tModLoader Extra Explosives

Add more troll bombs?

  • Yes!!

    Votes: 8 53.3%
  • na...

    Votes: 2 13.3%
  • Just add more bombs!!!

    Votes: 6 40.0%
  • NUKE

    Votes: 9 60.0%

  • Total voters
    15
  • Poll closed .
V3.2
  • Optimized some of the long lists so they should load in faster now.
  • Moved the Cpt. Explosive's checker to the world-class to ensure it's tied to the world instead of the player. (Also fixed some issues with it.)
  • Added the Holy Hand Grenade
  • The cookbook icon now has a locked icon if the player is unable to open it
  • Adjustments to lighting when bombs explode
  • Redid the dust system for explosives
  • Added damage reduction for vanilla worm bosses
  • Added shaking to bigger explosives
 
I have an idea!
A bomb called Radioactive Explosive crafted with one Explosive(The ones used in the Vanilla game as a trap) and Uranium(Could totally add this as an ore hard to come by, but finding one vein can have a large amount of uranium). Uranium cannot be crafted into a bar form, but is used for this explosive(and in turn maybe a nuclear bomb!). Being within 4 blocks of placed uranium poisons, slows, weakens, and darkens the player. Meaning that being near it is bad for your health. Having some in your inventory gives you those debuffs indefinitely until it is removed from your inventory. You will need a decent amount of uranium chunks to make a Radioactive explosive, about 20 perhaps? Maybe more. But having a Radioactive Explosive in your inventory gives you the same effects plus weak Radioactive poisoning, which drains 10 hp every 10 seconds. Being near a placed Radioactive Explosive gives you all of the same effects, but detonating it is worse. It can't destroy blocks but causes a dark green mist to appear everywhere within 15 blocks of it at the same time as it deals 100 damage to ANYTHING within those 15 blocks of it and the mist lasts a minute all the while inflicting all previously mentioned effects, but the Radioactive poisoning is no longer 'Weak' it is normal which deals 10 damage every 5 seconds. it is destroyed upon detonation and can be used to craft ZE NUKE, which gives Strong Radioactive Poisoning that causes 10 damage every second to those inflicted with it.
 
Hello! Today just out nowhere I started getting an error while initializing this mod. It seems that it happens when I am connected to the internet. Here is some part the client log

[13:08:50] [9/INFO] [ExtraExplosives]: 0 Extra Explosives logger
[13:08:50] [9/DEBUG] [tML]: Web Request: http://google.com/generate_204
[13:08:50] [9/DEBUG] [tML]: Web Request: https://raw.githubusercontent.com/VolcanicMG/ExtraExplosives/master/Version.txt
[13:08:50] [9/WARN] [tML]: Silently Caught Exception:
System.Security.Authentication.AuthenticationException: A call to SSPI failed, see inner exception.
at System.Net.Security.SslState.StartSendAuthResetSignal(ProtocolToken message, AsyncProtocolRequest asyncRequest, Exception exception)
at System.Net.Security.SslState.CheckCompletionBeforeNextReceive(ProtocolToken message, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ProcessReceivedBlob(Byte[] buffer, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.CheckCompletionBeforeNextReceive(ProtocolToken message, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ForceAuthentication(Boolean receiveFirst, Byte[] buffer, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ProcessAuthentication(LazyAsyncResult lazyResult)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Net.TlsStream.ProcessAuthentication(LazyAsyncResult result)
at System.Net.TlsStream.Write(Byte[] buffer, Int32 offset, Int32 size)
at System.Net.PooledStream.Write(Byte[] buffer, Int32 offset, Int32 size)
at System.Net.ConnectStream.WriteHeaders(Boolean async)
at System.Net.HttpWebRequest.EndSubmitRequest()
at System.Net.Connection.CompleteConnection(Boolean async, HttpWebRequest request)
at System.Net.Connection.CompleteStartConnection(Boolean async, HttpWebRequest httpWebRequest)
at System.Net.Connection.CompleteStartRequest(Boolean onSubmitThread, HttpWebRequest request, TriState needReConnect)
at DMD<System.Net.Connection::SubmitRequest>(Connection , HttpWebRequest , Boolean )
at DMD<DMD<Hook<System.Net.Connection::SubmitRequest>?72766>?654897::Hook<System.Net.Connection::SubmitRequest>?72766>(Connection , HttpWebRequest , Boolean )
at System.Net.ServicePoint.SubmitRequest(HttpWebRequest request, String connName)
at System.Net.HttpWebRequest.SubmitRequest(ServicePoint servicePoint)
at System.Net.HttpWebRequest.GetResponse()
at System.Net.WebClient.GetWebResponse(WebRequest request)
at System.Net.WebClient.DownloadBits(WebRequest request, Stream writeStream, CompletionDelegate completionDelegate, AsyncOperation asyncOp)
at System.Net.WebClient.DownloadDataInternal(Uri address, WebRequest& request)
at System.Net.WebClient.DownloadString(Uri address)
at ExtraExplosives.ExtraExplosives.Load() in ExtraExplosives.cs:line 652
at Terraria.ModLoader.ModContent.<>c.<Load>b__38_0(Mod mod)
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction)
at Terraria.ModLoader.ModContent.Load(CancellationToken token)
at Terraria.ModLoader.ModLoader.Load(CancellationToken token)
at System.Threading.Tasks.Task.Execute()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot)
at System.Threading.Tasks.Task.ExecuteEntry(Boolean bPreventDoubleExecution)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
 
Can I suggest for you to add bombs from 1.4?
  • Tunnel Bomb - Works like Scarab Bomb (It could change direction via player's direction towards the bomb, or cursor's direction), either crafted, obtained from desert biome, or sold by Demolitionist
  • Reverse Bomb - Works like Dirt Bomb, basically fills the hole, rather than creating a hole (with Sticky/Blue variant) (and Dynamite version with Sticky/Blue variant) (there could be version for evil blocks, mud, etc-etc.), could be crafted, or sold by Dryad

Other suggestions:
(Edit: Seems some of them already exist without realizing, my apologies)
  • Purity Bomb - Works like Purification Powder, but in a size of a bomb, and doesn't destroy tiles, explodes upon contact with crimson/corrupted tiles, only hurts crimson/corrupted enemies, could be crafted with Bomb and Purification Powder, or sold by either Dryad or Demolitionist
  • Shrapnel Bomb/Frag Grenade - Deals no explosive damage, but shoots out heckton of low-damage shrapnels, visually shoots out similar to High-Velocity Bullet, sold by either Arms Dealer or Demolitionist
  • Black Hole Bomb/Singularity Grenade - When it stops moving after being thrown, it will float midair and turn into electric orb (any color you'd like), sucks all nearby enemies, the orb slowly grows, until it explodes, blowing up sucked enemies, crafted pre-mech). There could be variants with non-destructive and destructive to tiles, maybe the Black-Hole Bomb sucks surrounding tiles and enemies, and Singularity Grenade for enemies only
  • Shockwave Bomb/Blast Grenade - Deals no damage and doesn't destroy tiles, but gives massive knockback, flinging anyone (enemies or including you) away from the blast (similar to Terraria Overhaul's harmless rocket jump explosive rounds)
  • Chinese Firecracker - It doesn't explode like ordinary grenade or bombs, but it gives continuous pop sound that deals constant low-but-rapid damage to nearby enemies until it dies out (Either craftable, or sold by Travelling Merchant, along with dynasty blocks)
  • Martian Grenade - Similar to Shrapnel Bomb/Frag Grenade, but it shoots out homing bullets towards nearby enemies (either dropped by Martian Troopers, or crafted with Martian Plating)
  • Hellevator Bomb - An AFK bomb alternative to LuiAFK, Very expensive to craft (heckton of bombs & gels), works like an ordinary sticky bomb, but constantly explodes and falls down the hole, only stops exploding once it reaches Underworld (you might encounter some lag and rendering issues with it if you plan to use it multiple times and off-screen), the reason it should be with sticky bombs is because it might suddenly change direction upon hitting angled blocks, defeating the purpose of hellevator
  • Remote-Controlled Bomb - Left Click to throw bombs, Right Click to detonate all thrown bombs (limited amount for balancing), could be non-destructive or destructive to tiles
  • Null Bomb - Works similar to your Phase Bomb, but different: Doesn't destroy tiles, but it destroy enemy projectiles, either certain radius or whole screen (craftable post-moonlord, since this is very op)
  • Throwable IED - Works similar to Dynamite, but doesn't destroy tiles, only deals damage similar to Dynamite
  • Midas' Bomb - Golden version of a bomb, turns everything to gold ore, killed enemies will drop more coins, sold by Demolitionist in hardmode in expensive price, also when you have golden dust in your inventory (vanilla item sold by Merchant)
  • Prank Dynamite - Works like Confetti Bomb (from Party Girl), except it exactly looks like an ordinary dynamite, it has very long fuse time, harmless and non-destructive, explodes into confetti, only sold by either Party Girl or Demolitionist if one or more players exist (basically the mod checks the server first if it's multiplayer or not, or detects when another player joins the game), you can scare the heck out of your teammates either while mining or inside the base with them
  • Wasp Grenade - Basically a hardmode version of Bee Grenade, but with Wasps
  • Sponge Bomb - Works like Dynamite, but it destroy water tiles, technically absorbing them
  • Water/Lava/Honey Bomb - Works opposite from Sponge Bomb, and works like Dirt Bomb, it fills up Lava, Water or Honey upon explosion, good for creating artificial Water/Lava lake
  • Frost Bomb - Non-destructive harmless bomb that temporarily gives 'Frozen' debuff to all enemies (except bosses) on its specific blast radius, or the whole screen
  • Medusa Bomb - Hardmode version of Frost Bomb, but permanently petrifies them, , either craftable with hardmode resources, or sold by Demolitionist in hardmode
  • Artillery Strike - One-time use/consumable item, works similar to star fury, but without the swords and drops multiple bombs /rockets (non-destructive or destructive) for long duration. You throw a red-colored smoke (either from flare or smoke grenade) as a marker, has delay before being dropped, but deadly and has longer duration while dropping bombs. And after use, it gives you a debuff that works like a cooldown similar to potion sickness (for balancing), and for multiplayer, the cooldown debuff will be shared to all players to prevent others from simultaneous usage (if you want it to be balanced in multiplayer)
  • Flak Grenade - Similar to Shrapnel Grenade, but rather than shooting fragments around it, it shoots fragment in shotgun-style towards its landing direction, suggested to be thrown upwards, because it obeys gravity, so it'll shoot downwards without missing any enemies towards it
A visual example for Flak Grenade:




Explosive launchers:
  • Portable Hand-Cannon - Basically a mini-version of vanilla Hand-Cannon, and Pre-hardmode version of Grenade Launcher, the weapon itself deal no damage, only the grenade itself, the grenade is launched in high velocity compared when thrown by hand, uses Grenade as ammo, as well as Sticky Grenade and Bouncy Grenade
  • Portable Blaster - Similar to Portable Hand-cannon, and Terraria Overhaul's Harmless Rocket Jumper, it boosts you from opposite direction of a cursor upon firing, this could be a good pre-hardmode alternative for dashing accessory, except it's not an accessory, sold by Demolitionist

Since explosive class were mostly based on ranger class due to its ability to being thrown (thrower class) and being launched/shot from rocket-launching weapons (from gunner class) which technically both branches toward ranger class, I would suggest adding one for melee weapons too:
  • Explosive Flails - Works like 1.4 Flails, but explodes on contact with enemies when launched towards your cursor
  • Explosive Hammer - Just like someone suggested with Wall Bomb, it doesn't destroy tiles, but you could destroy multiple walls in radius similar to bomb or dynamite, also deal explosive damage to enemies, sold by Demolitionist after defeating Skeletron (kinda reminds me of Killing Floor 2's shotgun hammer)
  • Baseball Bat & Grenade - It doesn't make sense when you see a sword that launches projectile, especially grenades, so it would launch one with bats instead, launches grenade on-swing, baseball bat could also deal melee damage, launched grenade comply to gravity which it eventually falls down, explodes on-contact with enemies (either crafted or sold by Demolitionist)
  • Explosive Fist - The weapon looks like Molten Glove, it works like a shortsword where your fist will thrust (punch) in cursor's direction, explodes on contact with tiles or enemies, there would be variants for non-destructive and destructive (optional suggestion: Hold Left Click to charge the attack, which it increases blast radius, from grenade to dynamite radius) (crafted from Molten Gloves, converting an accessory to weapon)
 
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maybe add a item called "bomb guide" that will tell how to get the materiels for most of the bombs or bombs that undo explosions or build like dirt or stone bombs
 
this mod is cool and i am really enjoying it but this mod need more explosives weapons to attack enemies without destroying blocks to go through the game. right now the only weapons are endgame. i've played the entire pre-hardmod with grenades and the armors bonus sets work with it but not the accessories.
 
this mod is cool and i am really enjoying it but this mod need more explosives weapons to attack enemies without destroying blocks to go through the game. right now the only weapons are endgame. i've played the entire pre-hardmod with grenades and the armors bonus sets work with it but not the accessories.
You are right, we do need more weapons. As for the pre-existing ones and the destruction of blocks, depending on what type of rocket ammo you are using, rockets will dictate if you get block-breaking explosions or not.
 
I know the answer is probably obvious but I cant figure out how to get the class emblem to do its full description cuz I still take damage from my explosives
nvm the answer was obvious
 
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