Uhh that's a lot. Skimming through i can hit the high notes
HammeratorGlobalTile.cs is pretty much all that does the actual work. 3/4 of the source is just rote mod stuff, registering hotkeys, cycling through some variable states when you press hotkeys, storing said states on the player...
yes for 1.3
You can play vanilla Terraria 1.4 and TML 1.3.5 alongside each other; tModLoader through Steam is treated as a separate game.
tModLoader for the 1.4 version of the game will come at a later date.
Pretty sure Tmod itself needs an update, the DLC release thread indicated initial support would not be for 1.4 yet.
After that's done might be a case of "what broke" some mods might not need any updates others might be completely busted.
Just activated when close, they would un-activate at a distance. Still problems with players reaching them and mining them.
Heh wasn't mine then, I didn't see one so I made my own, I'll have to see if i can find the existing one and compare notes. mine is incomplete so unreleased. Only place I...
I have a WIP with invisible blocks (invisible glass walls blocks and platforms) they are solid though. Not sure you could make them unsolid and expect the boss to spawn. I would think the spawn algorithm will just seek down to a solid tile.
Might be possible to make one that isn't solid (or...
Ahh, this might help:
https://github.com/tModLoader/tModLoader/wiki/Expert-Cross-Mod-Content
The other mod would need to be a dependency. I haven't done anything like that. presumably if that mod already had the boolean set you could call into that mod's player object and check for the...
Side note: while using a code repository with versioning like git is the *proper* way to do it, depending on your mod content I'd say the learning curve for copying some code snippets and making a mod is lower than effectively using git in a collaborative environment.
You could do it ghetto...
Mod World TileCountsAvailable[] lets you gather counts of nearby tiles.
https://tmodloader.github.io/tModLoader/html/class_terraria_1_1_mod_loader_1_1_mod_world.html#a60089c548af2378c1baec051cb7a86bb
public statis int NewBiomeTiles = 0;
public virtual void TileCountsAvailable(int[]...
Very cool, I had a very similar ideas and come to find someone already did most of them! Any chance we could get an actual source release instead of having to unpackage and reflect the code?
NM This one extracted fine (last one I did was locked)
there's a Kill() method in projectile.cs in Terraria source that seems to handle what happens when projectiles die (particles, sounds, and whatnot). That basically ends with this.active = false;
it also seems to set time though at the top
Main.projectileIdentity[this.owner...
If there's already a mod out there someone can point me to that would be great. otherwise I think it'd be cool to create craftable turrets but I'm not sure how that would work with placeable tiles. Looks like sentry weapons are classified as projectiles and have a bunch of support code for AI...
I believe tables are 3 tiles across and candelabras are 2 tiles . You would need a mod that re-added all those items but they had a version with a 3 tile width so they could center on items with odd-numbered widths. Or added tables that were 4 tiles wide but then you couldn't center a 1 tile...
In Terraria's Source there's a static method on the player called ExtractinatorUse() it has a ton of random rolls then spits the item out at the end
Vector2 vector2 = Main.ReverseGravitySupport(Main.MouseScreen, 0.0f) + Main.screenPosition;
int number = Item.NewItem((int) vector2.X...
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