tModLoader

tModLoader

[WIP] WeaponOut Port
43 Comments
kris9022 24 Jul @ 3:05am 
do you know that you can make hyper sash pre-boss? is it intended? you can make mirror badge and then shimmer it into chlorophite bars
Mechanomical 20 Jul @ 11:52pm 
Weird request, but is there any chance you can make a mod with only the Explosion Staff from this one, it's really the only thing I want from this mod, not all the other stuff.
Xavier Xicon 17 Jul @ 1:11pm 
Yo. Love the work you've done with this mod! One of my top favorites out there! Mixing this mod with Dragon Ball Terraria is a truly remarkable combination that I wish more people would discover in the community.

I have one favor to ask of you in the next update. When building up damage multipliers when fighting a boss, can you make it so that the multipliers reset ONLY when hitting an enemy with a true melee hit? It gets kinda infuriating when your hard-earned multiplier dissipates by another type of damage, like thorns potion or from an accessory.

If this was the way the original 1.3 version coded this function, then I can see why you would leave it unchanged. Still, it would make fist-only runs so much more forgiving, especially when playing on high difficulty modes like Fargo's Eternity or Calamity's Infernum.

Once again, much love to the work you've done with this port. I can see a bright future with this one. 🙏🙏🙏
ChaoticMoisture 2 Jul @ 1:30pm 
ngl it'd be so cool if people started making expansion add-ons for the fists n stuff
hoit 18 Jun @ 3:57am 
0/10 cant fist the empress of light
Saflith 13 Jun @ 10:23pm 
waffle really called it the *fisting class*
PumpkiNot  [author] 13 Jun @ 8:19pm 
Oh no, guess I actually have to go and fix everything, lol
Tinella Nosa 13 Jun @ 2:14pm 
WaffleTime played your mod, looks like you're famous! :steamthumbsup:
SpecyJ 26 May @ 1:19am 
So far so good. Everything seems to be working perfectly.
Now it's just the graphics. I just notice that when your character is moving in one direction and firing a ranged weapon behind, there will be a split second afterimage of your character and weapon pointing in the opposite direction of where you were aiming.
Other than that everything is working perfectly and the remaining issues are not affecting gameplay. Keep up the good work.
Deinden umbrigues hostility 13 May @ 8:14am 
I can't believe it, it was my favorite MOD from the 1.3 period, and I've been waiting for the author to remember it... Now, you've done it, thank:steamthumbsup:
SpecyJ 5 May @ 6:41pm 
So far so good. It's subtle but I notice that the Double Loader dart and bullet gun fire rate tends to be affected by melee speed because I was switching between werewolf and merfolk that affects melee speed.

Also the Beam Sabres still have hitbox problems and fail to hit enemies multiple times, probably because again I use directional melee. Also some weapons lose their charge, don't change, or cannot be used when charged when you use them while holding them in on your mouse on inventory instead of the hotbar.
PumpkiNot  [author] 4 May @ 2:20am 
I see no reason why the normal methods would work
Rankg uwu 4 May @ 1:22am 
Excuse me, is there any way to create an add-on for the mod? I want to create an add-on for Calamity and Thorium and add fists with materials from the respective mods and with unique effects.
SpecyJ 17 Apr @ 7:14pm 
Done some testing. It seems that when having the display weaponout turned off while holding and using a fist using the mouse in the inventory, the sprite of the fist appears as you use it and it will continue appearing wherever the last time you engaged that glitch/bug even when you use the weapon normally.

Also some of the sabres don't really have the proper slash range or their hitboxes are rather janky.

Perhaps it's because it's a clash with Liburia's Directional Melee Mod, but just wanted to point that the sabres have hit box problems and fists do tend to leave behind a floating fist on a specific spot regardless.
Buñuelos de Manzana 16 Apr @ 4:52am 
the headsets that slowly empower the melee attack like the boxing helmet dont work with calamity
PumpkiNot  [author] 13 Apr @ 11:02pm 
Maybe, but it may not be worthwhile as it might take multiple days
ClayWarTheOne 13 Apr @ 10:28am 
can you make this compatible with the WeaponOut Lite mod?
Rankg uwu 9 Apr @ 11:30pm 
ah y otra cosa, el mod funciona raro en Multijugador
Rankg uwu 9 Apr @ 11:26pm 
Disculpa, podrias ayudarme, quiero hacer un complemento con este mod que sea un complemento Calamity + WeaponOut pero no tengo gran conocimiento en mods alguna ayuda? o
consejo
high noon 431 9 Apr @ 5:27pm 
I got the photo but I can’t copy the text
high noon 431 9 Apr @ 5:26pm 
Yup, seems compatibility with MrPlague mod
PumpkiNot  [author] 9 Apr @ 3:39pm 
Might be an issue with mod compatibility. Does it error say anything about the exact location/cause?
high noon 431 9 Apr @ 1:23pm 
Just the ones from this mod, I think it has to do with the armor set bonus
PumpkiNot  [author] 9 Apr @ 5:03am 
All armor pieces or just the ones from this mod?
high noon 431 8 Apr @ 7:00pm 
btw i was using the clothier headset, i dont know if its relevant
high noon 431 8 Apr @ 6:59pm 
i have an issue, all "armors" are bugged and once worn (even in vanity) inmidiatly crashes the game, it says something about dividing by 0, hats and leggins work fine tho
PumpkiNot  [author] 7 Apr @ 3:24pm 
It says the primary fire isn't supposed to do knockback, so I think it's fine? Guess I'll check the alt fire, though
SpecyJ 7 Apr @ 6:53am 
After testing again. I forgot to report another thing about the Steam Persuader, the bullet knockback is non-existent: enemies receive damage, but are not pushed back at all. The secondary fire has improved since the last update though.
DN_HolyGhost 6 Apr @ 9:31am 
The translation has taken effect, thank you very much!!
SpecyJ 6 Apr @ 6:49am 
There are two required tweaks I noticed. The stackable items especially the ammo only stacks to 999 when 1.4.4 has 9999 stacks. Also the Steam Persuader's secondary shotgun blast is rather janky and spreads inconsistently, almost 360 degrees and at varying velocities like some bullets from the secondary spread can be slower than the player.
PumpkiNot  [author] 5 Apr @ 10:22am 
There is already a Chinese translation, but I can never seem to get localization files to work
hoit 5 Apr @ 10:15am 
you will probably need to wait till a chinese translation mod is released
DN_HolyGhost 5 Apr @ 7:30am 
Help me, how can I change this mod to Chinese?
PumpkiNot  [author] 4 Apr @ 3:57am 
Just some fixes. It is a port, after all, and I wouldn't want people who came just to play the original to get something other than what they wanted.
I haven't tested every item, but the base mechanics seem to work as fine as I know them to. Multiplayer is untested and has a high chance of not working as it seems like there were some issues with multiplayer in the original
hoit 4 Apr @ 3:54am 
also curious if there are any bugs that disrupt the gameplay like the other port released
hoit 4 Apr @ 3:50am 
WIP means there's gonna be more content added or just some fixes?
SpecyJ 4 Apr @ 3:20am 
Thanks for the response and now I understand rocket 3s are required for the blue trail.
At least the recent update removes the double rocket problem from the assault rifle. Still with Weaponout being a relatively old mod, hopefully a lot of the old items and new items can be upgraded or accommodate mini-nukes.
PumpkiNot  [author] 3 Apr @ 10:00am 
I think the rocket is supposed to be red. I looked at the projectile images, and the rocket 1 is red and the rocket 3 is blue. Rocket 3 is just Rocket 1 except with more damage and cost, with both being harmless to tiles.
Unfortunately, I couldn't find an issue with the shotgun fists. Though, if there is an issue, it probably applies to all fist items
SpecyJ 3 Apr @ 4:16am 
Been testing. So far so good to see this mod updated. However as feedback since this port is still in the works. The All-Porpoise Assault Rifle right click rockets tend to shoot double rockets and the particle trails are red instead of the original blue. Also the blasts one shot the player if they're caught in it.

Shotgun Knuckleduster left click also tends to appear away from the player sprite. I'll continue testing, but it's still a good mood despite the minor problems.
Cat_Nyn 3 Apr @ 2:51am 
Это едиственный мод который я ждал спасибо автору:terraria:
ClayWarTheOne 1 Apr @ 1:30pm 
nice!
Kircensan 1 Apr @ 6:23am 
Thanks for the port! I've been waiting for this mod for a long time, I especially liked the combat gloves from this mod!
NeosCrimson 31 Mar @ 11:37am 
Duuuuuuuuuuude this is awesome! i always wanted this mod! Thanks!

i just hope it doesnt crash my current run