tModLoader

tModLoader

Living World Mod [INDEV]
369 Comments
Tamamoland Sep 27 @ 6:32pm 
Okay so it appears that instead of using the closed eyes/open mouth sections of the NPC's current sprite for blinking/talking, it uses a cutout of the NPC's base sprite that's being cached somehow, which means that if that NPC starts using a different sprite - such as if it's the zoologist and she's transformed, or there's a party going on, or you've swapped to a different texture pack - you get a chunk of that cached base-version sprite flashing in and out over the new sprite.

Also, it would be GREAT if the NPC pathing tried to avoid dropping down ledges that are too high for them to jump back up so they don't keep getting themselves trapped unless you go around babyproofing everything for them.

Also also, the NPC idle speech bubbles are basically unreadable at 100% zoom. The outlined text just does not work when it's drawn that small.
NexTnTMa5ter Sep 26 @ 3:17pm 
PLEASE DONT LET THIS MOD DIE
Иван Aug 31 @ 12:06pm 
good mod but i have some issues with the dialog box between NPCs I play with the project TRU Russifier and the text is too small to be readable can you add compatibility with project TRU the mod really cool and I don't want to remove it from modpack because of such a trifle
Angel_Enriq Aug 25 @ 7:04am 
este es el mod que vi en el video de make :GDEasy:
Nikki Aug 23 @ 7:57pm 
Would it be possible to get more in-depth customization of this mod? I like the adding of NPC pathfinding and schedules, but don't particularly want the added worldgen features.

Currently I get around it by simply generating the world first then adding the mod, but it'd be nice to be able to disable Harpy Villages and Waystones, and potentially even different parts of the NPC overhaul (sleeping, mood, etc.) in the future!

Regardless of my nitpicks, it's a great mod, and thank you guys for the work on it!
mathkrayt Aug 13 @ 9:28am 
will it be possible to make mixed villages in the future?
liam.hastings1 Jul 31 @ 10:33am 
What about a dwarf village because we really don’t see much about dwarves other than just the demolitionist
✧Starshadow Melody✧ Jul 12 @ 4:18am 
It'd probably be advisable to have alternative high-rep means of getting the village's drops, then... like if you built enough reputation you could just buy a Guide Voodoo Doll from the demon village. Unless they don't hate you for killing voodoo demons, which could imply they were cast out for... uh, "evil voodoo"? Demons casting out a subset for evil magic sounds weird, though.

It'd probably also be nice if high enough rep caused the corresponding mob to go passive. Like if the Harpy Village liked you, harpies would stop trying to murder you. (personally I wanna play as a harpy b/c I think the wing girls are cute, and downy bird wings seem like they'd give good hugs, but... :V that's another mod's opportunity.)
Super Kami Guru Jul 12 @ 2:05am 
honestly i like this mod and i think it would be cool if reputation can be built on depending on what you do like for example if you kill any harpys the harpy village starts to hate you or if you kill demons the demon village starts to hate you and etc.
Osouza Jun 17 @ 3:26pm 
teria algum bug se eu jogar em um mundo ja criado ?
Planetace Jun 12 @ 3:24pm 
Alright so just popping in to say that there seems to be a fundamental incompatibility with the Wrath of the Gods Mod, as entering the ceaseless rift or entering the latter phases of the AoE causes a fatal crash that apparently involves Living World waystones. This means there is a hard incompatibility and thus I would discourage use of this mod alongside WotG.
Зюзя Jun 11 @ 3:20pm 
How long is it in this "indev early access"?
FossFur Jun 8 @ 5:07pm 
Hello! (Apologies I do not use Discord, so I am sending this here)
When I run the mod (without anything else installed) I get an error, then it crashes.

This doesn't seem to be a known issue.

I have provided my client.log file here
https://privatebin.app/?7d9f4add02129beb#7Xz1H1YzEZG6oW4r6cm26FNfPMYnoxQbPKEztBXc31nA
password:client.log
bitgen May 28 @ 5:45am 
@rei_gaming_official that /j saved the mod
horse with tuberculosis May 25 @ 11:19am 
sex update when (/j)
Merik Lobo May 23 @ 5:54pm 
I really like the concept for this mod and I really appreciate that the Harpy Village sells you the limited floating Island loot. Its always disappointing when you have to switch worlds because the item you need just never spawned. If I may make a request for future villages/shops, I'd suggest a desert village with pyramid loot and an ocean village with underwater chest loot.
Whispering into the Wind May 20 @ 11:47pm 
Is there a wiki set up for this?
bitgen May 19 @ 4:31am 
it happens on all npcs
bitgen May 19 @ 4:22am 
i don't have dialect installed btw
bitgen May 19 @ 4:21am 
TamamoNoMae1618 Apr 1 @ 11:15pm 
Is this mod out of development or something? I've had for like 2 years and i didnt notice any changes.
Ikarianus Mar 17 @ 5:11am 
I have only one thing that would be cool if you could bring that into the Mod: Adjustable size of the text from the NPC's. Believe it or not, but it's too small to read. Atleast for me, since i play on a huge ass screen. And yes, i am interested in what the NPC's have to say in their everyday talking. :) But overall, the Mod is awesome! I'm looking forward to the future changes! <3
Terry  [author] Mar 12 @ 3:15am 
Unfortunately, at the end of the day, there will never be a "one size fits all" solution, due to modders being able to do literally whatever they want with their Town NPCs. So, I think the config option is the best choice we have.
Terry  [author] Mar 12 @ 3:15am 
And, since you were curious about how exactly the blinking/talking "animations" work. here's how: LWM generates new textures dynamically based on the difference in pixels between the registered "blinking" and "talking" frame that all (vanilla) NPCs have. In Vanilla's case, *all* Town NPCs blinking and talking frames have the ONLY difference of the eyelid and mouth ichanging in comparison to their default "not-moving" frame (frame 0). So, I find the difference between these frames, and generate the eyelid and open mouth texture on the fly, which gets drawn when sleeping/blinking and/or talking, respectively.

When I first made this system, I assumed that most modded Town NPCs would follow the same convention, and it seems for the most part, this is true. From my testing, most "big" Town NPC mods like Bosses as NPCs, Alch NPC Lite, and Magic Storage function perfectly fine, with only a couple small inconsistencies.
Terry  [author] Mar 12 @ 3:08am 
As for resource packs, to be honest, I had no idea that they were properly added and working with tModLoader, so that would explain why I didn't try to incorporate them at all. I will need to investigate that specifically and see if I can get it to work.
Terry  [author] Mar 12 @ 3:07am 
So digging into specifically the Metroid Mod, the compatibility issue comes from the Chozo Ghost being registered with 24 frames, when in reality, its spritesheet has 16 when un-shimmered. This is due to the fact that the mod creators manually draw the NPC themselves, instead of letting Vanilla do it. They manually swap between the 24 frame version and 16 frame version, but never change the registered amount of frames, which LWM uses to determine how to properly draw the NPC. This is what results in the mis-aligned framing and animation.

My "catch-all" solution is going to be adding a config option to disable LWM's custom drawing on specific NPCs, letting Vanilla and/or the mod draw the NPC. This will allow users to fix any animation related issues that bother them, but keep the rest of the them that work.
Mortis504 Mar 12 @ 1:49am 
if it's considered enough of an issue, is it possible to only have vanilla npcs use blink/sleep sprites/animations? wouldnt do much regarding resource packs, but could potentially help with modded npcs

alternatively, you could have the blink system and sleep/rest systems be config toggles, which could help with all npcs

ultimately, its your mod, do as you see fit, these are just some throwaway suggestions from someone with no modding experience
Mortis504 Mar 12 @ 1:09am 
tbh the "most" modded npcs bugging is mostly assumption, but i did notice teramon's mart clerk npc was bugged in a much less extreme way (arm sticking straight up and eyes open when sleeping or blinking, otherwise fine)

retextures from resource packs bugging is mostly when an npc has their sprite changed entirely, like to a different character, which causes a similar issue with less extreme modded visual bugs, where its just using a frame of the sprite sheet that doesnt quite fit

guessing that since other modded npcs, and npc retextures/character replacements arent really meant to blink or sleep, this mod tries to apply a frame of the sprite sheet, with a slight modification, which causes some, if not most, non-vanilla (or cross-compatible) npc sprites to break, usually in a small way, but non-standard sprite sizes break more noticably, like with metroid mods chozo ghost
Terry  [author] Mar 11 @ 9:53pm 
@Mortis504

MOST modded NPCs? Can I have a few more examples of the mods, and/or the resource packs? You've already reported the Metroid Mod, so I got that one already.
Mortis504 Mar 11 @ 9:13pm 
also noticed most modded npcs and some retextured npcs due to resource packs are also visually bugged, due to lacking closed eye sprites
Terry  [author] Mar 11 @ 12:06am 
@Mortis504

Thank you for the report, I will investigate when I get the chance.
Mortis504 Mar 10 @ 11:37pm 
mild visual incompatibility with the Metroid Mod

Chozo ghost town npc sprite is taller than the average town npc, due to the djinns curse style wispy legs, so the every animation frame is heavily offset (when walking around, the sprite seemingly scrolls at high speed, for instance)
Terry  [author] Mar 3 @ 3:30pm 
@Lex
The NPC chat system will be addressed in the next major update. I added them pretty early on, and they definitely need some polish. For the time being, if you'd like to read what they're saying, you'll need to zoom in your screen with the in-game zoom feature for the best readability.
Lex Mar 3 @ 7:50am 
I...cant read the text boxes in the slightest. Is there a way to change them? Didnt see anything in the configure menu
Squidywarrior Feb 24 @ 12:54pm 
Ok thanks
Muyu Feb 23 @ 2:24am 
the text box is kinda hard to read ?
Terry  [author] Feb 22 @ 2:18pm 
@Sqidywarrior
Not a bug - isn't implemented yet.
Squidywarrior Feb 22 @ 1:34pm 
Whenever I press the reputation button, nothing happens. Is it not finished yet, or is it a bug?
sqish0 Feb 18 @ 3:30am 
Hey if u do want to know bugs I have one bug that kinda just ruins the npcs for me im not sure if other have encountered this but my npcs just stopped working and stand still don’t move ANYWHERE. Even new housing I can’t trade with them nothing the only thing they do is some weird talking thing pls fixxxx
Terry  [author] Feb 17 @ 8:47pm 
@Moki
Sorry to hear; could you specify how it's not working anymore? Is there crashing? A bug?
Moki Feb 17 @ 11:59am 
This used to work with my modpack, but now it doesn't. What happened in the update?
Naw Feb 14 @ 3:25pm 
Interesting mod, I like it. But recent update made text boxes above NPCs kinda annoying. Had to disable the mod for now. I wish it had a setting it disabled those text boxes.
✧Starshadow Melody✧ Feb 12 @ 6:36pm 
@cylinder Have you tried closing it off with a Trap Door?
Terry  [author] Feb 12 @ 6:34pm 
The new wandering is a core feature I can't really "disable" as well.
Terry  [author] Feb 12 @ 6:33pm 
@Cylinder
Are you in the discord (or can you join it) and show what your hellevator looks like? I'd like to solve the root issue rather than disable it outright.
Cylinder Feb 12 @ 3:53pm 
I've really enjoyed the mod, I just have an issue. the new ai that makes the npcs wonder around is making my npcs just fall into my hellavator and they end up burning in lava, I've tried adding platforms for them to get stuck on. But they just phase right though them, I really like this mod and it'd be amazing if you can add a option to disable this new ai movement.
Terry  [author] Feb 11 @ 12:58pm 
@That1Gamer
Should be fixed in the latest update.
That1Gamer Jan 24 @ 11:53am 
has a " has spawned" bug
jackychan92134 Dec 19, 2024 @ 4:06am 
i ate the harpy egg
Sigma Elite Dec 15, 2024 @ 1:38pm 
@W.A.D That's a good question xD