tModLoader

tModLoader

Hardmode Ore Progression
39 Comments
Draedon 21 hours ago 
thats the neat part, you don't
NexTnTMa5ter 3 Oct @ 1:24pm 
how are you Supposed to craft the spawners for them It needs a Mithril anvil?
ThatOneOtherIdiot 8 Sep @ 10:23am 
Yeah, as other comments have said this is actually pretty much exactly how Calamity handles it, down to the mechs having changed stats/getting stronger for each mech you kill. That's not a point against you really, since it's a mechanic that really deserves to be its own standalone mod. I like it.
RS_Mind  [author] 22 Aug @ 7:36pm 
That can be done. I'll implement config once I figure out crates
nee ner 20 Aug @ 10:50am 
This mod is great, I've wanted something like this for a long time. I was wondering if you could possibly add configs options to the mod allowing you to keep the hallowed bars as just drops from boss bags, keep boss stats same as vanilla, etc.
SuperToaster 18 Aug @ 1:52pm 
Even if it is 'copying' (which it isn't), it's nice to have a mod that does just this on its own without the... entire calamity mod.
Denzo 16 Aug @ 12:42pm 
plz don copy :(
Denzo 16 Aug @ 12:41pm 
not trying to be mean but this is very VERY similar to calamity ore rework. just keep that in mind
RS_Mind  [author] 11 Aug @ 2:05am 
Oh I'll have to fix that once I get crates figured out
Khitiara 10 Aug @ 3:19pm 
last i checked that is
Khitiara 10 Aug @ 3:19pm 
@RS_Mind you didnt include source last so id still need to full decompile it with something like dotpeek
RS_Mind  [author] 9 Aug @ 2:05pm 
@Khitiara you can decompile it through tModLoader
lotion 8 Aug @ 9:56pm 
about time it gets a separate mod
Khitiara 2 Aug @ 11:25am 
is this mod open source by any chance?
ClayWarTheOne 31 Jul @ 12:46am 
Thanks for the Exxo Avalon support :D
Khitiara 29 Jul @ 7:46pm 
im not 100% sure how to implement generating more ores either tbh. also for what its worth iirc calamity doesnt fix the early crate loot yet either, its an open bug for them
RS_Mind  [author] 29 Jul @ 6:39pm 
Disabling early crate loot is planned, but is turning out to be more difficult than I anticipated. I can make the mod respect the ore tier variable for the world in that same update.
I'm not against being able to generate more ores, but I'm not sure how I'd like that to work
Khitiara 29 Jul @ 12:35pm 
Does this mod also prevent crate spawns of higher tier ores? Also, is there any way to add an option to generate extra ores after the initial bunch ala how breaking extra altars works normally? An option to pick the ores you get (or respect the world saved tier stuff if its set from tedit or the like) would also be nice.
RS_Mind  [author] 28 Jul @ 7:20am 
@Venus Leaf That's vanilla behavior when within a Drunk World. The mythril/orichalcum + Adamantite/Titanium spawning weren't working properly in drunk worlds until the most recent fix. If you want both ore types, make sure the world's Drunk flag is set to true, either by generating a drunk world normally or using a mod like Advanced World Generation
RS_Mind  [author] 28 Jul @ 7:17am 
@ClayWarTheOne Added support for Exxo Avalon. I'll add config later
Sayori Voxera, Mr.Cow's BFF 28 Jul @ 4:42am 
so, basically calamity but without having to kill a giant burning kfc wing
Venus Leaf 27 Jul @ 10:58am 
Is there a way you could add in an option that allows both Cobalt and Palladium to spawn in when breaking an altar? Only ask because mods like Remnants add in all the ores and their counterparts. If possible could you make an option that allows the mod to generate Cobalt/Palladium when smashing altars, Mithril/Orichalcum and then Adamantite/Titanium and obviously the Hallowed Ore after everything is said and done. If not no worries! but just wanted to ask the question.
󠀡󠀡 27 Jul @ 8:15am 
nigga below me aint wrong.
TerraPrisma 26 Jul @ 4:30pm 
fenris, only so much these feeble mortal minds can conjure
Максим Боров 25 Jul @ 11:51am 
the real mario, You'd be surprised how frequently this happens. Ideas are finite.
the real mario 25 Jul @ 11:01am 
pretty wacky coincidence both you and calamity mod came up with the exact same idea independently of one another
ClayWarTheOne 24 Jul @ 9:31am 
Also, the Exxo Avalon mod adds new alt ore armors to hardmode (Duratanium/Naquadah/Troxinium) could you make it compatible with this?
ClayWarTheOne 24 Jul @ 7:59am 
Could you please add an option to disable the hallowed ore generation?
Maybe making the bars drop only after the third mech boss has been killed
Jay T. Dawgzone 23 Jul @ 1:03pm 
Thank you! :D

This is the kind of feature that should be part of the base game. It gives more purpose to the six pre-Hardmode ore sets before Hallow and improves the pacing of Hardmode overall, making the mech fights feel more rewarding.

I haven’t used Cobalt, Palladium, Mythril, or Orichalcum in years. Aside from their pickaxes and drills, they’re mostly irrelevant.
tazip23 23 Jul @ 9:28am 
i like it, tried it out on a playthrough and its great!
Dry Kr1TiKaL 22 Jul @ 2:34pm 
How it should have been all along
LevioFun234 22 Jul @ 12:16pm 
Because Calamity isn't the same anymore
RS_Mind  [author] 22 Jul @ 9:15am 
I was honestly surprised when I was researching if a mod did this and found out that Calamity did
Kywii 22 Jul @ 8:24am 
I'm glad this kind of feature can exist as its own thing now, it was the case in 1.3 but never in 1.4 until now fsr.
I don't think I can believe that last statement though, apologies, but still, good job.
JunIsntTaken 22 Jul @ 1:37am 
goated
DoodleBro 22 Jul @ 12:57am 
wait wth... really, truly you thought of this without hearing a SPECK of Calamity??? ig great minds think alike
Angel_Enriq 21 Jul @ 1:06pm 
Lo que nadie pidio... pero necesitábamos :GDEasy::pickax::nitra:
PixelPlz 21 Jul @ 11:12am 
this is neat though hallowed stuff is way more skippable now since you can go for chlorophyte right after getting the pickaxe axe
blue_potato7 20 Jul @ 8:57pm 
absolute cinema