• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
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Standalone [1.3] tModLoader - A Modding API

Solo-Ion

Dungeon Spirit
I apologize, I was mistaken. While you are still a great person, I was wrong that it was working. It was simply providing the HealEffect, which is the green number. I wasn't actually being healed at all. Still, it's a step in the right direction. Any more advice?
Glad to be of help, though that was a mistake on my part having .whoAmI instead of .owner.

It's been a while since I dealt with healing players, and I'd forgotten that the heal effect and actual healing is seperate. Like you had earlier, you need to add lifeSteal to the player's health, but add it to Main.player[projectile.owner].statLife instead.
 

Piano VII

Terrarian
I apologize, I was mistaken. While you are still a great person, I was wrong that it was working. It was simply providing the HealEffect, which is the green number. I wasn't actually being healed at all. Still, it's a step in the right direction. Any more advice?
Glad to be of help, though that was a mistake on my part having .whoAmI instead of .owner.

It's been a while since I dealt with healing players, and I'd forgotten that the heal effect and actual healing is seperate. Like you had earlier, you need to add lifeSteal to the player's health, but add it to Main.player[projectile.owner].statLife instead.
I am no longer mistaken. I owe you. Thanks
 

Jofairden

Duke Fishron
We're aware of the frequent outages of the Discord server. We're in contact with Discord staff and they're looking for a fix.
 

blushiemagic

Retinazer
v0.11.6.2:
Fixes
-Fix imgur/mod icon related issues
-Fix issue with high speed yoyos
-Fix issue with multiple texture packs
-Fix issue with hidden files in the texture packs folder
-Fix rare issue with auto migration of Players and Worlds
API
-Internal loops in .ogg files now supported
-PDB files are available as a separate download for troubleshooting scenarios. If you are seeing exceptions in tModLoader code, placing the pdb file in the install directory and renaming it to the .exe filename should make the exception stack traces have line numbers for tModLoader methods.
Patreon Thanks
-Added POCKETS patreon set

v0.11.6.1 (Unstable):
QOL
-Mod Extract now opens the destination folder automatically
-ModConfig boolean item now shows text as well
Fixes
-Fix MonoMod issue where old code was running when mod re-built or updated.
-Fix issue with mod load cancelling
-Fix join invite issue
-Fix ValueTuple issues, as seen with recent releases of ThoriumMod and CheatSheet
-Exceptions will now be thrown for reading too few bytes in HandlePacket (check logs)
-Fix "Failed to unload" messages not working
-Fix mod compile error line numbers being one off
-Fix ServerHangWatchdog on mono
-More info for ReflectionTypeLoadException
-Fix ModConfig Dictionary<string,T> issue
-Fix Shaders being unable to update without a restart
-Fix OutOfMemory handling behavior
API
-GlobalItem/ModItem.PrefixChance and AllowPrefix -- More control over prefix assignment
-ModMountData: JumpHeight and JumpSpeed have new parameters. SetMount, Dismount, and Draw hooks allow greater mount customization.
-GlobalItem/ModItem.CanBurnInLava hook, allows for enabling lava burning of specific items. Thanks @GoodPro712
-MonoMod updated to v19.12.19.01. Thanks @0x0ade
-.lang file entries are no longer Trimmed.
ExampleMod
-ExampleSimpleMinion, an easy to follow minion example, Thanks @direwolf420
-ExclusiveAccessory, Thanks @direwolf420
-AllowPrefix and PrefixChance examples, Thanks @direwolf420
-Hurt sound replacement example, Thanks @KryptonIon
-Car now has example of _mountSpecificData usage, as well as SetMount and Draw
-Hot Potato/ExampleCustomData example, shows saving and syncing custom ModItem data via ModItem.Save/Load/NetSend/NetRecieve
-ToFromStringConverter example for ExampleConfig, Thanks @direwolf420
 

Piano VII

Terrarian
Hi again. So, I want to make a projectile. This projectile needs to have a hitbox that damages enemies, and another, slightly smaller hitbox to deal with tile collision. How do I do this?
 

Piano VII

Terrarian
but can you play mod in pirated version?
As was mentioned earlier, this is an official Terraria website, and discussion of piracy is forbidden. To answer the question, if I'm not mistaken no, tModLoader does not work on pirated copies of Terraria, and for a good reason
Discussion of pirated copies of Terraria is not permitted on this forum. Do not continue this topic or there will be further consequences.
 

Crimsonbeard

Terrarian
Dudes, sorry to drop out of the blue, but i'm having a rather serious issue that i believe quite a few users will get soon.
My GF upgraded to a new MAC running Catalina OS and as it doesnt support 32 bit and JAR files I literally can't install Tmodloader, when copying the 32 bit EXE doesnt work.
I can't go back to playing vanilla terraria with her, we just reached the wall of flesh with Terraria Overhaul XD Any tips or suggestions how to get TmodLoader working with the new MAC ?!
?
 
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Uncle Funcle

Terrarian
I need some help. For some reason, when i load Tmoadloader, my mouse cursor is slowly moving up the screen on its own. I tried running normal Terraria and this problem doesnt happen. It only happens when in tmoadloader.

EDIT: Scratch that, it does it with normal Terraria as well. It seems that tmodloader causes this even without tmodloader running. When i verify integrity of game files, the problem stops. But then tmodloader is uninstalled it seems.

EDIT: I figured out the problem, my controller was plugged in and was messing with the mouse movements. Sorry for wasting time.
 
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Nakano15

Duke Fishron
Hey guys, I've found a problem with the ModConfig. If you try messing on the mod configurations while inside a world, and try to move a slider that has decimal values, It will not change the value. It only changes the value when the mod options are accessed through the mod config on main menu.
 

ThePixelPuppy

Terrarian
I didn't want to do this until it was absolutely necessary, as I don't want to be that person who just asks other people to "fix their mod" but unfortunately, it's gotten to that point. Okay so, I used ExampleMod code combined with the forums to make a yoyo. When I try to compile it in Mod Sources, an error code pops up. Line by line, I'll go over the code and what I did to try and fix it.
First off:
Terraria.ModLoader.Exceptions.MissingResourceException: Missing mod: ModName/Items/YoyoName at Terraria.ModLoader.ModContent.GetTexture(String name)

So, the (string name) part made me think that a png file or namespace was typed incorrectly. I used Ctrl+F to check the names inside the .cs file as well as the png file in both the yoyo item and projectile and found they all were named correctly. So, I moved to the next line.

at Terraria.ModLoader.ModItem.AutoStaticDefaults()

So I actually misread AutoStaticDefaults as SetStaticDefaults. I couldn't find anything in SetStaticDefaults, and then I realized I misread it. So I used Ctrl+F to search in all mod files for "AutoStaticDefaults" and found nothing.

at Terraria.ModLoader.Mod.SetupContent()

Found this was usually coupled with mistyping png/namespace names so I check once again the files and their contents to find no discrepancies.

That was all I understood of the code. I looked up each of these lines individually, together, in pairs, and nothing gave me a solution that wasn't "Check file names and namespaces." If source code is required I'll send it. Honestly, I have no clue what to do. The rest of the error code that I didn't understand (still looked it up) is below. Any help is appreciated.

at Terraria.ModLoader.ModContent.<>c.<Load>b__39_1(Mod mod)
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction)
at Terraria.ModLoader.ModContent.Load(CancellationToken token)
at Terraria.ModLoader.ModLoader.Load(CancellationToken token)
 

Lavaflow

Terrarian
Is there any chance that it would be possible to add a way to automatically sync your client to the mods on a specific world? There's already an indicator of what mods are different, but if you're going back and forth between two different worlds (in my case, one single player and the other multiplayer) is awkward and slow, because you have to go to the world menu, and try to memorize the differences while going back and finding them on your mods list.
 

DanBear

Terrarian
Hello! I need your help. How can I teleport a player to another, like a wormhole potion? I am trying to make an endless wormhole potion.
 
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