tModLoader

tModLoader

Hijinks
97 Comments
White_Tiger  [author] 29 Jul @ 12:17pm 
it gives immunity to contact damage but not projectiles. if you dash into a "projectile" and take no damage then that means it didn't do any damage to begin with or it's not actually a projectile (like goblin sorcerer's chaos balls)
ARRUON 29 Jul @ 12:05pm 
How does the Dash Mechanic actually work???

For me it's quite inconsistent, since sometimes I dash towards an incoming attack or projectile and actually pass through it with no problem, but other times I just straight up faceplant into it and take damage.
White_Tiger  [author] 5 Jun @ 3:39pm 
new update! there was going to be more but i decided to update early so i can make time for other stuff
SolarFlareon 11 Apr @ 2:26am 
someone knows what you need to do for the rituals? can't figure it out
Germíe: 26 Mar @ 6:49am 
Love the mod, definitely hard in the beginning with all the new enemies and high spawn rates but the added items make it fun and in combination with other mods cool aswell. personally added it to my new calamity run and its been hilarious :)
White_Tiger  [author] 2 Mar @ 11:17am 
well if you can play the game it probably works
ZaKami 1 Mar @ 6:47pm 
What are the mod incompatibilities known
not smart person 6 Feb @ 4:18pm 
burger
Human 4 Feb @ 4:55pm 
also I think I still had the platform flowers spawning after I got the repellent
Human 4 Feb @ 4:54pm 
Please, I beg you, add a way to stop the visages of Whajersghkasgherj from spawning, they are honestly so annoying to deal with
White_Tiger  [author] 2 Feb @ 7:22pm 
new update. new boss. awesome
White_Tiger  [author] 18 Dec, 2024 @ 4:36pm 
merchant sells an item which prevents them from spawning
Textile Tube AB 18 Dec, 2024 @ 10:58am 
These platform thingies that the mod adds and spawn randomly are really annoying and intefere with building, are there any way to get rid of them?
Syrett 11 Nov, 2024 @ 10:37am 
i love treats and tricks
joe 5 Oct, 2024 @ 5:21pm 
this mod goes hard
Kyros 3 Aug, 2024 @ 1:19am 
hey musician here, if you need a musician msg me on discord brother, cause i think this mod is sick as hell sillygoose2605
Watered down apple juice 17 May, 2024 @ 1:44pm 
the heghogs are too strong and common for the early game
archiegenesect 30 Apr, 2024 @ 7:55am 
I'm stumped on the Travel through Hammerspace procedure, how do i complete it?
cannon9009 24 Apr, 2024 @ 5:23am 
I wasn't aware that Journey's master mode made the stats tripled... That's weird. Is it supposed to be a balancing thing since Journey has infinite resources on research?
White_Tiger  [author] 23 Apr, 2024 @ 4:37pm 
-hedgehogs are fragile outside of journey mode as they're intended to have 75/125/175 health (in normal/expert/master respectively)
-wardens move up and down but they move vertically faster in the direction AWAY FROM the player meaning they either eventually stick to the ceiling or floor depending on where the player is. they were fine enough to deal with like that so i just moved on, but considering it's literally just looking at a few numbers i think i can fix it sometime
-ancient scouts and giant slimes drop boss summons because they're meant to accelerate early vanilla progression because of some weird design choices early in the mod's life.

a lot of the issues stem from journey-master mode literally tripling enemy stats from normal master mode but a couple of notes about some enemy designs (particularly ancient scout) were rather helpful. don't worry about writing a lot, it's helpful
White_Tiger  [author] 23 Apr, 2024 @ 4:37pm 
-axe titans can't walk up slopes cause if they could (with their current behavior) it would be incredibly annoying to fight as the space in front of the axe titan where you wouldn't get hit by the axe is incredibly small and always moving. while i could rework their movement to be less annoying, they're in a decent state acting as support in groups of enemies as is and i don't feel motivated to work on them
-the thing with the hunters' aggro range is that it's supposed to be a choice if you fight them as they're intended to be tougher to deal with than other enemies in exchange for a chance at strong loot (since a backflip + dash allows you to vault over their aggro range) and them phasing through tiles allows them to chase the player further. they also can't use the projectile attack inside tiles unless they can jump out to where they can be hit. i feel like most of the problems stem from having to deal with 300% more stats than intended
White_Tiger  [author] 23 Apr, 2024 @ 4:37pm 
as for individual enemies
-a while back i recieved similar complaints about ancient scouts being super annoying. i intended to rework them to only get aggressive when approaching them (ala hunters) but i really just phoned it in just nerfed their attack because i was kinda busy with other stuff. needless to say that even though if you're dealing with ones that have literally triple the stats they're intended to, i'll probably actually do that rework
White_Tiger  [author] 23 Apr, 2024 @ 4:36pm 
-the dash was the first thing i added to this mod. it definitely isn't explained well enough in the mod itself but the mod WAS balanced with it in mind. also, i checked in the mod itself and the code and apparently you're playing in journey mode (which raises the stats of enemies on top of the difficulty boost) because giant slimes are only supposed to have 300 health in master mode. while doing the testing i did find that enemy projectiles (from hijinks) deal more damage than intended in specifically master-mode because of weird multiplication stuff, but non-projectiles deal intended damage, meaning ancient scouts should be dealing ~40 damage in master-mode with no armor
cannon9009 23 Apr, 2024 @ 6:34am 
Sorry, when I mention Expert mode I actually meant Master. I thought Expert came after Master in the difficulty names.
cannon9009 23 Apr, 2024 @ 6:09am 
Anyways, sorry for the Noah's Ark-level flood of comments and words, but there's a 1000-character limit on these things and I had a lot to talk about. Cheers.
cannon9009 23 Apr, 2024 @ 6:06am 
I'm not gonna sit here and say people shouldn't download the mod or anything. The mod is fine, I'm sure the content I haven't discovered yet is very cool. But the enemies found in the earlygame with this mod on are really proving to be chores to deal with, when they really, really, really shouldn't be... and just making the solution be "use this mechanic I made" doesn't really fix the issue, it just makes people work around it instead.
cannon9009 23 Apr, 2024 @ 6:03am 
Hedgehogs are incredibly fast for an earlygame enemy. They also just suck in general. The fake-out when they touch you is an okay idea, but giving them such a high speed with such a high health is... unbalanced, to say the least. High-speed enemies don't have such high health in normal balancing because... well, having a fucking diamond-encrusted bullet train barreling towards you isn't exactly the most thrilling combat scenario.
I would say something about Wardens, but the only time I saw one, it was so scared to fight me that I was playing cat and mouse with it as it kept zooming around the bottom corners of my screen in what I could only assume was an attempt to home in on me, thwarted by what I can only assume is a speed stat so high that it can't course-correct when it misses me.
The Big Slime and the Ancient Scout dropping boss summoning items is a very weird decision, considering it's already a chore to kill the enemies themselves.
cannon9009 23 Apr, 2024 @ 6:03am 
Big Slimes having 900 health on Expert is a sin. This should never be a thing. This enemy can spawn in the first 5 minutes of gameplay. It would take at least 50 hits with the starter tools to kill it. Most enemies on Expert in earlygame have, what, 150 health average? You'd be better off running away and hoping it eventually de-spawns.
Hunters just straight up dash directly into blocks and basically prevent you from hitting them, or them from hitting you. However, they can still dash into you by poking their heads out through the blocks they magically phase through. There's also no incentive to stay out of their aggro range because most attacks in its non-aggro state deal peanuts to it.
Bouncing Marigolds... Honestly, there's no problem with them. They run at you, they don't do much else. Though, their speed could be a little slower, and maybe tone the health down a bit.
cannon9009 23 Apr, 2024 @ 6:03am 
Balancing a mod around a mechanic instead of having the mechanic be balanced around the mod is just asking for trouble. The enemies in this mod aren't just something you can fix by "just ue your dash/backflip, bro".
Ancient Scouts are damn annoying, because they completely ignore any knockback; all they do is make a direct beeline for you as if they're miniature Eye of Cthulhus in permanent dash mode, which negates any sort of way to keep them from getting all-up-in-yo-beeswax. This is an enemy that can spawn in earlygame, and in higher difficulties can even turn you into a fine meat puree in only two or three hits.
Axe Titans are just physically incapable of going up slopes or any sort of incline about 80% of the time. This means you can just sit on the otherside of a 1cm tall hill and shoot arrows at them while they desperately try to wonder why their axes aren't slicing you in half yet.
White_Tiger  [author] 22 Apr, 2024 @ 9:38am 
the mod is balanced around a dashing semi-rework, which to be honest i totally neglected to teach how to use. like in the actual mod itself
i should probably do something about that
cannon9009 22 Apr, 2024 @ 8:37am 
hedgehog and bouncing marigold are a bit too powerful to be enemies that spawn at the start of the game if i'm being honest
Ace No Spades 9 Mar, 2024 @ 12:05pm 
i know
:demoticon:
White_Tiger  [author] 9 Mar, 2024 @ 11:07am 
oddly specific request
Ace No Spades 9 Mar, 2024 @ 4:40am 
if there isn't a time stopping clock am not playing
White_Tiger  [author] 8 Mar, 2024 @ 4:56pm 
they get easier when you get used to the new movement stuff (look at the controlsssss)
D-07 8 Mar, 2024 @ 4:19am 
why is there so many OP enemies RIGHT as you start off with COPPER TOOLS.
White_Tiger  [author] 7 Mar, 2024 @ 6:13pm 
done! also (because i was working on something big and didnt finish it) there's a few new stuff
White_Tiger  [author] 7 Mar, 2024 @ 5:47pm 
thanks for letting me know give me a bit
Shows 6 Mar, 2024 @ 7:32pm 
hey, this mod no longer works due to structurehelper's 2.5.0 update. just letting you know
White_Tiger  [author] 7 Feb, 2024 @ 5:07pm 
things move fast to counteract the greatly increased mobility from this mod. and on the damage; what difficulty are you playing because the mod was balanced around expert mode
D-07 7 Feb, 2024 @ 1:55pm 
One does everything move so fastly and kill me in 1 or 3 hits?
JJ's Place 17 Nov, 2023 @ 11:59am 
Thank you.
White_Tiger  [author] 15 Nov, 2023 @ 5:14pm 
i looked at the offical terraria wiki and enemies spawn in towns in expert mode at a reduced rate. axe titan is just the most noticable because it makes sound effects. i'll make it so that they'll only throw axes when having line of sight with the player in the next update
JJ's Place 14 Nov, 2023 @ 10:39pm 
Also the hunter enemy is the same way
JJ's Place 14 Nov, 2023 @ 10:29pm 
What I am saying is i think for some reason this enemy isn't following the reduced spawn rate rule in towns. Also the axes themselves aren't a problem but the sound gets so annoying after a while because they constantly spawn over and over in a mini biome that is for the most part supposed to be enemy free.
JJ's Place 14 Nov, 2023 @ 10:02pm 
Hey I just was wondering of the axe titan followed the reduced spawnrate rule while in a town environment because critters should spawn by far the most in towns but the axe titan seems to spawn more frequently than critters in the town environment which should not happen.
JJ's Place 24 Oct, 2023 @ 5:04pm 
Yeah my bad, the wiki says in towns critter spawn rates increased and enemy spawn rates are decreased.
White_Tiger  [author] 24 Oct, 2023 @ 3:53pm 
isn't it normal for night time enemies to spawn in towns? even then it doesn't seem to be a problem considering neither them or their axes can go through tiles
JJ's Place 24 Oct, 2023 @ 9:56am 
The axe titan is spawning in a town environment. Can this be fixed?
White_Tiger  [author] 19 Oct, 2023 @ 4:44pm 
i just realized that the demon summoner broke on 1.4.4. lol.
i fixed it and put in something that was supposed to be part of a bigger update but it's already here so