Throwables Advanced

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Author: Yuri

Last revision: 19 Jul at 02:37 UTC

File size: 512.96 KB

On Steam Workshop

Description:
Throwables Advanced

Makes throwable items behave like they were actually aimed, instead of spinning randomly in the air. Knives, swords, spears, syringes and other pointed items now lock their tip toward the direction they’re flying, and only start doing so once the game detects a genuine throw – so holding, swinging, or aiming an item in your hand still feels 100% vanilla.

What it affects
  • Knife, Crystal, Chainsaw, Energy Sword, Lance, Spear, Spike, Sword, Excalibur
  • All Syringe variants (detected automatically by name, no matter how many exist)
  • Literally any other item in the game (even from other mods) – right-click it and toggle "Throw Lock" from the context menu

The Axe was intentionally left untouched – after a lot of testing, an axe’s spin turned out too inconsistent to lock reliably, so it was reverted to fully vanilla behavior.

How it works

The mod watches every affected item’s Rigidbody2D every physics step. It only locks the rotation once ALL of these are true:

  • Speed is above a minimum threshold (so a light nudge while aiming doesn’t trigger it)
  • That speed has been sustained for several frames in a row (filters out a quick jolt from just picking the item up)
  • The direction of travel is stable frame to frame (swinging an item in your hand to aim is an arc – a real throw is a nearly straight line)

Once a real throw is confirmed, the item’s rotation is locked to match its velocity vector every physics step, and any leftover spin is cancelled out. As soon as it collides with something (ground, wall, a person), the mod lets go and stops touching it – if it later comes to rest, it automatically re-arms itself for the next throw, no need to "pick it back up" for the mod to detect it again.

Any weapon, no code editing

Right-click any item in the game and you’ll see a new Throw Lock entry in the menu. Toggle it on any weapon – including ones added by other mods – and it starts locking its rotation on throw immediately, permanently (saved between play sessions). Fine-tune its angle right there too, with +/-90°, +/-10°, and +/-1° nudge buttons that show the current value live.

Aiming

Right-click a throw-locked item and choose Set Aim Target, then click anywhere on the map (a person, a wall, anything). That specific item redirects its initial throw velocity there the next time you throw it – keeping the exact force you threw it with, so this is aiming, not homing: a weak throw still falls short. Right-click again to cancel a pending selection, or use Clear Aim Target to remove one you already set.

Controls
  • F7 – turn the entire mod on/off instantly. Off = 100% vanilla behavior.
  • F9 – open/close the live diagnostics panel (bottom-right corner).
  • L + left-click – lock any item under the cursor (shortcut for the context menu toggle).
  • L + right-click – unlock it.
  • Right-click any item – Throw Lock toggle, angle nudges, and Set/Clear Aim Target.

Changelog highlights
  • Right-click context menu integration: toggle lock, nudge angle, and set aim – all without touching the code
  • Replaced the old "hold O + click" aiming with per-item aim targets set through the menu
  • Broader detection: any item in the game can be locked now, not just the hardcoded list
  • Various angle fixes for Crystal, Syringe, and other items based on community feedback

Notes

This is very much a work in progress – some items may still need their angle fine-tuned depending on how their art was drawn (right-click the item to adjust it directly). Feedback and bug reports welcome.

ITS MY FIRST TIME MAKING MODS!

i’m sorry for some delays imade, i dont know much of updating the mods, lol, but i think its all good to go now! everything i said i changed is changed (probably) by now.