tModLoader Official tModLoader Help Thread

Whenever I load up terraria, the game freezes on a white screen for ~1 second and then goes to the splash screen. after the screen ends, I'm greeted with this error. Does anyone know how to fix this?
upload_2019-5-20_16-45-43.png
 
after I updated calamity + other mods

[
"BettertakeaPowerTool",
"BossChecklist",
"CalamityMod",
"CheezeMod",
"CrystiliumMod",
"ElementalBoots",
"ElementsAwoken",
"ExperienceAndClasses",
"Fargowiltas",
"FKBossHealthBar",
"imkSushisMod",
"JoostMod",
"Loot",
"MagicStorage",
"MaxStackPlus",
"MoreChestLoot",
"Pumpking",
"SacredTools",
"Shekels",
"ShorterRespawn",
"SimpleAutoChests",
"SummonersAssociation",
"TheLuggage",
"ThoriumMod",
"Tremor",
"VeinMiner",
"VexQoL",
"WMITF",
"ZoaklenMod",
"UJM",
"DryadsWoodStash",
"BrighterTorches",
"FlowerNPC",
"WingSlot",
"WikiSearch"
]

i got load failed no backup error even though its not on cloud and world file is in the folder. Any solution? thanks in advance
 
So here's the deal, I'm trying to make a custom gun and so far it works pretty well, but the one problem with it is that the shoot sound plays much slower than the actual fire rate. I can't figure out how to make the sound effect play faster, anybody know how? Here's my code.

using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace DataMod.Items.Weapons
{
public class DataBlaster : ModItem
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Data Blaster");
}
public override void SetDefaults()
{
item.damage = 32;
item.ranged = true;
item.width = 44;
item.height = 17;
item.useTime = 5;
item.useAnimation = 20;
item.useStyle = 5;
item.noMelee = true;
item.knockBack = 4;
item.value = 10000;
item.rare = 2;
item.UseSound = SoundID.Item40;
item.autoReuse = true;
item.shoot = 10;
item.shootSpeed = 4f;
item.useAmmo = AmmoID.Bullet;
}
public override Vector2? HoldoutOffset()
{
return new Vector2(-16, 0);
}
}
}
 
tml is compatible with 1.3.5.2, not 1.3.5.3, right? EDIT: because mine is 1.3.5.2
It's "compatible" with both. Though, it's based on 1.3.5.2, but there aren't really any truly noteworthy changes in 1.3.5.3 worth the trouble of updating tModLoader for.
The only "notable for common players" thing of 1.3.5.3 might be "Fixed Eater of Worlds despawning at rare situations in multiplayer", but do note that it specifically says "rare" there. The other things are mostly translation-related.
 
how can i get the 1.3.5.3 version then? (i'm on mac btw)
Again, the only notable changes in version 1.3.5.3 are translation-related and/or rare. It's not worth the effort to updated tModLoader from 1.3.5.2 to 1.3.5.3. Therefore, there is no (official) version of tModLoader for 1.3.5.3.

(Again, tModLoader for 1.3.5.2 is still "compatible" with 1.3.5.3; If you have a player and/or world made in one of those things, you can transfer it to/use it in the other thing just fine.)


TL;DR: tModLoader is for 1.3.5.2. There is no tModLoader for 1.3.5.3. That doesn't matter at all, however.
 
ohhhhhhhhhhhhh ok. that's why. i asked for two reasons. 1. my friend tony wants to troll people in 1.3.5.3 servers, (which basically no matter what is impossible,) and 2. he thought tml cant reach 1.3.5.3
 
When making a world (mods or no mods), this happened


Index was outside the bounds of the array.
at Terraria.WorldGen.clearWorld()
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext)
at Terraria.WorldGen.worldGenCallBack(Object threadContext)

Got any way to fix it?

EDIT: Rebooting Tmod worked. This is still odd.
 
PLEASE HELP

I can not seem to figure out how to draw the player in front of the mount (im making a horse ride) and how do i make the mount play a sound when riding?
 
Hi.
Don't know if i'm posting in the right place.
I'm trying to make it so a projectile disappears when the player dies, but every time I summon the projectile it just does something weird. I don't know what it does, but it teleports the player back to spawn and doesn't spawn the projectile. Here's the code.

using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace TheStarboenMod.Projectiles
{
public class StarbornOrangeP : ModProjectile
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("English Display Name Here");
}

public override void SetDefaults()
{
projectile.arrow = true;
projectile.width = 60;
projectile.height = 60;
projectile.aiStyle = 0;
projectile.friendly = true;
projectile.timeLeft = 3600;
projectile.ranged = true;
projectile.knockBack = 6000;
projectile.penetrate = 100000;
projectile.tileCollide = false;
}

public override void AI()
{
Player p = Main.player[projectile.owner];
projectile.position.X = p.position.X - projectile.width / 3;
projectile.position.Y = p.position.Y - projectile.height / 4;
projectile.rotation += (float)projectile.direction * 0.1f;
Lighting.AddLight(projectile.position, 5f, 0.25f, 2f);
if (p.dead = true)
{
projectile.active = false;
}
else
{
projectile.active = true;
}
}
public override void Kill(int timeLeft)
{
Main.PlaySound(SoundID.Item10, projectile.position);
}
}
}

the code is problematic in the if else statement. If anyone could help me it would be appreciated.
 
if (p.dead = true)
{
projectile.active = false;
}
else
{
projectile.active = true;
}
This is the issue. Specifically, the "p.dead = true" part. You're trying to tell tModLoader to set p.dead to true rather than checking if it's true. There are a few ways to fix this. You could change "= true" to "== true", remove the "= true" part altogether, or replace the entire if/else statement with this:
if (p.dead) ? projectile.active = false : projectile.active = true;

Edit because I did some weird tabbing thing and accidentally posted before writing anything.
 
How might i fix my gun so it is in my hand
2099-302.png


Here is my code:

using Terraria.ID;
using Terraria.ModLoader;

namespace Gunmod.Items.Weapons
{
public class Rifle : ModItem
{
/*public override Vector2? HoldoutOffset()
{
return new Vector2(5, 5);
}*/
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Scar");
Tooltip.SetDefault("A large 2 handed rifle. 30 rounds..");
}
public override void SetDefaults()
{
item.damage = 15;
item.ranged = true;
item.width = 62;
item.height = 24;
item.useTime = 10;
item.useAnimation = 10;
item.useStyle = 5;
item.noMelee = true;
item.knockBack = 5;
item.value = 100000;
item.rare = 2;
item.UseSound = SoundID.Item11;
item.autoReuse = true;
item.shoot = 8;
item.shootSpeed = 14;
item.useAmmo = AmmoID.Bullet;
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(mod.ItemType("Gunpowder"), 1);
recipe.AddIngredient(ItemID.IronBar, 25);
recipe.anyIronBar = true;
recipe.AddIngredient(ItemID.SilverBar, 5);
recipe.AddIngredient(ItemID.HellstoneBar, 5);
recipe.AddTile(TileID.Anvils);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}

Thanks :)

P.S. fiddling with "
/*public override Vector2? HoldoutOffset()
{
return new Vector2(5, 5);
}*/" did nothing.
 
Last edited:
Hey guys, I have a problem. When I open up a world in tModLoader, press ESC to open up the inventory, and move my cursor onto the inventory, the game crashes.
Here is the message error:

Capture.PNG


Mods I have installed:
The One Library
Yet Another Boss Health Bar
WorldGen Previewer
What Ammo Does It Shoot?
Colored Damage Types
Enhanced Tooltip.

This only happens when I have tModLoader installed. Can somebody help me, please?
 
I've been unable to enter or create any of my worlds after updating the mods and adding a new one. I currently have:

Boss checklist
Recipe Browser
Calamity
Cheat sheet
Wing slot
AlchemistNPC lite

Mods were last updated in Feberuary and Alchemist lite was not in the list, I was able to play fine. Later I decided to add the Alchemist lite and went back to my regular world, once I saved and exited, I was unable to go back, it says "Load failed" and "backup not found". The worst part is that happens with any character in any world, even after disabling Alchemist lite(which was only used in one world before being disabled), now whenever I try to start a new world it gives the following error:

Index was outside the bounds of the array.
at Terraria.WorldGen.clearWorld()
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext)
at Terraria.WorldGen.worldGenCallBack(Object threadContext)


Edit: the problem seems weirder but not as complicated. From a fresh boot, loading any world(except my main one, the only one where the alchemist mod had been used) with any mods will work fine, but once I attempt to load my main one it will fail and cause any other world to fail to load as well, only solution being restarting the game. As it is, it seems like a corrupted save, it just seems weird that it affects other worlds when trying to load them.
 
Last edited:
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