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Hardmode Throwables
   
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Mod Features: New Content
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
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júl. 3., 0:59
nov. 18., 2:07
26 változásjegyzék ( megnézés )

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Hardmode Throwables

Leírás
Mainly introduces hardmode versions of pre-hardmode consumable thrown items for which there were no equivalents. There is a config option to change all of these from ranged to throwing damage for if you have a mod that brings that class back (excludes all Shard Dynamite variants and High-Explosive Bunny as they are typeless). This mod also has a (togglable) feature that assigns pickaxe power stats to mining explosives (including rockets) and treats them mostly* the same way as pickaxes in terms of what they can mine.


Items
Further item details can be found in a discussion thread

x7 Cursed Cocktail (early hardmode molotov cocktail):
x7 Ale
x7 Gel
x1 Silk
x1 Cursed Flame
OR
x7 Molotov Cocktail
x6 Gel
x1 Cursed Flame
- Inflicts Cursed Inferno over a much wider area and for much longer, but direct damage is not that much higher
- Effective at clearing, and keeping clear, large groups of weaker enemies

x50 Concentrated Ichor Throwing Knife (early hardmode throwing knife):
x50 Throwing Knife
x1 Ichor
- Inflicts Concentrated Ichor
- Concentrated Ichor is more potent than Ichor, but does not stack with it and has a much shorter duration
- The duration is increased somewhat by any player damage and crit bonuses that can affect ranged/throwing weapons
- Same range and throw arc as the Poisoned Throwing Knife so as to make it require getting somewhat close to enemies. Pairs well with shotguns
- High damage per hit and and a heavy defense reduction debuff makes this effective against tough single targets

x25 High-Potency Grenade (early hardmode grenade):
x5 Explosive Powder
x1 Flarefin Koi
- 3 second fuse time
- Same velocity and throw arc as the Bouncy Grenade
- Can be made sticky or bouncy
- Sticky variant has a 10 second fuse time
- Bouncy variant has a 6 second fuse time and deals slightly more damage

x1 High-Explosive Bunny (hardmode explosive bunny):
x1 Bunny
x3 High-Potency Grenade
- Will chase nearby enemies, same as the Explosive Bunny
- Very high damage, but still does not benefit from any damage multipliers
- Requires caution to use; they can only be released at one's feet, unlike other critters, and can deal enough self-damage to one-shot nearly any player

x90 Alicorn Javelin (early hardmode javelin):
x1 Unicorn Horn
x9 Pearlwood
- Slightly slows stuck enemies

x60 Venom Javelin (late hardmode javelin):
x1 Vial of Venom
x2 Spider Fang
- Inflicts Acid Venom

x150 Phantom Shuriken (late hardmode shuriken):
x150 Shuriken
x1 Ectoplasm
- Can penetrate both blocks and many enemies, but both come out of a limited piercing budget per Shuriken. The more enemies pierced, the less time it can penetrate blocks and vice versa

x5 Pixie Trap (early hardmode spiky ball):
x5 Spiky Ball
x1 Pixie Dust
- Coated in pixie dust that slows nearby enemies
- Utility weapon to delay ground bound enemies

x7 Proximity Protector (late hardmode spiky ball):
x2 Martian Conduit Plating
x1 Nanites
- Spreads nanites to Confuse nearby enemies
- Utility weapon to repel ground bound enemies

x5 Unconventional Flying Detonator (late hardmode floating mine):
x1 Martian Conduit Plating
x2 Explosive Powder
x1 Soul of Flight
- Thrown and hovers like a Fairy Glowstick, then explodes after a short delay if an enemy is nearby. Cannot detonate until after it has centered itself in the air
- High damage but requires prediction as well as careful footwork on the part of the player as it can deal self-damage

x5 Shard Dynamite (early hardmode mining explosive):
x1 Explosive Powder
x1 Crystal Shard
OR
x1 Bundled Shard Dynamite
- Can be made sticky or bouncy
- Long throw arc
- 2 second fuse time (from Bombs' 3)
- Radius between Bombs and Dynamite
- 140% pickaxe power

x1 Bundled Shard Dynamite (early hardmode mining explosive):
x5 Shard Dynamite
- Can be made sticky or bouncy
- Short throw arc
- 4.2 second fuse time
- Much larger radius than Dynamite
- 140% pickaxe power

Mining Explosives
While its config option is enabled, Mining explosives will have pickaxe power and what they can mine is determined nearly the same way as pickaxes

Exceptions:
- Meteorite, Hellstone, and Thorium's Aquaite normally cannot be mined with explosives in prehardmode. Here, they are instead resistant to explosives and so require twice the pickaxe power to be mined by them (100% for Meteorite, 130% for Hellstone and Aquaite). This prevents them from being mined by prehardmode explosives, instead of all explosives while in prehardmode
- As in vanilla, Spikes and Wooden Spikes in For The Worthy worlds are immune to explosives

Mining explosive pickaxe power is as follows:
- Bombs, Dynamite, Bomb Fish, Scarab Bombs, Explosives and
any unmentioned vanilla or modded explosions: 90% pickaxe power
- Shard Dynamite: 140% pickaxe power
- Rocket II: 180% pickaxe power
- Rocket IV: 200% pickaxe power
- Mini Nuke II: 205% pickaxe power
- Cluster Rocket II: 230% pickaxe power
- Celebration Mk2 with any terrain destroying rocket: 230% pickaxe power

- Mining explosives from vanilla and this mod will list their pickaxe power and radius in their tooltip

Other
- Allowed decrafting for Explosive Bunny and High-Explosive Bunny instead of them transforming into Faelings. This allows them to be recycled into another item rescued
- Introduced recipes for making items un-sticky or un-bouncy at the Solidifier

Introduced recipes to salvage Explosive Powder out of pre-hardmode explosives:
- Can be done in hardmode at a Bottle or Alchemy Table
- This allows for them to be recycled into hardmode explosives albeit with some loss
25 to 1 Grenade to Explosive Powder ratio
7 to 1 Bomb to Explosive Powder ratio
1 to 1 Dynamite to Explosive Powder ratio


More information is available in additional discussion threads:
- Item Details
- Mod Calls
tModLoader HardmodeThrowables eredeti hozzászólása:
Developed By Everfar
7 megjegyzés
SpecyJ nov. 17., 21:56 
Don't worry if it's intentional then there is no need to change it unless you want to.
And it's okay. I understand a lot of people are busy.
You've still done a good job with the mod. Just take care and I wish you luck on whatever you need to do. Thanks.
Everfar  [készítő] nov. 17., 7:58 
It's intentional that the High-Potency Grenades and UFDs have some amount of risk to them to help balance their high damage. I will grant however that player health scales much slower than weapon damage in hardmode vs pre-hardmode. I'll see if I can allow them some amount of self-damage reduction so it can forgive a few misthrows, but still plenty enough to be dangerous. The grenades are meant to fill the same role in early hardmode as vanilla grenades do in early prehardmode.

I can definitely see there being space for a proper late hardmode grenade, as UFDs aren't exactly the same. I'm currently more occupied with my other mods at the moment though, so I wouldn't expect new items soon.
SpecyJ nov. 17., 4:53 
Thanks. And I appreciate the positive outcome. And the fix works.

Side note: High potency grenades will often kill the player in one blast even with endgame armor. If that's intentional, then that's fine. Just wanted to share my report.

I just like hand-grenades so I hope there's further upgrades of it and other throwables but if not then that's fine too.
Everfar  [készítő] nov. 17., 4:34 
Fixed the flicker. Thank you very much for catching that. I'll take this as a reminder that I should perhaps be actually playing the game a little more often.
SpecyJ nov. 17., 2:11 
The throwables are promising. I hope there can be more grenades and more advanced throwables with further range distance.

I notice something weird. This mod seems to make enemies who are highlighted by the hunter potion or similar buffs "blink" from red to their default colors in split seconds each time I hit them with projectiles like high-velocity bullets. Could be either light sensitivity or it messing the the hunter potion highlight in some way.

Still the updates so far are good. Keep up the good work.
Everfar  [készítő] nov. 15., 6:13 
Thanks for the feedback. I just pushed out an update that adds two more config options. One allows keeping the explosion radius in tooltips even if explosives no longer have pickaxe power. I'll admit to considering moving the explosive changes to its own mod in the future. It used to be a smaller feature earlier in development and only allowed Shard Dynamite to mine some early hardmode ores, so it might have snuck up on me a bit
SpecyJ nov. 14., 20:39 
Looks good, But I suggest making the explosive pickaxe power configurable to disable or enable in case the mechanic will interfere with other mods, preference for a more vanilla experience, or other reasons.