool if reputation can be built on depending on what you do like for example if you kill any harpys the harpy village starts to hate you or if you kill demons the demon village starts to hate you and etc.
Osouza 17 Jun @ 3:26pm 
teria algum bug se eu jogar em um mundo ja criado ?
Planetace 12 Jun @ 3:24pm 
Alright so just popping in to say that there seems to be a fundamental incompatibility with the Wrath of the Gods Mod, as entering the ceaseless rift or entering the latter phases of the AoE causes a fatal crash that apparently involves Living World waystones. This means there is a hard incompatibility and thus I would discourage use of this mod alongside WotG.
Zuzya 11 Jun @ 3:20pm 
How long is it in this "indev early access"?
FossFur 8 Jun @ 5:07pm 
Hello! (Apologies I do not use Discord, so I am sending this here)
When I run the mod (without anything else installed) I get an error, then it crashes.

This doesn't seem to be a known issue.

I have provided my client.log file here
https://privatebin.app/?7d9f4add02129beb#7Xz1H1YzEZG6oW4r6cm26FNfPMYnoxQbPKEztBXc31nA
password:client.log
bitgen 28 May @ 5:45am 
@rei_gaming_official that /j saved the mod
horse with tuberculosis 25 May @ 11:19am 
sex update when (/j)
Merik Lobo 23 May @ 5:54pm 
I really like the concept for this mod and I really appreciate that the Harpy Village sells you the limited floating Island loot. Its always disappointing when you have to switch worlds because the item you need just never spawned. If I may make a request for future villages/shops, I'd suggest a desert village with pyramid loot and an ocean village with underwater chest loot.
Whispering into the Wind 20 May @ 11:47pm 
Is there a wiki set up for this?
bitgen 19 May @ 4:31am 
it happens on all npcs
bitgen 19 May @ 4:22am 
i don't have dialect installed btw
bitgen 19 May @ 4:21am 
TamamoNoMae1618 1 Apr @ 11:15pm 
Is this mod out of development or something? I've had for like 2 years and i didnt notice any changes.
Ikarianus 17 Mar @ 5:11am 
I have only one thing that would be cool if you could bring that into the Mod: Adjustable size of the text from the NPC's. Believe it or not, but it's too small to read. Atleast for me, since i play on a huge ass screen. And yes, i am interested in what the NPC's have to say in their everyday talking. :) But overall, the Mod is awesome! I'm looking forward to the future changes! <3
Terry  [author] 12 Mar @ 3:15am 
Unfortunately, at the end of the day, there will never be a "one size fits all" solution, due to modders being able to do literally whatever they want with their Town NPCs. So, I think the config option is the best choice we have.
Terry  [author] 12 Mar @ 3:15am 
And, since you were curious about how exactly the blinking/talking "animations" work. here's how: LWM generates new textures dynamically based on the difference in pixels between the registered "blinking" and "talking" frame that all (vanilla) NPCs have. In Vanilla's case, *all* Town NPCs blinking and talking frames have the ONLY difference of the eyelid and mouth ichanging in comparison to their default "not-moving" frame (frame 0). So, I find the difference between these frames, and generate the eyelid and open mouth texture on the fly, which gets drawn when sleeping/blinking and/or talking, respectively.

When I first made this system, I assumed that most modded Town NPCs would follow the same convention, and it seems for the most part, this is true. From my testing, most "big" Town NPC mods like Bosses as NPCs, Alch NPC Lite, and Magic Storage function perfectly fine, with only a couple small inconsistencies.
Terry  [author] 12 Mar @ 3:08am 
As for resource packs, to be honest, I had no idea that they were properly added and working with tModLoader, so that would explain why I didn't try to incorporate them at all. I will need to investigate that specifically and see if I can get it to work.
Terry  [author] 12 Mar @ 3:07am 
So digging into specifically the Metroid Mod, the compatibility issue comes from the Chozo Ghost being registered with 24 frames, when in reality, its spritesheet has 16 when un-shimmered. This is due to the fact that the mod creators manually draw the NPC themselves, instead of letting Vanilla do it. They manually swap between the 24 frame version and 16 frame version, but never change the registered amount of frames, which LWM uses to determine how to properly draw the NPC. This is what results in the mis-aligned framing and animation.

My "catch-all" solution is going to be adding a config option to disable LWM's custom drawing on specific NPCs, letting Vanilla and/or the mod draw the NPC. This will allow users to fix any animation related issues that bother them, but keep the rest of the them that work.
Mortis504 12 Mar @ 1:49am 
if it's considered enough of an issue, is it possible to only have vanilla npcs use blink/sleep sprites/animations? wouldnt do much regarding resource packs, but could potentially help with modded npcs

alternatively, you could have the blink system and sleep/rest systems be config toggles, which could help with all npcs

ultimately, its your mod, do as you see fit, these are just some throwaway suggestions from someone with no modding experience
Mortis504 12 Mar @ 1:09am 
tbh the "most" modded npcs bugging is mostly assumption, but i did notice teramon's mart clerk npc was bugged in a much less extreme way (arm sticking straight up and eyes open when sleeping or blinking, otherwise fine)

retextures from resource packs bugging is mostly when an npc has their sprite changed entirely, like to a different character, which causes a similar issue with less extreme modded visual bugs, where its just using a frame of the sprite sheet that doesnt quite fit

guessing that since other modded npcs, and npc retextures/character replacements arent really meant to blink or sleep, this mod tries to apply a frame of the sprite sheet, with a slight modification, which causes some, if not most, non-vanilla (or cross-compatible) npc sprites to break, usually in a small way, but non-standard sprite sizes break more noticably, like with metroid mods chozo ghost
Terry  [author] 11 Mar @ 9:53pm 
@Mortis504

MOST modded NPCs? Can I have a few more examples of the mods, and/or the resource packs? You've already reported the Metroid Mod, so I got that one already.
Mortis504 11 Mar @ 9:13pm 
also noticed most modded npcs and some retextured npcs due to resource packs are also visually bugged, due to lacking closed eye sprites
Terry  [author] 11 Mar @ 12:06am 
@Mortis504

Thank you for the report, I will investigate when I get the chance.
Mortis504 10 Mar @ 11:37pm 
mild visual incompatibility with the Metroid Mod

Chozo ghost town npc sprite is taller than the average town npc, due to the djinns curse style wispy legs, so the every animation frame is heavily offset (when walking around, the sprite seemingly scrolls at high speed, for instance)
Terry  [author] 3 Mar @ 3:30pm 
@Lex
The NPC chat system will be addressed in the next major update. I added them pretty early on, and they definitely need some polish. For the time being, if you'd like to read what they're saying, you'll need to zoom in your screen with the in-game zoom feature for the best readability.
Lex 3 Mar @ 7:50am 
I...cant read the text boxes in the slightest. Is there a way to change them? Didnt see anything in the configure menu
Squidywarrior 24 Feb @ 12:54pm 
Ok thanks
Muyu 23 Feb @ 2:24am 
the text box is kinda hard to read ?
Terry  [author] 22 Feb @ 2:18pm 
@Sqidywarrior
Not a bug - isn't implemented yet.
Squidywarrior 22 Feb @ 1:34pm 
Whenever I press the reputation button, nothing happens. Is it not finished yet, or is it a bug?
sqish0 18 Feb @ 3:30am 
Hey if u do want to know bugs I have one bug that kinda just ruins the npcs for me im not sure if other have encountered this but my npcs just stopped working and stand still don’t move ANYWHERE. Even new housing I can’t trade with them nothing the only thing they do is some weird talking thing pls fixxxx
Terry  [author] 17 Feb @ 8:47pm 
@Moki
Sorry to hear; could you specify how it's not working anymore? Is there crashing? A bug?
Moki 17 Feb @ 11:59am 
This used to work with my modpack, but now it doesn't. What happened in the update?
Naw 14 Feb @ 3:25pm 
Interesting mod, I like it. But recent update made text boxes above NPCs kinda annoying. Had to disable the mod for now. I wish it had a setting it disabled those text boxes.
✧Starshadow Melody✧ 12 Feb @ 6:36pm 
@cylinder Have you tried closing it off with a Trap Door?
Terry  [author] 12 Feb @ 6:34pm 
The new wandering is a core feature I can't really "disable" as well.
Terry  [author] 12 Feb @ 6:33pm 
@Cylinder
Are you in the discord (or can you join it) and show what your hellevator looks like? I'd like to solve the root issue rather than disable it outright.
Cylinder 12 Feb @ 3:53pm 
I've really enjoyed the mod, I just have an issue. the new ai that makes the npcs wonder around is making my npcs just fall into my hellavator and they end up burning in lava, I've tried adding platforms for them to get stuck on. But they just phase right though them, I really like this mod and it'd be amazing if you can add a option to disable this new ai movement.
Terry  [author] 11 Feb @ 12:58pm 
@That1Gamer
Should be fixed in the latest update.
That1Gamer 24 Jan @ 11:53am 
has a " has spawned" bug
jackychan92134 19 Dec, 2024 @ 4:06am 
i ate the harpy egg
Sigma Elite 15 Dec, 2024 @ 1:38pm 
@W.A.D That's a good question xD
W.A.D 15 Dec, 2024 @ 6:02am 
@Terry How does the future Reputation system work, and what is a harpy egg?
Terry  [author] 5 Dec, 2024 @ 10:44pm 
@W.A.D There were some balance changes for the Harpy Villager shop, and some other very small tweaks. No major additional content.
W.A.D 5 Dec, 2024 @ 10:24pm 
@Terry This is just a bug fix, no additional content added, right?
Terry  [author] 5 Dec, 2024 @ 5:38pm 
Hello all, I have received many reports about NPC housing issues as well as errors during world generation. I have released update v0.3.2.0 which fixes both of these issues, and also a small balance patch for the Harpy Villager shops. This update also fixes some other miscellaneous bugs, and also some optimizations.

Thanks again everyone for your patience and your support!
凌若一峰 2 Dec, 2024 @ 7:01pm 
司马mod加上npc之后不会入驻了