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Recent content by GabeHasWon

  1. GabeHasWon

    tModLoader The Verdant Mod (WIP)

    Just in case, I'll be saving this for possible future use. Thanks for checking this out!
  2. GabeHasWon

    tModLoader The Verdant Mod (WIP)

    Welcome to the A mod that adds a vibrant new biome to the world of Terraria. About The mod revolves around the eponymous Verdant biome, a lush biome bursting with vibrant greens, foliage blooming as water rushes throughout. With over 70 items, 60 tiles, 9 walls, 3 (current) songs and...
  3. GabeHasWon

    tModLoader The Spirit Mod!

    Thank you. If you could join the Discord, a dev should be able to help figure out your problem - it'd be really slow to do it here on the forums. However, if you don't have an account, feel free to start a conversation with me here and I'll try to help.
  4. GabeHasWon

    tModLoader The Spirit Mod!

    This is a known bug, which should be fixed in the next update. Those guiding arrows are not from Spirit, I forget which mod they are from though. Could you take a screenshot of the tile & the surrounding environment? Not sure what you're talking about exactly.
  5. GabeHasWon

    I return, this time with a simple announcement. My mod, the Verdant Mod, could use two more beta...

    I return, this time with a simple announcement. My mod, the Verdant Mod, could use two more beta testers. If you wanna help me do some testing on this mod, feel free to reply or DM me. Hopefully, I'll be back soon with a full release.
  6. GabeHasWon

    The Verdant biome from my mod of the same name. expect more soon [ATTACH]

    The Verdant biome from my mod of the same name. expect more soon
  7. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    ExampleMod goes over this; basically, in your ModWorld, use TileCountsAvailable and set a static int field to the tile count of your biome's tiles. Then, check that field in your ModPlayer. If it's over a number, let's say 50, set a bool value in that player. Then, if that bool value is true...
  8. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    Excuse the long wait; I've added a little section explaining how chests work in the main post. As for the P.S.; that is explained a good amount in the Positioning section of the tutorial. If you want further explanation, some biomes are very abstract and you have to detect it yourself. It...
  9. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    You have addTile to false in your TileRunner parameters. Otherwise, it's working exactly as you're telling the programming to...apart from the walls. No idea why the walls are there.
  10. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    You have several pairs of extraneous curly braces (aka { } these), but the bigger problem is positioning. You have the base X position of int X = WorldGen.genRand.Next(1, Main.maxTilesX - 300); but then in the following couple lines you define a new X position of X + Main.rand.Next(-240, 240)...
  11. GabeHasWon

    tModLoader GabeHasWon's Mod

    This mod has been discontinued for a long while, and the Void is no longer part of the mod. Apologies.
  12. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    This depends on your organization, but this is how I'd go about this - In your boss's NPCLoot() method, call another method that contains your generation code. So, if I wanted to make a biome called the Anti-Guide biome on killing my custom enemy, I'd call MyModWorld.AntiGuideGen(); in order to...
  13. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    No problem! If you're still stuck on placing it properly in the sky, try using a nested for loop to check a rectangle to make sure no other tiles are there, and spawn your structure if it's open. If you have further questions feel free to ask 👍 I'm afraid this isn't a mod at all, lol. This...
  14. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    While I understand why ExampleWell works well (haha) for you, I do not think it is a good implementation for world generation. The best way that I've found to do structures is to either make a way to save and load structures yourself, or use someone else's way of doing that. Personally, I've...
  15. GabeHasWon

    tModLoader Modding Tutorial: World Generation

    Use modded tile types instead of vanilla ones, i.e. ModContent.TileType<NewOre>() rather than TileID.CopperOre.
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