What if wind could push projectiles in Terraria?
Those of you familiar with older Terraria versions
might know that the North Pole’s snowflakes used to be affected by the direction of the wind. Back
then, it was a popular trivia fact and especially unique, given that it was the only weapon affected
by the normally passive and invisible force. While this effect has since been removed –
being disabled on the North Pole from 1.4 onwards – there is evidence that the developers
once had much more planned for this game’s wind physics. Within the game’s code, there is
a hidden toggle called “windPhysics” that, when set, allows wind on the surface to
actually move quite a few projectiles in the game – mostly weapon projectiles. Huh.
This is actually a fully implemented feature – this is in the game NOW – the only
thing stopping it from working is the fact that it’s hard set to off in the game’s code. That’s
it – otherwise, it’s a completely working feature. Therefore, if we can just flip this toggle
on (which, honestly, is very simple), we can get a glimpse of what projectile wind physics
could’ve looked like before they were scrapped. Was it a missed opportunity or are we better off
without pushy wind? Well, we’re to about to see. Some of the effects of wind
on projectiles are obvious. For slow or limited range weapons, shooting
downwind will get you a lot more range than shooting upwind. For example, the Vampire Knives;
on a blustery day, the latter can get double the range downwind versus upwind. Same goes for
weapons like the Magic Dagger, Shurikens/Throwing Knives, or most bows (especially slower ones).
The cap off in range can often be quite sharp. For the slowest limited range weapons, like
the Magical Harp, shooting upwind can often be downright impossible. Even at the edge of
the screen, where the Magical Harp gets the most velocity, you get a pitiful amount of range.
Weapons with non-gravity-affected projectiles, namely guns, are even funkier, as the projectiles
continue to stay airborne. Instead of causing the projectiles to lose speed and then promptly
hit the ground, the wind continues to affect the projectiles as they stay airborne. The
wind can actually reverse the direction of the bullet and accelerate it downwind, which
causes it to come back towards the player, essentially making a massive U-turn.
Wind does a bit more than just screw with weapon range though – it also
leads to some… unintended behavior. The most glaring one is probably what it does to
normally stationary projectiles: it causes them to “roll” – that is… MOVE. Glowsticks, Proximity
Mines, the flames from Molotov Cocktails, and yes, even “Sticky” explosives are still affected
by wind on the ground. This means they’ll keep rolling across the ground downwind until
they hit some obstacle or are otherwise ended. I imagine that this would be rather inconvenient
were this an actual feature… although throwing Molotov Cocktails upwind might actually
be a really effective strategy with how the fire travels downwind like this.
Speaking of effectiveness, wind also makes a few attacks a lot less effective.
The “smart bounce” on Crystal Darts or Nano Bullets which auto aims toward enemies after
a bounce is completely thrown off by the wind as it doesn’t account for it – don’t expect
it to work as well with even a light breeze. Likewise, minions like the Pygmy Staff
or Imp Staff which shoot things might be thrown off significantly by the wind
too, causing them to miss more often. From just these few examples, I think it’s
pretty obvious why wind physics (at least in this form) wasn’t added to Terraria
when 1.4 released. It’s just… broken; note the sliding sticky grenades and the U-turning
bullets – and even if it wasn’t, it’d be a massive departure from how the game has played since its
release. Even if it were a fraction as powerful or affected only a subset of the projectile types
this scrapped feature did, it would still affect gameplay in a way that just isn’t “Terraria-like”.
I don’t think any of us want to predict the wind. We really didn’t miss anything in my opinion.
Although I don’t think it is a gameworthy feature, like many broken, old, and hidden parts of the
game it is still fun to experiment with. You can easily play around with it using a small
custom mod that you can write with nothing but tModLoader and a text editor, and the game
even has another hidden variable that you can use to adjust the strength of the wind,
too. I always encourage you to have fun. If you enjoyed this video, please consider
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and if you’re interested in joining the community, my Discord server is in the description as well!
Either way though, thank you for watching, and good day and good bye. See
you next fortnight to month.
What if wind could push projectiles in Terraria?
what did you expect?
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What if wind could push projectiles in Terraria?
34 Comments
THOSE WHO KNOW:
peak (first)
That's such an interesting feature 🤔
cool
Omg Ive been thinking about this for the past few years. So glad it's now been addressed ❤
Sub minute recommended pull, video sounds interesting too.
If wind could, the future of Terraria golfing would be much more different for the three people that do it.
Now it's time to wait for "can you beat terraria while playing ranger in a 10x wind strength hurricane"
The bullets kinda look like that one Star Wars hyperdrive effect
Main.windphysics = ture;
– Terrasteel, 2025
weather vane
I actually really like this. Wind is so neglected in the game, as is most weather. I hope that something better will come of weather in 1.4.5!
Good music!
secret seed for 1.4.5?
Would work great in a secret seed, make legendary mode even more miserable
It could be a very cool mechanic, I've always wanted wind to have physical effects on gameplay, but it may become a bit annoying. At least storms shound have some practical features like wind to push you around, debris to be carried around and lightning to be struck to your general location!
For the Worthy and Zenith should enable this and make it worse. lol.
I just want to say thank you for actually including pretty good subtitles in these videos.
Wasn't one of Duke Fishron's attacks also affected by wind?
if they changed the system to make some projects resistant/immune to wind, it could actually be pretty neat. bullets are obvious – any projectile that moves really fast should be basically immune to wind. and some projectiles, like magic harp or hardmode bows, should also strongly resist the wind. they shoot their projectiles with a good amount of strength, even if the projectiles arent moving very fast, they should be able to "cut through" the wind. but something like a wooden bow and wooden arrows makes sense to be less able to resist the effects of wind
although the problem is that this system would really screw up rangers' aim, and maybe certain magic weapons, while having relatively little effect on melee and basically 0 effect on summoner. so yeah its probably best it never gets officially added. although, putting it in gfb or some other silly seed could be fun
I've never been so early for a video 😀
Cool video 💪
Deltarune soundtrack detected!!!
Would be cool if this was only enabled using the "For the Worthy" seed tho!
This seems like a really good mechanic for a secret seed tbh
Other than that, im glad it wasnt implemented. Happiness is still a controversial change so imagine something that YOU CANT CONTROL OR PREDICT affecting your weapons directly instead of just making some things cost more.
Me when I miss all my arrows but the wind makes them land anyways B) (would never happen)
i do feel like the way to implement this if it were to be implemented would be in only specific events (eg sandstorms/snowstorms) adding a bit of extra flavour and stuff you need to play around without getting in the way of gameplay outside of these cases, granted it may just end up making said events more annoying
This as a feature in the world creation Menu, Top
And how is with chlorophyte bullets, can they get Stuck in middle air, wile chasing a target,
Worms.
I was about to watch some anime, but that new video notification popped up.
This takes priority.
this is giving me PTSD (when celeste mapping the red bubbles trajectory combined with wind gets incredibly hard to predict)
forgot to check the wind velocity and ended up shooting myself
0:53 i felt that ture; in my soul
curious
but fair that its no longer used
Would be crazy if it affected enemy projectiles. Imagine fighting fishron and its tornadoes not only spin but move across your arena