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Duravo QOL
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729.102 KB
Nov 29, 2025 @ 4:48am
Nov 30, 2025 @ 10:50pm
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Duravo QOL

Description
Duravo QOL Mod

Duravo QOL is a collection of quality-of-life improvements that make Terraria more intuitive and enjoyable without changing core gameplay.

🌐 Website[duravomod.org] | 📦 GitHub Source[github.com]

Core Philosophy
  • Tweaks to make Terraria a little more like we wish it was
  • Mechanics that add visual clarity and fun
  • All features individually toggleable

Current Features

🗺️ Persistent Player Position
Log back in exactly where you left off. No more losing where you are because you need a break.

🛡️ Crafted Armor Rework
Defense baked into pieces (no penalty for breaking sets), plus new 2-piece mix-and-match bonuses.

⚡ Emergency Shield
Chestpieces grant reactive shields with visual feedback showing damage blocked.

✨ Shiny Buff
2pc armor bonus making nearby ores sparkle (only slightly beyond torch range), making early mining a little more fun.

🐾 Smart Minion Pathfinding
Minions navigate around obstacles using A* pathfinding instead of getting stuck.

📋 Crafting Info Panel
Organized visual reference showing all craftable items by category. Hover for recipes, click to focus in crafting menu.

🩸 Mini Player Healthbar
Configurable mini-healthbar under your player, responds to environment lighting (if desired).

Future Plans
  • Splitting out Server-Side stuff into another mod
  • Native Biome Bootstrap (craft basic stations from any local materials)

Localization
Translated in: English, German, Spanish, French, Italian, Portuguese (BR), Russian, Polish, Simplified Chinese
Originally posted by tModLoader DuravoQOLMod:
Developed By KuroParkCity
6 Comments
Kuro  [author] Jan 28 @ 1:16pm 
@gamble - i think there is a toggle for the armor set in the mod settings? i'll double check.
Kuro  [author] Jan 28 @ 1:16pm 
@QAQOAOQAQ - And as for the smart-pathfinding, it's *much* harder to affect AI targetting or behavior in general, because of the way mob AIs each manage their internal state differently. My mod is effectively "overriding" mob AI movement when the mob is returning to you, but making it target something it can't "see" is somewhat more complex. Though I will take a look and see if I can apply my A* pathfinding to mob target seeking. - 至于智能寻路,要影响AI的索敌或行为通常要难得多,因为每个怪物的AI管理内部状态的方式都不同。我的mod实际上是在怪物返回你身边时"覆盖"了它的AI移动,但让它瞄准一个它"看不到"的目标要复杂得多。不过我会看看能不能把我的A*寻路算法应用到怪物的索敌上
Kuro  [author] Jan 28 @ 1:16pm 
@QAQOAOQAQ - my shield effect is passive beecause it's a low-tier effect designed to help new players better understand when they are being hit (my 11 year old son was user #1) and to make early tier crafted items "feel" worth crafting in a world where crafting is a noob trap. - 我的盾牌效果是被动的,因为这是一个低级效果,旨在帮助新玩家更好地理解自己何时受到伤害(我11岁的儿子是第一个用户),并让早期的合成装备"感觉"值得制作——在一个合成对新手来说往往是陷阱的世界里
Gamble Dec 5, 2025 @ 7:50pm 
This mod is close to being good, there should definitely be a toggle for the armor set change though. I will try to make some suggestions if I think of convenient and hopefully easy to implement features.
QAQOAOQAQ Nov 29, 2025 @ 6:35pm 
不知作者大大考不考虑地狱之剑/中士联盾的格挡扩展到其他盾类饰品上?明明是盾,装上后只提供加成,却没有最原始最根本的用途:抵挡攻击。
QAQOAOQAQ Nov 29, 2025 @ 4:29pm 
智能寻路啊,也不知道对隔壁jojo有没有用,替身索敌全看有没有物块挡。站小土坡上索不到下面的敌人,明明就站怪头上一格。。。