The Mythical Dagger
Skeletron
So, if I read this right, you were able to deal 10,000,019 damage without crashing, but when it reached 99,125,812,934 it did? If so, by any chance are you using a 32-bit computer (May not matter if the ints are converted to 32-bit even in a 64-bit environment later down the line, but couldn't find anything about that in the GitHub)?good mod loader crashed my terraria twice because of OP damage like -99125812934
It not op but it was at 10000019 before lol
If so, these numbers exceed the 32-bit limit, which is (2^32)-1, or, 4,294,967,295, try reducing them. If this isn't an issue, perhaps we can see the code for the item causing crashes?
Also, unrelated to the quote, but man I am hyped for Mac support! I can finally make mods without reverting to my Windows 10 bootcamp. My only question is, will mods be universal, or will we need preprocessor directives to ensure mod stability for a single file, or would we even need two different versions?
Charon
Spazmatism
Ok - I have searched through the Example Mod and I could not find anything. Could you give me an example of code that allows the previous picture to happen?At the moment most mods in the front page of the WIP section of the forums are tModLoader mods. There probably won't be any flair for any modding api though until they're fully released.
Most image editors will have a zoom in feature.
You'll have to use a for loop in the AI method and call Dust.NewDust inside that loop. (The example mod has some examples of this.) To give it a color, there's a color parameter in both Dust.NewDust and ModDust.NewDust (whichever you're using).
The NPC class has a lavaImmune field or something like that.
selectivemadcop
Official Terrarian
I have a 64 bit
The Mythical Dagger
Skeletron
Assuming this is your mod, have you tried reducing the damage to something lower than 4,294,967,295? Or is it already less than that, and I misread?I have a 64 bit
At the moment I have it so that tModLoader actually does work on Mac. The reason it's taking so long is that I'm running into many problems trying to get mods to be universal.So, if I read this right, you were able to deal 10,000,019 damage without crashing, but when it reached 99,125,812,934 it did? If so, by any chance are you using a 32-bit computer (May not matter if the ints are converted to 32-bit even in a 64-bit environment later down the line, but couldn't find anything about that in the GitHub)?
If so, these numbers exceed the 32-bit limit, which is (2^32)-1, or, 4,294,967,295, try reducing them. If this isn't an issue, perhaps we can see the code for the item causing crashes?
Also, unrelated to the quote, but man I am hyped for Mac support! I can finally make mods without reverting to my Windows 10 bootcamp. My only question is, will mods be universal, or will we need preprocessor directives to ensure mod stability for a single file, or would we even need two different versions?
It actually doesn't matter whether or not your computer is 32 bit or 64 bit. Terraria doesn't support any damage larger than 2 to the power of 31, because signed 32-bit integers are used.I have a 64 bit
another error it says
Edit: Nvm fixed it
butMissing texture epimod/Items/Armor/SandstormBreastplate_Body
at Terraria.ModLoader.ModLoader.GetTexture(String name)
at Terraria.ModLoader.Mod.AddEquipTexture(ModItem item, EquipType type, String texture, String armTexture, String femaleTexture)
at Terraria.ModLoader.Mod.AutoloadItem(Type type)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
Edit: Nvm fixed it
The Mythical Dagger
Skeletron
You need to actually put those files IN the Armor folder
Charon
Spazmatism
At the moment most mods in the front page of the WIP section of the forums are tModLoader mods. There probably won't be any flair for any modding api though until they're fully released.
Most image editors will have a zoom in feature.
You'll have to use a for loop in the AI method and call Dust.NewDust inside that loop. (The example mod has some examples of this.) To give it a color, there's a color parameter in both Dust.NewDust and ModDust.NewDust (whichever you're using).
The NPC class has a lavaImmune field or something like that.
Code:
public override void CustomBehavior(ref float ai)
{
for (int k = 0; k < 2; k++)
{
int dust = Dust.NewDust(npc.position - new Vector2(8f, 8f), npc.width + 16, npc.height + 16, mod, "DarkMatter", 0f, 0f, 0, Color.Red);
Main.dust[dust].velocity += npc.velocity * 0.25f;
}
}
selectivemadcop
Official Terrarian
how do I make armor immune to lava?
selectivemadcop
Official Terrarian
no even better how do I make armor immune to EVERYTHING without having to type in every single debuff?
[DOUBLEPOST=1442178165,1442178150][/DOUBLEPOST]is there a way?
[DOUBLEPOST=1442178624][/DOUBLEPOST]also is there a way to increase my max health I'm sorry I'm asking so many questions I'm just kinda looking at the example mod and basing my stuff off of it
[DOUBLEPOST=1442178784][/DOUBLEPOST]also how do I make my own textures?
[DOUBLEPOST=1442178165,1442178150][/DOUBLEPOST]is there a way?
[DOUBLEPOST=1442178624][/DOUBLEPOST]also is there a way to increase my max health I'm sorry I'm asking so many questions I'm just kinda looking at the example mod and basing my stuff off of it
[DOUBLEPOST=1442178784][/DOUBLEPOST]also how do I make my own textures?
Starblaster11
Golem
I don't even know if there is player support yet so you might not be able to do those things.no even better how do I make armor immune to EVERYTHING without having to type in every single debuff?
[DOUBLEPOST=1442178165,1442178150][/DOUBLEPOST]is there a way?
[DOUBLEPOST=1442178624][/DOUBLEPOST]also is there a way to increase my max health I'm sorry I'm asking so many questions I'm just kinda looking at the example mod and basing my stuff off of it
[DOUBLEPOST=1442178784][/DOUBLEPOST]also how do I make my own textures?
Those kinds of things are possible without player support. I don't have the time to go and answer every question here though.I don't even know if there is player support yet so you might not be able to do those things.
selectivemadcop
Official Terrarian
in the example mod there's armor that allows you to increase your max mana I'm going to take a guess that you can increase your max health also you can get buff immunity heeres the files
[DOUBLEPOST=1442179382,1442179328][/DOUBLEPOST]cant get a real zipped file using that forver
[DOUBLEPOST=1442179462][/DOUBLEPOST]right?
[DOUBLEPOST=1442179382,1442179328][/DOUBLEPOST]cant get a real zipped file using that forver
[DOUBLEPOST=1442179462][/DOUBLEPOST]right?
Attachments
TheTinyDiamond
Official Terrarian
I need it to split into smaller projectiles and be homing. Like the scourge of the corrupter's projectileWhat specifically about it are you having trouble with?
Here is the list of buffs. Do it manually, there is no buff that nullifies all the debuffs. It isn't hard to copy paste.in the example mod there's armor that allows you to increase your max mana I'm going to take a guess that you can increase your max health also you can get buff immunity heeres the files
[DOUBLEPOST=1442179382,1442179328][/DOUBLEPOST]cant get a real zipped file using that forver
[DOUBLEPOST=1442179462][/DOUBLEPOST]right?
"statLifeMax2" is the counterpart to "statManaMax2"
Make textures in any graphics editing program. Save as a typical .png. Don't forget that Microsoft Paint can't do transparent pixels.
No need to do both .7z and .zip.
selectivemadcop
Official Terrarian
ok thx
[DOUBLEPOST=1442182175,1442181988][/DOUBLEPOST]also how do I delete the background behind the item?
[DOUBLEPOST=1442182175,1442181988][/DOUBLEPOST]also how do I delete the background behind the item?
selectivemadcop
Official Terrarian
I keep on getting a error and I edited the .cs file but it still wont compile heres the code
[DOUBLEPOST=1442184600,1442184533][/DOUBLEPOST]it expects a ; after (2,33) error CS1002
[DOUBLEPOST=1442185114][/DOUBLEPOST]fixed one found another
[DOUBLEPOST=1442185176][/DOUBLEPOST]Terraria\ModLoader\Mod Sources\AeonsOfTerraria\Items\Armor\AoenBrestplate.cs(35,3) : error CS0118: 'Terraria.ModLoader.ModRecipe' is a 'type' but is used like a 'variable'
Code:
using System;
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace AeonsOfTerraria.Items.Armor {
public class AeonBrestplate : ModItem
{
public override bool Autoload(ref string name, ref string texture, IList<EquipType> equips)
{
equips.Add(EquipType.Body);
return true;
}
public override void SetDefaults()
{
item.name = "Aeon Breastplate";
item.width = 18;
item.height = 18;
AddTooltip("the ultimate brestplate.");
item.value = 999999;
item.rare = 10;
item.defense = 999999999;
}
public override void UpdateEquip(Player player)
{
player.buffImmune[BuffID.OnFire] = true;
player.statHealthMax2 += 1000000;
player.statManaMax2 += 1000000;
}
public override void AddRecipes()
{
ModRecipe = new ModRecipe(mod);
recipe.AddIngredient(null, "TrueCoreAes", 30);
recipe.AddIngredient(null, "TrueCoreCaelum", 30);
recipe.AddIngredient(null, "TrueCoreFerus", 30);
recipe.AddIngredient(null, "TrueCoreFortis", 30);
recipe.AddIngredient(null, "TrueCoreInfernum", 30);
recipe.AddIngredient(null, "TrueCoreLunar", 30);
recipe.AddIngredient(null, "TrueCoreMalum", 30);
recipe.AddIngredient(null, "TrueCoreRare", 30);
recipe.AddIngredient(null, "TrueCoreSanctus", 30);
recipe.AddTile(null, "AncientTransmuter");
recipe.SetResult(this);
recipe.AddRecipe();
}
}}
[DOUBLEPOST=1442185114][/DOUBLEPOST]fixed one found another
[DOUBLEPOST=1442185176][/DOUBLEPOST]Terraria\ModLoader\Mod Sources\AeonsOfTerraria\Items\Armor\AoenBrestplate.cs(35,3) : error CS0118: 'Terraria.ModLoader.ModRecipe' is a 'type' but is used like a 'variable'
Eldrazi
Eater of Worlds
You need to declare the ModRecipe as recipe, so:I keep on getting a error and I edited the .cs file but it still wont compile heres the code
[DOUBLEPOST=1442184600,1442184533][/DOUBLEPOST]it expects a ; after (2,33) error CS1002Code:using System; using System.Collections.Generic; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace AeonsOfTerraria.Items.Armor { public class AeonBrestplate : ModItem { public override bool Autoload(ref string name, ref string texture, IList<EquipType> equips) { equips.Add(EquipType.Body); return true; } public override void SetDefaults() { item.name = "Aeon Breastplate"; item.width = 18; item.height = 18; AddTooltip("the ultimate brestplate."); item.value = 999999; item.rare = 10; item.defense = 999999999; } public override void UpdateEquip(Player player) { player.buffImmune[BuffID.OnFire] = true; player.statHealthMax2 += 1000000; player.statManaMax2 += 1000000; } public override void AddRecipes() { ModRecipe = new ModRecipe(mod); recipe.AddIngredient(null, "TrueCoreAes", 30); recipe.AddIngredient(null, "TrueCoreCaelum", 30); recipe.AddIngredient(null, "TrueCoreFerus", 30); recipe.AddIngredient(null, "TrueCoreFortis", 30); recipe.AddIngredient(null, "TrueCoreInfernum", 30); recipe.AddIngredient(null, "TrueCoreLunar", 30); recipe.AddIngredient(null, "TrueCoreMalum", 30); recipe.AddIngredient(null, "TrueCoreRare", 30); recipe.AddIngredient(null, "TrueCoreSanctus", 30); recipe.AddTile(null, "AncientTransmuter"); recipe.SetResult(this); recipe.AddRecipe(); } }}
[DOUBLEPOST=1442185114][/DOUBLEPOST]fixed one found another
[DOUBLEPOST=1442185176][/DOUBLEPOST]Terraria\ModLoader\Mod Sources\AeonsOfTerraria\Items\Armor\AoenBrestplate.cs(35,3) : error CS0118: 'Terraria.ModLoader.ModRecipe' is a 'type' but is used like a 'variable'
Code:
ModRecipe recipe = new ModRecipe(mod);
selectivemadcop
Official Terrarian
o ok thx
Charon
Spazmatism
My projectile being shot by an enemy after it gets hurt goes only in a certain direction. How can I make it aim at the player?
@bluemagic123
@bluemagic123
Last edited:
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