tModLoader

tModLoader

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ItemMagnetPlus
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Mod Features: New Content, Utilities
Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
File Size
Posted
Updated
250.953 KB
Aug 1, 2021 @ 12:50am
Mar 2 @ 6:47am
20 Change Notes ( view )

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ItemMagnetPlus

In 1 collection by Vlidmir Putan
direwolf420's Mods
21 items
Description
ItemMagnetPlus adds a single item called "Item Magnet" that does the obvious thing: Sucking in items around you so you don't have to run around and collect them yourself.

Adds:
Item Magnet (and corresponding buff) that
* can be crafted with simple materials (Iron/Lead)
* works while in your inventory
* can be toggled on and off
* has adjustable range and item succ speed
* has increased stats after killing bosses
* customizable via config ingame to fit your playstyle

How to use:
* Left click cycles through its ranges
* Right click shows current range (you can always check the stats on the buff tooltip)
* This right click functionality changes to "turn off" when "Buff" in the config is false
* Killing bosses improves its stats
* If you want it to either be on or off, change "Scale" in the config to anything but "Increase With Bosses"

Multiplayer:
* This mod is multiplayer compatible, the config is entirely server side, but the buff flag is forced to 1
* Items that are inbetween two players with magnets will "float"
* If "Instant" is enabled and multiple players are in range of an item, it will always go to the same player (it is based on join order)
* Due to the way the "grab delay" is only set in singleplayer, items dropped by the player will instantly latch onto the player, which is normal behavior
* Items might not get sucked up and turn into a "ghost" with the Auto Trash Mod enabled
* Lost items due to this bug won't be recovered
* Report any bugs in the forum thread (please)

Progression: (default config)
Starts with:
Range = 10 (blocks in each direction)
Velocity = 8
Acceleration = 8

Ends with: (killing Moonlord)
Range = 120 (one and a half screens)
Velocity = 32
Acceleration = 32



About the config:
* Buff decides if it gives you a corresponding buff icon to show the status of the magnet
* Held decides if the magnet works only when held
* "Activate On Enter" decides if magnet should be automatically activated when entering the world
* Filter function: Presets (hearts, mana stars, coins, pickup effects), blacklist/whitelist. Presets override black/whitelist
* Magnet stats are limited to sensible values (Range only goes up to about three screens in any direction)
* If you increase velocity or acceleration too much from those recommended above, items might get "stuck" on you until you deactivate it again
* Beware of lag when increasing these values, especially range
* If the difference between velocity and acceleration is too big, items will go in circles around you or get stuck until you deactivate it
* "Instant" skips any velocity or acceleration checks and directly teleports the item to your location
* After you change the values in the config, use the magnet again to take effect


Localization:
If you want to add support for different languages, you are welcome to contribute localizations here: GitHub[github.com]
List of localization contributors:
* Polish: Taco
* Russian: GodHybrid
* Italian: Sea Noodle
* Brazilian Portuguese: marviN
* Simplified Chinese: 906170601, Lacewing
* Spanish: CDT_Maggot
* German: Lighty
Originally posted by tModLoader ItemMagnetPlus:
Developed By direwolf420
88 Comments
Vlidmir Putan  [author] Mar 21 @ 1:39am 
@mindustrian2010: If you found that setting, that's where you do it. Do you have the item in your intentory (or held) and clicked so it's enabled? You can tell by the buff you get.
Do you have the encumbering stone equipped?
Does it happen when no other mods are enabled?
mindustrian2010 Mar 20 @ 11:28pm 
how do i enable this in the settings because i am new to terraria and i wantsome qol mods in it. And it seems to be not teleporting to my inventory(i turned on instant option)
Vlidmir Putan  [author] Mar 12 @ 2:38pm 
@Crescidious: I've thrown items into shimmer to decraft them, and the shimmered ingredients got attracted to me by the magnet properly.
Bedge Mar 12 @ 1:40pm 
This is preventing you from picking up shimmered items
Vlidmir Putan  [author] Dec 4, 2024 @ 5:07am 
There is another mod that does that already
С новым годом Dec 4, 2024 @ 5:06am 
i suggest to add an option to prevent magnetting health hearts when HP are full, the same for mana
BurntChow Aug 20, 2024 @ 4:47am 
Works great, did not expect such a quick response! Thanks!
Vlidmir Putan  [author] Aug 20, 2024 @ 4:25am 
@BurntChow: Thanks for the report. Restart Steam and see if 1.2.0.7 is available/enabled, then test again, I just updated with a fix.
BurntChow Aug 20, 2024 @ 3:11am 
When going to and from subworlds in mods that add new dimensions or whatever the mod authors call them, with subworld library, the magnet deactivates even with the option 'activate on enter' enabled.

Compatibility patch would be nice.
Vlidmir Putan  [author] Aug 11, 2024 @ 10:53am 
Since you checked the source code already, you can simply recompile the mod with the line removed, see if you run into any desync issues. Just make sure the host has this recompiled mod version.
Also, the actual issue is the invisiblity thing which I would like to resolve, but I can't replicate it hence why I asked