tModLoader

tModLoader

Block's Thrower Mod
66 Comments
BlockCrusader  [author] 31 Jul @ 11:35am 
@eelscandance, from what I can tell, the Thorium devs added their own mechanics to Thrower to give it a more distinct gimmick (ex: Mages use mana) and playstyle.
Aside from consumable weapons (Which is pretty similar to Ranger's ammo situation), Thrower doesn't really have a 'gimmick' normally, so I can understand the design choice, even if it does ride the line between what is and isn't 'vanilla+'.

Since there is no such thing as Thrower in vanilla any longer, adding thrower content to a mod isn't technically 'vanilla+' to begin with. I would guess the Thorium devs took that as a cue to implement some more unique mechanics for the class.

In fact, the Thorium update that overhauled thrower was actually released shortly after Re-Logic announced that they were removing Thrower.
That said, there was only 2 weeks between that announcement and the Thorium update so it's more likely to be a coincidence (The update was too big to only take 2 weeks to make).
eelscandance 31 Jul @ 11:09am 
Thanks. It's strange that Thorium calls itself "vanilla+" but does weird stuff like adding class mechanics that don't mesh well with other vanilla+ mods. I'll just use this one
BlockCrusader  [author] 31 Jul @ 7:52am 
@eelscandance, yes the two are compatible. Below is my response to the same question from an earlier comment;

"Since both this and Thorium use the tML provided Thrower class, they are compatible.
However, I'm not confident the two blend very well with regard to balancing.
For example, Thorium's stat boosts on its armor sets are generally much stronger than this mod's armors; thus you could probably make some OP builds by mixing Thorium armor with this mod's weapons.
Thorium also has its Exhaustion and Technique mechanics whereas this mod doesn't add any new mechanics. Furthermore, non-consumable weapons in this mod will not inherit Exhaustion mechanics."
eelscandance 31 Jul @ 7:39am 
Does this work with Thorium?
FileNotFound404 14 Jun @ 11:14am 
I've been playing a lot of Ultrakill recently, so I decided to play some modded Terraria to shake things up a bit. I then remember this mod, activate it, and start to enjoy myself.

The Ninja fucking quotes Minos Prime.

Peak.
TwelveYO 26 Feb @ 1:41am 
Just a few moments ago I completed all the weapons in this mod. I didn't realise it was my birthday month lol.
The last weapon, the Kohga rocket, finally dropped at the 40th person to complete the weapons collection.
Thanks for making this mod, I enjoyed it a lot!
Hazard 25 Feb @ 9:54am 
0_0
BlockCrusader  [author] 25 Feb @ 9:49am 
@Hazard, uh... this mod turned 1 year old just last month.
Hazard 25 Feb @ 9:28am 
New mod, cool!
Wood Chair Gamer 23 Feb @ 10:29am 
Awesome thank you. I'm finishing up my final hard mode preparations so I guess that's why I haven't found it. Thanks again.
BlockCrusader  [author] 22 Feb @ 7:10pm 
@Wood Chair Gamer, yes there is a buff station; the Throwing Board. It's sold by the Ninja NPC in hardmode.
Glad you're enjoying the mod!
Wood Chair Gamer 22 Feb @ 5:58pm 
I may have missed it somewhere but does this mod have it's own version of the sharpening station/ammo box/summoning table?

In anycase, I'm greatly enjoying the mod. It's very fun and feels very true to vanilla Terraria. I wasn't a big fan of the gimmicks some other throwing mods had and this is the perfect amount of simplicity I've wanted.The armor progression guide helps a lot. I was a bit confused on how I should progression weaponry but I managed to figure it out. Going to make the throwing equivalent of Tera Blade.
BlockCrusader  [author] 12 Feb @ 6:12am 
@M&M Kart Racing 8 Deluxe, unfortunately not the case :steamsad:. Sorry for the confusion lol. This isn't the first time someone's mentioned it and tbh I should really make some weapons like that (There is one in the Arsenal Expansion add-on but that's it) since the pun is just begging to be made.
M&M Kart Racing 8 Deluxe 12 Feb @ 12:28am 
damn, I thought this was a mod where you LITERALLY throw blocks
Genbu_Serafino 5 Dec, 2024 @ 6:58am 
Oh damn, thanks for letting me know.
BlockCrusader  [author] 5 Dec, 2024 @ 6:57am 
@Genbu_Serafino, yes the two are compatible. Below is my response to the same question from an earlier comment;

"Since both this and Thorium use the tML provided Thrower class, they are compatible.
However, I'm not confident the two blend very well with regard to balancing.
For example, Thorium's stat boosts on its armor sets are generally much stronger than this mod's armors; thus you could probably make some OP builds by mixing Thorium armor with this mod's weapons.
Thorium also has its Exhaustion and Technique mechanics whereas this mod doesn't add any new mechanics. Furthermore, non-consumable weapons in this mod will not inherit Exhaustion mechanics."
Genbu_Serafino 5 Dec, 2024 @ 6:48am 
Is this compatible with Thorium's thrower?
Cotyora 27 Nov, 2024 @ 4:44am 
Yea I think that's what happened because while he was strangled by a gel on his legs and waiting to be interacted, he was swallowed by those spiked slimes. Guess I missed it
BlockCrusader  [author] 26 Nov, 2024 @ 5:02pm 
@Cotyora, if the Slimed Ninja is killed before he is freed, he'll be dropped by King Slime again the next time the boss is defeated. The Slimed Ninja will always spawn until you've unlocked the Ninja NPC.
Sometime I'll make a small patch that gives the Slimed Ninja DR against blue/spiked slimes so he isn't so easily killed by all the slimes dropped by the King on-death.
Cotyora 26 Nov, 2024 @ 2:25pm 
Killed King Slime and saw the ninja among 100 hundred slimes but couldn't reach to him. Does that mean I have to kill the King Slime again and interact with Ninja quick or is it a bug that prevents him getting onto my base?
Xkiller6613 7 Jul, 2024 @ 10:55am 
@BlockCrusader Oh, mb, I didn't think anything was added in for them.
BlockCrusader  [author] 7 Jul, 2024 @ 6:25am 
@Xkiller6613, wdym? There's an Etherian Javelin weapon (w/ 3 tiers) and you can convert the Shinobi Infiltrator armor to Throwing Class.
Typically I don't add content to the DD2 & DST stuff because I've not played those games firsthand and wouldn't know what to add.
This mod in particular is an exception since the Etherian Javelin exists in vanilla as an unimplemented item, and I decided this was a good opportunity to (unofficially) implement it since javelins are typically thrown weapons.
Xkiller6613 7 Jul, 2024 @ 6:09am 
How come you skipped over the crossover content?
BlockCrusader  [author] 31 May, 2024 @ 4:34am 
@Zelazny, his preferred biome is the Jungle, and he likes being near the Witch Doctor and Guide.
Zelazny 31 May, 2024 @ 3:39am 
What's ninja's preferred biome and/or npcs?
yes 14 May, 2024 @ 8:14pm 
@StafkiGTN Sand gun but thrower?
BlockCrusader  [author] 14 May, 2024 @ 4:25pm 
@StafkiGTN, tbh it's a shame I never thought to add a weapon like that lol
StafkiGTN 14 May, 2024 @ 3:56pm 
the title made me think this was a class that threw blocks...
Vastenence 5 Apr, 2024 @ 11:44pm 
I see, your Artificer Accessories is still one of the coolest class mods I have played, an accessory focus class is honestly really fun especially with its comptability to other major mods, you're a talented modder. I wish you good luck in your future endeavors!
BlockCrusader  [author] 4 Apr, 2024 @ 6:07am 
@Vastenence, not atm. When I get back to it my next plan is to make a small update for Weapon Augments.
I also have a still-WIP add-on for Artificer's Accessories that is Paper Mario themed, but I'm waiting for the release of Thousand Year Door 2024 to finish the content from that game.

I also have a roadmap and related info on my mods thread in the Terraria Community Forums [forums.terraria.org], which has more details on my modding plans going forward.
Vastenence 3 Apr, 2024 @ 7:51pm 
Cool mod, I appreciate the no gimmick nature of the class too, brings back 1.3.5 Fossil armor thrower. Are you focusing on any other mods? Because the speed of your mod release is insane.
BlockCrusader  [author] 2 Apr, 2024 @ 12:06pm 
@2063075100, I'm glad you like it. However, at the moment I don't have any plans for any major content updates.
2063075100 2 Apr, 2024 @ 10:54am 
this mod is wonderful!i hope more weapons,armors and accessories will add in this mod.especially the accessories :steamhappy:
BlockCrusader  [author] 19 Mar, 2024 @ 6:09am 
Also I noticed I have the drop rate set to 1/5 in Classic Mode. I'll up that to 1/4 to match Expert, and maybe increase Expert rate to 1/3.
BlockCrusader  [author] 19 Mar, 2024 @ 6:08am 
@Hyperdino, sorry about the bad RNG. I hadn't added shimmer transmutations so as to avoid conflict with other mods which add them for their emblems (I know Calamity does this, for example).
I'll consider adding an alternative source, though. Maybe make the Ninja sell it post-Queen Slime or smth.
Hyperdino 18 Mar, 2024 @ 8:28pm 
Why isn't the throwers emblem shimmerable into the other ones? I've fought wall of flesh 12 times now and haven't gotten it once :steamsad:
BlockCrusader  [author] 16 Feb, 2024 @ 4:47pm 
@Roc-Commando, the recipe should be;
- x15 Stingers
- x12 Jungle Spores
- x2 Vine
- x5 Rich Mahogany (Jungle wood)
at an anvil

For future reference I highly recommend using the Recipe Browser mod, it helps alot with finding items in my mods since I don't have wikis
Roc-Commando 16 Feb, 2024 @ 4:44pm 
Hey, how in the world do I make the rosethorn?
BlockCrusader  [author] 30 Jan, 2024 @ 5:08am 
@Taxt_YT, yes the two are compatible. Below is my response to the same question from an earlier comment;

"Since both this and Thorium use the tML provided Thrower class, they are compatible.
However, I'm not confident the two blend very well with regard to balancing.
For example, Thorium's stat boosts on its armor sets are generally much stronger than this mod's armors; thus you could probably make some OP builds by mixing Thorium armor with this mod's weapons.
Thorium also has its Exhaustion and Technique mechanics whereas this mod doesn't add any new mechanics. Furthermore, non-consumable weapons in this mod will not inherit Exhaustion mechanics."
Blinded in Chains 30 Jan, 2024 @ 12:39am 
Author, I have a question. Is it possible to play Thorium mod as a thrower with this mod? There's a thrower there too, and will these mods fit together or not? If anything, I am from Russia, so please do not pay attention to my English
Epicbup9 27 Jan, 2024 @ 8:09am 
literally GAS mod, played this with 3 dudes and using the desert hell mod. Horrendously terrific :terraria:
BlockCrusader  [author] 25 Jan, 2024 @ 5:47am 
@NAH, I'D WIN, internally Thrower and Rouge are actually the same damage type, so yes they are technically 100% compatible. The only real distinction (besides names) is that only Rouge gets its respective mechanics (I.e. this mod's content cannot proc. stealth nor have stealth strikes).

And of course, Calamity follows its own balancing (Whereas this mod is balanced around vanilla) so there will be some power discrepancies.
King of the Skull Servant 25 Jan, 2024 @ 2:38am 
does this work with Calamity Rogue Accessories? they basically does the same thing, i wonder if they can fit together
AngeLiq 24 Jan, 2024 @ 9:38pm 
:steamthumbsup:
BlockCrusader  [author] 24 Jan, 2024 @ 5:31pm 
I can still consider weapons, but I think as a feature it wouldn't offer as clean or straightforward of an experience that you'd expect.
BlockCrusader  [author] 24 Jan, 2024 @ 5:31pm 
@AngeLiq, that would be really neat, but there are some problems.

Magic weapons still costing mana weapons could be patched but simpily removing mana with no counterbalance would have balancing implications (Though that's not a huge deal since the change would be made at the user's own discretion).

Players would also have to whitelist each weapon's projectiles, which also carry an internal damage type. Most of the time this is simple, but it would become confusing once you start dealing with weapons that spawn multiple types of projectiles or have secondary projectiles.

Armor is entirely unfeasible, unfortunately, as there is no efficient way to convert every stat bonus on an armor set at once. For example, for the armors I added toggles for, I had to manually cancel every stat boost with an inverted version of it, and then replace it with the thrower stats I wanted.
AngeLiq 24 Jan, 2024 @ 5:19pm 
i don't know how hard this would be to add, but it'd be cool if there was a whitelist thing you could add weapons to to turn them into throwing damage
armor and accessories on the whitelist would be awesome too but that just sounds impossible
if you can somehow figure out how to make any of that, that'd be heat :steamthumbsup::winter2019coolyul:
BlockCrusader  [author] 15 Jan, 2024 @ 7:06am 
@Hydra, nah it's just branding, but I can't believe I never thought of that when I was making this lol.
Hydra 15 Jan, 2024 @ 6:52am 
at first i thought this was a mod that let you throw blocks
Supreme Maid Calamitas 15 Jan, 2024 @ 12:57am 
BlockCrusader now probably my fav dev right now. like you know bro start spawning most qol or wanted feature people been asking for like what idk many years i don't even count rn. Anyway you
could make one medium-ish sized mod just from using all your previous work lol.