These mods were built for tConfig 0.23.9, though they'd probably work for other versions if you tried hard enough. Maybe. Item UP! - Currently my main mod. Used Rocko's ARPG as a base, but I think it's grown enough to have become it's own mod. Just don't try to use the two at the same time, I don't know what will happen. o,o Details... (Move your mouse to reveal the content) Details... (open) Details... (close) - Main Download -DOWNLOAD .OBJ(Contains Classic Edition, Grinding Edition and the source for both!)Item UP! is a mod which adds a semi-RPG experience to Terraria, without taking away the "Gear is progression" feel of the game. EXP is collected by defeating mobs, which in turn will power up your equipment. When a mob dies, he drops an amount of EXP Orbs dependant on how much money it drops on death. EXP drops from defeated mobs. EXP drops are based on how much money the mobs drop on death. (Making it compatible with mod enemies!) ITEMS Level Up when they have collected enough EXP. +3% Damage and +1% Crit Chance per level, up to level +10! RARER items take more EXP to level up! Designed with multiplayer compatibility in mind! Lucky Potion to double EXP pickups temporarily! (Show a Water Bottle to the Guide for the recipe.) Small "info-text" whenever you collect EXP or level up! Trust me, I've been playing with this for about a week or two now and it's never gotten annoying. It works. It's awesome. Optional Grinding Edition, for those who like to collect lots of EXP! Changelog (Move your mouse to reveal the content) Changelog (open) Changelog (close) 1.0 - Initial Release (Unreleased) Basic EXP System 1.1 - (Unreleased) Item rarity scale EXP based on money dropped "Level up!" and "X EXP" popups when appropriate. 1.2 Added Lucky Potion Added "Maxed Out!" popup when equipment reaches Level +10. Re-added the ability for Lv. +10 equipment to gain EXP, so you can see how much "excess EXP" you get. Why not? 1.2 - Grinding Edition Added Grinding Edition G: Exponential EXP gain, instead of linear. G: Level Cap raised to +50. G: Level Up bonuses changed: +1% Damage / +0.25% Crit per level. No changes to Ordinary Edition. 1.3 - (Current Release) Merged Classic and Grinding Edition into one .obj file. Fixed the glitch where Reforge bonuses didn't work. Moved the tool tips to slots 7 and 8. Grinding Ed. Only: Equipment now takes less EXP to level up. Known Bugs (Move your mouse to reveal the content) Known Bugs (open) Known Bugs (close) 1.3 - (Current Release) "Stackable" throwaway equipment can be levelled up, like grenades, spiky balls and ammo. Anything with a "damage" value levels. Cannot pick up EXP Orbs with a full inventory in multiplayer. EXP Orbs do not fly around the player with a full inventory in singleplayer and multiplayer. EXP Orbs pointlessly fly around the player if he's holding an item which cannot level up. (Should I keep this one? I like having the EXP follow me until I pick an item which levels.) Reforging a weapon will lose it's EXP and Levels. Also, Rocko.. If you wanna use this mod (Or an edited version of it) in your mod, feel free. I did use yours as a base, so it's only fair! Misc Pack - Any of the random things that I make or do will be included here. Details... (Move your mouse to reveal the content) Details... (open) Details... (close) INSTALLERSOURCE The Misc Pack just contains any of the random items that I decide to add. Aero Charm The Aero Charm is an accessory which provides an infinite Featherfall Potion buff. [Workbench] Crafted with: 10x Featherfall Potion, 10x Feather Dirt Sword It's what you think it is. [Anywhere] Crafted with: 5 dirt Health Band The Health Band is an accessory which provides an infinite Regeneration Potion buff. [Workbench] Crafted with: 10x Regeneration Potion, 1x Band of Regeneration, 5x Life Crystal, 10x Daybloom Healy Staff The Healy Staff is a rather makeshift staff which heals the player at the cost of mana. It has not been balanced at all. 10 HP gets healed for every 20 Mana used. [Workbench] Crafted with: 10x Regeneration Potion, 5x Life Crystal, 1x Dirt Rod Mining Helmet .. It's been made cheaper. That's it. Personally, I always found that by the time I could AFFORD the thing is the time that it wouldn't be of much use when I bought it. Baught for 2 Coins at Merchant. Red Lens An accessory which gives you permanent Invisibility buff while equipped.. but also gives you Poison. [Workbench] Crafted with: 5x Deathweed, 5x Invisibility Potion, 10x Black Lens (... What was I thinking when I made it cost 10 Black Lenses? o,o) Space Blaster (Hardmode Item) An upgraded version of the Space Gun. I wanted a good Mana gun in Hardmode, and so this was born. Sprite from Starbound. [Anvil] Crafted with: 1x Space Gun, 15x Cobalt Bar Water Bubble An accessory which gives a permanent Gills potion while equipped. [Workbench] Crafted with: 1x Bottled Water, 10x Shark Fin, 5x Gills Potion Z Saber (Hardmode Item) A request. A slightly upgraded Green Phasesaber designed to look like the Z Saber from Megaman Zero. Sacrifices auto-swing for slightly better damage and speed. [Anvil] Crafted with: 1x Green Phasesaber, 10x Crystal Shard Takendan Salesman (NPC) Moves into your town when the Eye of Cthulhu and the Eater of Worlds both have been defeated. Over 20 lines of dialogue! Sells various items which are common, but annoying to mine in bulk. He also sells White Mage, Red Mage and Black Mage armour occasionally. (Originally intended for use with Omnir's Modpack, but edited to work alone. But you should play Omnir's Modpack, it's awesome.) Changelog (Move your mouse to reveal the content) Changelog (open) Changelog (close) 1.0 - Initial Release (Current Release) Aero Charm Dirt Sword Health Band Healy Staff Mining Helmet Red Lens Space Blaster Water Bubble Z Saber Takendan Salesman (aka. Me!) Known Bugs (Move your mouse to reveal the content) Known Bugs (open) Known Bugs (close) 1.0 - (Current Release) Healy Staff drains Mana when you use it and your HP is full. Takendan Salesman has an empty name in multiplayer. (I have NO IDEA why this happens!) Z Saber's sprite does not glow like the Phaseblade / Phasesaber. Dirt Sword is useles.. owait that's not a bug Cauldron Mod (Concept) - Currently not even started to code on, just a concept. Going to try to turn it into a mod. This'll be my big project! =3 Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler What is CauldronMod? CauldronMod is a mod I want to make for Terraria. It revolves around a "cauldron" item, allowing you to mix and match ingredients to make special potions which have effects depending on the ratio of the ingredients. Think of the cauldron system in Minecraft 1.9 Prerelease 2 (You'll need the mod to activate the Cauldron Block though). I want it to be like that. The Cauldron will be interacted with by placing ingredients into it, and adding water, just like in Minecraft 1.9 Pre2. When you right-click the Cauldron, a GUI will come up with an "input" slot and an "output" slot, which lets you interact with the cauldron. Putting an ingredient into the "input" slot will add it to the cauldron mixture, altering the effects of the to-be-potion inside. Putting a water bottle or water bucket into the "input" slot will add water to the mixture (1x for bottle, 3x for bucket), diluting the mixture and returning an empty bottle / bucket in the output slot. Putting a empty bottle in the "input" slot will add the cauldron's contents to it and output 1 Special Potion. This will drain the cauldron's contents, like it does in MC 1.9 pre2. A cauldron can hold 3 servings. Putting a Special Potion of exactly the same type[/b] as the mixture into the input slot will put the liquid back in, and output an empty bottle. This is useful if you want to just output a potion to "test" what you've just made, by reading the effects of a potion but not actually drinking it. You'll often be making potions with negative side-effects, so this is very useful. To get started with a Cauldron, you'll want to fill it up using a Water Bucket, and then start adding ingredients. The ingredients will require experimentation to see what works best, and should hopefully act as they would in MC 1.9 Pre2's cauldron system. While you can easily make bad potions, you can also make potions which are vastly superior to the default. (ie: Gravitation 5:00, Tipsy 3:00 and Featherfall 8:00 in one potion!) The ingredients would work on a "ratio" system, water included. So you could have in one cauldron, a ratio of "2 blinkroot, 3 water, 4 fireblossom, 1 obsidian", then extract a potion and result with "1.3 blinkroot, 2 water, 2.6 fireblossom, 0.6 obsidian". The ratio is still the same, so the same potion will be made, but there are less ingredients left inside. Basically, think how it works realistically. Sciencey and all that. Also, due to how they work, Special Potions are probably not gonna be able to stack. So use the Bag Slots plugin and make a Potion Pouch or something.