Modded Stuff Info

Updated 2 weeks ago

IMPORTANT MODDED SCRAP ITEMS (all come from UsualScrap)

Frigid Capsule

When this item is outside for long enough, it will emit a frosty haze that, if stepped into, temporarily reduces your movement speed, jump height, and animation speed (for stuff like swinging shovels or even climbing ladders). It will stop after some time, but it will continuously do so while outside until delivered to the ship or brought back into the interior. The effects of it cannot stack from multiple.

Unstable Propane Tank

When picked up, there's a chance it will or won't begin a timer with a random range of time around 3 minutes, if it starts, the propane tank will explode once this timer is up. To compensate, the value range is very high, and it is not conductive. Do not drop it a ton, as this will decrease the time until it explodes, and it's guaranteed to do so once you drop it a 3rd time, it will also explode upon being hit by any weapon. After it's inside the ship, the timer stops and it can no longer explode, unless by player choice.

Padlock

Can be used to lock any door that isn't already. This WILL consume the padlock, making you lose not only it, but the profit of it.

Small candy

Eating this will either temporarily increase your movement speed or jump height, again, at the cost of making you lose profit.

Thorned rose

Deals 5 damage to you whenever you grab it, pocket it, or un-pocket it.

Large scissors

Every two seconds you are sprinting while holding them, there's a 1/4 chance to be dealt 30 damage by them (don't ask me why). Can also be used as a weapon that deals 2 damage per hit.

Walking cane

When un-pocketed, your movement speed is increased, so long as you continue to hold it.

Candy Dispenser

Acts as a basic melee weapon, dealing one damage, however, whenever you swing it on any moon that isn't Gordion, there is a 1/25 chance it creates a small candy worth 6 credits. This effect is infinite, and as such, this item is only available in endgame.

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THE HARBINGER

This mod pack's modded monster, who does not begin being a prevalent potential threat until March/Adamance (tier 4 in this pack's progression), but has a rare chance to appear before then on some moons. When they spawn, two internal timers will begin ticking down related to their entire main mechanic, being teleportation. One timer ticks down anywhere from 45 to 55 seconds, and another for 20 seconds. The first one will be for the Harbinger to teleport nearby a random player, and the second will be for them to be able to teleport a random monster nearby said player, by performing an animation with a pentagram for a few seconds. The second timer is always ticking no matter if the Harbinger is or is not near someone, it just won't actually trigger to begin teleporting a monster and reset the timer until it's nearby someone. This means, if you were to always run away when they teleport something, the next time they teleport to you, provided someone else doesn't get near it, they will almost immediately teleport something nearby again.

If you are standing in the pentagram as the teleportation is finished, you will be brought to where ever the chosen monster was last at. This can be helpful to avoid the danger, but you may end up somewhere locked away. You can also just attack/stealth/avoid whatever is brought over, or you can attack the Harbinger himself with a weapon, which will not damage him, but teleport you to a random spot at the interior. This same effect works when he's hit by shotgun blasts, so avoid hitting him with one by accident.

Whenever he teleports to a player, he will leave behind a space fracture. This can be walked into to teleport to where he teleported to whilst creating that fracture. Additionally, you can use anything that stuns to destroy the fractures, doing so will damage the Harbinger, and if 4 are destroyed, he will turn to stone and be dead. There is additionally a 1% chance for the fractures to drop as an item when destroyed, which are worth credits.

Some last things I can't fit into a decent sized paragraph: He cannot teleport the Maneater, Ghost Girl, Snare Fleas, Bunker Spiders, Coil-Heads, Mask Hornets, or Cadaver Growths. He has a power level of 1 and a spawn cap of 1. Lastly, if he's nearby the apparatus, he will go towards it and teleport it to a random location in the interior. If it's not unplugged, this causes the effects that happen when it's pulled if it's teleported like this.

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THE BLOOD MOON

The modded weather included in this mod pack, it has a decently rare chance to appear on every moon besides Dine. When this weather is active, monsters will resurrect after being killed once 30 seconds have passed, and the resurrected monster no longer occupies power level. The REAL danger is that, even after resurrection, a killed monster will still continue to open power even though it's not occupying any, expanding the total cap beyond what it is normally, and the normal eclipsed spawn cycle from eclipsed weather is also happening during this. To compensate, every killed monster will cause a blood stone to be created somewhere nearby their corpse. While it is only 10 - 19 credits of value, the amount that can spawn is infinite, so there is genuine insane profit potential if you can handle everything properly. Additionally, every 40 seconds, there's a chance a purple lightning strike will happen somewhere outside, and this will create a blood stone where ever it struck at that's 4 times the value of one spawned by a killed monster. This weather also completely removes interior darkness and the effects of fog/blizzards for the day.