Anhur

Terraria Modlist

Dec 4th, 2019
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  1. This is a somewhat comprehensive list of the many Terraria mods that /tg/ (Terraria General) says are worth checking out. There isn't much organization in terms of mod quality anymore, but similar mods are grouped together most of the time. Mods made by anons who use the general will be marked as such. (Last update: November 2019)
  2. Always google for a homepage of the mod before installing it, or to find out more information about it. They aren't listed here not to bloat the pastebin even more. Also fuck Discord.
  3.  
  4.  
  5. • • • Most notable mods made by people from the general:
  6.  
  7. • Ammobox+
  8. Adds a bunch of new ammo types, obviously only useful in ranged runs. Rockets don't play together very well with modded rocket launchers, so be careful.
  9.  
  10. • ItemMagnet+
  11. Adds a magnet that extends your item pick-up range as expected of a magnet mod. The range increases as you progress through the game, from a few spaces in front of you early on to well beyond the entire screen after Moonlord. Extremely configurable, you can even disable this range increase thing if you find that too OP in the mod's config.
  12.  
  13. • Assorted Crazy Things
  14. Pet-focused mod with a few other random features, such as accessories like a bundle of all balloons in the game, weapons for summoners, and a few monsters (including a miniboss in the Dungeon). Mostly known for adding slimegirl pets, which only spawn after you drink a Jellied Ale item but can also always spawn on their own if you tweak the mod's config.
  15.  
  16.  
  17. • • • World-changing mods: these focus on expanding upon the world, and usually add lots of content (including items, monsters and bosses) as well as world-gen. They tend to be the main aspects of any run.
  18.  
  19. • Thorium
  20. Adds loads of items, 2 new classes, 1 biome, several bosses, and new NPCs. Unless something better comes along in the distant future, this is the golden standard that all content mods should strive for. Yes, you can play the healer class in single player by using armor and accessories that boost radiant damage and self-healing. Bards can be played in single player to an even greater degree. Buffs from bard weapons apply to you too, not just allies.
  21.  
  22. • Spirit
  23. Adds lots of items, a new ocean event, a few biomes (the biggest hitting as soon as you kill a mech boss so be prepared), as well as several town NPCs and bosses. Good enough, but don't expect as much polish as Thorium. Was thought to be dead but got an official update for tML 0.11 recently, and it appears that development will resume soon.
  24.  
  25. • GRealm
  26. The usual content mod with a whole bunch of items and stuff you'd expect. Namely, adds a pre-hardmode version of Plantera and a zombie invasion event, which gets more content very frequently as you progress through the game and has tons of mod compatibility. Also adds life crystals to boss treasure bags in case you're feeling too lazy to hunt for them.
  27.  
  28. • Qwerty's Bosses and Items
  29. Said bosses and items tend to have very unique effects, like a pickaxe that mines a 3x3 area and a hydra boss that keeps growing more heads until it gets tired. Definitely worth trying out. Also adds a ton of accessory prefixes, if you find them unbalanced or you just don't want them making it harder to get Lucky on everything you can disable them in the config.
  30.  
  31. • Mod of Redemption
  32. Has some sort of radioactivity-themed side-focus including an atmospheric as fuck abandoned lab dungeon. Rather progression-focused (enemies won't start spawning until you beat one of the mod's bosses, for example), has a decent but not exorbitant amount of items and well-made bosses (some of which are blabbermouths so beware if you can't stand that) so it should be a good option if you want a secondary content mod in your runs. Also adds a new class, Druid, which feels like some sort of sentry user at first glance. Be careful of water near the lab or the radiactive mini-biomes it spawns around the world in hardmode, not that you should need any warning to not dive in bright green water in a video game but you never know (hint: use a hazmat suit)
  33.  
  34. • Beyond the Forgotten Ages
  35. Had nice spritework and some biome-focused content like elementals and late-game armor sets, but all development was suddenly cut so yeah RIP. Still has plenty of content to be worth using in conjunction with other mods, but a few very annoying enemies here and there.
  36.  
  37. • Shadows of Abaddon, formerly known as Sacred Tools
  38. Doesn't have crazy amounts of content, especially early on, due to opting to focus on post-Moon Lord bosses, but still has a fair deal of great spritework, interesting weapons, and somewhat unique bosses until then. Also sadly a few meme NPCs. It used to be rather shaky in the past, but things seem to have gotten a lot more polished since then, and the mod's own "lore" you can see in its description is completely irrelevant and ignorable, on top of bosses not being blabbermouths like a few other mods. Keep in mind the facts that it still isn't very balanced and the fact that it generates a biome some time after defeating Moon Lord though.
  39.  
  40.  
  41. • • • Content mods: instead of changing the world as a whole, these just focus on adding more features in general.
  42.  
  43. • Fargo's Mod + Fargo's Souls
  44. Adds a few NPCs that allow the purchasing of boss summoning items, event summoning items, and most types of wood. This also adds several dozen accessories, which got split off into a separate mod recently in order to please the people who aren't too fond of them. Many of them range from slightly OP to very OP, but are kind of, sort of balanced by the insanely long grinds (days/weeks for most of the slightly OP ones, weeks/over a month for all of the truly OP ones) you have to carry out to obtain them. Also changes a few vanilla things as of the most recent updates, such as removing the Angler's timer and letting you toggle seasonal events, so be aware of that if you prefer a close-to-vanilla experience.
  45.  
  46. • Unusacie's Battle Rods
  47. Adds over 50 items, mostly weapons and accessories, based around using special fishing rods as weapons. Cast multiple lures simultaneously (up to 38 in the endgame) and take advantage of new items to make fishing fun ᵃᶰᵈ ᵒᵛᵉʳᵖᵒʷᵉʳᵉᵈ. A good way to make Calamity runs enjoyable (to a certain extent).
  48.  
  49. • Chad's Furniture
  50. Adds over 600 furniture items. Fucking Chad. Laggy in multiplayer (carpets for some reason)
  51.  
  52. • Magic Storage
  53. Connected storage containers for simple item management. Includes a search feature to quickly find items in storage units, allows players to craft items inside the storage units without having to find and withdraw the items needed to craft them one by one, and allows up to 10 of any crafting furniture items (work benches, furnaces, etc.) to be integrated into the aforementioned crafting interface.
  54.  
  55. • Banner Bonanza
  56. Lets you craft an item that holds any banners you put in it, while also giving you the buffs from said banners at the same time.
  57.  
  58. • WeaponOut
  59. Held weapons are shown on your player, adds tents for temporary spawnpoints, several weapon types like whips, more shields, and support items. Also adds fist weapons which make melee objectively fun. Every feature you dislike can be disabled in the mod's config.
  60.  
  61. • Teleporters unchained
  62. Adds wireless teleporters. One big drawback is that they're only craftable post-Plantera, using ectoplasm.
  63.  
  64. • Wireless
  65. Adds wireless transmitter and receivers (which can be combined), very useful in conjunction with teleporters if you don't want to install the above mod.
  66.  
  67. • Old One's Forgery [/tg/ author]
  68. Old One's Army items (and medals) can be bought from a NPC that spawns once you have Defender Medals in your inventory. Also allows crafting summons for the event's bosses, and optionally makes Eternia Crystals have so much HP that the events are basically unloseable in case you still want to do them.
  69.  
  70. • JPAN's Bags of Holding mod
  71. Adds craftable, reforgeable bags that can hold and automatically pick up specific items. For example, the wood bag automatically stores wood and acorns if it's equipped in an accessory slot. Bags can be crafted together to hold a wider variety of items, culminating in a bag that will automatically store any stackable items you pick up. The only downside is that there's no interface. To retrieve items you must left click a bag, move your mouse outside of your inventory, and left click again to dump all of its items into your inventory at once. Can be set to work from your inventory in the mod's own config if you don't want to waste precious accessory slots.
  72.  
  73. • Portable Storage (2)
  74. Adds bags that essentially work like all those backpack mods from Minecraft, which means you have more inventory space. Also adds ender chests and ender bags (no longer true as of the most recent update), if you're familiar with the aforementioned backpacks you should know what this means. The latest update gives the mod a complete revamp, including specialized bags for ores, coins, fishing stuff and so on, as well as a tiered bag progression system as opposed to having a bag with 54 slots from the get go.
  75.  
  76. • Quantum Storage
  77. Adds the aforementioned ender chests and bags from the mod above, now standalone (and far more expensive). Be careful as it might still be very buggy, but thankfully tModLoader does backups automatically now.
  78.  
  79. • MechTransfer
  80. Lets you transfer items between inventories so you can have some sort of item automation in the game and pretend you're playing Minecraft. Works wonderfully with Portable Storage and even more wonderfully with Magic Storage.
  81.  
  82. • Wormholes
  83. Adds rarely spawning wormholes that teleport you to a random location on the map. You'll always spawn in a spot that won't kill you immediately, e.g. not on spikes, not on hellstone, not inside solid blocks, etc. Except for when you're using Calamity and it warps you to the Abyss biome, causing a giant fuck-off worm to spawn and insta-gib you.
  84.  
  85. • Mounted Magic Mirrors
  86. Gives a use to all those spare magic/ice mirrors you've found: combine them with teleporters and souls of flight, place them somewhere, and use them as waypoints to teleport around. Or just loot them off the world. Very configurable, you can enable an easier recipe or make worldgen mirrors not be breakable, among other things.
  87.  
  88. • Vending Machines
  89. Craft vending machines out of murdered NPCs for more convenient shops.
  90.  
  91. • Expeditions (+ addons)
  92. A quest system for your world that grants rewards for completion, adding one new NPC in the process.
  93.  
  94. • Prefixes for Enemies
  95. Adds prefixes (and later on, suffixes) to enemies, such as "Hardened Small Slow Zombie" among others. Applies to bosses as well. If you're familiar with the concept of champion monsters you might have an idea of what to expect.
  96.  
  97. • Enemy Affixes
  98. Basically the same thing as Prefixes for Enemies, but focuses more on changing their stats than giving them special effects. Doesn't work very well together with PfE.
  99.  
  100. • Terraria Overhaul (controversial)
  101. Adds rolling, edge-climbing, fire spreading, better and juicier gore, and a few more things that make Terraria a bit more "crunchy", I guess. Most mechanics (like fire spread and item durability) can be disabled in the configs. Basically changes the game a lot and isn't compatible with everything, so your mileage may vary.
  102.  
  103. • Kalciphoz's RPG Mod (very outdated and likely to be extremely incompatible with everything)
  104. Gives the game some sort of Diablo feel, with enemies that have randomly-generated effects dropping randomly-generated loot as you slot gems into items and upgrade things for better effect. Be wary of exploding zombies. Incompatible with Calamity post-moonlord.
  105.  
  106. • Leveled
  107. Goes for a more standard RPG approach by focusing on levels and unlocking abilities as you go. Also changes pretty much every formula in the game and kind of forces a specific progression, so it changes the game a lot. Only really compatible with Thorium, enemies from other mods will be extremely underleveled in most cases.
  108.  
  109. • Experience and Classes
  110. Goes for an entirely different approach and adds class-based accessories that level up, instead of your player. Gets very powerful later on.
  111.  
  112. • Alchemist NPC Lite (note the "Lite" part)
  113. Adds easymode NPCs that sell all kinds of potions, vanilla and modded, at a price that can be multiplied in the mod's config (it's highly advised you do so for balance reasons), as well as other NPCs for things like basic materials, music boxes, and random blocks, all of which can be disabled in the mod's config. Note that, despite the "Lite" bit, it still has some unnecessary features like a charm that reduces the chance to use potions. Differs from the not-lite version by not having meme weapons and bosses.
  114.  
  115. • Just Another Alchemist NPC
  116. A somewhat more customizable and much lighter version of Alchemist NPC Lite, doesn't have exactly as much mod support but allows you to customize every potion price.
  117.  
  118. • Ocram 'n Stuff
  119. Ports Ocram and its related content to the PC version. Unlike Consolaria, does not add anything that wasn't already in the old mobile/console versions. Also unlike Consolaria, does not add Lepus and Turkor, so it's up to you to choose between a direct port and made-up things that might not fit with the game.
  120.  
  121. • Ophiopod [/tg/ author]
  122. A smaller /tg/-created mod, adds a weird worm boss that drops all kinds of hardmode souls to make grinding less painful.
  123.  
  124. • Not Enough Flamethrowers
  125. Adds more flamethrowers, including pre-hardmode. Hooray for more options.
  126.  
  127. • Miscellania
  128. Bunch of random things (which can all be disabled in the mod's config), most importantly an automatic fisher and an item vacuum for basic automation.
  129.  
  130. • Box of Gadgets
  131. More random things, with the biggest ones being a way to apply prefixes before the Goblin Tinkerer (still at random), shovels to dig through dirt more quickly, and a machine that lets you choose a few particular prefixes and spends all your money trying to get them for you. Also adds an automated chlorophyte extractor post-golem.
  132.  
  133. • Vipix Toolbox
  134. A few useful features like a pickaxe that swaps blocks before 1.4, a wand that converts sand into hardened sand, and a bundle of all vanilla block wands. Kinda buggy.
  135.  
  136. • Gadget Galore
  137. Building-focused miscellaneous tools mod, adds a new slot for blocks in your inventory and tools to make squares, circles, lines and such.
  138.  
  139. • Builder's Toolbox
  140. A bunch of stuff to make building more convenient, focused on scaffolding which can be made in droves from wood and can be placed very quickly, and as you progress through the game, you get access to better ways to interact with them. There's also the Wonder Hammer after you beat the mech bosses, which is basically a wonderful hammer.
  141.  
  142. • Crystillium
  143. Adds an underground crystal biome with its own enemies and weapons and a late-game boss with well-made sprites. Very shiny.
  144.  
  145. • JereTheJuggler's Custom Generation
  146. Generates a few things on worldgen, like watchtowers in the snow biome, shiny teeth in the crimson/corruption, and an abandoned mineshaft. Useful if you want a bit more life in your worlds.
  147.  
  148. • DNI Weapon Upgrade
  149. Lets you upgrade weapons and armors, using a rare item the mod adds to the drop pool of every monster. Gets very overpowered very quickly, so use with moderation.
  150.  
  151. • Litho's Armory
  152. Adds a lot of weapons throughout every stage of the game for melee, ranged, and magic classes, both as normal crafting and as chest loot.
  153.  
  154. • imkSushi's Mod
  155. Rare accessories, weapons, and other items that may not spawn in a world such as lava charms, certain dungeon chest weapons, etc. become craftable with tokens that are dropped by enemies based on the game progression or location. Due to the amount of inventory bloat, it's highly recommended to use JPAN's Bags of Holding Mod in conjunction with it and making a Coin Bag ASAP. Also lets you "sidegrade" items, e.g. craft adamantite into titanium, craft crimson accessories into corruption accessories, craft gold into platinum, and so on, as well as potions for spawning meteorites, warp back to where you last died, and other QoL stuff.
  156.  
  157. • imkSushi's Mod - Old Recipes Enabler (You must also install imkSushi's Mod.)
  158. Skips the tokens and lets you directly craft items with common materials.
  159.  
  160. • Luiafk
  161. Jack-of-all-trades mod centered on infinite ammo and potions (in fact, it makes them infinite if you have large enough stacks of them by using MaxStacks+ or similar). Has a bunch of great features like an infinite painting kit, an automatic wall placer, and automatic herb/tree harvesting, but due to the whole infinite resources thing, how it also adds its own combinable potions that result in all buffs without using a buff slot, and how none of the mod's features can be disabled, it's not a mod for everyone.
  162.  
  163. • Thaumaturgy
  164. Focuses on adding simpler alternative recipes for vanilla items (and potions) using its own crafting stations and materials, all sold by a NPC that moves in early, as well as its own share of unique accessories and potions. Also lets you make infinite versions of vanilla potions close to the end of pre-hardmode, which can also be combined with other similar potions later. As overpowered as you'd expect for this sort of feature, but still a good option to AlchemistNPC and the many infinite potion mods.
  165.  
  166.  
  167. • • • Smaller content/quality of life mods: these either don't offer as much content as the mods above, or focus on smaller convenience features instead.
  168.  
  169. • Where's My Items
  170. Let's you search nearby chests for items. Basically a much, much lighter version of Magic Storage.
  171.  
  172. • Recipe Browser
  173. Makes the guide nearly useless by letting you search for any item and view any crafting recipe at any time.
  174.  
  175. • Instant Respawn
  176. Does what it says.
  177.  
  178. • Shorter Respawn Time
  179. A less cheat-y version of Instant Respawn.
  180.  
  181. • MaxStackPlus
  182. Sets the max item limit on most items to 9999.
  183.  
  184. • Better Buffs
  185. Adds three significant improvements to the buff system. This doesn't make buffs more powerful; they're just quality of life changes, like left clicking a buff icon to start automatically re-applying it as it runs out.
  186.  
  187. • Player Resource Bars
  188. Adds HP and mana bars under your characters, as well as meters for potion cooldown, breath and lava resistance and makes enemy HP bars more comprehensible too.
  189.  
  190. • Yet Another Boss Healthbar
  191. Shows health of bosses and event progress like the Goblin Army and slime rain on the bottom of the screen.
  192.  
  193. • Boss Checklist
  194. Checklist for all the bosses (modded ones included). Includes instructions for how to summon each boss.
  195.  
  196. • Auto Trash
  197. Place a block or item in the special autotrash slot to automatically destroy them as you pick them up.
  198.  
  199. • No More Tombs
  200. Characters will no longer drop tombs on death.
  201.  
  202. • Clear Events [/tg/ author]
  203. Useful if you're the kind of person who likes to build but doesn't want to deal with events like Blood Moons or Goblins.
  204.  
  205. • Equippable Lanterns [/tg/ author]
  206. Adds 4 equippable lanterns that work like the mining helmet, but don't take up the helmet slot so you can actually equip your main armor set. Provides better perks in hardmode.
  207.  
  208. • Summoner's Association
  209. Adds three new items to make summoners more viable and fun to play as.
  210.  
  211. • Loot Bags
  212. Enemies drop loot bags that give random items with tiers of loot depending on current progression. Pretty overpowered.
  213.  
  214. • Solutions Mod
  215. Adds a NPC that sells more clentaminator solutions and different versions of the clentaminator.
  216.  
  217. • Helpful Hotkeys
  218. Adds more hotkeys for things like cycling ammo, auto torches, using a mirror or recall potion and so on.
  219.  
  220. • Which Mod is This From?
  221. Show's what mod the item is from in the tooltip.
  222.  
  223. • VeinMiner
  224. Hold the hotkey, mine one ore, and watch as all identical ores touching it break instantly. Dirt, stone, etc. are off by default but can be configured to be vein-destroyable.
  225.  
  226. • No Text Pulse
  227. Makes ingame text on longer have the annoying pulsing color effect.
  228.  
  229. • Item Stats+
  230. Improved item tooltips, pretty customizable with an in-game command.
  231.  
  232. • Mining Speed Tooltip
  233. Adds the real mining speed to the tooltip of pickaxes so you can see the truth before making a shitty tool.
  234.  
  235. • Colored Damage Types
  236. Does what it implies, making the damage numbers colored to match specific damage types. (e.g. melee damage uses red numbers, magic damage uses blue numbers, etc.)
  237.  
  238. • Terracustom (used outside of the game, check forum thread)
  239. Customize the way your world is generated, from ore vein frequency and sizes to completely removing biomes.
  240.  
  241. • Large World Enabler
  242. Lets you make worlds that are 2x the size of a vanilla large world. (Works with Terracustom.)
  243.  
  244. • WorldGen Previewer
  245. Lets you see the world while it's being created. Never again waste hours exploring worlds only to see that a chunk of corruption spawned in the middle of your jungle.
  246.  
  247. • Wing Slot
  248. Adds a dedicated wing slot to free up one accessory slot.
  249.  
  250. • MoreAccessories+
  251. Gives Plantera a 10% chance to drop an item that gives you one additional accessory slot (once).
  252.  
  253. • Antisocial
  254. Makes vanity accessory slots work just like normal slots. Extremely cheaty.
  255.  
  256. • Visual Radar
  257. Makes the radar item useful by displaying a very small icon for each nearby mob on the center of the screen, showing you exactly which direction each one is in and how close they are. Doesn't create any visual clutter, except a little during invasions. Also shows bound NPCs, saving you from an early stress-related death.
  258.  
  259. • Dual Wielding
  260. Lets you dual-wield weapons to slightly reduced effectiveness. Can be configured to disable the downsides with an in-game command.
  261.  
  262. • Better Yoyos
  263. Gives yoyos special effects similar to what the Terrarian has.
  264.  
  265. • Wood Armor Bonuses
  266. Makes all types of wood armor worth using in the very early game, and arguably pearlwood too in early hardmode.
  267.  
  268. • Item Checklist
  269. A checklist of every item you've picked up/crafted, can be filtered and searched so it can be useful on runs where you intend to get all items of a specific damage type or such.
  270.  
  271. • /tg/ mod [/tg/ author (no shit)]
  272. Adds factions (Elves and Dwarves) that have special buffs/debuffs when at certain heights/depths, adds gimmicks that each player gets special debuffs when in certain conditions (e.g. "Vampire" lights you on fire when in sunlight). Only really possible in multiplayer, since trading between factions is highly recommended due to the depth-related debuffs for each faction. I'm pretty sure it's dead but it's in the list anyway.
  273.  
  274. • /tg/ Waifus [/tg/ author (no shit)]
  275. Adds a pet Nurse that drops hearts.
  276.  
  277. • Googly Eyes
  278. Adds googly eyes to bosses. Not so evil now, are they?
  279.  
  280. • Unleveled
  281. Adds a few options to change your HP/Mana bars, as well as the damage effects and adds a critical HP sound.
  282.  
  283. • Omniswing
  284. Allows any weapon to be auto-fired, similar to items like the Muramasa. Not very useful if you're using WeaponOut, as it has an item that offers the same function. May not play nice with rods, Battle or otherwise.
  285.  
  286. • HERO'S Mod
  287. Lets you cheat in single player. This is useful for things like changing or locking the time of day or weather, summoning bosses, spawning items, etc. It allows you to do pretty much everything.
  288.  
  289. • Cheat Sheet
  290. Also lets you cheat in single player, a bit less than Hero's mod.
  291.  
  292. • Census
  293. Shows what are all the available town NPCs, and what are their spawning conditions. Useful for planning your commieblocks on large modpacks.
  294.  
  295. • Angler Shop
  296. Replaces Angler rewards with tokens that can be spent to buy exactly which rewards you want. Basically how that faggot NPC should always have been.
  297.  
  298. • Dye Easy
  299. Makes dye materials be crafted into three dye items instead of just one.
  300.  
  301. • Dye Hard
  302. Adds a gorillion new dyes.
  303.  
  304. • Non-reset Timer
  305. Adds timers that don't get reset when you leave the world. What the fuck were they thinking?
  306.  
  307. • Buffed damage over time debuffs
  308. Instead of a few irrelevant damage points per tick, makes debuffs get based on their target's total health, greatly increasing the effectiveness of even the on fire debuff.
  309.  
  310. • WeaponOut Lite
  311. In case you don't want ANY of WeaponOut's content but you still want to see your character holding your weapons.
  312.  
  313. • Start with Base
  314. Checks how many town NPCs you have and generates a huge base on spawn with just enough rooms to accomodate them all, as well as giving you space for your chests and such. Basically an automatic commieblock maker for people who are too lazy to make commieblocks. Has a bunch of customization options, but you'll need to either check the Terraria forum thread to understand how they work, disable Worldgen Preview to be able to mess with them in-game, or enjoy a beautiful house made of hay.
  315.  
  316. • Pet Renamer [/tg/ author]
  317. Pretty obvious immersive eye candy. Mostly for multiplayer to show off.
  318.  
  319. • Boss Highlights
  320. Small things like showing where a boss's drops are in the map, adding a countdown until you can respawn after dying, showing messages that explain if bosses have despawned or their parts are have been destroyed, and as of recently a boss log that works as a more feature-rich Boss Checklist, featuring things like records for how quickly you've killed each boss and how long you spent without taking damage. Sadly doesn't yet have as much mod support as of right now (May 19).
  321.  
  322. • Boss Cursor
  323. Only implements the arrow pointing to the current boss(es) you're fighting from the mod above. Use it if you don't want the entire package.
  324.  
  325. • Improved Pillar Event (Configurable)
  326. Removes the Celestial Tower shields and gives them 200k HP to compensate for that by default, which as implied by the mod's name itself is configurable (as well as whether pillar monsters drop fragments on their own, option which is disabled by default). The idea is changing the event from a boring grind to trying to survive as you focus on killing the towers, giving it a slightly different feel while not changing much.
  327.  
  328. • Invisible Dye
  329. Adds an invisible dye, crafted with 1 dirt. Useful to hide the accessories you have in the vanity slot, or to make you naked.
  330.  
  331. • Dynamic Invasions
  332. Lets you make a custom invasion summoner using banners, which consume an increasing amount of Eternia Crystals. Here's your mob farm.
  333.  
  334. • Not Enough Sand
  335. Lets you craft sand from hardened sand as well as stone, using vanilla hammers as a catalyst (?).
  336.  
  337. • Vinelight [/tg/ author]
  338. Makes vines no longer block light.
  339.  
  340. • Vanilla Tweaks
  341. Mostly used for the massive Extractinatior speedup, but has some other features as well, all of which can be disabled in the mod's config (most of them are rather useless though).
  342.  
  343. • The Yakety Sax Mod
  344. Makes Calamity runs bearable as long as you don't use the Calamity music mod.
  345.  
  346. • Utility Bombs Reborn
  347. Adds more bombs/dynamites to craft that serve mostly builders and terraformers (Evaporation, Water, Fill)
  348. Biggest feature is the Fill Bomb that lets you place any block from your inventory from a distance, making it easy to fill out huge chunks of empty space without manually placing them.
  349.  
  350. * Bulldozer Reborn
  351. Adds a bulldozer mount (one for pre-hm, one for hm), that you can drive and clear an area with. Read the description on how to make it actually spawn (has some weird spawn conditions)
  352.  
  353.  
  354. • • • Not recommended mods - Only a masochist or a teenager with no frame of reference for what makes games good or bad would consider playing these mods. You've been warned.
  355.  
  356. • Calamity
  357. Balancing is rough, pre-hardmode is okay, but after that it just overshadows vanilla/other content mods. Bosses can be difficult as all fuck, with acid rain endlessly falling once Moonlord is beaten. Dev had a sperg moment and fucked off to his Discord bubble when people on the forums criticized the mod and his mod's terrible balancing. It's more about quantity over quality. This one's best used on its own. Also pretty incompatible with a bunch other mods due to how it changes the world's size in order to accomodate planetoids above the space layer (a good idea with awful execution - pretty much the mod in a nutshell). Consider using the CalamityNerf mod in case you still want to go with it, as that mod tones down everything Calamity adds to slightly less dumb values. (WARNING: CALAMITYNERF HAS NOT UPDATED TO .11 tMODLOADER AS OF 8/20/19. DO NOT TOUCH THIS MOD UNTIL IT HAS DONE SO.) (there's also a Calamity Vanilla Buff that does the opposite of Calamity Nerf now, if you want comedy) (not to be confused with A Calamity) (or maybe it is)
  358.  
  359. • Calamity Mod Extra Music
  360. An attempt to add Calamity-like music to vanilla bosses while by someone who's still far from the level of Calamity's main composer, resulting in tracks that fit with neither Calamity nor vanilla. If you feel particularly curious it might be worth trying for a bit, but it's better to just stay away.
  361.  
  362. • Tremor
  363. A fuckload of half-baked ideas crammed into a single mod that's just terrible overall. Some content—the fidget spinner yoyo from Calamity, the Ugandan Knuckles item from alchemistNPC, and so on—is even stolen from other mods. (From those item names alone, are you starting to get an idea of what the terrible mods in this category are like?) The devs of this one eventually fucked up so badly that they split apart and work on other things now.
  364.  
  365. • Joost
  366. Has most of the same problems as Tremor, aside from Joost's devs not stealing any content. If not for it having memes that appeal to autistic children, nobody would even know this god-awful mod exists. Now also adds weapon/accessory prefixes that might make the game even easier. On the other hand, it has some genuinely good content such as a swinging hook and a cannon that makes (un)building faster.
  367.  
  368. • Alchemist NPC
  369. All the features of the Lite version, sure, but also shit that makes no sense like an Ugandan Knuckles boss for no reason. If you want to cheat potion-making, do so with the Lite version or the other potion NPC mods.
  370.  
  371. • Reduced Grinding
  372. Reduces grinding... way too much. When you get an average of 10 Rods of Discord every underground Hallow trip, you know that something got fucked up somewhere. It might be very configurable, but given the default values and how at that point there's no reason to even have a reduced grinding mod in first place it's better to just not bother with it. Fargo's Mod lets you craft grind-heavy items using enemy banners anyway.
  373.  
  374. • Enigma
  375. Has a few good ideas like a new "dimension" you get pulled into after killing a specific boss and its own version of the Solidified Potions mod, but is overall full of issues and balancing problems, including how the biome it spawns at the center of the world is full of enemies that are way too strong and annoying for any part of the game you're at. Might be worth a try if you're curious about its good features (and steam-themed bosses) or the class it adds, Mystic (which doesn't seem particularly special), but it's better to stay away.
  376.  
  377. • Ancients Awakened
  378. Kind of tries to be Calamity, but can't even go that far. Features a bunch of new biomes to make your world more annoying to traverse since they give debuffs depending on the time of the day, blabbermouth post-moonman bosses, a weird huge green circle thing right under the world spawn which can't be destroyed, strange crafting trees that need unique crafting stations, and a fat faggot rabbit as the final superboss. Apparently it's going to improve on the upcoming version 1.0, but I wouldn't expect it to get much better.
  379.  
  380. • Most of the "my first mod" mods and "so-and-so's weapons"
  381. A lot of these are good to avoid unless you want to just mess around. They're mostly just things made by those new to modding. They're not all bad, but a lot of them are just OP weapons or babby's first ore.
  382.  
  383.  
  384. • • • Mods that need folks to bite the bullet and test them - Ignore if you're a beginner, otherwise poke your head into these and see what's up.
  385.  
  386. • Elements Awoken
  387. Known for giving permanent debuffs upon beating some bosses that stay until you beat other bosses, a feature that apparently can be disabled in the mod's config.
  388.  
  389. • Split
  390. • Antiaris (now dead)
  391. Tremor's (polished) children, they seem to have good amounts of content despite some questionable decisions. More opinions about them are very welcome.
  392.  
  393. • Expanded Sentries
  394. Separates sentries into their own class and makes them much more useful throughout the game.
  395.  
  396.  
  397. • • •
  398.  
  399. Most, if not all, of these mods should work together (unless specified).
  400. It's best to not use all of them at the same time however as you'll likely be overwhelmed with content or there could be the chance something breaks. Do take note: The more mods you enable, the more memory you'll use up, which isn't a problem for the beefier PCs but for you toasters out there, take that into consideration. Also note that there's a 64 bits version of tModLoader now to help out with this issue, but as it isn't officially supported, unintended things might happen.
  401.  
  402. Beginners to modded Terraria may wish to pick several quality of life mods, and somewhere around zero, one, or two of the good additional-content mods, such as Thorium.
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