tModLoader

tModLoader

Spooky Mod
447 Comments
Minecraft May 18 @ 9:24am 
мод очень хороший, но очень мало контента. Также странный быланс оружий, после убийства нарцисса оружием на призывателя невозможно убить близнецов
ryan012490 Apr 16 @ 2:33pm 
music good me like =]
EcIipse Apr 15 @ 4:41pm 
goated
R4skall Apr 14 @ 4:34pm 
they are deep red on the map and have a faint light beam @StrayOpossum one of the mushrooms has the same color on the map though
StrayOpossum Apr 14 @ 1:23pm 
Finding old hunter's parts is too hard. The final one almost drives me crazy. Could give me some tips?
不滅のあなたへ Apr 12 @ 7:21am 
почините пж
不滅のあなたへ Apr 12 @ 7:20am 
бля мод нихуя не работает
Dylan_Doe  [author] Apr 7 @ 8:29pm 
@BATISTACOMERATO yup, spook fishron will stay in the mod forever, we have no intention of removing it
BATISTACOMERATO Apr 6 @ 2:55pm 
also, will spook fishron be permanent?
BATISTACOMERATO Apr 6 @ 2:54pm 
is there any way to make the hell draedon lab not generate on top of the moco temple?
Venomous Scrimbly Apr 1 @ 6:51pm 
Man, something about this update's pretty fishy...
R4skall Apr 1 @ 10:53am 
@CANManOSoup most of thoriums generation is under one ocean which this mod doesnt touch there it seems from what ive seen
CANManOSoup Mar 30 @ 10:05am 
How well does this mod work with Thorium? I saw some comments about Calamity which made me think of asking about Thorium.
gunns22 Mar 15 @ 4:28pm 
As weird as this is going to sound, especially coming out of MY weak-to-jumpscares mouth...

I really wish you'd have left in more of the Rusty Cowbell-esque Spooky Summon weapons. Maybe reworked them to be useful (like you did with the Rusty Cowbell; after the first encounter with the entity, you get a Summon weapon), but I think it really helped the spooky theme of the Spooky Mod. Perhaps also a ~1%-ish chance to spawn the initial Entity Encounter again when the Minion is summoned? I can understand not making them instantly kill the Player once the effect runs out, but just straight removing them feels like you're baby-proofing your mod.
Dylan_Doe  [author] Mar 14 @ 1:26pm 
@R4skall I can easily change the swampy cemetery to check for living mahogany wood while its placing to try and prevent this
Godslayer4000 Mar 14 @ 12:35pm 
you guys can generate a world with spooky and calamity together without the game completely crashing, BE GRATEFUL.
R4skall Mar 13 @ 7:58am 
though the swampy cemetery FREQUENTLY cuts the giant living mahogany bee tree that im pretty sure is from calamity
R4skall Mar 13 @ 7:55am 
interestingly in 30 or so world gens ive never had the eye valley overwritten by the crag. though the temple seems to always have a room filled by the underworld lab
Dylan_Doe  [author] Mar 7 @ 11:07am 
@Borko id love to do that and make cages for all of them, but making the cage sprites and animations are kind of time consuming, definitely want to look into that in the future
Dylan_Doe  [author] Mar 7 @ 11:07am 
@the funny guy thank you lmao
Dylan_Doe  [author] Mar 7 @ 11:06am 
@TaXXX_man next major update ive added a config option that lets you choose the side of the world the eye valley spawns on, hopefully that will be helpful
Borko Mar 2 @ 9:58am 
I hope we get to catch all the critters at some point, like the moth, mosquito and rat.
the funny guy Feb 21 @ 9:51pm 
I think every developer of this mod IS AWESOME and cool
TaXXX_man Feb 15 @ 3:06pm 
Great mod just one compatibility issue with calamity mod.
The eye valley sometimes spawns on the same side as the dungeon in hell and since the brimstone crag will always spawn on that side later in the world gen order, the eye valley gets completely overwritten.
Latus Feb 12 @ 1:09pm 
The gore armor mage and summoner version on Multiplayer for somereason increases invisible ping which causes massive ping up to a few seconds... and for now its only that.
Latus Feb 8 @ 3:28pm 
On MP After spawning the nose cultist He will go away if someone tps someone from far away... also for some reason the spawner doesn't work after some time
Frisk Feb 5 @ 11:50pm 
got it i will have a try right now
Godslayer4000 Feb 5 @ 5:21pm 
He prob needs to resub, tmodloader and ark mods can bug out if an update is big enough which means they never will update, the fix to this is to unsub and resub to said mod to "force" the update to happen
Dylan_Doe  [author] Feb 5 @ 4:44pm 
How is it not compatible? The current public release is working perfectly fine for me on v2024.12.3.1
Frisk Feb 5 @ 2:00am 
not compatible with tmodloader v2024.12.3.1
any updates coming?
ookieze Feb 1 @ 11:57am 
shut up
joelmicfletch Jan 24 @ 4:26pm 
O O O O O O O
joelmicfletch Jan 24 @ 4:25pm 
10/10 Mod B O O G E R S
joelmicfletch Jan 24 @ 4:25pm 
M U C U S
joelmicfletch Jan 24 @ 4:24pm 
D O Y O U E A T B O O G E R S ?
joelmicfletch Jan 24 @ 4:24pm 
G R O S S
joelmicfletch Jan 24 @ 4:24pm 
A C H O O
joelmicfletch Jan 24 @ 4:23pm 
N O S E W I Z A R D
joelmicfletch Jan 24 @ 4:23pm 
B O O G E R
JustABug331 Jan 22 @ 5:56pm 
it would be funny if you guys made the mushgod a April Fools boss
t84jonny Jan 20 @ 2:32pm 
thank you
Godslayer4000 Jan 20 @ 12:29pm 
yes, can directly confirm. (although spirit 1.4 is a pain in the ass of a mod.)
t84jonny Jan 20 @ 11:41am 
is it compatible whit spirit mod?
Godslayer4000 Dec 31, 2024 @ 8:57pm 
as long as you dont play eternity mode it will run fine.
minecraftgaming555 Dec 31, 2024 @ 3:55pm 
Does this work with Fargo`s souls mod, Fargos souls extra and fargos mutant mod?
ShyGuy1231 Dec 24, 2024 @ 3:59pm 
The Man has awoken
ILoveMagicFrogs Dec 18, 2024 @ 6:49pm 
I LOVE HALLOWEEEEEEEEEEEEEENNNNNNNNNNNNN
Carz Nov 29, 2024 @ 11:50pm 
When i try to create a world with this mod and the Coralyte mod, the game crash
Godslayer4000 Nov 19, 2024 @ 10:12am 
you can disable the spooky forest being the starting area in the configs
Yetixx Nov 19, 2024 @ 12:28am 
spooky