(NOTE: Most of the infos about the upcoming features are in random spots around the thread and not in the opening post. The best way to search for them is either check the entire thread or by tumblr tags.) (The old post has been spoilered. It will not be deleted as quite a lot of infos are there, plus the alchemizing process is explained there too.) You name is TERRARIASTUCK, your main interest is making MS Paint Adventures and Homestuck inspired Terraria mods. Works with the latest version of tConfigVersion Beta 1.03DOWNLOAD LATESTPrevious Versions Changelogs (Move your mouse to reveal the content) Changelogs (open) Changelogs (close) Beta 1.03 - Solved some probably-major alchemizing problems. - Fixed grist drops problem (as grists were either dropping a fixed amount or 0). Grists should now drop the correct amount with a bit of variation. - Lowered grist drops, now each Build Grist drop will equal to the actual coins drop divided by 20 (it was 10 before). Also, special grists drop will equal to the actual coins drop divided by 100 (it was 20 before). Beta 1.02 - Hopefully fixed most major multiplayer sync problems. - Added new example Alchemizing recipes (thanks to Alex93090 and BeastKeeper for sprites and base coding) The new Alchemizing recipes are: Molten Hamvil + Grandfather Clock = Fear No Anvil Green Phasesaber + Breaker Blade = Green Phasebreaker Iron Broadsword + Spike = Iron Spikesword Meteor Hamaxe + Iron Anvil = Meteor Hamvil Molten Hamaxe + Iron Anvil = Molten Hamvil Piano + Iron Hammer = Piano Hammer Iron Hammer + Spring = Pogo Hammer Pogo Hammer + Iron = Wrinklefucker - Added Iron and Spring, materials for some alchemizing recipes (give Iron Bars to the Guide to check them out). Beta 1.01 - Added 3 new horns. - Added a new hotkey (P) to switch between male and female clothes any time. Beta 1.0 - First release Actual features: Homsetuck inspired races each with their own bonuses: - Humans (+Trickster) - Trolls (+Trickster) - Sea Trolls (+Trickster) - Cherubs Overhauled Movement Speed system: - More linear and "useful" increase of movement speed. - Movement Speed is now reduced by Defense. Grist system and Terraria inspired Grist types. Working Alchemizing system (heavy WIP). Minor graphic edits: - Coins are now Boondollars. - Inventory Slots edited to look like Captcha Cards. To-Do: More Alchemizing recipes and balancing. Tier based progression. Kernelsprite/Prototyping. More races (?) - Carapaceans (?) - Rainbow Drinkers (?) Enemies (Imps, Ogres, etc). More graphic edits. Blaming tConfig for every MP problem in the tConfig thread. (for screenshots, check this link) Important things to know about the release: This version is obviously a beta. The only feature that can be defined "done" are the races and everything else is just in for testing purposes. The races system is pretty much an edit of Yorai's Holoraces with added features and different races. Race's descriptions are still not done, but their bonuses are listened. The best way to know about the bonuses a race gives is to check them directly from the races menu. A Racial Holoscroll is added into the player's inventory at the character's creation along with the Holotailor as long as Yoraizor's Holotailor mod is loaded (pretty much like the original Holoraces). Additionally, the races menu will always pop up in the begining until the character choses a starting race, eventually the Holoscroll can be used to change it over again and can be easily crafted for free for testing purposes. Note that the Eyes color is important as it gives various characteristic colors to various races (Tricksters/Cherubs spiral patterns, Troll Tricksters skin colors, etc), in case you need to make a change, using Holotailor is advised. Another huge change that needs to be listed is the movement speed system. The movement speed system has been slightly edited to go way over the vainlla Terraria's limit depending on the movement speed bonus the player has. If you reach a certain speed (that can be noticed from the extra "smoke" particles), you can run on water like while using a Water Walking potion. Also, a new system that decreases the player's speed depending on the player's defense has been added, giving a way more importance to movement speed than before. Grists and SBURB machines are included too for testing purposes, but only one test recipe is in. The item is a Bloodseeker (took from one of my contents packs) and to be alchemized, mixing Dirt and Wood is needed. The alchemizing process is explained in the old opening post of the thread. Specific grists depend on the actual biome (example, to farm Hell Grist, you need to be in hell). This is all for now. I hope to get some feedback from all this, and also some sweet alchemizing recipes. Have fun. <3 Also, huge thanks to Crissa, eLe and Ayeaye for their support and help through coding/spriting/justwriting. For more infos, check the original post below. Original post (Move your mouse to reveal the content) Original post (open) Original post (close) Good morning fine gentlemans. Some people might have noticed yet. Some other probably don't. Actually there are two things to notice: 1. There are no real Terraria homestuck/mspa inspired mod. 2. I'm recently lazying off definitelly too much. Both points, in my opinion, are inconceivable. So recently, thanks to the help of various people giving me at least a tiny bit of motivation and myself being extremely bored, I decided to start code a real Homestuck inspired Terraria modpack. Said project started around 3 days ago and is way far from being done. What I have so far are some simple mechanic showing screenshots, mechanics which are heavily still WIP and I'm going to show them up. As of now, what I have are the basic SBURB machines. For who is not familiar with the Homestuck webcomic, I'm going to simply explain how they work. Long story short, they are needed for crafting and managing most of the mod's items. First of all we have the Cruxtruder. The machine is important as once activated the first time, it makes a Kernelsprite and produces simple items called Cruxite Dowels, which are essential items. I still don't have an in-game working machine so I'm going to show the placeholder sprite my brother made. (I am aware that the tile is badly formatted, it will be fixed at a later time) As said, the item once activated produces a Kernelsprite and progressively produce Cruxite Dowels. The Kernelsprite is a simple NPC that will follow the player and do nothing other than being annoying. At a proper time, the Kernelsprite will be Prototyped. The process of Prototyping consists in giving the Kernelsprite two items, then the sprite will turn into a Sprite. The Sprite is a companion NPC that works mainly as a guide, giving the player the needed info for progressing in his game session. Nothing of this is coded yet. No tile, no Kernelsprite. The Cruxite Dowels instead are simple cylinders that are needed for item crafting. This will be explained better with the other machines. Next we have the Punch Designix. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler This simple machine is, as said right 5 words before, quite simple. To operate it, the player will need Blank Captchalogue Cards. These cards will be probably sold by an NPC or by the eventual prototyped sprite. A blank card is added in the first slot and an item is put in the second slot. The result is a "punched" card with the item's coded in it. Both the blank card and the item are consumed in the process. Punched cards are basically "blueprints" for the item crafting procedure. Next we have the Totem Lathe. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler This machine, as shown, requires a Cruxite Dowel and a Punched Card. The Cruxite Dowel works as our base model and the Punched Card works as a "blueprint". The machine once activated carves the Cruxite Dowel and transfers the "blueprint" code to give the dowel a precise shape. Obviously, the shape in the mod will be a default sprite, but the each Carved Cruxite Dowel will show what item is stored in its "carving". The fourth and last machine in the basic machines serie is the Alchemiter. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler The Alchemiter lets the player "alchemize" his own items. The procedure is self explanatory. A Carved Cruxite Dowel is given to the machine. The machine reads the code "carved" into the Cruxite Dowel and produces the item. The dowel is not consumed in the process, but for the new item to be made, a certain amount of "Grist" is needed. Grist is a sort of currency, a certain amount if grist is dropped every time an enemy is defeated. Grist and enemies drops are not codified yet by now. For now, the Grist cost of an item is defined by the simple formula (Item Value/10 = Grist Cost) so an item which is worth 1 silver coin (which would be, 100 copper coin) will cost 10 Grist. This is all I have made for now. There will obviously be more as I work on the mod obviously. Why I made the thread in the first place you would say? Simply enough, this is for collecting ideas, but more importantly, resources. Yep, resources. All this messy item crafting is not what makes Homestuck's alchemizing process that interesting. We could say it isn't interesting at all. What is interesting is the "fusion" features which the alchemizing procedure gives. On simple terms, it is possible to get two punched cards, merge them together into a simple card and get a completely new item. To code it is as messy as it sounds, so I need people's help. I need you guys to help with your original "alchemizing recipes". Use vanilla or mods items to craft completely new items. A coral sword mixing a sword and corals? A throwable chained sword by mixing a sword and a flail? Why the hell not, all these things are possible by alchemizing, but sadly, each one of them will need their proper recipe and as crafting possibilities are endless, I can't come up with totally original overninethousand items all by myself, idea, code and sprite wise. Also, the same applies to Prototyping. You can mix any sort of 2 items to obtain any sort of guide npc. Give it Gel and Jungle Spores to obtain a sort of silly Bushy Mushroom? Possibilities are seriously endless, but we are limited to fixed recipes and the more we have the merrier. I think I did write enough. I hope to get as much feedback and "resources" as possible from you guys. This sort of mod cannot be made by just a single man, ya know. You guys hel will be indispensable. And thanks for reading through the entire wall of texty thread I guess.