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  1. dtim

    tModLoader Bulldozer

    The super version does move faster... than the normal one. Heh. I'll consider it. Getting the animation to look right when it's moving faster was a problem. The tree thing... I'll do some more tests and see if I can find the problem and fix it. I thought I had it working. The flat surface...
  2. dtim

    tModLoader Utility Bombs

    As Smackydafrog suggested it requires wire and a trigger.
  3. dtim

    Standalone [1.3] tModLoader - A Modding API

    Go to the folder My Documents\My Games\Terraria\ModLoader\Mods and delete the .tmod file for the mod that is causing problems. Sometimes the file names are a bit tricky though. If you're not sure which .tmod file it is, I would go to...
  4. dtim

    tModLoader Solidified Potions

    I figured I would just go with 300 since that was the most popular choice. What sort of options were you wanting?
  5. dtim

    tModLoader Solidified Potions

    I haven't actually tested it at max but I know the numbers so I'm not surprised. Just as a heads up for everyone, I should have more free time this week so I'll probably get a new version out next weekend. It'll have the infinite healing/mana potions in it.
  6. dtim

    Standalone [1.3] tModLoader - A Modding API

    I had this problem on my Mac about a couple of months ago. What that turned out to be was that Steam had installed an old version of Terraria. No idea why but it installed something like 1.3.0.8. I don't remember exactly what I did to get Steam to update Terraria but once it was updated I...
  7. dtim

    tModLoader Official tModLoader Help Thread

    You'll probably need to use a ModPlayer and set a bool variable in the debuff's Update method. Then check for that bool in several ModPlayer methods. Don't forget to reset the bool variable in ResetEffects or it won't ever wear off. For the regen, see ModPlayer.UpdateBadLifeRegen For stats...
  8. dtim

    tModLoader Official tModLoader Help Thread

    Change the 0.5f numbers. Those are chances for the NPC to spawn. The first one before the colon is the chance to spawn if all the conditions are met. The second one is the chance to spawn if the conditions are not met.
  9. dtim

    Make sure you have to have a fairly large clear and flat area to summon it. There can't be any...

    Make sure you have to have a fairly large clear and flat area to summon it. There can't be any trees or anything. Look at the sample video. At the beginning of that I showed a failed summoning.
  10. dtim

    tModLoader Solidified Potions

    What I meant was that I don't think OTHER people will see the lasers. If they do then the animation system works a bit differently than I thought. lol I'm aware of it not killing walls behind objects or at the very edge and such. Those limitations were trade-offs for other issues. I may go...
  11. dtim

    tModLoader Solidified Potions

    @Matakor Well, I was kind of tired of messing with potions so guess what I did? Look for DCU Wallhack. The right-click lasers won't show for other players in multiplayer but aside from that it should work fine. Let me know if you find any problems with it.
  12. dtim

    tModLoader Solidified Potions

    It's much easier to test damage when you can just look at the raw numbers behind the scenes and not what's on the screen. I can probably finagle the Sniper and Artillery potions in my mod. I'll put it on my list.
  13. dtim

    tModLoader Solidified Potions

    Sniper and Artillery are different and do only affect the weapons not the ammo. And I know what the wiki says but in this case it's wrong.
  14. dtim

    tModLoader Solidified Potions

    The reforge thing should probably be reported to HERO (or Jopojelly?). His mod should be calling the pre- and post-reforge hooks if it's going to reset the items that way. The ranged potion... you mean Archery, I guess? It actually does affect ammunition (in both vanilla and my mod) but you...
  15. dtim

    tModLoader Solidified Potions

    Hmm... interesting... I will put it on my list of things to look into.
  16. dtim

    tModLoader Solidified Potions

    So far that is the most popular option. :merchantwink:
  17. dtim

    tModLoader Solidified Potions

    Yeah, both of those increase in effect as well. If you can quantify it (like the fishing potion increasing fishing skill by 15) then I have probably made it increase when solidified-stacked. The cost thing... the number is hard coded if that helps explain the matter to you. The Silver Tongue...
  18. dtim

    tModLoader Solidified Potions

    I'm working on making it more clear what actually stacks and what doesn't. Because not all the tooltips list a chance or effect % even when there is one. Case in point, Tim's Fishing potion does indeed have a higher chance when solidified-stacked. How many fish you catch is based on the...
  19. dtim

    Standalone [1.3] tModLoader - A Modding API

    To take away regen, in ModPlayer.UpdateBadLifeRegen put lines like "player.lifeRegen = 0; player.lifeRegenTime = 0;" For the invulnerability, if you use ModPlayer.PostHurt and have "player.immuneTime = 0;" it would get rid of most of it I think. If doing this via an accessory, you'll need to...
  20. dtim

    Standalone [1.3] tModLoader - A Modding API

    Go to "My Documents\My Games\Terraria\" Copy the "Worlds" and "Players" folders into the "ModLoader" folder. Just be careful about overwriting files, etc.
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