tModLoader

tModLoader

Remnants
2,592 Comments
SuperJoe101 Jun 2 @ 5:03pm 
Little edit for my last comment (Don't think I can edit it), I found the modded dungeon chests. I think during my run & trying to survive, I passed them all without realizing. That's on me, should've made sure.
xenofite Jun 2 @ 8:39am 
anytime, man
Angel_Enriq Jun 2 @ 8:33am 
@xenofite muchas gracias por la informacion :GDNormal::pickax:
xenofite Jun 2 @ 7:33am 
reworked bats don't care about the spawnrate affecting effects so they will always spawn in the exact same numbers no matter what you do, hope this gets addressed too
deko_fanboy Jun 2 @ 7:25am 
nice bats spawnrate dude
xenofite Jun 2 @ 4:55am 
is remnants compatible with evil johnatan mod?
Wombat  [author] Jun 2 @ 4:03am 
dude if it doesn't include worldgen then yes
roue Jun 2 @ 3:53am 
is this mod compatible with dilogue panel rework and boss intros?
xenofite Jun 1 @ 9:22pm 
Remnants moves vanilla ores and items around between different biomes. For gold and platinum, you need to explore sky islands, they are exclusive to that place.
Angel_Enriq Jun 1 @ 9:04pm 
I was playing the mod, with Spirit Classic and Reborn, I've been in the world for a while, but, when I got to the lowest layers, I didn't find any platinum or gold anywhere, is that normal? I had a speleologist's potion and the treasure detector and I didn't find any of those minerals, this was only in caves in the forest biome.
SuperJoe101 Jun 1 @ 4:27pm 
Wanting to comment, in case it wasn't mentioned, I'm hoping we can eventually see a way to create this mod's furniture, blocks and walls on our own. Making Stellar Fragments with stars, Garden bricks using Resin and Stone, maybe even using shimmer to make the various keys into it's respective chest as some examples. Again, I'm unsure if there are plans for it later, but still something I do hope to see eventually.
As well, I did have a similar deal with Ret. Same deal with the Tomb, as it's Thorium enemies didn't spawn (Ignoring it's Icy counterparts, at least with where mine spawned) but I made my own spider walls around the tomb. Course, can't be helped between different mods, just felt best to address just in case.
Been playing with both this and Thorium combined as my first modded Terraria experience and select troubles aside (Thorium's new dungeon chests not appearing & other stragglers), it still works very well and I hope to see great things with this mod's future!
ƐИЯϟØƱΣ May 31 @ 12:19pm 
yes any mod that removes evil spread is compatible
roue May 31 @ 11:34am 
is remnants multiplay compatible with begone evil
Ret1Lazer May 29 @ 5:44am 
I played this mod with thorium, and modded enemies did not spawn in the granite cave after skeletron, only vanilla ones. the marble caves worked perfectly fine however.
roue May 28 @ 9:16am 
okay thanks
xenofite May 28 @ 9:09am 
yeah, they are just libraries, they don't add any content, nothing that will cause crashes
roue May 28 @ 9:07am 
when i added infernum, i was asked for a subworld library and luminance, but do these work well with remnants, calamity and multiplay
roue May 28 @ 9:04am 
okay thanks
xenofite May 28 @ 8:29am 
yeah, it should run fine, beware the golem fight though, it will be utterly nightmarish with Remnants' arena
roue May 28 @ 7:31am 
are remnants, calamity and infernum compatible with multiple things? does it start up without any problems
xenofite May 28 @ 12:18am 
wdym, why should it be necessary? remnants doesn't use any subworlds, why should it need a library for creating one?
xenofite May 27 @ 11:52pm 
no, it doesn't
roue May 27 @ 11:31pm 
does the remnants mod require a subworld library?
ookieze May 27 @ 1:57pm 
yet they dont chase after me and just stay still when they stop hanging... heh... checkmate lib.
Wombat  [author] May 26 @ 5:14pm 
did you know bats are blind and detect prey with echolocation? you're welcome
xenofite May 26 @ 2:57pm 
No, but it's somewhat based on starbound, which is probably one of the inspiration sources for centauri as well
Not a freind for all May 26 @ 12:49pm 
I need to ask, is this world gen in this mod, based on or take inspiration from planet centauri?
ookieze May 26 @ 11:30am 
hanging bats spotted me with invisibility potion... immersion is ruined...
Wombat  [author] May 26 @ 6:20am 
that will hopefully change next update
xenofite May 25 @ 3:33pm 
true
CARCAT May 25 @ 3:31pm 
good mod but it feels a bit cheese from how easy i can get loot now
Jet_Cosmic May 24 @ 11:58am 
multiplayer isnt working with this mod
Angel_Enriq May 22 @ 6:42pm 
cuando inicie un nuevo mundo, estaba probando el spirit mod y no encontre la torre donde aparece una npc, y el arbol de sabana guigante no estaba en el centro del bioma (spirit reborn), es normal?, no me entere de alguna actualizacion? o es algun bug?, que me recomienda hacer :pickax:
xenofite May 21 @ 1:20am 
that counts as soon in my book:slugcatdead:
Wombat  [author] May 21 @ 1:16am 
ahem not very soon, give it another month maybe
xenofite May 21 @ 12:03am 
config is a hard no for this mod, but speaking of undergrowth, you will change your mind on that very soon...
Thakh May 20 @ 10:40pm 
that would be awesome, i like all the changes but the living wood dungeon
Omega Battle May 20 @ 5:04pm 
Should add a config to disable each of the biome at some point If that is posable to do?
󠀡󠀡 May 20 @ 4:47pm 
real shit.
Wombat  [author] May 19 @ 5:50pm 
no
utale trash May 19 @ 5:42pm 
Is there a better way to access information on the mod? Preferably one that doesn't add to my bloated list of discord servers
Wombat  [author] May 19 @ 4:10pm 
wiki is horribly outdated
utale trash May 19 @ 3:55pm 
mazzinsanity May 19 @ 1:30pm 
Gotcha, thanks for the quick reply. For anyone facing a similar issue, set your Lighting Mode to Trippy or White (Retro works too).

Trippy keeps the lighting colors but makes it look pixelated, whereas white just makes all lights white. Gets rid of the flickering bug, and you can just switch back to your preferred lighting mode after you exit the biome
Wombat  [author] May 19 @ 2:35am 
next calamity update contains the fix
mazzinsanity May 19 @ 2:11am 
I have a bug with Calamity where the Sulphuric Sea water keeps flickering. Here's an example of what it looks like: https://www.reddit.com/r/CalamityMod/comments/1dozmho/water_tiles_flickering_in_abyss/?sort=new

Is there any way to fix this post-world generation, or am I just kinda stuck with it for the playthrough?

My full mod list is as follows:
WeaponOut Lite
Fix Hotbar Item Name
Wombat's General Improvements
Remnants
Luminance
Subworld Library
Compatibility Checker
Recipe Browser
Calamity Mod Music
Calamity Mod
xenofite May 18 @ 10:26pm 
Undergrowth (the tree villages you are referring to) generate right below spawn and can be entered through a giant bonsai tree on the surface
utale trash May 18 @ 10:16pm 
Okay so there's no forest mineshafts in my world and I assumed the ice and jungle mineshafts would have ice and jungle loot, (being unfamiliar with the modded chests didn't help) so that's on me, but I will say I still have yet to find a tree village after generating like six worlds. Are they supposed to be quite so rare?
Wombat  [author] May 18 @ 7:38pm 
with sufficient gear and skill you can easily manage the centipedes - copper armour and bow with flame arrows will suffice
xenofite May 18 @ 6:42pm 
all of the surface loot was redistributed between new structures, mineshafts and the undergrowth to be more precise