tModLoader

tModLoader

Caffeinated Mod
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?
SpecyJ 29 Jul, 2024 @ 12:57am 
The Bolter bullet velocity is noticeably slower than the Halo Magnum especially when using more specialized ammunition from other mods. Something I wanted to point out since you're making changes to the weapons.
coffee009  [author] 24 Jul, 2024 @ 6:51pm 
oh the current one I'm working on is Quake 2+2, which makes Quake 2 Quake 4 themed. I still haven't released it but it's basically done
coffee009  [author] 24 Jul, 2024 @ 6:49pm 
Here's a full list, my best one is 'VHS Quake II'; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3025868233
Hello, i know a long time passed since, but i always bothered by i wish to know what exact quake mod you are working on, which you mentioned?
SpecyJ 11 Jul, 2024 @ 8:55am 
It's up to you. You could make an alternative way to get them if you want to avoid the clutter. A sort of compromise might work if you want them. And maybe the separate item might also work. I'll just have to wait and see.
coffee009  [author] 11 Jul, 2024 @ 8:37am 
Should I re-implement them? I just worried about inventory bloat. I also have an idea for a separate item that could function the same way just different way to get it
SpecyJ 5 Jul, 2024 @ 4:58am 
@coffee009 Understood thanks. I just asked cause noticed that I unlocked those mini healing potions using a special mod in the Journey mode menu. Whether you'll find a way to implement them without cheats or remove them entirely is up to you. To me they've been very convenient life saver. It's like using a bandage in combat.

As for recent talks about weapons and clear things up. I know I've been talking too much about new plasma weapons like the tau ones, at that time I was just thinking about more unique plasma or other faction alternative versions for the Kantrael Lasgun that's already in the mod. That's just my thought.
coffee009  [author] 29 Jun, 2024 @ 3:01am 
I changed health potions and mana potions to instant pickups (stars and hearts) cuz it clutters the inventory
SpecyJ 29 Jun, 2024 @ 2:36am 
@coffee009 The Kleptomancy token is working as intended, but the only item I'm not getting seems to be the pilfered health potion for some reason it's so super rare compared to even the total biscuit for some reason. Not sure why.
coffee009  [author] 28 Jun, 2024 @ 12:07pm 
You need kleptomancy, it's a version of the tokens where attacking enemies grants you random items
SpecyJ 28 Jun, 2024 @ 9:43am 
Question: How do I get access to pilfered potions?
SpecyJ 25 Jun, 2024 @ 2:18am 
Thanks good. I look forward to what new stuff you have planned in the future.
Can I suggest making changes to the plasma guns as they use the same default projectile and sound as the jewel staffs, so I hope you've improved enough to make better projectiles or even ammunition. Also I look forward to more Bolter variants or at least making it and other big sprites smaller.
coffee009  [author] 25 Jun, 2024 @ 12:23am 
I love this mod I always come back to it
SpecyJ 25 Jun, 2024 @ 12:18am 
That's fine. Take your time and take a break if you need it to recover from burnout. Enjoy yourself first. I don't want this mod to rush too fast.
coffee009  [author] 24 Jun, 2024 @ 1:50pm 
slowly but surely I'm chipping away at it, the main thing roadblocking me I eventually finished (mod for another game I was burnt out on modding) so progress will happen!
SpecyJ 22 Jun, 2024 @ 7:43am 
@coffee009 Good. One step at a time. I will at least warn not to buff the bolter TOO much just enough to make it feel like bolters in their games or make it different from similar weapons in the same mod. If all else fails, then it's better to nerf the CE pistol that has the same stats.
coffee009  [author] 21 Jun, 2024 @ 3:14pm 
Ill see if I cant start chipping away at this long overdue update. I made the CE Pistol a tad bit quiter, lasers are beams now, and the boltor is buffed so far
SpecyJ 18 Jun, 2024 @ 10:33am 
@coffee009 Hey. I just found out how to make the lasers beam-like from someone I talked to. Turns out that the Heat-Ray beam is just a projectile that has extra updates set to 100 times per tick and has lots of dust sprites behind it. Just to let you know. But if you want to keep the laser weapons the same, then it's okay too.
SpecyJ 17 Jun, 2024 @ 5:49am 
@coffee009 That's understandable. At least that can be something to eventually do on the list. Just wanted to point it out as something I noticed.

Also hope the shimmer mechanic can be used or more alternate versions of existing stuff can appear too. Anyway, thanks for the reply.
coffee009  [author] 17 Jun, 2024 @ 2:30am 
i never programmed any weapon to work with auto fire since it wasn't in the previous version
SpecyJ 17 Jun, 2024 @ 12:32am 
I will say something to note. The Kantrael Lasgun tends to stop firing after a while when holding down the mouse for long enough even though the game has an auto-use option. So I have to go back to tapping the mouse button even though the mana is not out yet. It's almost as if the gun "overheats". Not sure if other guns have this issue but just something to note.
coffee009  [author] 15 Jun, 2024 @ 7:23pm 
I never considered a discord for my mods, I never felt they were popular enough. I also have commitment issues where it will be months and months between updates
Luca | K-KNIGHT 15 Jun, 2024 @ 9:59am 
You know what would be a really coll mod to troll your friends?
A mod that only adds additional mimics:
So basically it adds a mimic counterpart for every natural possible chest in the area it can spawn

Great to troll your friends.
TheGreatCornholio 13 Jun, 2024 @ 12:50pm 
day one of asking for a discord server to talk about the mod in
SpecyJ 8 Jun, 2024 @ 10:47am 
I just got another idea. Maybe there can also be shimmered versions of the existing weapons to add more variety or at least a different version of the same weapon if they're going to be functionally the same.
SpecyJ 1 Jun, 2024 @ 1:14am 
@coffee009 Haha. Don't worry too much. Take your time. The reflecting projectiles thing is default for most projectiles in Terraria anyway. And only biome mimics like Hallowed mimics can reflect and they only do that on Expert mode or higher, still would be interesting what you'll do with the projectiles if you figure it out or making the lasers actual laser beams instead of pew pew blaster bolts. Anyway thanks and I wish you the best with whatever choice you make.
coffee009  [author] 31 May, 2024 @ 12:40pm 
Yeah haha the problem is I have no idea how to fix reflecting projectiles, I didn't even know mimics do that. I can probably add variants, I casually put 400 hours into darktide in the past like month so I'm not against it. I just all depends on when I eventually get back to modding terraria I can add your suggestions
SpecyJ 31 May, 2024 @ 5:28am 
Why thank you so much for listening to my feedback @coffee009 and your mod so far has been very useful for the low cost warfare especially in my worlds' dire situations. The lasgun especially has been a personal favorite and I hope those can be improved upon or more variants may be available with different stats or just other 40k weapons if you're interested but I understand this mod still needs room for other franchises and weapon ideas too. The laser, railgun projectile, and other high damage projectiles still reflect off of Mimics and Selenians and can do a lot of damage if you're not wearing good protection. I'm not sure if you're going to change that, but I still felt like repeating this point in case you might consider addressing it. Again another thanks for this mod still staying strong.
coffee009  [author] 30 Apr, 2024 @ 4:12pm 
Yeah I know some of the weapons are giant, I like to make them look as close as possible to the source material. I try to use the vanilla weapons as a base but some are still way too massive like the OverWatch grenade launcher
SpecyJ 30 Apr, 2024 @ 4:32am 
Thanks. And Also, if it's okay. I feel like a few weapons look bit too large especially the Halo pistol and the Bolter (Though I understand the Bolter is supposed to be super big). Maybe a smaller and weaker Dark Tide Bolter might be a good compromise if the other ideas are not good.
coffee009  [author] 30 Apr, 2024 @ 1:00am 
yeah I been well thanks for asking! I still plan on updating this mod eventually, I just had stuff ahead of it I been procrastinating/working on. I do want to add power to the Bolter, most items in the mod are balanced around where its gained in progression so some things I feel are weaker than they should be. I also finally got some sprites/code for stuff I want to add in so when I get around to it it will be a nicely sized update.
SpecyJ 28 Apr, 2024 @ 10:53am 
Oh and another thing. If there are going to be any changes in any future updates. I might suggest either nerfing the Halo Pistol or buffing the 40k Bolter. Both have exactly the same stats except for a slightly different fire rate and the explosive rounds the Bolter has. So that's why I suggest things like making the Pistol shoot faster with less damage and/or making the Bolter better over all.
SpecyJ 28 Apr, 2024 @ 1:54am 
Hey @coffee009 I found someone who is good at animating and making weapons. marviN also has a Half-life 2 pulse rifle in their Bag of Nonsense mod and it even has a functioning Combine Ball right click function. Just thought that person might have some good solutions for improving your mod and the two of you can create something good together.

Also I hope you are doing well. This mod has been holding up fine despite the lack of updates and I still reliably use it. I just needed to have a 9999 mod to increase the un-updated stacks. Hope you're doing well with the Quake mod. Also, how do I get things like pilfered potions legitimately without using the Journey Mode duplication?
coffee009  [author] 13 Mar, 2024 @ 1:52pm 
Yeah the reason why the Quake pack lacks some tracks is I just didn't feel like the entire soundtrack fit with the game, so I'd rather just used what would fit
The bolter should automatically convert ammo to explosive bullets, that's how it is in the code
Once I finish this final Quake 2 mod for an upcoming map jam, I'll come back to Terraria. I finally got some art and code commissions finished so I no longer have to wait on other people
I actually installed it too already, because it was the only thing i found typing "quake" in the search field. I like it, but it lacks some tracks, for day as example.

I hope you will add more weapons someday. I really miss rocket launcher and shaft. Strangly your mode gives player an opportunity to wield enforser blaster, the option not most quake mods can present to you.

I wish to see more quake stuff as armors(vanity items), blocks, furniture, to recreate some quake level, at least as it posdible in 2d. But even now its nice addition to me.

P.S: If you decide to update this mod, can you switch bolter ammo to rockets and add splash damage, because basically its automatic rocket launcher.
coffee009  [author] 2 Feb, 2024 @ 6:08pm 
Funny you say that, I had plans to add a complete Quake series arsenal pack to the game but I never got around to it. Main reason being idk how to cross mod, so either the Quake pack will be missing what this mod adds or there will be duplicates for people who have both.

Oh check out my Quake Music pack too (Base game workshop), I think you'll love it
Its some kind of twisted irony of fate, because when i tried to find something quake themed in the workshop searching quake i had no luck. And i just found quake weapons in complete separate mod dedicated to a vending machines.

Besides that you did and awesome work. Thank you.
coffee009  [author] 15 Jan, 2024 @ 2:48pm 
I appreciate the kind words, I hope you had a happy New Year too! Currently I've been doing a lot of Quake modding which is why my mods haven't been updating lately here. Once I finish those or get bored I'll come back
SpecyJ 30 Dec, 2023 @ 6:42pm 
Cool. I look forward to seeing it. Hopefully some tweaks too. I wish you the best. Happy New Year.
coffee009  [author] 30 Dec, 2023 @ 4:25pm 
Next update will be pretty chunky, I'm finally able to add a bunch of things I've been meaning to add for a long time