tModLoader

tModLoader

Projectile Auto-Homing
47 Comments
Hun-Ordos Dec 3 @ 10:55am 
Bullet hell? NO! It is a bullet HELLER
Jammy Dec 2 @ 11:09am 
i wasnt sold until i saw the enemy projectile homing LMFAO
Rivane  [author] Nov 30 @ 8:44am 
@IceKiler
Конечно, мод совместим с большинством других модов.
IceKiler Nov 30 @ 8:40am 
Мод работает с другими модификациями? Например, Каламити
st4rg1rl Nov 29 @ 9:26pm 
terraria players will do anything but play terraria bro
John Thorium Nov 29 @ 5:09pm 
My friends will still somehow manage to miss with this mod
Rivane  [author] Nov 29 @ 12:45am 
Gani_GAndon
Конечно
Rivane  [author] Nov 29 @ 12:44am 
@Noctivia
It's probably not this mod—its total size is only 56KB.
Gani_GAndon Nov 29 @ 12:39am 
а робатает ли мод на проджектайлы из каламити или других модов?
Noctivia Nov 29 @ 12:04am 
why did the mod increase by 100mb in one update dang
Rivane  [author] Nov 28 @ 8:17pm 
@Gleem
Excellent suggestion! I am currently testing this feature. However, it will only handle the projectiles fired by minions/sentries, not the minion/sentry entities themselves.
Gleem Nov 28 @ 8:01pm 
I realized minion/sentry projectiles aren't affected by this mod, but could you change the mod to affect minions and sentries. Some minions and most sentries aren't viable simply because they do not track and the projectiles are simply too slow to hit fast moving targets. This mod would go a long way in terms of equalizing some of the low power summoner options to be competitive.
Comedian Nov 28 @ 12:44pm 
Wow
An Average Rock Nov 27 @ 8:25pm 
Any chance for this to work on summon projectiles like hornet stingers and ballista bolts?
Rivane  [author] Nov 27 @ 3:49am 
@看的懂蕴雷?
好主意,我会考虑添加这个功能
看的懂蕴雷? Nov 26 @ 10:42pm 
At the moment, it might prioritize locking onto nearby targets, which results in being unable to lock onto the targets that need to be locked.
看的懂蕴雷? Nov 26 @ 10:35pm 
Set the enemy monster at the cursor position as the priority target for tracking
看的懂蕴雷? Nov 26 @ 10:19pm 
In some multi-target situations, it's not possible to lock onto the desired target.
看的懂蕴雷? Nov 26 @ 10:16pm 
Could you add an option to track the enemy at the cursor?
Molten Sh4dow Nov 26 @ 12:32pm 
awesome, thanks
Rivane  [author] Nov 26 @ 11:23am 
@Molten Sh4dow
I understand what you mean, and I'll add this feature as soon as possible.
Molten Sh4dow Nov 26 @ 11:19am 
@Rivane Thats not what i mean, the Base settings just toggles all friendly/hostile projectiles homing or not. What im talking about is a disable/enable all button in the Custom settings menu. Because, if someone just wants 5 projectiles to have homing, they have to go through and manually disable every single projectile by hand and leaving the 5 they want to have homing enabled. If there was a disable/enable all button, they could instead just press that and re-enable the 5 they want. You could turn like 200 clicks into just 6 with adding a disable/enable all button.
Zeb Nov 26 @ 6:56am 
item swings homing would be funny I imagine
Rivane  [author] Nov 26 @ 2:31am 
@sapphirephly
That’s a good idea. I’ll consider how to implement this feature.
Rivane  [author] Nov 26 @ 2:30am 
@Molten Sh4dow
We appreciate your feedback. The features you requested are all present in the settings.
The base config includes an option for global enable/disable,while the custom config provides a blacklist that allows for free toggling of individual entries.
Molten Sh4dow Nov 25 @ 11:21pm 
following my comment, maybe disable/enable all buttons on the list would basically acheive the same thing
sapphirephly Nov 25 @ 4:50pm 
you should add a config setting to apply a purple tint to all affected projectiles that would be funny i think
Molten Sh4dow Nov 25 @ 12:54pm 
Instead of All projectiles being defaulted to homing and a blacklist to disable which ones arent. Could there be another version or option in this mod to just have a whitelist to enable homing for specific weapons.
Verstappen Nov 24 @ 7:29pm 
@rivane

I tested it and everything is working perfectly now, thank you.
Rivane  [author] Nov 24 @ 3:00pm 
@Verstappen

By the way, the reason the Leaf Blade projectile of the Blade of Grass doesn't home in is that it's disabled in the custom config. The vanilla Leaf Blade already has homing functionality—if you insist on using the mod's homing logic, you can enable it in the config.
Rivane  [author] Nov 24 @ 3:55am 
@lnuguy02
@Verstappen

Thank you for the feedback!
It has now been fixed , and homing should work consistently on both vanilla and modded weapons.
Feel free to test again, and let me know if you run into anything else!
lnuguy02 Nov 23 @ 7:38pm 
Basically a visual overhaul mod, it upgrades the VFX for tons of weapons and attacks to make them look way flashier.
lnuguy02 Nov 23 @ 7:34pm 
Droplink to the mod is in description
lnuguy02 Nov 23 @ 7:31pm 
Verstappen Nov 23 @ 6:51pm 
I tested projectiles from other swords, both from vanilla and calamity, and some worked perfectly. My problem is specifically with the Fury of the Stars and the Grass Leaf.
Verstappen Nov 23 @ 6:42pm 
Okay, I installed the mod and started a new save. I started using the Star Fury and Grass Leaf spells. The mod was working perfectly until it stopped working and the sword projectiles no longer followed the enemies.
Rivane  [author] Nov 23 @ 12:11am 
@Verstappen @lnuguy02
Thank you for the report.
This may be caused by missing or incorrect configuration settings. Please note that some projectiles are intentionally skipped by the system, such as projectiles with damage ≤ 0 or projectiles with very low speed .

If resetting the configuration to default still doesn’t fix the issue, could you please provide more details, such as:
the name of the projectile
the name of the mod it comes from
This information will help me test and improve compatibility.
Thanks again.
Verstappen Nov 22 @ 7:10pm 
The mod isn't working; the projectiles aren't being guided.
lnuguy02 Nov 22 @ 11:48am 
doesnt work on modded magic projectiles from VFXplus mod outside steamworkshop
last light of the library Nov 22 @ 3:25am 
Wondered where this went, ty for bringing it back.
Driplord Astolfo Nov 22 @ 1:34am 
@Rivane I had the same happen, wondered what was going on, glad to see it's back up though.:steamthumbsup:
Rivane  [author] Nov 21 @ 11:50pm 
@Xx_Yaoitron9000xX
Yes, the old version was removed. I reuploaded the mod because the previous release had some bugs and even used the wrong category tag, which made updates harder to manage.
This version will continue to be maintained and improved. Hope you enjoy it!
potato_arsenal Nov 21 @ 2:15pm 
yeah same thing happened to me
sergeant labubu Nov 21 @ 1:47pm 
hello, did the old mod for this get removed? I was subscribed yesterday but today it says it is gone. Love this mod either way!
Rivane  [author] Nov 21 @ 9:07am 
Спасибо за подписку! Если во время игры вы обнаружите какие-либо ошибки или заметите, что что-то можно улучшить, оставьте, пожалуйста, комментарий на странице мода в Steam Workshop. Если мод оказался для вас полезным, лайк, добавление в избранное или пожертвование — это наибольшее поощрение для меня. Я продолжу разрабатывать интересные и полезные моды.:sherma:
Rivane  [author] Nov 21 @ 9:07am 
Thank you for subscribing! If you encounter any bugs while playing, or notice anything that could be improved, feel free to leave a comment on the Steam Workshop. If you find this mod helpful, liking, favoriting, or giving a tip is the greatest encouragement for me. I will continue developing interesting and useful mods.:sherma:
Rivane  [author] Nov 21 @ 9:06am 
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