tModLoader The Throwing Expansion

You never talked about the cryo admin hat. This third headpiece goes with the cryo armor set. The headpieces are: galea, hat, and ADMIN HAT. I never saw this talked about. It appears uncraftable, yet it is in the mod. It provides 30 defense and 50% increased movement speed. It has a set bonus of +50% movement speed; I was able to get the set bonus to activate with no other armors on. The helmet alone activates the set bonus. It also appears to significantly increase how much time wings can fly for, double or triple. It has a purple rarity instead of the yellow rarity the other pieces have. Could you add this head piece in the game, explain how to get it, and really like just why it is so overpowered with wings and your speed.

The reason the "Cryo Admin Hat" is unobtainable is because, like the name implies, it is an Admin item that is not supposed to be obtainable or craftable. Everything you described about this item was intended, and the reason I made it was to make getting across the world faster for some testing purposes. Sorry, but I do not intend to add this item in as a legitimate drop, and the only current way to get it is by cheating it in.

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Mod Update: Changed the hardmode throwing alternative helmets to be more like their vanilla versions, and to also increased throwing speed now. Fixed bugs, and balanced some things.
 
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This mod adds many javelins, however I feel it could add more shurikens, throwing knives, and grenades. All of these can have an infinite version.This is just a suggestion, of course you could change what I thought of. By the way, I have to say, I love the mod
All new grenades should be made craftable at a hardmode anvil

Ichor Grenade:
75 damage
9 knockback
42 use time
6.5 velocity
Can stack up to 999 for infinite version
Slightly bigger explosion than normal grenade, slightly faster use time, inflicts ichor in explosion
50 grenades, 2 oricalicum/mythril bars, (which bar has no effect on item) 5 ichor, for 50 ichor grenades

Cursed Grenade:
70 damage
7 knockback
39 use time
6 velocity
Can stack up to 999 for infinite version
Slightly bigger explosion than normal grenade, faster use time, inflicts cursed inferno in explosion
50 grenades, 2 oricalicum/mythril bars, (which bar has no effect on item) 5 cursed flames, for 50 cursed grenades

Shroomite Grenade:
90 damage
9 knockback
46 use time
7.5 velocity
Can stack up to 999 for infinite version
Bigger explosion than normal grenade, slightly slower use time, glowing mushrooms spin in radius for a short time, like the mushroom spear
50 grenades, 3 shroomite bars, 1 mushroom, 1 vile/vicious mushroom, (which mushroom has no effect on item) for 50 shroomite grenades

Ice Shuriken:
12 damage
14 use time
1 knockback
9 velocity
Ice Shurikens will chill enemies, possibly a small chance to freeze them?
15 shurikens, 20 ice blocks, at a work bench, for 15 ice shurikens

Obsidian Shuriken:
25 damage
13 use time
2 knockback
10 velocity
Obsidian Shurikens should have higher pierce/maybe fire debuff instead
40 shurikens, 5 obsidian, at an anvil, for 40 obsidian shurikens

Shuriken of Night
26 damage
5 use time
2 knockback
18.5 velocity
Shurikens of Night should throw fast, and have high velocity. They could have 1 or 2 pierce.
40 shurikens, 1 dark shard, 2 souls of night, at a hardmode anvil for 40 Shurikens of Night

Shuriken of Light
33 damage
18 use time
5 knockback
8.5 velocity
Shurikens of Light should throw slightly slower with less velocity, but more damage, pierce, and knockback
40 shurikens, 1 light shard, 2 souls of light, at a hardmode anvil for 40 Shurikens of Light

Cryo Shuriken
47 damage
11 use time
7 knockback
10.5 velocity
Cryo Shurikens could chill and frostburn enemies, because they will be the strongest shuriken
60 shurikens, 5 cryo bars, 1 frost core, at a hardmode anvil for 60 cryo shurikens

Dark Throwing Knife
15 damage
14 use time
2 knockback
11 velocity
Dark Throwing Knives should poison/maybe venom enemies, and have 1 or 2 more pierce
50 poisoned throwing knives, 50 bone throwing knives, 2 demonite/crimtane bars, (which bar has no effect on item) for 50 dark throwing knives

Adamantite Throwing Knife
35 damage
13 use time
2.5 knockback
10.5 velocity
50 throwing knives, 2 adamantite bars, at a hardmode anvil, for 50 adamantite throwing knives

Titanium Throwing Knife
36 damage
15 use time
3 knockback
9.5 velocity
50 throwing knives, 2 titanium bars, at a hardmode anvil, for 50 titanium throwing knives

Chlorophyte Throwing Knife
41 damage
12 use time
3 knockback
11 velocity
Chlorophyte Throwing Knives will inflict venom debuff, maybe also poison
50 throwing knives, 2 chlorophyte bars, at a hardmode anvil, for 50 chlorophyte throwing knives

Ghostly Throwing Knife
44 damage
11.5 use time
2.5 knockback
11 velocity
Ghostly Throwing Knives have infinite pierce like a jester's arrow, however they arc and fall like a throwing knife
50 throwing knives, 2 specter bars, at a hardmode anvil for 50 Ghostly Throwing Knives
 
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This mod adds many javelins, however I feel it could add more shurikens, throwing knives, and grenades. All of these can have an infinite version.This is just a suggestion, of course you could change what I thought of. By the way, I have to say, I love the mod
All new grenades should be made craftable at a hardmode anvil

Ichor Grenade:
75 damage
9 knockback
42 use time
6.5 velocity
Can stack up to 999 for infinite version
Slightly bigger explosion than normal grenade, slightly faster use time, inflicts ichor in explosion
50 grenades, 2 oricalicum/mythril bars, (which bar has no effect on item) 5 ichor, for 50 ichor grenades

Cursed Grenade:
70 damage
7 knockback
39 use time
6 velocity
Can stack up to 999 for infinite version
Slightly bigger explosion than normal grenade, faster use time, inflicts cursed inferno in explosion
50 grenades, 2 oricalicum/mythril bars, (which bar has no effect on item) 5 cursed flames, for 50 cursed grenades

Shroomite Grenade:
90 damage
9 knockback
46 use time
7.5 velocity
Can stack up to 999 for infinite version
Bigger explosion than normal grenade, slightly slower use time, glowing mushrooms spin in radius for a short time, like the mushroom spear
50 grenades, 3 shroomite bars, 1 mushroom, 1 vile/vicious mushroom, (which mushroom has no effect on item) for 50 shroomite grenades

Ice Shuriken:
12 damage
14 use time
1 knockback
9 velocity
Ice Shurikens will chill enemies, possibly a small chance to freeze them?
15 shurikens, 20 ice blocks, at a work bench, for 15 ice shurikens

Obsidian Shuriken:
25 damage
13 use time
2 knockback
10 velocity
Obsidian Shurikens should have higher pierce/maybe fire debuff instead
40 shurikens, 5 obsidian, at an anvil, for 40 obsidian shurikens

Shuriken of Night
26 damage
5 use time
2 knockback
18.5 velocity
Shurikens of Night should throw fast, and have high velocity. They could have 1 or 2 pierce.
40 shurikens, 1 dark shard, 2 souls of night, at a hardmode anvil for 40 Shurikens of Night

Shuriken of Light
33 damage
18 use time
5 knockback
8.5 velocity
Shurikens of Light should throw slightly slower with less velocity, but more damage, pierce, and knockback
40 shurikens, 1 light shard, 2 souls of light, at a hardmode anvil for 40 Shurikens of Light

Cryo Shuriken
47 damage
11 use time
7 knockback
10.5 velocity
Cryo Shurikens could chill and frostburn enemies, because they will be the strongest shuriken
60 shurikens, 5 cryo bars, 1 frost core, at a hardmode anvil for 60 cryo shurikens

Dark Throwing Knife
15 damage
14 use time
2 knockback
11 velocity
Dark Throwing Knives should poison/maybe venom enemies, and have 1 or 2 more pierce
50 poisoned throwing knives, 50 bone throwing knives, 2 demonite/crimtane bars, (which bar has no effect on item) for 50 dark throwing knives

Adamantite Throwing Knife
35 damage
13 use time
2.5 knockback
10.5 velocity
50 throwing knives, 2 adamantite bars, at a hardmode anvil, for 50 adamantite throwing knives

Titanium Throwing Knife
36 damage
15 use time
3 knockback
9.5 velocity
50 throwing knives, 2 titanium bars, at a hardmode anvil, for 50 titanium throwing knives

Chlorophyte Throwing Knife
41 damage
12 use time
3 knockback
11 velocity
Chlorophyte Throwing Knives will inflict venom debuff, maybe also poison
50 throwing knives, 2 chlorophyte bars, at a hardmode anvil, for 50 chlorophyte throwing knives

Ghostly Throwing Knife
44 damage
11.5 use time
2.5 knockback
11 velocity
Ghostly Throwing Knives have infinite pierce like a jester's arrow, however they arc and fall like a throwing knife
50 throwing knives, 2 specter bars, at a hardmode anvil for 50 Ghostly Throwing Knives

Good ideas! I am adding in your ideas with a few tweaks, thanks for the suggestions! So far I have added in all of your grenade suggestions, and will get around to the shuriken and throwing knife suggestions in the next updates. Played around with your Shroomite Grenade suggestion, and made the explosion release mushroom spores similar to the ones from the Giant Fungi Bulb in vanilla Terraria. Glad you like my mod!
 
The makeshift javelin needs to be nerfed. Each shrapnel by itself hits the main target with the javelin allowing for some crazy massive dmg. With the javelin launcher and javelin quiver I killed the EoC in under 5 seconds.
 
For some reason the Gladiator will not move in despite both having Javelins in my inventory AND an infinite Javelin in my inventory.

Also the infinite Javelins do not appear to work with Terraria Overhaul, no projectile is thrown and the rendering of the javelin in hand is bugged.
Normal ammo Javelins work fine
 
The makeshift javelin needs to be nerfed. Each shrapnel by itself hits the main target with the javelin allowing for some crazy massive dmg. With the javelin launcher and javelin quiver I killed the EoC in under 5 seconds.

Will Fix in the next update!

For some reason the Gladiator will not move in despite both having Javelins in my inventory AND an infinite Javelin in my inventory.

Also the infinite Javelins do not appear to work with Terraria Overhaul, no projectile is thrown and the rendering of the javelin in hand is bugged.
Normal ammo Javelins work fine

Sorry, Terraria Overhaul does not support my mod sadly, and also, I will check the code for the gladiator in the next update, but if you are having trouble at the moment, I believe defeating skeletron is also an alternate pre-requisite for getting the npc.

Hi, im new to the Terraria mods.
How can i download mods from here? :D

I would ask the Tmodloader Discord for help downloading Tmodloader if you are having trouble, but essentially, to download mods, after you have Tmodloader, there should be a mod browser button, which would allow you to search for any mods you want to download and use in Terraria.
 
I've been doing a play through with throwing as my sole damage source and even with all the supplemental mods I have any boss beyond Plantera is killing me far too quickly. So some luminite throwing armor is a must. In addition to that some javelins/shurikens/knives better than true hellfire javelins would also be nice.

I am also experiencing some extremely op bugs.
-The titanium armor shadow dodge buff has no cooldown between each shadow dodge like the vanilla armor so you can have infinite shadow dodges as long as you can be hitting enemies
-The throwing launchers speeds scale with the ammunitions use time. if this intended then this is fine but otherwise probably fix this

Feedback on this mod that I have is mostly positive. I'd say that the use of different kinds of javelins is nice and unique. Like I said before, I would like to see some luminite armor and weapons for throwing, and additionally some more uses for the gladiator/avenger/destroyer emblems for some throwing specific accesories (maybe combine it with the javelin quiver to combine their effects). This is honestly one of the better minor content mods out there that picks up the slack that Relogic left when they just threw in the throwing damage category.
 
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Hey! I'm enjoying this mod so far. I do have a few issues with it though which you may want to address or fix in your next patch:

  • Cursed Grenades require the Cursed flames book, not the item. That means that I need to craft the spell tome in order to craft a less valuable item. You would have to fix that.
  • There are no significant throwing weapons between the Mechanical bosses and the beginning of hard mode, rendering the previous javelins useless and requiring you to use grenades. Hard mode ores could also make for good javelins. Or make the true javelins obtainable before the mechanical bosses.
  • Hell Fire javelins and meteor javelins are way out of balance I killed the Wall of Flesh in less than 20 seconds with them.
  • The crafting recipe for makeshift javelins is insane. Make it at least 3 jungle spores, 1 stinger, 1 vine and 10 mahagony for 100 javelins. The jungle spores are easy to obtain, but having to obtain 25 of stingers and vines is kinda insane, especially in hard mode.
That's all I have for now. I will keep an eye out for other things that may need a change/fix.
 
This mod is pretty fun, as I personally like to play the rogue / throwing class.

I encountered a glitch in hardmode while playing with my friend. The Titanium Galea with the full set provides shadow doge, but you can keep attacking and theres no shadowdodge cooldown. This I didn't notice until my friend noticed and pointed it out. Just wanted to let you know.
 
Update! Thanks for the heads-up on these glitches, I have fixed them;

I've been doing a play through with throwing as my sole damage source and even with all the supplemental mods I have any boss beyond Plantera is killing me far too quickly. So some luminite throwing armor is a must. In addition to that some javelins/shurikens/knives better than true hellfire javelins would also be nice.

I am also experiencing some extremely op bugs.
-The titanium armor shadow dodge buff has no cooldown between each shadow dodge like the vanilla armor so you can have infinite shadow dodges as long as you can be hitting enemies
-The throwing launchers speeds scale with the ammunitions use time. if this intended then this is fine but otherwise probably fix this

Feedback on this mod that I have is mostly positive. I'd say that the use of different kinds of javelins is nice and unique. Like I said before, I would like to see some luminite armor and weapons for throwing, and additionally some more uses for the gladiator/avenger/destroyer emblems for some throwing specific accesories (maybe combine it with the javelin quiver to combine their effects). This is honestly one of the better minor content mods out there that picks up the slack that Relogic left when they just threw in the throwing damage category.
This mod is pretty fun, as I personally like to play the rogue / throwing class.

I encountered a glitch in hardmode while playing with my friend. The Titanium Galea with the full set provides shadow doge, but you can keep attacking and theres no shadowdodge cooldown. This I didn't notice until my friend noticed and pointed it out. Just wanted to let you know.

apparently the titanium set with the galea is op because as long as you keep hitting an enemy, you are invincible, like with the dungeon guardian bug. please make it so that there is only a chance for the shadow dodge to work

I fixed the Titanium Galea set, and it no longer makes you invincible. Thanks for letting me know about this glitch, I probably would not have seen it myself otherwise.

Hey! I'm enjoying this mod so far. I do have a few issues with it though which you may want to address or fix in your next patch:

  • Cursed Grenades require the Cursed flames book, not the item. That means that I need to craft the spell tome in order to craft a less valuable item. You would have to fix that.
  • There are no significant throwing weapons between the Mechanical bosses and the beginning of hard mode, rendering the previous javelins useless and requiring you to use grenades. Hard mode ores could also make for good javelins. Or make the true javelins obtainable before the mechanical bosses.
  • Hell Fire javelins and meteor javelins are way out of balance I killed the Wall of Flesh in less than 20 seconds with them.
  • The crafting recipe for makeshift javelins is insane. Make it at least 3 jungle spores, 1 stinger, 1 vine and 10 mahagony for 100 javelins. The jungle spores are easy to obtain, but having to obtain 25 of stingers and vines is kinda insane, especially in hard mode.
That's all I have for now. I will keep an eye out for other things that may need a change/fix.

Thanks for these suggestions; I fixed the Cursed Grenades recipe, that was a big oversight on my part making it cost the Cursed Flames book rather than the item, and it was a stupid oversight that I did not realize that; I will add hardmode ore javelins and possibly some other special ones to make up for the lack of throwing weapons between the mechanical bosses and beginning of hard mode, I also want to expand and make other throwing weapons other than just javelins; I nerfed the use time of Hell Fire Javelins, Meteor Javelins, and Jester javelins by 5 to make them balanced; And finally I changed the recipe of Makeshift Javelins to be what you said. One more thing, I lowered the damage of Makeshift javelins a bit, as well as splinter javelins, and they may be privy to further nerfs in the future. Also, I will make a vampire throwing knives throwing damage variant very soon. Thank you very much for all of your guys' comments, they help greatly when I check what I need to change about this mod! Sorry, I have been busy for a while, so I have not been updating or paying attention to my mod as much, but I do read these comments and always take them into consideration, so thanks. I am open to further suggestions or bug reports ~
 
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their is a bit of a balance issue with the Titanium Galea as hitting a enemy basically makes you unable to take damage thou this usually is not a problem but it has no cooldown meaning you can refresh the dodge everytime you attack making this set broken.

you said in a earlier post that this was fixed but that dont seem to be the case
 
This is just a suggestion but could you make it that the Daybreak deals throwing damage and make solar armour increase throwing damage along with melee damage? If you even see this anyway :/
 
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