tModLoader

tModLoader

Spooky Mod
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Update: Sep 20 @ 3:49pm

-Fixed guilded wizard hat texture error
-Fixed zombie eel continuing to exist if you switch weapons while using it
-Fixed opalised cannon tar blobs not using frame variance
-Fixed krampus helper wand incorrectly summoning 2 minions per use
-Opalised cannon can now only have up to 3 baby tar slimes active at once
-Added little spider jar (Thanks to aMilkFiend on github for the PR)

Update: Sep 18 @ 7:23pm

-Blood soakers projectiles now inflict a bleed damage over time debuff
-Changed the sound big bones flowers make when bouncing off of walls to a less annoying sound
-Reverted bonemeal bloom growing code to how it was in 1.3 initially because its behaving weirdly in 1.3.0.2
-Fixed a couple normally consumable items not being consumed on use
-Fixed good sushi zombie eel spawning a segment attached to other projectiles
-Attempted to fix spook fishron weapons behaving weirdly in multiplayer
-Attempted to fix big bone vanishing in multiplayer (again)

Update: Sep 18 @ 12:59pm

CHANGES/ADDITIONS:
-Tongueblade use speed increased
-Bigger eye can no longer spawn in the blood lake
-Big bone charge/head slam attacks are now telegraphed by him shaking instead of yellow particles (This was a left-over thing from his old fight before the rework that I forgot to change)
-Dissolved bone now drops from mist ghost ambushes (1 in 15 chance)
-Spooky mod lanterns and chandeliers are now placeable on ceilings
-Removed bone piles from the tar pits because it let you get bones earlier than intended in progression
-Necronomicon volume II heart can now go through blocks

FIXES:
-Fixed flaming root zomboid not spawning flaming roots
-Fixed living eye lasher debuff causing debug text to appear
-Fixed hungry ghost open mouth animation happening even when the player does not have line of sight
-Fixed catacomb guardians not spawning if a boss is alive
-Fixed sea mine dropping 2 items in multiplayer
-Fixed daffodil thorn pillar projectiles duplicating in multiplayer
-Fixed big bone vanishing in multiplayer after using his thorn attack (I don't even know anymore)
-Fixed big bones colored flower projectiles not using varied frames in multiplayer
-Fixed egg incursion visuals and timer randomly dissappearing during the event in multiplayer (I think?)
-Attempted to fix lil dunk not spawning from the egg in multiplayer

Update: Sep 16 @ 10:39am

ADDITIONS/CHANGES:
-Added new mustard-yellow rarity color for hardmode blooms (Pre-hardmode ones use the same green color that was added in 1.3 initially)
-Bloom seeds now use bloom rarity colors instead of vanilla blue rarity
-Krampus reward presents now only drop 2 weapons instead of 3
-Krampus now only has 1 reward present instead of 3 different ones to reduce inventory/storage clutter (Any existing present will automatically turn into the single one so you wont end up with any missing items)
-Reduced gold coins dropped from krampus reward presents from 15 to 30 -> 4 to 8
-Paintings found in krampus' workshop can now be dropped from krampus reward presents
-Granny reference paintings are now uncommon drops from krampus reward presents
-Daylight savings now drops from krampus reward presents as part of the accessory drop loot pool
-Snow berry bushes now drop from krampus reward presents and are no longer sold by the old hunter
-Moon shoes tooltip now says you can quadruple jump to be consistent with vanilla multi-jump item tooltips
-Fixed lab computer in the surface dropping non-functional lab computer that doesnt pull up the UI when right clicked
-Restored versions of the lab computer and giant screens can now be crafted with the rusty versions, glass, and wires
-Herb shaker now drops from moco
-Clean lab metal plates (And rusty ones) can now be crafted with iron or lead bars
-Nerfed Hak-2r damage from 12 to 5
-Nerfed the tome of spirits stat bonuses a bit
-Yuletide brick and yuletide wood walls/platforms can now be crafted back into their respective blocks
-Nerfed the damage done by ghosts spawned by the spirit amulet
-Lowered the amount of strange mulch in all fetid farms item crafting recipes
-Fishbone chunks now drop a bit more often from skeleton fishes in the rotten depths, and they now drop 1 to 2 instead of only 1
-Changed flesh bolsters bestiary entry to properly reflect its new reworked ability
-Thorn tipped rose now inflicts bleeding correctly
-Added new craftable placeable items for yuletide large workbenches, and the saw/drill stations in krampus workshop
-Yuletide large workbenches now count as a heavy workbench for crafting
-Nerfed/Buffed some of krampus quest weapons that were too weak or strong
-Goldrush armor pieces can now be shimmered into each other
-Slenderman page accessory tentacles no longer need to crit an enemy to spawn a page, just regular hits
-Changed some spooky mod music boxes to display the correct song title
-Made spooky mod menu logo scaled down a bit

FIXES:
-Fixed old hunters scarf not working at all
-Fixed rusted and clean lab plating walls not counting as safe walls for valid housing
-Fixed hydroraptors spitting animation getting stuck and not spitting a projectile if they werent on the ground
-Fixed krampus little eye presents not spawning an enemy in the renewable quests
-Fixed vegetable fetid farms bloom dropping the wrong seed with the watering gourd buff
-Fixed spirit amulet still increasing movement speed
-Fixed rotten gourd armor bonus incorrectly saying that gourd decay decreases enemy damage
-Fixed creepy pasta not displaying the correct tooltip for the updated cursed cartidge ability
-Fixed total organ package not mentioning 10% increased crit chance from corroding chompers
-Fixed fetid farms cabbage boulders spawning twice in multiplayer
-Attempted to fix glowshroom enemies not spawning correctly in multiplayer
-Attempted to fix tamed turkies bugging out in multiplayer
-Attempted to fix spooky mod worm projectiles bugging out in multiplayer

Update: Sep 13 @ 4:03pm

~NEW STUFF~

Brand New Biomes:

Fetid farms, a rotting vegetable garden in the underground jungle. Beware of the living vegetables, but the abandoned greenhouses have some useful new blooms in them
Tar pits, a cavern with lakes of tar in the underground desert. Filled with hostile tar slimes using fossils, along with a new block that can be extractinated for another new bloom
Krampus Workshop, a large structure in the deep underground ice biome with mass-produced dangerous toys wandering around. Interacting with krampus himself may prove useful!
Rotten Depths, an abandoned underwater study area with ruined labs. Don't let the initial quiet and peaceful atmosphere deceive you and be careful!

Amounts:
-Fetid farms (only 1 on small worlds, 2 on medium and large, and size scales with world size a little bit)
-Tar pits (only 1 on small worlds, 2 on medium and large, and size scales with world size a little bit)
-Krampus' workshop (only 1 per world, scales with world size a lot more than the others)
-Rotten depths (only 1 per world, does not scale with worldsize due to the oceans always being the same size on all worlds)


Spooky Forest Generation Overhaul:

-Changed the spooky forests generation completely to be more natural looking and to make it more fun to explore overall
-Spooky forest underground now has entirely new cave generation to make exploring the biome more interesting and to make mining through it less annoying
-Spooky forest underground loot cabins are now randomly placed instead of only having a certain amount in set locations, which means more loot overall
-Replaced the giant crater in the spooky forest with a proper mineshaft that you can enter if you use the detonator + explosive at the surface or just dig under the explosive
-Completely new glowshroom minibiome generation because the previous one was just copy pasted glowing mushroom biome generation


New Big Bone Rework:

-Big bone has been almost entirely reworked to be a generally more fun fight, as his old fight wasnt very fun and we felt it didnt really fully expand on any interesting ideas
-Big bones attacks in general have much more unique presentation and visuals to make it more thematically interesting
-Added some new attacks, such as big bone slamming his head and causing rubble to fall from the ceiling
-Big bone has new sound effects because the old ones were just ripped from another game, the new sounds are similar to the old ones so they arent too jarring or different


New Bigger Eye Rework:

-Bigger eye now has an entirely new set of attacks because the previous fight was very rushed and not very well made
-Bigger eye now spawns with a magic tome instead of an eye orb, and when the book is damaged enough bigger eye will awaken
-He now uses this book during the fight to cast all of the spells instead of bigger eye just creating projectiles from himself


Bloom UI overhaul:

-Added new bloom UI sprites, new custom icon sprites, and more
-Bloom buffs UI is now way smaller and more compact to make it less obnoxiously big on your screen
-Each individual bloom buff now have new original icon sprites instead of it just being the item sprite drawn on the UI like before
-Individual bloom buffs now actually display their remaining time left on the UI itself so you no longer have to guess how much time you have left for each buff


New Config Stuff:

-Spooky mods config has been split into different categories in the menu due to the addition of multiple new worldgen options to keep them organized
-Added new config category "Spooky World Generation Config" containing various options for world generation
-Moved the "Spooky Forest Spawnpoint" config option to the new spooky worldgen config category
-Added new config option "Eye Valley World Side" which uses a slider, allows you to determine what side of the world the eye valley will generate on. Options consist of: Random, Jungle Side (default), and Dungeon Side
-Added new config option "Rotten Depths World Side" which uses a slider, allows you to determine what side of the world the new rotten depths biome will generate on. Options consist of: Random, Jungle Side, and Dungeon Side (default)


New Music:

"T-Funk" by BananaLizard, plays in the new tar pits biome
"Something Smells Funky" by BananaLizard, plays in the new fetid farms biome
"Where Divers Don't Dare" by BananaLizard, plays in the new rotten depths biome
"Tapioca Motel" by BananaLizard, plays in the new krampus' workshop structure
"Neo Alkahouse" by BananaLizard, new alternate theme that plays during the raveyard
"Boneyard Fo Real" by BananaLizard, plays in the swampy cemetery at night
"Hollow's Eve" by BananaLizard, new town day theme that plays while in any habitable spooky mod biome
"Hallow's Ween" by BananaLizard, new town night theme that plays while in any habitable spooky mod biome


Other Miscellaneous Additions:

-Brand new overhaul of spooky mod's custom menu screen, featuring brand new pixel art by Hat in a River! (The menu is functionally the same but includes new art, and features the spider grotto now)
-Spooky mod biomes now actually increase the little progress bar during worldgen to show that they are generating, this way the game doesnt just look like its frozen
-Added placeable spooky forest grass walls, cemetery grass walls, and spider grotto grass walls that are sold by the dryad for 10 copper each (like vanilla grass walls)
-Added spooky dirt walls, swampy mud walls, and damp soil walls. These walls now generate in their respective biomes, and have safe versions you can craft and build with
-Added unsafe catacomb walls that can be obtained by shimmering regular catacomb walls after that respective catacomb layers boss is defeated (daffodil for layer 1 bricks, big bone for layer 2 bricks) (IMPORTANT NOTE: if you place these unsafe walls in a world where daffodil (For layer 1 walls) and big bone (For layer 2 walls) haven't been defeated, then you will NOT be able to break them until you defeat that respective boss!)
-Added new blue and yellow glowshroom blocks, walls, and furniture sets
-Added a couple new accessories to the underground spooky forest cabin chests, one for melee and one for ranged
-Added new raveyard music boxes for the individual tracks "Graveyard without the G" and "Neo Alkahouse"
-Added cranberry jelly and cranberry juice, functionally identical to healing potions except they auto consume when you fall below half hp and have halved potion sickness time, but heal about half the health of vanilla healing potions
-The new cranberry jelly (pre-hardmode) and cranberry juice (hardmode) now drop from all spooky mod bosses in place of regular healing potions
-Added 4 new sets of blooms obtained from each minibiome with 4 new blooms in each set, for a total of 16 new blooms
-Added a unique rarity color for all consumable blooms
-You can now use the EMF Reader to summon multiple new ghost related things, including summoning spooky spirit like before, summoning mist ghost ambushes with rewards at mysterious tombstones, and is now used to open pandoras box
-Added new mist ghost swirly variant
-Added new eyeball blocks, dropped by eye stalk trees and found on naturally generated eye valley structures/ambient pieces
-Added multiple new bloom-related accessories that give you various bonuses based on or around blooms
-Added new surface background sprites for the spooky forest and swampy cemetery
-Added a new alternate surface background style for the swampy cemetery
-Removed all of the vinyl discs and replaced them with new proper music boxes, the way they are obtained is still the same (Purchased from musicman during a raveyard)
-Added new "short" eye stalk tree variants to the eye valley, these trees have the same drops and sprites as the regular eye stalks but are shorter, have small tops, and have branches
-Added crow critters to the swampy cemetery

Update: May 13 @ 4:41pm

Changes:

-Gourd blocks/platforms/walls now have the correct map colors
-Gourd blocks can be shimmered into each color
-The colored gourd tiles now drop way more gourd blocks, increased from 5 to 10 -> 15 to 25 per gourd
-Reduced the rate at which rotten gourds grow a bit
-2 Lime-Orange gourd blocks can be crafted with one lime gourd block and one orange gourd block
-2 Yellow-Green gourd blocks can be crafted with one yellow gourd block and one green gourd block

Bugs:

-Fixed issue where spooky mod ambient grasses werent being synced in multiplayer properly when grown
-Fixed armored zomboids not dying correctly from their lighting strike in multiplayer
-Tried to fix monster eyes clipping into the floor in multiplayer
-Fixed pumpkin spice latte not healing the player when used with the quick heal hotkey
-Fixed spooky mod melee swing effect bugging out in the wrong position if you aimed directly below you

Update: May 9 @ 5:05pm

-Added russian localization to the mod

Update: Apr 1 @ 7:47am

APRIL FOOLS!!!!

-Oops! fixed another issue

Update: Apr 1 @ 7:33am

APRIL FOOLS!!!!

-Fixed some issues pertaining to the gore and living flesh armor sets giving incorrect stats and/or having incorrect tooltips

Update: Mar 11 @ 8:03pm

Ported spooky mod structures and structure generation to new format in the new structure helper v3.0.0