tModLoader Terralands, By LeeTG3

Do you like my mod?

  • Yes

    Votes: 24 80.0%
  • No

    Votes: 6 20.0%

  • Total voters
    30
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I will be continued to some sprites of Orson's Mod and Terralands Mod soon so I should gonna come back and do some more sprites :) but for now, I had other things to do and that means it so yep. I will do some sprites, I had some ideas of the tools and much :happy:
 
I will be continued to some sprites of Orson's Mod and Terralands Mod soon so I should gonna come back and do some more sprites :) but for now, I had other things to do and that means it so yep. I will do some sprites, I had some ideas of the tools and much :happy:
Yes. Your sprites are great. The sprites you posted on terralands discord will be in the next update!
 
I'm back! I will be making theses youtube videos for all the important things in the 10000 Downloads update!
 
I have some ideas... :)
2 weapons, one Boss! :)

Let's go!

Weapon Nr. 1:
Chaotic Blade
64 melee damage
3% critical strike Chance
Average Speed
Good knockback

Made with..
10 Crystal Shards
20 Souls of Light
1 Chaos Soul (dropped by Chaos Elementals (30% Chance)
and 1 Mythril Sword
Made at an Mythril/Orichalcum Anvil

Weapon Nr.2:
Fury of Gods
150 melee damage
Insanely fast Speed
Strong knockback
5% crit strike Chance
"Bring them to the Knees!"

Made with...
10 Luminite Bars
1 Terra Blade
10 Souls of Might
At an Ancient Manipulator

and my Boss idea!

The Eater of Purity!

3500 HP
10 damage
10 defense

He tries to ram you like the other worm bosses. He cannot split.
In Expert Mode, he shoots you with dirt balls, like the Eater of Worlds with is Corruption Balls.
When he is defeated, he Drops:
6-10 Lesser Healing Potion
Grass Relic (now used to make the Blade of Grass)
4 Gold Coins
1 out of 2 coded!
 
@LeeTG3 , May I ask how you've coded in the Dourite bar? I've been starting to make my own mod, but I've been having trouble getting the bar properly coded. I can't seem to find any tutorials either, and I barely have any C# knowledge...
 
@LeeTG3 , May I ask how you've coded in the Dourite bar? I've been starting to make my own mod, but I've been having trouble getting the bar properly coded. I can't seem to find any tutorials either, and I barely have any C# knowledge...
Do you know how to code an item? It is the same code but with a bar as the sprite. Al0n37 makes code tutorial (the only downside to them is it just tells you to paste some code instead of telling how everything works)
 
Do you know how to code an item? It is the same code but with a bar as the sprite. Al0n37 makes code tutorial (the only downside to them is it just tells you to paste some code instead of telling how everything works)
I followed the video's instructions a while ago before posting, I had followed everything and typed it correctly but it didn't work it just came up with an error. I then tried to go through Gorateron's tutorials but they didn't explain how to make a bar.
If I'm honest I've never really done coding before and this is very new to me, but I'd like to learn as I've always wanted to be able to make something that I can share with everyone else in the community :p
 
I followed the video's instructions a while ago before posting, I had followed everything and typed it correctly but it didn't work it just came up with an error. I then tried to go through Gorateron's tutorials but they didn't explain how to make a bar.
If I'm honest I've never really done coding before and this is very new to me, but I'd like to learn as I've always wanted to be able to make something that I can share with everyone else in the community :p
well, here is the code from a bar in my mod:
Code:
using Terraria.ID;
using Terraria.ModLoader;

namespace Terralands.Items
{
    public class DouriteBar : ModItem
    {
        public override void SetDefaults()
        {
            item.name = "Dourite Bar";
            item.width = 20;
            item.height = 20;
            item.maxStack = 999;
            item.value = 100;
            item.rare = 1;
        }
        public override void AddRecipes()
        {
            ModRecipe recipe = new ModRecipe(mod);
            recipe.AddIngredient(ItemID.TinBar, 1);
            recipe.AddIngredient(null, "SteelBar", 1);
            recipe.SetResult(this, 1);
            recipe.AddRecipe();
            recipe = new ModRecipe(mod);
            recipe.AddIngredient(ItemID.CopperBar, 1);
            recipe.AddIngredient(null, "SteelBar", 1);
            recipe.SetResult(this, 1);
            recipe.AddRecipe();
            recipe = new ModRecipe(mod);
            recipe.AddIngredient(null, "DouriteOre", 2);
            recipe.SetResult(this, 2);
            recipe.AddRecipe();
        }
    }
}
 
]
well, here is the code from a bar in my mod:
Code:
using Terraria.ID;
using Terraria.ModLoader;

namespace Terralands.Items
{
    public class DouriteBar : ModItem
    {
        public override void SetDefaults()
        {
            item.name = "Dourite Bar";
            item.width = 20;
            item.height = 20;
            item.maxStack = 999;
            item.value = 100;
            item.rare = 1;
        }
        public override void AddRecipes()
        {
            ModRecipe recipe = new ModRecipe(mod);
            recipe.AddIngredient(ItemID.TinBar, 1);
            recipe.AddIngredient(null, "SteelBar", 1);
            recipe.SetResult(this, 1);
            recipe.AddRecipe();
            recipe = new ModRecipe(mod);
            recipe.AddIngredient(ItemID.CopperBar, 1);
            recipe.AddIngredient(null, "SteelBar", 1);
            recipe.SetResult(this, 1);
            recipe.AddRecipe();
            recipe = new ModRecipe(mod);
            recipe.AddIngredient(null, "DouriteOre", 2);
            recipe.SetResult(this, 2);
            recipe.AddRecipe();
        }
    }
}

This is what I've got in my ingot's .cs file, it looks correct compared to yours and I made some adjustments following Gorateron's tutorials. I'm not sure if I've done something wrong though :confused:

using Terraria.ID;
using Terraria.ModLoader;

namespace CelestialIngot.Items
{
public class CelestialIngot : ModItem
{
public override void SetDefaults()
{
item.name = "Celestial Ingot";
item.width = 30;
item.height = 30;
item.maxStack = 999;
AddTooltip("An ingot imbued with celestial powers.");
item.value = 100;
item.rare = 1;​
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.HallowedBar, 2)
recipe.AddIngredient(ItemID.FragmentVortex, 3)
recipe.AddIngredient(ItemID.FragmentNebula, 3)
recipe.AddIngredient(ItemID.FragmentSolar, 3)
recipe.AddIngredient(ItemID.FragmentStardust, 3)recipe.AddTile(TileID.WorkBenches);
recipe.SetResult(this, 2);
recipe.AddRecipe();​
}​
}​
}
 
Last edited:
namespace CelestialIngot.Items
Unless you have called your whole mod CelestialIngot, that wont work
[doublepost=1485121180,1485121118][/doublepost]
I'll help (I'm not really a sprinter or coder, but I've got good ideas, and can Sprite in a pinch)
If you have a discord account, join, otherwise I will invite you to a thing
 
namespace CelestialIngot.Items
Unless you have called your whole mod CelestialIngot, that wont work
[doublepost=1485121180,1485121118][/doublepost]
If you have a discord account, join, otherwise I will invite you to a thing

Should I change it to CelestialMod.Items then? as the mod is called CelestialMod, but by the few tutorials I read and watched they had said to put "ItemName".Items if it was the .cs file in the items folder.
 
Should I change it to CelestialMod.Items then? as the mod is called CelestialMod, but by the few tutorials I read and watched they had said to put "ItemName".Items if it was the .cs file in the items folder.
Yes put it as CelestialMod.Items. Also the error message could help
 
Should I change it to CelestialMod.Items then? as the mod is called CelestialMod, but by the few tutorials I read and watched they had said to put "ItemName".Items if it was the .cs file in the items folder.
well, it is suppost to be your workspace name danew dr is right
 
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