tModLoader
Cerebral Mod
168 commentaires
PandaKrusnic 7 sept. à 12h38 
thank you so much for the reply, i hope everything goes well on your end :3
LadyLone  [créateur] 7 sept. à 5h52 
@PandaKrusnic
There is, was an addon mod for that, but it's been abandoned. I'm not planning on adding cross mod support with Calamity directly right now as I'm still working on finishing the main content for this mod first.
PandaKrusnic 5 sept. à 19h54 
I really enjoy this mod, will there be more integration with the calamity mod or is there a separate mod for that ?
fabrin 31 juil. à 16h51 
best mod class of terraria :luv:
LadyLone  [créateur] 12 mai à 19h33 
@skakee10
I should note that my Discord user name is different from my Steam name. There, it's Outsider Alien, although that name is rarely seen on any servers I'm on. Just to be clear you should have a friend request from me, it isn't some random spammer.
skakee10 11 mai à 11h53 
i can do some spriting if you send me prompts, dm me on discord, name is chimerass
LadyLone  [créateur] 5 mai à 18h37 
@nameless
Yes. Slowly but surely there is more stuff being done. I'm the only one who codes and directly touches the mod. Although I have little in the way of new sprites being made which does delay things.
nameless 5 mai à 16h31 
will it continue to be updated?
LadyLone  [créateur] 30 avr. à 22h03 
@august
There's a config setting that disables the recipes for anything except Cerebral Mod specific items as a few of them like the Ancient Cobalt Bars are the only way to craft the new dungeon weapons added by this mod. That option will disable crafting of any vanilla or other mods' items so it's the closest thing although it doesn't flat out remove the QoL items.
august 30 avr. à 13h22 
Any chance for a config to disable the QoL items?
Underworld_K1lla 21 mars à 8h35 
@fumperbumper123 It works but itll likely be very hard post Providence
fumperbumper123 12 mars à 20h19 
does this work well with calamity?
Underworld_K1lla 3 mars à 18h37 
This mod is really fun when doing a Sentry run^^ Idk how it is with Calamity but I plan to try that after I beat Thorium with it
Excelline 25 févr. à 9h24 
I couldn't find a feature like that in any place, so it likely doesn't function, but I'm glad to see you thought of it anyway!
LadyLone  [créateur] 24 févr. à 20h08 
@Excelline
I thought I added a feature like that. Perhaps it doesn't work properly? If not, I certainly would like to make this a feature. Also at some point I do want more original sight and audio cues than reusing the mana full effects.
Excelline 24 févr. à 14h36 
Love the mod, but I have a suggestion for when you expand more upon the Minstrel class. I've been playing it as a side-class, and the main rhythm mechanic is great, but I would love a way to adjust the timing of the audio cue for it. I've noticed that since it plays on the first possible segment it's very easy to end up attacking too early by trying to attack in sync with the cue. Besides that, The mod is amazing so far, looking forward to the future updates!
LadyLone  [créateur] 21 janv. à 12h57 
@Lex_Gamer
Then why didn't you say so in the first place? Now I'll fix that on my end, depending on what the bugs are. But you're going to have to be a lot more specific. I can't do anything with "this is buggy with Calamity" because it doesn't tell me what the issue is. Can you go into details? The nature of the bugs will determine if I can fix them on my end or not.
Lex_Gamer 21 janv. à 12h43 
every "big" mod like this can be buggy with calamity
Lex_Gamer 21 janv. à 12h41 
bro what i just wanted this to NOT BE BUGGY WITH CALAMITY
LadyLone  [créateur] 20 janv. à 19h35 
Can we keep our standards realistic here? Calamity is not the end all be all of Terraria modding. Everything doesn't have to revolve around Calamity.

Someone did made an addon mod, although they discontinued it, which is probably why I'm getting 2 comments in a row about this. So I will say this. I give anyone permission to make their own addon mod, but I will not be focusing on Calamity cross mod content myself.
LadyLone  [créateur] 20 janv. à 19h35 
@Lex_Gamer
Okay, I'm actually starting to get rid sick of this! Alright, let's break this down. First off, Calamity's art style is quite different and detailed from vanilla's which is not easy to mimic. Second, are we talking the post ML part of Calamity? That's a lot of content to account for, even with just the 2 fully playable new classes thus far, Defender and Esper. Third, I haven't even finished with the regular content I want to add to this mod, mainly with Minstrel and Trickster being unfinished. I still have a long way to go with getting those finished. The cross mod stuff I've done have been pretty minor which is why those were already done.

Look, most custom class mods out there also don't have Calamity compatibility, why is this mod in particular getting such demand? I am the only coder on this mod. Now technically you can use this mod's content for Calamity, although I do know the damage numbers will fall way off after ML.
Lex_Gamer 20 janv. à 15h14 
i wanted to use this mod as my calamity playthrough aw man, checked for compatibility here and i see that theres no compatibility for calamity
LadyLone  [créateur] 9 janv. à 18h33 
@ThreeDoubloon7
I should have known this would happen once that addon was canceled. Look, Calamity is... just beyond my ball park in terms of cross mod support even for a few post ML content. But like before, I'll give permission to anyone else that wants to make another addon.
ThreeDoubloon7 8 janv. à 21h17 
Hey LadyLone, how are you?
Do you know the mod "Cerebral Calamity Expansion (Defender Beta)"? It's an add-on for your mod, and I think that is very cool because it allows you to play Calamity with your mod. Unfortunately, the author of that mod hasn't uploaded the mod, and now it's unplayable in the current version.
Have you ever thought about making your add-on to Calamity?
I think you can make a simple add-on where you can add a few new weapons (maybe one per boss, or even just one per post-Moon lord boss) and also add the helmet variation of the post-Moon Lord armor. You can also make totally new armor, though. It would be amazing.
Your mod it's perfect to play Calamity... but the post-Moon Lord Game becomes a bit difficult and even boring because you can't actually grow up.
So what do you think?
LadyLone  [créateur] 6 déc. 2024 à 10h34 
@Warp
Something I want to do is to adjust the pitch based on distance from the player and cursor, like how the Magical Harp works. At some point I do want original sounds for the weapons as well, as right now this is still a WIP.
Warp 2 déc. 2024 à 18h22 
Hey, I'm enjoying the mod but a suggestion on the minstrel class. I like the idea and mechanic of the timing on their weapons however the sound becomes very annoying due to a common phenomenon called audio fatigue. I suggest you adjust the pitch of the sound withiin a 1.05 and .95 range every time it's played to avoid this annoyance.
八头虫 18 nov. 2024 à 5h23 
有没有那位大神汉化一下呀
八头虫 18 nov. 2024 à 5h23 
有没有那位大神汉化一下呀
八头虫 18 nov. 2024 à 5h23 
有没有那位大神汉化一下呀
八头虫 18 nov. 2024 à 5h21 
有没有那位大神汉化一下呀
LadyLone  [créateur] 4 nov. 2024 à 14h23 
@Tormaline
It's usually better on a new world for the baby chests to spawn in their respective chests, as there's a few mod specific items only obtainable from them. However, regardless of the world, the baby chests can be fished up.
Tormaline 4 nov. 2024 à 12h22 
Is it recommended to install the mod in a new world or can the mod be used on a already created world?
radioactivefoxsiddy 19 oct. 2024 à 8h59 
yeah thats fair, i feel like you could toggle the recipes that can use it like you said, that or make it so it has less chance to appear (maybe configurable i dunno)
LadyLone  [créateur] 19 oct. 2024 à 7h41 
@radioactivefoxsiddy
I wasn't expecting someone to fish up a bunch of those baby chests as fishing tends to be unpopular from what I hear. Granted, I did added the baby chests to fishing crates which I'll still keep.
radioactivefoxsiddy 19 oct. 2024 à 1h16 
please do, they're kinda overpowered and make it so you don't have to explore the world and you can just fish instead
LadyLone  [créateur] 18 oct. 2024 à 20h48 
@radioactivefoxsiddy
I can add a toggle that makes it so those baby chests can only craft into Cerebral Mod items. I've been suggested something like that from one of my devs, so I should really get around to this as it wouldn't even be that hard and I've been modding quite a bit lately.
radioactivefoxsiddy 18 oct. 2024 à 15h10 
was wondering, able to add a toggle for the mini chest items showing up?
HA8T 28 sept. 2024 à 12h12 
Hey @LadyLone,I don't mind if I make a fan Russian translation for your mod? When I finish it, I can send you the source files so that you can incorporate it into your mod.:terraria:
LadyLone  [créateur] 27 aout 2024 à 6h06 
@YS Aside from the usual fragment and luminite based armors, no.
YS 26 aout 2024 à 23h36 
Are there armors for after moonlord?
august 22 aout 2024 à 0h17 
I love you
LadyLone  [créateur] 18 aout 2024 à 14h16 
@T0chkan
Could you be a bit more specific? There are config settings to disable turning sentries into sentry damage and keep them as summon weapons. This mod's new sentries will remain sentry damage no matter what, but vanilla and other mods' sentries should be unaffected with the right settings.
T0chkan 18 aout 2024 à 10h57 
sentry change is annoying for modpacks
LadyLone  [créateur] 3 aout 2024 à 15h03 
@gameing
More variety as in more weapon types? With Defender weapons, turrets and especially emitters can be rather diverse like magic weapons. Esper has a rather large number of weapon types already, although I know some way more than others.

More accessories, that'll probably be in due time.The closest thing I'll have to full on crafting trees are for the Fargo's Souls like accessories which fall outside of the standard balance.
gameing 3 aout 2024 à 13h31 
defender class is goated though
gameing 3 aout 2024 à 13h27 
man this mod is cool but i really wish there was more variety in the defender/esper loadouts and like actual crafting trees so you dont feel like ur just throwing accessories n weapons n shit as soon as they get outdated
LadyLone  [créateur] 24 juil. 2024 à 1h22 
@FabledChicklox
Thanks! I would like to polish Defender some more, add things to gaps in progression like hardmode dungeon and the moon events. This probably won't be anytime soon however. And hopefully at some point, have Minstrel and Trickster fully playable from start to finish.
FabledChicklox 24 juil. 2024 à 0h32 
Just commenting to say thank you for this mod! I've just finished an Esper playthrough and it was so much fun, definitely some of the most fun I've had with a modded class. Can't wait to start a Defender playthrough next, thank you again!
EDekar 25 avr. 2024 à 18h41 
No worries! I wouldn't be a Defender main if I wasn't a patient man, haha. I have nerve damage so I do best with classes that support planning and patience rather than twitch reflexes, hence my preferences towards it.

I understand the frustration with moving targets; I'm sure that's why you added the Wrangler, though I honestly rarely use it (again, nerve damage problems). Spikes are by far my most used sentries, with summons shoring up damage on moving targets. The turrets themselves do so poorly against anything that moves that I just shift builds to a summoner/defender hybrid loadout for boss fights unless it's a particularly immobile boss like the Golem. I wish I could offer help here, but my testing has been limited to say the least. It never felt like turrets were worthwhile to use even against immobile targets because at that point I'd be better served using spikes, so why use them at all?
LadyLone  [créateur] 25 avr. 2024 à 9h04 
@EDekar
I'm really slow to reply, but thanks! I still want to develop Defender with 2 more armor sets (early hardmode hybrid with another class and post Plantera armor) and extra weapons like from hardmode dungeon and the Pumpkin and Frost Moon events. Minstrel and Trickster might be awhile away before they're fully playable from start to finish. I really do hope to get those there as the mod is effectively half way finished at the moment. And by finished I mean 1.0 release. I'll want to develop even more after that.

For the code, I mainly want to make it so turrets lead their targets, aka smart aiming that fires at where a target is moving toward, not where they're at. This has been really frustrating because I could not quite get this to work yet. It's painful watching weapons like the Auto Turret miss every shot because an enemy is slowly moving.