tModLoader

tModLoader

Zayli Gear
27 Comments
Zaylidin  [author] 23 Sep @ 3:09am 
I appreciate that a lot. Thanks for caring about my work :luv:
SpecyJ 23 Sep @ 2:12am 
That's okay. And I understand what you mean. The plan you have is well thought out. At the end of it all, take your time and apply what you think is good for your creative freedom in this mod.
Zaylidin  [author] 23 Sep @ 12:27am 
Regarding the previous point I made for the Needler projectiles, i managed to figure out a fix for them so they now look exactly how they should!

My content shys away from anything post Golem as I don't really play that part of the game much at all, but I hope to fix that soon now that I am a mod maker :luv:
I agree that some of this stuff could do with later game variants, but I just haven't quite got to that point yet
SpecyJ 22 Sep @ 10:26pm 
Thanks for the reply and hard work.
Not specifically asking for a tweak. I understand the weapons follow balance and progression. Just suggesting more late game variants of existing weapons to keep up with later points.
And don't worry. I understand the logic behind the design decisions. Good work.
Zaylidin  [author] 22 Sep @ 11:11am 
Regarding the needler projectiles, I cant exactly make the long and thin as the projectiles don't angle properly unless there are enemies near and it looks weird. The supercombine (explosion combo) isnt something I know how to implement at the moment.

Regarding the damage values of the ranged/magic weapons, I will continue to tweak and change those values as and when I can test them in the appropriate point in the game for them but at the moment those values felt fine to me. Nothing is final with this mod and I appreciate the feedback regarding balance.

I have no intentions to change or make more chainswords at the moment.
SpecyJ 22 Sep @ 9:25am 
Another day another bunch of nice updates. I've been checking. Since we have powerful war hammers. We could also use better chain sword upgrades (or even power swords and other blades). Current ones available are good, but they struggle at keeping up with the other late game items.

Another problem is many of the guns including the magic ones still feel rather underwhelming in firepower or their mana cost is too high to be useful enough so they definitely either need a buff or higher tier versions of them to craft towards progression need to be added. Also the projectiles can be reflected back by Selenians and Biome Mimics.

Needler is very good. Its tracking is nice, but the shots don't look like needles and it lacks that iconic impaling and exploding combo. Maybe that's just my nostalgia talking. AlsoThese are my reports. Still good work with what's been added.
SpecyJ 19 Sep @ 6:15am 
Understood. Then that's fair. Keep it up then. There's no rush in with the town npc configs either. Just take your time to learn that at your own pace. :steamthumbsup:
Zaylidin  [author] 19 Sep @ 5:28am 
The removal of the leather recipe is how it works in vanilla. I just reverted it because i was worried how adding that recipe might wffect other mods.

As for making town npcs configurable, idk how to do that.
SpecyJ 19 Sep @ 3:29am 
It's come to my attention that you removed the Leather recipe and now vertebrae cannot be used to make it. I feel like this might not be a good idea and is unfair for corruption players and it might not be good for game flexibility, instead maybe make it so that bought leather is more expensive or give a config instead. I feel it's a little concerning even if it's very minor.
Also make town NPCs from this mod configurable, because as fun as it looks on paper, too many town NPCs can lag a world.
Anyway. I appreciate the new update despite these concerns.
SpecyJ 19 Sep @ 12:41am 
@Zaylidin I totally understand and I can see the colour differences. Just wanted to say that they're a bit hard to notice at first glance and thought about a need for a bit more contrast. But it's no big deal. Anyway what you have so far is a good set of items and a good plan ahead.
Zaylidin  [author] 13 Sep @ 10:15am 
Hey, thanks for the feedback as always. Regarding the two assault rifle variants, they are different colours even if its subtle, but I have no intention to give them wildly different designs (If I was to create one it would be a different gun entirely, such as the version from Halo Reach)

I have yet to fully develop all the different magic weapons I want to make as I have mostly left that until the end as its more complex, so there are a ton of huge gaps in the item roster. I dont intend on making any post-moon lord items any time soon but perhaps at some point in the future, for now im more focused on pre-hard mode and early hard mode as those are the parts I enjoy the most and spend the most time in Thank you for the support as always and I like that you want to see more Lasgun varients, perhaps your wish will be granted at some point. I still have a to do list to complete though.
SpecyJ 12 Sep @ 7:45pm 
Hi. Thanks again for another update. The spites are improving slowly but surely. Hopefully eventually there will be enough differences between upgrades like the Halo Assault Rifles (they still look quite similar to each other)

It's understandable that quite a lot of the ranged/magic weapons are relatively weak compared to endgame at the moment. But I can suggest that can be easily resolved with new additional higher tier upgraded versions of the weapons to collect throughout the progression so quite a few of the weapons are good where they are.
Side note. I feel the lasgun bayonet should be more of a secondary right click instead of its own separate weapon one day and better progression versions of the lasgun instead of just the volley gun for aesthetics reasons. Still it's nice. So far so good.
Zaylidin  [author] 11 Sep @ 2:38pm 
Cool idea, no idea how to implement something like that though. I appreciate the ideas a lot though :luv:
ClayWarTheOne 11 Sep @ 2:22pm 
I feel like the Heavy Melee weapons (warhammers and clubs for example) would really benefit from some kind of charge mechanic for more damage at a slower rate. Just a suggestion
Zaylidin  [author] 11 Sep @ 6:08am 
Thank you very much!
I have begun working on improving the look of the bolters, lasguns and upping damage values for the ranged weapons you mentioned slightly, as well as making the boltgun ammo a tiny bit easier to make (1 gold dust instead of 2 per 80) as a compromise as I really wanted them to have their own unique ammo for the flavour of it.
SpecyJ 11 Sep @ 6:05am 
I totally understand. I want to clarify the Lasgun sprites are okay, they just look a bit awkward compared to other lasguns that I've tried but now that I'm testing them more they seem okay. I do have sound effects, but then again it's up to you. The vanilla laser sound is okay, I'm probably just too used to custom sounds, but I can share some if you are interested.

Also don't worry too much about the knockback error. It's a common problem in a lot of AOE weapons, even famous mods like Calamity have this problem and in even worse condition. I feel like the melee weapons do pretty okay. Suits their simplicity compared to melee swords like the Terra Blade that have huge gimmicks. Sometimes overpowered weapons are okay as long as the solution is they're separate from the current weapons and are endgame exclusives, but so far the balance is good as long as the crafting material tiers suit them.
Zaylidin  [author] 11 Sep @ 5:03am 
I appreciate the feedback, however I'd like elaboration on the Lasgun sprite issue. Any specifics at all would help a lot.

I could not find a suitable sound effect to replace the Lasgun online, I really want to change it though.

Not sure how to fix the Bolter explosion knockback error at the moment as i'm still a novice at programming.

Do you feel the melee weapons do too much damage? I dont want any of my items to be considered overpowered, I want them to fit within the natural progression of the game.
SpecyJ 11 Sep @ 4:40am 
Just did some testing. It's pretty okay. The melee weapons do very good damage. Just that the guns including the magic ones feel rather underwhelming plus the lasgun sprites look a little awkward including the slow projectile and vanilla firing sound. The bolter variants look the same (understandable, this mod is still in development).
Two things to note about the bolters. Having proprietary ammo can lead to neglect of said weapons especially with bolters from other mods with their own exclusive ammo. And be careful with explosion coding. tModloader has this thing where it will always push enemies to the right by default if area of affect attacks like custom explosions aren't coded right especially if it hits a block instead of an enemy, which the bolter shots in this mod are also having.
SpecyJ 11 Sep @ 12:07am 
Thanks for the reply. I appreciate that you already have your own plans and it's better to focus on one priority at a time. I still will enjoy testing the content and time provides quality so there is no rush. And again, keep it up.
Zaylidin  [author] 10 Sep @ 11:19pm 
I really appreciate the excitement and enthusiasm!

I am considering adding some other weapons like the Plasma Gun and maybe Tau stuff like the Railgun and Pulse Carbine/Rifle but my concrete plans right now are to add a late game melee set based on a Rock Golem, a Fire elemental Spell caster/melee hybrid set using hellstone, a super early game archer set that uses hay, various sickle weapons, a post-golem hammer that combines all my late game hammers called Destiny and an obsidian/feather/wax set based on Aztec Eagle warriors.
SpecyJ 10 Sep @ 8:23pm 
Just the list alone already looks promising. As a person who enjoys warhammer guns and sci fi weapons, I look forward to playing this.
With all that being said. Will there be plans for more higher tier lasguns, bayonet, and Tau weapons? Krieg Lucius Patterns and some pulse rifles would be awesome along with a Fuel Rod gun or some mana powered launcher. Maybe I'm just too excited, but I love this.
Anyway keep up the good work and thanks for making this mod.
Zaylidin  [author] 7 Sep @ 7:46am 
I love making accessories, there will surely be more in the future!
ClayWarTheOne 7 Sep @ 7:20am 
Also thanks for adding Backpack and Shield items there's barely any mods for that :D
Zaylidin  [author] 3 Sep @ 11:22am 
@ClayWarTheOne
Thank you so much!! :luv:
ClayWarTheOne 3 Sep @ 10:30am 
This looks so good :steamthumbsup::steamthumbsup::steamthumbsup:
Tin 24 Aug @ 11:24am 
I misread the title of it being 'Zayin Gear'
Lunaris le fay 22 Aug @ 11:30am 
woo!!