tModLoader

tModLoader

44 ratings
Caffeinated Mod
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Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
File Size
Posted
Updated
69.625 MB
11 Aug, 2022 @ 10:52pm
6 Oct, 2024 @ 6:53pm
27 Change Notes ( view )

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Caffeinated Mod

In 1 collection by coffee009
Caffeinated Pack
7 items
Description
The Caffeinated Mod is an extra content mod that adds in a large variety of goodies! This includes: vending machines, weapons with custom sounds, quality of life additions, accessories, interactive furniture, and more! Everything added is designed to mesh well within vanilla Terraria, and covers progression at all stages of the game!

-Tons of new weapons with custom sounds including railguns, grenade launchers, flamethrowers and more!
-Retro style furniture items!
-New accessories!
-5 tiers of vending machines to upgrade your world!
-Interdimensional mailbox with many redeemable letters
-New game+ accessories for extra replay value on new characters

-Coffee009

Note: Streamers/Youtubers be warned of 'Jazzy Radio' music possibly being copyright (can be toggled, toggled off by default)


Originally posted by tModLoader CaffinatedMod:
Developed By Coffee009
Popular Discussions View All (2)
13
24 Jul, 2024 @ 7:42am
Suggestions and debugs
SpecyJ
3
14 Jun, 2023 @ 3:48pm
How do the new game tokens feel?
coffee009
122 Comments
Dravin 23 Jul @ 5:59pm 
I hate to ask but I couldn't figure it out. What do the vending machines exactly do? I figured I could buy items from them but it seems not so <3 If you have the time, maybe a small guide explaining features. BTW I love the portal hats!!!!!
Living A Life 4 Jun @ 12:28am 
bro the nostalgia on this one
coffee009  [author] 1 May @ 4:47pm 
next update will change the lasgun back, also will include a new potions vending machine, ammo press, and some experimental changes
SpecyJ 1 May @ 8:05am 
I feel that currently the Lasgun particles are getting annoying. And I'm no longer using it. I felt like the previous default versions were better before they became straight up lasers, but now they look more like outright fire blasts that take up dust space. Honestly it was my fault for suggesting it. So please change it back, the older lasguns were better.
IndigoSynesthesia 2 Dec, 2024 @ 8:53am 
Nevermind, the turrets work fine when I switch to 1.4.4.
IndigoSynesthesia 1 Dec, 2024 @ 10:28pm 
Are the turrets currently unusable or am I flopping someway? Cant seem to get em to going.
SpecyJ 9 Oct, 2024 @ 7:29pm 
There's quite few good things I appreciate from the new update with the Bolter being much better buffed, the new soul vending machine along with a few minor additions that make the game much more enjoyable. Living off the grid feels much easier.

My only nitpick so far is just the new laser projectile. The trail emits too many red dust particles that fall to the ground and saturate the dust limit. Not like the lasers from their respective games. I realized that the older laser sprite and speed was more practical so far. It was honestly my fault for suggesting the change without a solution. Sorry about that.
SpecyJ 17 Aug, 2024 @ 9:46am 
Nail gun and their upgrade projectiles from this mod tend to have trouble hitting enemies. Only two nails will hit the target while others pass through them. The nails will have to ricochet off surfaces to hit them more. Either that or the damage numbers only display two hits. I'm not sure myself, but the nails need some debugging or there's an issue with immunity frames.

The nails either don't need to bounce off walls or they need to do better damage and fix their bugs.

Also some weapon projectiles do more damage to the player when they bounce off enemies that can reflect projectiles. Might want to check on the bonus damage they do to players.
SpecyJ 4 Aug, 2024 @ 10:26pm 
Found this: "From what I've found, the game does several checks to see if a projectile can be reflected. The checks are the following: Does the projectile exist, is the projectile friendly, is the projectile not hostile, does the projectile have a damage greater than 0, does the projectile have an AIType which can be reflected (1,2,8,21,24,28,29,131). If all of those checks pass then the projectile can be reflected."

"Unfortunately most ranged projectiles are AI type 1 (bullets, arrows, lasers). So to get around this we would need to create a custom AI which acts like a bullet. Although in the biome mimic's case, if it is hit with a projectile which cant be reflected it just passes through it harmlessly."

"For more info on this, see the base definition of CanBeReflected() method in the projectile class."
I see. Thank you. Im aware about quake 4 in quake 2 mod. What will be different in yours?