tModLoader

tModLoader

Metroid Mod
441 Comments
PLMMJ 6 Oct @ 4:25pm 
Did the Kraid/Phantoon track get remixed in the update or was my volume just not high enough to hear it in all of its glory?
daniel.close 2 Oct @ 2:23pm 
Recently tried this mod and came across a bug where the doors refused to show properly (the hatches meant to be shot to open paths) so it may require looking into. The only world gen mod I was using other than this was Starlight River and I can't see that mod causing doors to not render.
PLMMJ 28 Sep @ 8:44pm 
Fought Golden Torizo in game and yeah the HP is an issue. I fought it and Nightmare, a boss earlier in progression, with the same beam (Helix Beam, Diffusion Beam, Frost Beam, Wide Beam, Nova Beam) and the Gravity Suit for Nightmare and True Gravity Suit for GT. Nightmare took a bit over 2 minutes to kill. Golden Torizo took 30 seconds.
PLMMJ 28 Sep @ 2:03am 
As well, Kraid probably works well if you take him on on his vertical level like in the original Metroid, but if you just go above him he becomes incredibly easy. You only have to dodge occasionally, the nails are small and do basically no damage even on Expert so you just have to move to avoid the big slashes. There's a thing called Sense Move. Also, you can have minions hit his head to force his mouth open without having to waste attacks.
PLMMJ 26 Sep @ 1:23pm 
Apparently original Torizo needs extra jump height, if you grapple (with a Terraria hook) to the ceiling it becomes impotent
PLMMJ 26 Sep @ 10:42am 
gotcha good
DrMetroid  [author] 25 Sep @ 7:51am 
@Arick ill take a look
DrMetroid  [author] 25 Sep @ 7:47am 
bosses are also getting polished, torizo was buffed and changed for example
PLMMJ 25 Sep @ 6:38am 
@Joost Other than those two, you have the Omega Pirate which also does invincibility stuff, Nightmare is still Nightmare, ...then you have Golden Torizo. It's a side boss, but it's the final boss in progression. This is wacky because it has less health than most of the bosses around it:

- It has 35k HP, and AFAIK has no invincibility stuff.
- It's post-Golem, and Golem has 40k HP or 60k if you include the fists.
- Empress is another optional boss typically fought around here and has 70k HP, i.e. double the Golden Torizo's, has the same defense in phase 1 and higher in phase 2, and is a bit harder to hit to boot!
- Duke is yet another optional boss typically fought around Plantera or Golem and has 60k HP with similar defense stats.
- Nightmare is meant to be fought around the same time as Golem and has at least 40k HP as well, plus the general annoyance of hitting the tail.

Not sure if there's something not recorded on the wiki but you might want to add more health to it
DrMetroid  [author] 25 Sep @ 5:34am 
the main engine crash is confirmed to be with tmodloader, not the mod per se. elevator code triggers it. also yes mp2 beams as well as super metroid secret beams soon:tm: after arm cannon overhaul
Arick 21 Sep @ 11:23pm 
Hello, we've created a full Russian translation for your mod - https://steamproxy.net/sharedfiles/filedetails/?id=3572330643 . Can we agree on integrating this translation into the mod itself, without the dependency?
Gardy V. 21 Sep @ 12:09pm 
Hey, yall missed the perfect opportunity to add the light, Dark, and Annihilator beam and suits to the mod. We have souls of light and dark, prime 2 is free real-estate for ideas
Joost  [author] 19 Sep @ 11:12am 
Kraid's meant to be fought real early hardmode so you can get your cobalt-tier armor, so he's better compared to Wall of Flesh. Phantoon spends much of the fight in an invulnerable state. How much faster would you say they're dying compared to their vanilla bosses of similar tier?
PLMMJ 19 Sep @ 1:24am 
Is the wiki wrong or do Hardmode bosses still have way too little health? (Compare Kraid's HP to either Twin's HP individually and you see what I mean)
chelovek 12 Sep @ 11:33am 
мод полная хуйня можешь хоть обдрочиться своими сетами брони
Joost  [author] 6 Sep @ 9:49am 
Dread content has yet to be implemented, there's just vanities for the dread power, varia, and gravity suits currently
Bump 6 Sep @ 9:44am 
Does this include the Metriod dread weapons and powers?
Nepthea 14 Aug @ 8:26pm 
did you nerf power bomb? its no longer working.
valveworshipper 6 Aug @ 5:04am 
where do I go to appeal a ban
EXterra 31 Jul @ 10:32am 
pls make the celestial booster take into account the vertical movility of the equiped wings, or make the base vertical mobility much higher, since in comparasion all pillar wings the vertical mobility sucks
Bapharius 31 Jul @ 9:49am 
I'm a Metroid super-fan, been into the series since I was a wee-tot, so things feeling right, and numbers matching mean a lot to me, hence suggesting this stuff.

Again, I can understand if some random/arbitrary stuff like this is just more of a headache than it's worth, but if I don't say it, I'm not sure anyone will, and I doubt my hopes can come to pass, so I'm metaphorically opening my mouth.
(Split 2/2)
Bapharius 31 Jul @ 9:49am 
I would like to recommend/suggest beam damage multiplier sliders (in the mod config item section) go up to 10x for the normal beam upgrades (wave/spazer/ice/plasma/blaze), in order to have greater potential for verisimilitude with the actual Super Metroid values (in SM, the plasma beam multiplies base beam damage by 7.5 times), and maybe some variation of the glitched beam combos that happened when you combined spazer and plasma (assuming it wouldn't be too much of a headache, of course, game/mod dev isn't easy, I understand that). To a similar reasoning, I would also like to suggest increasing the damage range for the Hyper beam up to a max of 1,000 (it's damage in SM).
(split 1/2)
BeanyBen 28 Jul @ 10:34am 
The mod seems to cause a main engine crash on startup for me, IDK why.
EXterra 25 Jul @ 11:35pm 
how do i use the affinity stuff with the prime hunter beams?
Magithot 25 Jul @ 4:59pm 
hell yeah metroid stuff luv it already
Joost  [author] 23 Jul @ 10:28am 
Phazon Beam is suit exclusive to match it's Prime 1 version, not prime 3. Prime 3's PED suit and proper hyper mode are yet to be implemented
Sitka 22 Jul @ 9:35pm 
In the past few weeks, I played through, and it's great. I like all the bosses. I am disappointed the "lets you use hyper beam" "lets you use phazon beam" is not the hyper mode function like it is in Metroid Prime 3. Activate hyper mode, does not turn my beam into phazon with the phazon suit.
Instead, I have to craft that beam post-moonlord. I'm not sure why it's even suit-exclusive at that point.
Oh well. I had fun anyway, best mod I've tried on the whole workshop.

I hope to see dark and light beams and suits one day.
planthero4 12 Jul @ 5:46pm 
found out the bug that's affected the beams: load out selection
Sitka 5 Jul @ 9:25pm 
This turned out to be loads of fun and very cool. I only just got speedbooster after fighting the Serris X and that was great. Works fairly well, but seems to hitch running over some rough terrain.
I hope there are more Metroid bosses ahead as I start Hard Mode.
The Torizo was great too. I had no idea what I was getting into 5 minutes into my playthrough and finding the temple dungeon right there in the desert, but managed to beat it with a spear on Expert. How good is that "random damage reduction"? I have no idea.
I wonder if pre-skeletron should have things like the zero suit, long beam, or whatever as relatively early things to get things going.

Anyway, been great, definitely playing through the whole game with this mod on
Lloyd0202 1 Jul @ 3:21pm 
It seems this mod doesn't like running alongside calamity or magic storage, is that on my end? (otherwise this is a fantastic mod i've been playing it for a while now!)
Risulando 30 Jun @ 10:03pm 
I freaking love Terraria and Metroid, I loved every second playing this mod, by the way, I don't know if it's intentional or not, but the mod called Ore Excavator doesn't work with the phazon.
Averath 30 Jun @ 8:32pm 
I do have what you mentioned and will aim for the Spazer Beam next.

I am curious: Is there a configuration somewhere in the settings to toggle charged attacks? If I want to just use normal attacks, the only way I can see to do that right now is to unequip the charge beam upgrades. But that's not feasible mid-battle. And rapidly clicking isn't feasible due to wrist health.

If not, I wonder if it is possible to have a right-click function like for the Shell Phone, where you can use that to toggle between the two modes.
ChukaPike 30 Jun @ 2:58am 
Has anyone tried it with Calamity Infernum? I wonder if the class would be high, I imagine so.
Joost  [author] 29 Jun @ 9:05am 
You should have Charge Beam, Wave Beam, and Missiles at that point. Try to go for Spazer Beam to really boost your damage.
Averath 28 Jun @ 9:33pm 
Started playing this a few months ago. Mostly looking for advice. I've killed a couple bosses, and I am trying to only use the Metroid weapons. But they feel weaker than a regular wooden bow. I have the power armor unlocked, upgrading from the default suit. What am I doing wrong to do so little damage?
Quetzalli 28 Jun @ 8:37pm 
you just need high enough pickaxes power need 100% pickaxes power or higher
Daniel1duddy 28 Jun @ 7:02pm 
How Do You Remove Elevators?
Joost  [author] 28 Jun @ 4:20pm 
2.1.2.22
New Power Suit UI, combining the old helmet, breastplate, and reserve tank UIs into one.
Reserve tanks no longer refill instantly, instead dumping energy at a rate of about 180 per second
Gravity suit and upgrades no longer grant knockback immunity
Screw attack no longer bounces off enemies when you have knockback immunity
Reduced hunter weapon UA costs by 62.5%
Pseudo Screw attack hitbox adjusted
Speed boosting now reduces contact damage and knocks back hit enemies
Zero32 27 Jun @ 9:42am 
more bug reports spin booster, terra booster and celestial booster can get weapon modifiers up to godly
Pegasussy 23 Jun @ 10:39pm 
For some reason, it's still bugged for me after killing Golem, am I missing something????
Coleiosis 22 Jun @ 3:17pm 
This is my first time playing the mod and I just ran into this problem yesterday, thank you for the patch!
John Ultrakill 22 Jun @ 8:00am 
THANK YOU!:steamhappy:
DrMetroid  [author] 21 Jun @ 4:08pm 
2.1.2.21
fixed bug causing infinite torizos to spawn after killing golem
Zero32 19 Jun @ 10:45am 
was fine for a while but after killing golem enemy spawns just refuse to work tried to do gold torizo and it was just attempting to spawn regular torizo infinetly but the boss wouldnt spawn
Joost  [author] 18 Jun @ 5:53pm 
2.1.2.20
Arm Cannon Swap uses its own keybind instead of sharing with Morph Ball Bomb
Chozo Ghost now sells Fake Blocks and their Tools when the Mechanic is present
Increased amount of Missile Expansions, UA Expansions, and Energy tanks that generate per world
Missile Expansions, UA Expansions, and Energy tanks can now all be shimmered to one another and are all now valued at 10 gold
Torizo now summons Gold Torizo in a For The Worthy world
Screw Attack no longer bounces off enemies when using sense move
CellRef crash should be less common but the danged thing is inconsistent
pedroleao.mailme 18 Jun @ 12:41pm 
showcase your mod!!! show items!!! show the new stuff!! i'm not gonna download something I cant preview.
MHSanty 15 Jun @ 1:40pm 
If any of you have the same problem as me (crashing when I try to load Advance World Generation and Metroid mods at the same time), try disabling overhauled worldgen in the mod settings.
It worked for me.
dDenzere 14 Jun @ 1:36pm 
It crashes on start
[.NET TP Worker/INFO] [MetroidMod]: Register new Suit Addon: MetroidMod/DarkSuitAddon, OnlyAddonItem: False
[17:27:58.348] [Main Thread/FATAL] [tML]: Main engine crash

System.ArgumentException: Referenced cell no longer exists (Parameter 'cellRef')
at MonoMod.Utils.DynamicReferenceManager.GetCell(DynamicReferenceCell cellRef) in /_/src/MonoMod.Utils/DynamicReferenceManager.cs:line 167
EterSky 11 Jun @ 11:37am 
i just finished making an adventure map using that mod.
REALLY GOOD job on it !

Also, I can't open Yellow Hatches without a keycard.
Tacollab09 5 Jun @ 8:37am 
my game also crashes on startup, had it in the pack since the start and it only now is a problem