tModLoader

tModLoader

USSR (United Slot System Remastered)
Terra Master  [developer] 23 Jan @ 8:54am
Mod suggestion
text here with all your suggestions. if you want me to add mod support - text item names in wished mod and in which slots you want me to add them.
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Showing 1-15 of 23 comments
For some reason, the Cross Necklace and the Star Veil are necklace slot items. But the Deific, Abyssal, and Lumenous Amulets are clearly necklaces but do not work in the slot last I checked.
Terra Master  [developer] 25 Jan @ 2:53am 
Originally posted by HomelyHouse:
For some reason, the Cross Necklace and the Star Veil are necklace slot items. But the Deific, Abyssal, and Lumenous Amulets are clearly necklaces but do not work in the slot last I checked.
I'll fix it today. About cross necklace and star veil: they're supposed to be here because they're necklaces (you can clearly tell it by their names).
Terra Master  [developer] 25 Jan @ 3:03am 
I checked Abyssal and Lumenous amulets are in code and actually can be placed in necklace slot.
Originally posted by Terra Master:
I checked Abyssal and Lumenous amulets are in code and actually can be placed in necklace slot.
Hey thanks! Though on the topic of the Deific Amulet, it might not be CALLED a necklace in name, but you can clearly see the string it's on.
Terra Master  [developer] 25 Jan @ 12:12pm 
Originally posted by HomelyHouse:
Originally posted by Terra Master:
I checked Abyssal and Lumenous amulets are in code and actually can be placed in necklace slot.
Hey thanks! Though on the topic of the Deific Amulet, it might not be CALLED a necklace in name, but you can clearly see the string it's on.
I added support for this item in 0.2. So this theme closed
Okay! Thank you!
i think the angler enchantment and trawler soul from fargos souls should be equipable in the fishing slot.
Terra Master  [developer] 2 Feb @ 9:43am 
Originally posted by Exc4l1buR:
i think the angler enchantment and trawler soul from fargos souls should be equipable in the fishing slot.
i haven't added support for fargo stuff in deffense/healing/fishing/building slots because i have no idea what to add there. please describe what can be added for other slots(defensive/healing/building slots) from fargo mods. i just don't want to make such small patch onl for fishing slot.
sure, ill add them once i figure out what fits where
Terra Master  [developer] 4 Feb @ 12:20pm 
Originally posted by Exc4l1buR:
sure, ill add them once i figure out what fits where
I'm waiting for news from you, because I can add full Fargo compatibility in the same day you post the lists.
Another suggestion is seeking out compatibility with the Artificer's Mod.
Originally posted by Terra Master:
Originally posted by Exc4l1buR:
sure, ill add them once i figure out what fits where
I'm waiting for news from you, because I can add full Fargo compatibility in the same day you post the lists.
still working on it, dont have much time right now and im struggling with some of the categories.
what makes an accessory belong in the defense or gear slots?
Terra Master  [developer] 7 Feb @ 9:00pm 
Originally posted by Exc4l1buR:
Originally posted by Terra Master:
I'm waiting for news from you, because I can add full Fargo compatibility in the same day you post the lists.
still working on it, dont have much time right now and im struggling with some of the categories.
what makes an accessory belong in the defense or gear slots?
For gear slot it's simple: there goes everything that helps you with movement(not running or flying).
For defense slot it's complicated but most stuff that add you defense, damage reduction or resistance to something goes here.
Bish 19 Apr @ 5:11am 
would it be possible to add support for the mod "advanced accessory combinations"? or even make some sort of procedural check that if an item goes in one of your slots, anything crafted from it will too? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3433296738
Terra Master  [developer] 22 Apr @ 11:39am 
Originally posted by Bish:
would it be possible to add support for the mod "advanced accessory combinations"? or even make some sort of procedural check that if an item goes in one of your slots, anything crafted from it will too? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3433296738
Technically speaking there's only one thing that can do that and it's hasIngredient method of Recipe type. And it's not possible to check further that 1 item ahead (for example if we pick ankh and obsidian shields and ask AnkhShield.Recipe.hasIngredient(ObsidianShield) it'll return true but if we check item that has ankh shield as ingredient for having obsidian shield in recipe it'll return false). So either way it's better to manually add each item in each slot than creating such a mess.
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