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Seriously what mod allows you to do everything else, I even got a blood moon, but disables the goblin invasion, and it has to be a popular one, maybe that new one might be glitching out the game, but I've seen people play these mods and get the invasion before.
Edit: So, yes I'd guess it's a mod interfering.
It has to be, went to an old map where I know the goblin army can be summoned (I was using a mod), and like my new world it consumed the goblin battle standard, for a second I got the goblin army appearing but nothing came of it I even took strange explosion damage from being in the water (that didn't happen when I reloaded terraria)
Wish I knew which mod was interferring, it wasn't the relatively new mod that I would hope would be interesting (only brought enemies/items) and none of the cool world generating stuff. But that can't be it because I still wasn't able to summon the goblin when I disabled it.
Is there no way I can force a goblin army to occur just to unlock the goblin tinkerer, even if I did get a tinkerer's workshop, I'd hate to visit an older map just for reforges and other items.
Oh well, I guess for now, I just don't encounter the goblin army. Again that's rather strange, since events otherwise still work.
Will have to see if other invasion events still work like Martian Madness, Pirates, and I think one of the mods has a new event I want to try, if it works, might be like the blood moon rather than the goblins.
Shame though that mods can interfer with those events, the only reason I can think of is that they replaced the goblin invasion with their own unique invasion.
I also can't get certain NPCs to spawn, which is especially weird when at least one of them was able to spawn, but not....the others despite meeting their criteria, strange, I was kind of hoping for a mega mod with all these things.
I got the most important item by buying it from an old map though, I just hate that I have to go to my old map for reforging.
Calamity Mod Add on (maybe possible)
Thorium Mod (can't be it because I just recently played it)
Tremor Mod (pretty sure the person I saw had both Calamity and Tremor and had the goblin event, but this mod does have new events, so there might be something interferring)
Spirit Mod (The only one I can think that might be the issue)
Fargo's mutant mod (seen people have goblin event with this mod active, so I doubt it)
Recipe Browser (could possibly be interferring in some way, since I think I recently added it before trying the goblin battle standard)
Quality of Life recipies- Pretty sure someone had this mod on when they got goblin event.
imkSushi'sMod- Same as others, saw someone with this on and got the goblin event.
Now the fairly new mod that I initially thought (and could still be the culprit if world gen and the mod matters). I added this mod to hopefully add some aspects related in design to the fisherman (aka quests), and that's the Antiaris mod, I thought since it did world gen what's supposed to be included that maybe something went wrong, but unless it's a world gen issue, even when I disabled the mod, I still couldn't get the goblin battle standard. (((FOR clarification; again I added this mod to hopefully enhance my experience further because I wanted a bunch of hopefully mega content, but It looks like in order to fully enjoy it, It needs to be a relative standalone mod but I can enjoy the small things I do have access to.
Though I have yet to try to disable and try an old map, to see if that's the issue, still though, not sure why it would prevent the goblin army invasion, or why it would prevent NPCs from spawning, unless there's some mod limit I'm not aware of.
In the case for Antiaris, if it's only fishing and world gen (world generation, for whoever is reading this and don't know), it shouldn't interfere, but I never seen this mod though, also I don't know about spirit, but as it is a big mod, I think it wouldn't do this issue.
I'll try to search a bit more about these mods.
I had a feeling I said it wrong, the mod as far as I'm aware has little to do with fishing, it's a mod that adds quests that you can do, like searching for an NPC, or killing a monster that's why I added parenthesis (quests) since it was like that.
Because fishing is the only vanilla quests that I'm aware of where you have an NPC that gives you quests to complete. There's the Thorium tracker, but those aren't treated as quests more so as a checklist that unlocks things.
Since I've seen other people play the mod and the "guide" is supposed to be unconscious when you start inside a new structure, since that didn't spawn in either of my two worlds with all the mods, that part of the mod must've been overidden by one of the bigger mods that I had, though I can't imagine how it couldn't find room to put the extra stuff in, when tremor mod added the glacial biome and ruin biomes, and spirit added a small "ruin" biome.
But like I said, I'm assuming that you can only get the most of the mod, by having it be your standalone mod (at least for world gen), then maybe you can add.
Maybe the mod itself doesn't support the goblin invasion, or maybe its triggered by other specific means, that because my world gen didn't spawn the necessary requirements, it just won't do anything.
Is it possible for an item itself to be broken (I did use IMKSushi's mod to get some tattered cloth that way), do I need to craft another goblin battle standard and check that during the day.
I'll try again, I'll farm 10 goblin scouts * SIGH * and craft another one, maybe my battle standard was improperly made and broke, which might explain why I can't use it in another map even one where the goblin army was summoned.
But something weird happened when I tried to activate the goblin battle standard with my old character with my old world, as I said earlier I did see the goblin progress, when I did it with my new character (and I suffered some glitch bug explosion) awhile ago ( few hours)
But when I did it with my old character and old world, it consumed the goblin battle standard, and something strange happened, I saw a tremor goblin enemy known as the Goblin Standard Bearer, initially I beat it and that's when I saw the progress bar for the invasion, I saw a 2nd one when I went and looked for the progress bar since it disappeared, when I killed it, it changed the goblin invasion to 1% complete.
So what we can tell:
1. The goblin battle standard will not (for some reason activate in my usual modded world), though it did consumed when I created a 2nd world with the same mods which is absolutely strange.
2. The goblin battle standard can be consumed in my older thorium mod world, and while you do see a progression bar, and you do run into at least one new enemy from the tremor mod, the progress bar immediately disappears like you went too far from the "spawn" area for these types of invasions.
If my theory is correct (while this won't fix my current world, I don't think), I feel like some mod, one of the ones I listed created a no event spawn zone in the typical center of the map (doesn't prevent normal enemies from spawning though) where your character naturally spawns. More than likely the Antiaris mod which was supposed to generate a natural structure that mine precluded.
Or if its not necessarily a mod's doing, some effect is preventing the goblin army from spawning, hence why when I use it in my normal modded world, it doesn't consume, I must test, by changing my spawn location with my character and see if for some reason, the goblin invasion because of a mod or even an effect (from a mod, more than likely) isn't preventing the spawn event to occur, I will first test this theory in my older world first then in my new world.
The only problem though, when the goblin battle standard was consumed in my old world it didn't say the goblin army is heading from east or west, that I feel is probably why my theory is wrong, but it's still odd that in my old world I did spawn some modded enemies from the event but they disappeared as did the progress bar.
But like when you go to the east and west, and can run into these enemies, the progress bar disappears because you're supposed to fight them at your "spawn" point, at least I think that's how its supposed to work, because if they're stuck going to the center of the map, I don't think there's anyway to fix this outside of disabling all mods except for thorium (since I know that mod should be absolutely safe).
Wonder if I should disable all mods but thorium , if that will allow me to trigger the goblin invasion, so I can at least trigger the goblin tinkerer, in my world, and the reactivate the mods and go from there.
But I want to test some things first to see if my theory is correct.
Edit: Nope nothing, but on my older thorium mod I still got some exclusive enemies and it went up to 4% complete. Next disabling all the mods except thorium and then trying to see if I can use the goblin battle standard in my modded map, and my older thorium map.
Final Edit- Disabled all mods except for boss checklist as well as thorium mod, and was able to fight the goblin invasion and got the goblin tinkerer (I think). Some mod was preventing the enemies from even spawning which is troubling. Hopefully I didn't screw too much up by disabling mods and then reenabling them.
I said in my original post I had 400. If that was the issue it wouldn't explain why I disabled most of the mods and I was able to fight the goblin army even if somehow some item was buffing my health over 210 which doesn't make sense as I did try a life crystal at 400 and it didn't get consumed nor did my health increase.
Needed goblin loot, to challenge a boss, used a fast character with end game wings, to see why I when I summoned the goblin army I'd get some enemies and not the proper army, and as my theory awhile ago suggested, the spawn point no longer matters, you need to be in the ocean biome, maybe both, but for now either on the side of the jungle, or as simple as the right side of the map.