ikillzombies
Skeletron Prime
tModLoader Mac v0.6What's the folder's name
tModLoader Mac v0.6What's the folder's name
The main reason is that this is still very much a work-in-progress. I still haven't even completed all the main features needed to make a complete mod. I'm trying to finish both ModPlayer and ModWorld before I start considering servers. Once I feel that there's actually enough features to make a good mod, I'll probably put up a poll on whether people want interface support or server support first.Hey, I was just wondering why you plan to put server support in the "distant future" section? I think if you got multiplayer to work (even a host n' play) then it would be a huge advancement for the modding community (Even if it is really bad).
i believe that that information can be found on the front pageOk NVM but how do I create mods now
--- Double Post Merged, 45 minutes ago --- AND how do I install mods I got
i believe that that information can be found on the front page
the front page of this thread http://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/the front page of what
if it finished installing before it crashed, then you simply open terraria. if it did not finish installing, then yes, you have to re use the 'mono installer.exe' commandAh ok,
But how do I run tModloader? I already opened it the first time, in which I pressed the seyup modder environment button, It installed, then it crashed. Do I have to run the whole command sequence again?
namespace FurnitureMod.Tiles
{
public class Jukebox_Tile : ModTile
{
public static bool inUse = true;
}
}
using System;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace EnthusiastMod.NPCs
{
public class Enthusiast : ModNPC
{
public override string GetChat()
{
return ModLoader.GetMod("FurnitureMod").GetTile("Jukebox_Tile").inUse;
}
}
}
'Terraria.ModLoader.ModTile' does not contain a definition for 'inUse' and no extension method 'inUse' accepting a first argument of type 'Terraria.ModLoader.ModTile' could be found (are you missing a using directive or an assembly reference?)
You'll want to cast your ModTile as a Jukebox_Tile.Hey, could anyone help me access one mod's variable from another? I have a ModTile Jukebox in one mod and want an NPC from another mod to recognize, when it's playing.
I tried putting the variable in the mod's .cs and the tile's .cs itself, but I can't access it.
One of this things I tried:
Code:namespace FurnitureMod.Tiles { public class Jukebox_Tile : ModTile { public static bool inUse = true; } }
Code:using System; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace EnthusiastMod.NPCs { public class Enthusiast : ModNPC { public override string GetChat() { return ModLoader.GetMod("FurnitureMod").GetTile("Jukebox_Tile").inUse; } } }
I'm guessing GetTile only returns the ModTile that my Jukebox_Tile is inheriting stuff from... how can I get into the Jukebox_Tile?
(Jukebox_Tile)(ModLoader.GetMod("FurnitureMod").GetTile("Jukebox_Tile")).inUse;
I'm getting these now:You'll want to cast your ModTile as a Jukebox_Tile.
Code:(Jukebox_Tile)(ModLoader.GetMod("FurnitureMod").GetTile("Jukebox_Tile")).inUse;
Enthusiast.cs(88,24) : error CS0246: The type or namespace name 'Jukebox_Tile' could not be found (are you missing a using directive or an assembly reference?)
Enthusiast.cs(88,96) : error CS1061: 'Terraria.ModLoader.ModTile' does not contain a definition for 'inUse' and no extension method 'inUse' accepting a first argument of type 'Terraria.ModLoader.ModTile' could be found (are you missing a using directive or an assembly reference?)
You'll need to include the correct namespace (the one that contains your jukebox), which is probably FurnitureMod.Tiles.I'm getting these now:
I checked for all kinds of typos but didn't find anything...
Any idea?
You'll need to include the correct namespace (the one that contains your jukebox), which is probably FurnitureMod.Tiles.
using FurnitureMod.Tiles;
Maybe I'm messing up something trivial, but I dunno..Enthusiast.cs(5,7) : error CS0246: The type or namespace name 'FurnitureMod' could not be found (are you missing a using directive or an assembly reference?)
So all the things are inside terraria? Gotcha. I like how I'm gonna mod inside of terraria, it's encouraging me to be more natural and creative :3if it finished installing before it crashed, then you simply open terraria. if it did not finish installing, then yes, you have to re use the 'mono installer.exe' command
If you're trying to do this between mods, you'll have to add FurnitureMod as a dependancy. Take a look here for more info (I've never done that myself so I have no idea if that'll work).Like that? Because I already tried it and it gives me this error:Code:using FurnitureMod.Tiles;
Maybe I'm messing up something trivial, but I dunno..
If you're trying to do this between mods, you'll have to add FurnifureMld as a dependancy. Take a look here for more info (I've never done that myself so I have no idea if that'll work).
using FurnitureMod.Tiles;
I'm casting the Tile as suggested here:Enthusiast.cs(88,96) : error CS1061: 'Terraria.ModLoader.ModTile' does not contain a definition for 'inUse' and no extension method 'inUse' accepting a first argument of type 'Terraria.ModLoader.ModTile' could be found (are you missing a using directive or an assembly reference?)
But it still doesn't work...You'll want to cast your ModTile as a Jukebox_Tile.
Code:(Jukebox_Tile)(ModLoader.GetMod("FurnitureMod").GetTile("Jukebox_Tile")).inUse;
Sorry, you'll want to encapsulate that once more (with the .inUse outside of that).OK that worked and my code compiled with:
but I'm back to my initial problem:Code:using FurnitureMod.Tiles;
I'm casting the Tile as suggested here:
But it still doesn't work...
Yeah... just wanted to write that I've found the problem Thanks for your help! Wouldn't have figured it out.Sorry, you'll want to encapsulate that once more (with the .inUse outside of that).