tModLoader

tModLoader

Spooky Mod
466 Comments
domdel Sep 27 @ 10:06pm 
i here to report a bug: whenever i harvest genetical-modified seed blooms with watering gourd im given solar sunflower seeds instead of extra genetical-modified seeds
also fluffy moff I can easily just download the moths from the wiki and turn them into a pet or summon
Fluffy Moff Sep 27 @ 3:25am 
This has to be one of my favorite mods! Just mildly disappointed that you can't carry those cute moths from the Grotto
domdel Sep 26 @ 6:03pm 
no way i just realized that i can become the yule goat with the yule tide armor. that's sick!
R4skall Sep 26 @ 10:14am 
nvm i just decided to clentaminate an area of spawn
R4skall Sep 26 @ 10:09am 
is there any way to make spawn NOT spooky forest if it generated as one? because i want normal enemies at spawn and the update reset that setting
gunns22 Sep 23 @ 6:26am 
Circling back to my previous suggestion from springtime, this YouTube video shows a couple of the extra jumpscare weapons: https://www.youtube.com/watch?v=2FxfGudoBpg

It's from an old version from 10 months ago, and yet I can find no evidence of those weapons on the official Spooky Mod wiki. Were they removed, or are they not on the WIki because spoilers? Either way, I'd like to see those scary weapons re-added/reworked like you did for that Rusty Cowbell, because it's just a waste of good content to have joke weapons that got removed anyway.
gunns22 Sep 19 @ 4:36pm 
I read on the fresh wiki pages that there’s this new boss/mini-boss, Big Dunk, that doesn’t respawn after being killed, leaving its drops non-renewable resources. I think that’s kind of unfair to Journey Mode players, who might not know this and may research Big Dunk’s drops on a whim only to find out they wasted multiple super-valuable items. Now, I haven’t seen Big Dunk in the flesh yet, but this was just a concern I had seeing the new content in a YouTube video or hinted at on the unfinished parts of the wiki
ToasterYouCool Sep 19 @ 1:32pm 
u cant sell oil.....yet
ToasterYouCool Sep 19 @ 1:32pm 
dinosaur biome with sellable oil :steamthumbsup:
Valstraxhunter Sep 16 @ 2:05pm 
I've discovered that running the mod alongside Secrets Of The Shadows causes the Rotten Depths to be completely left out in World Generation. I love the Spooky mod and it's been my all-time favourite Terraria mod, so Thank you mod creator for creating peak, and I'm excited for more updates!
huanchen53 Sep 14 @ 4:24am 
when this mod play with Homeward Journey Mod ,The location of the aether biome is abnormal.
domdel Sep 13 @ 11:22pm 
this update has genuinely fried my brain
赤石大王[帅气逼人版] Sep 13 @ 10:48pm 
非常好:steamthumbsup::steamthumbsup::steamthumbsup::steamhappy::steamhappy::steamhappy:
kjbrewer95 Aug 30 @ 7:07pm 
goated mod and a halloween tradition for me
Dylan_Doe  [author] Aug 5 @ 8:14pm 
@Tay meanie
Tay Aug 5 @ 7:01pm 
bad mod creator is evil trust me
Godslayer4000 Aug 3 @ 4:32pm 
its not directly incompatible, but be careful when running too many worldgen mods as if one structure mis generates and its important enough it essentially bricks your save and forces you to completely restart, and theres no backing up saves in tmodloader, there are no direct incompatiblilitys but always check how many worldgen mods you have and then decide if its worth it.
Moka_Flare Aug 3 @ 3:58pm 
sorry if this has been asked before, but does this mod have any incompatibilities with, say, the depth or the confection?
John Ultrakill Jul 22 @ 10:46am 
cant craft the emf reader but good mod
RUARUA Jun 9 @ 2:27am 
我眼球峡谷里的NPC不见了怎么办
Мальчик 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?