tModLoader

tModLoader

World Eater
21 Comments
ChemAtDark  [author] 5 Aug @ 9:16am 
@MasterFeyd Actually, believe it or not, I have an update on hand that's been unreleased for a while that adds a sort of "Apocalypse" mode. In summary, it gives a time limit until the World Eater begins spreading at the highest speed possible. Due to how random tile updates work it won't exactly be seconds, but I'm sure the effect created will be close enough. Just gotta stop procrastinating...
mega man 5 Aug @ 8:34am 
you need to make it even FASTER, make the fastest configurable speed enough to destroy mountains in seconds
Yngvarr666 10 Nov, 2024 @ 6:57am 
The changes to the lighting level make mining impossible :(
Schmeckledorf 13 Apr, 2024 @ 2:34am 
Make new monstrous enemies spawn from it (maybe configurable), that would be really cool!
heisenberg gaming 12 Feb, 2024 @ 2:25pm 
look at config then you'll see there is a setting that speeds up the process of infection
darealgooba 29 Jul, 2023 @ 9:48pm 
Is there a way to make it even faster? I wanna completely destroy a world and its just not fast enough
SniperJoseph 7 Apr, 2023 @ 9:50pm 
Not sure if this is the mod doing it or not but I've noticed that whenever I get close to clusters of World Eater blocks, light sources get dimmer. When there's several nearby it's nearly impossible to see, even when standing in a room with a few ultrabright torches.

Again, I'm not sure if this is what's actually happening, but if that's true that's an amazing detail (and a good way to tell that the area is compromised).
NecroarcanistXIII 12 Nov, 2022 @ 9:22pm 
Beneficial infections would be interesting, to say the least. I don't know jack about coding, but the way I envision the process is, Say you have an Emerald Virus Block, and you place it beside Stone. The virus would spread to stone blocks within 3 tiles of itself, and naturally decay into Emerald Ore. The virus would stop spreading once it detected enough Emerald Ore nearby, kinda like how Chlorophyte slows down with larger amounts present.
ChemAtDark  [author] 11 Nov, 2022 @ 10:32am 
Anyway, I would go to say that this is easily the most complex mod I've coded so far.
ChemAtDark  [author] 11 Nov, 2022 @ 10:30am 
Different types of the infection blocks were considered, but the code for the normal variant is complicated enough as it is. There were plans for beneficial variants, such as one that converts ores into gems.
ShogunPlus 11 Nov, 2022 @ 4:58am 
This IS based on the Grey Goo mod? I'm glad that concept's been brought over to Terraria!
Are you thinking of bringing some of the other blocks over, like the pillar one or the safe goo blocks?
NecroarcanistXIII 11 Oct, 2022 @ 6:24pm 
They're not quite dime-a-dozen in Minecraft, but I've seen a fair few. Due to the pop culture of Learning with Pibby, the Glitch is the latest version.
ChemAtDark  [author] 11 Oct, 2022 @ 4:15pm 
That is in fact the primary inspiration, surprised that anyone remembers it.
Terenx 11 Oct, 2022 @ 3:56pm 
Is this by any chance inspired by a minecraft mod with a similarly acting block?
This is probably gonna date me, but I remember watching an old DanTDM video that showcased a mod including a bacteria block that slowly destroyed terrain
ChemAtDark  [author] 14 Jul, 2022 @ 1:42pm 
@NecroarcanistXIII I have confirmed the crash, nothing I can really do about that at the moment unfortunately, unless there's a way to differentiate normal tiles from multitiles (since those are usually the culprit of tile-related crashes)
Б'алам 10 Jul, 2022 @ 5:46pm 
quite an interesting mod that makes you act more quickly and manage time better
surprised that the infection eats even a golem dungeon
NecroarcanistXIII 10 Jul, 2022 @ 4:31pm 
@ChemAtDark All's well, I did notice testing on two Large Journey worlds, the surface and floating islands were utterly annihilated within 1-2 hours at 24x speed.

However, I've noticed few bugs, the first is sometimes exiting then reloading the world seems to cause some Black WE blocks to persist without decaying. I've noticed this in both testing worlds.

Secondly, I never experienced a crash in the world ported from Vanilla, but the testing world with Calamity content generated, the game crashes after roughly 60% of the world is eaten. No error message, just sudden freeze and straight to desktop, and I can't understand the crashlogs to determine the cause.

Granted, not all content mods are gonna be fully compatible, especially this early into Tmod 1.4, but I thought I'd warn anyone else wanting to try this one out.
ChemAtDark  [author] 10 Jul, 2022 @ 8:53am 
I consider the mod to be fully finished, I'm just too lazy to find a solution for walls. A config is not planned at this time, but the spread does become faster as you progress. In addition, ticks happen more often on the surface than in the underground, so it will spread even faster on the surface.
NecroarcanistXIII 9 Jul, 2022 @ 10:08pm 
@Wyr You can make it with 5 Vile/Vicious Powders and 1 Ebon/Crimstone block at a bottle or alchemy table.
NecroarcanistXIII 9 Jul, 2022 @ 10:06pm 
I noticed that walls are not currently converted, but I assume this is just because the mod is in early development.

I reckon the mod would benefit from a config option to alter the speed of decay and how much is spawned on worldgen, and entering Hardmode, in case you want to crank up the difficulty.
Wyr 9 Jul, 2022 @ 9:41pm 
A version of this that is crafted instead of spawning during gen would be nice to have, fun to mess around with in a controlled enviroment