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I should note that my Discord user name is different from my Steam name. There, it's Outsider Alien, although that name is rarely seen on any servers I'm on. Just to be clear you should have a friend request from me, it isn't some random spammer.
Yes. Slowly but surely there is more stuff being done. I'm the only one who codes and directly touches the mod. Although I have little in the way of new sprites being made which does delay things.
There's a config setting that disables the recipes for anything except Cerebral Mod specific items as a few of them like the Ancient Cobalt Bars are the only way to craft the new dungeon weapons added by this mod. That option will disable crafting of any vanilla or other mods' items so it's the closest thing although it doesn't flat out remove the QoL items.
I thought I added a feature like that. Perhaps it doesn't work properly? If not, I certainly would like to make this a feature. Also at some point I do want more original sight and audio cues than reusing the mana full effects.
Then why didn't you say so in the first place? Now I'll fix that on my end, depending on what the bugs are. But you're going to have to be a lot more specific. I can't do anything with "this is buggy with Calamity" because it doesn't tell me what the issue is. Can you go into details? The nature of the bugs will determine if I can fix them on my end or not.
Someone did made an addon mod, although they discontinued it, which is probably why I'm getting 2 comments in a row about this. So I will say this. I give anyone permission to make their own addon mod, but I will not be focusing on Calamity cross mod content myself.
Okay, I'm actually starting to get rid sick of this! Alright, let's break this down. First off, Calamity's art style is quite different and detailed from vanilla's which is not easy to mimic. Second, are we talking the post ML part of Calamity? That's a lot of content to account for, even with just the 2 fully playable new classes thus far, Defender and Esper. Third, I haven't even finished with the regular content I want to add to this mod, mainly with Minstrel and Trickster being unfinished. I still have a long way to go with getting those finished. The cross mod stuff I've done have been pretty minor which is why those were already done.
Look, most custom class mods out there also don't have Calamity compatibility, why is this mod in particular getting such demand? I am the only coder on this mod. Now technically you can use this mod's content for Calamity, although I do know the damage numbers will fall way off after ML.
I should have known this would happen once that addon was canceled. Look, Calamity is... just beyond my ball park in terms of cross mod support even for a few post ML content. But like before, I'll give permission to anyone else that wants to make another addon.
Do you know the mod "Cerebral Calamity Expansion (Defender Beta)"? It's an add-on for your mod, and I think that is very cool because it allows you to play Calamity with your mod. Unfortunately, the author of that mod hasn't uploaded the mod, and now it's unplayable in the current version.
Have you ever thought about making your add-on to Calamity?
I think you can make a simple add-on where you can add a few new weapons (maybe one per boss, or even just one per post-Moon lord boss) and also add the helmet variation of the post-Moon Lord armor. You can also make totally new armor, though. It would be amazing.
Your mod it's perfect to play Calamity... but the post-Moon Lord Game becomes a bit difficult and even boring because you can't actually grow up.
So what do you think?
Something I want to do is to adjust the pitch based on distance from the player and cursor, like how the Magical Harp works. At some point I do want original sounds for the weapons as well, as right now this is still a WIP.
It's usually better on a new world for the baby chests to spawn in their respective chests, as there's a few mod specific items only obtainable from them. However, regardless of the world, the baby chests can be fished up.
I wasn't expecting someone to fish up a bunch of those baby chests as fishing tends to be unpopular from what I hear. Granted, I did added the baby chests to fishing crates which I'll still keep.
I can add a toggle that makes it so those baby chests can only craft into Cerebral Mod items. I've been suggested something like that from one of my devs, so I should really get around to this as it wouldn't even be that hard and I've been modding quite a bit lately.
Could you be a bit more specific? There are config settings to disable turning sentries into sentry damage and keep them as summon weapons. This mod's new sentries will remain sentry damage no matter what, but vanilla and other mods' sentries should be unaffected with the right settings.
More variety as in more weapon types? With Defender weapons, turrets and especially emitters can be rather diverse like magic weapons. Esper has a rather large number of weapon types already, although I know some way more than others.
More accessories, that'll probably be in due time.The closest thing I'll have to full on crafting trees are for the Fargo's Souls like accessories which fall outside of the standard balance.
Thanks! I would like to polish Defender some more, add things to gaps in progression like hardmode dungeon and the moon events. This probably won't be anytime soon however. And hopefully at some point, have Minstrel and Trickster fully playable from start to finish.
I understand the frustration with moving targets; I'm sure that's why you added the Wrangler, though I honestly rarely use it (again, nerve damage problems). Spikes are by far my most used sentries, with summons shoring up damage on moving targets. The turrets themselves do so poorly against anything that moves that I just shift builds to a summoner/defender hybrid loadout for boss fights unless it's a particularly immobile boss like the Golem. I wish I could offer help here, but my testing has been limited to say the least. It never felt like turrets were worthwhile to use even against immobile targets because at that point I'd be better served using spikes, so why use them at all?
I'm really slow to reply, but thanks! I still want to develop Defender with 2 more armor sets (early hardmode hybrid with another class and post Plantera armor) and extra weapons like from hardmode dungeon and the Pumpkin and Frost Moon events. Minstrel and Trickster might be awhile away before they're fully playable from start to finish. I really do hope to get those there as the mod is effectively half way finished at the moment. And by finished I mean 1.0 release. I'll want to develop even more after that.
For the code, I mainly want to make it so turrets lead their targets, aka smart aiming that fires at where a target is moving toward, not where they're at. This has been really frustrating because I could not quite get this to work yet. It's painful watching weapons like the Auto Turret miss every shot because an enemy is slowly moving.
Always excited when I see an update to the mod, so I just want to let you know that there are at least a few people who love what the mod does!
There's a laundry list of things I'd love to see added to Defender in specific but it sounds like writing code for sentries is a pain in the arse so I'll let my wishlist remain wishes and be happy that you're still developing wherever your interests may lie. :3
Definitely, I think the reason your mod is not doing well is because of the images you used. It doesn't tell users what your mod offers at one glance. I think framing it as a Sentry/ Defender and Esper mod with images of the different turrets, armors or floating turrents like mag-lev would help convey what your mods offers. (Changing the tittle may be neccesarry)
But overall I like the idea of overclocking, it sounds similar to Deep Rock galactic.
Thank you so much! I'll hope the latest update to it with ingenuity and overclocking further makes placement more important. I'll need to add more images to this mod page to show what this mod is about and not just furniture which might not be helping with the downloads. Trickster and Minstrel are not finished yet and don't have much content. Esper can go full game and even has more items overall than Defender does.
I want to work more on Minstrel and Trickster, hopefully make enough progress on them before releasing another update. I may have to make updates more often to keep people engaged.