Terraria Modding Update

I guess I haven't actually mentioned this properly on here so here goes: I maintain a couple of mods over at the Terraria Modding sub-forum. And they're not doing that bad all things considered! But what are they?


This mod uses some fancy brute-forced coding to test what the player has equipped, and show the player actually holding the equipped item. In a way, it emulates what Terraria: Otherworld does, just less naturally. Also contains various random weapon systems that use interesting design spaces not found in the vanilla game.


Both a framework and a content pack, this mod uses a system I built from the ground up to support custom questing (someone said it reminded them of this minecraft mod). The content pack itself contains a whole bunch of progression and procrastinating quests for players to get up to.

The mods I develop primarily attempt to add in new systems and ways of playing the game, since that' basically what I'm going to have to do in actual game developemt. So far, the most important things I've learnt are:
  • Testing is REALLY IMPORTANT but also extremely time consuming.
  • Sometimes you just have to drop a hotfix. There is no real reason for delays.
  • git commit -am '$(curl -s http://whatthecommit.com/index.txt)'\
  • git reset HEAD~
  • Constant communication is key. Both for keeping things alive, and getting good feedback. 
  • Appreciate the silent majority. Heck, I didn't even know my little mods were downloaded that many times! When I first released WeaponOut, I was pretty proud of it just having 500 downloads and a few friendly replies on the thread.
I can't think of anything else to say, but I guess I can finish this off with, modding is satisfying but not as much as realising the difference, however small, you make in other people's experiences.

Also that I should really start making an actual game.