The Shifting Cultist
Dungeon Spirit
servers don't work
So on hitting an NPC/opening a chest, the server console gets the MessageBuffer error but doesn't crash?Can confirm
server is gettin out of sync
console report
Error on message Terraria.MessageBuffer
happens if you hit a mod mob,open a chest and more :/
Nope no crashSo on hitting an NPC/opening a chest, the server console gets the MessageBuffer error but doesn't crash?
Thanks! This helps a lot; hopefully I'll be able to track down the problem soon.
Have you tried updating the projectile's velocity by adding 0.9f (If I recall the gravity constant in Terraria correctly...) to it like this in the AI portion of your projectile?I know I have asked this question already but... I've been stuck for a while making a projectile have gravity. I've done some research, but everything I tried has not worked. So how do you make a projectile have gravity?
public override void AI()
{
projectile.velocity.Y += 0.9f; //Positive is down and negative is up, forget the reason behind this though.
}
I can confirm this, because I believe I have found the bug that causes chests to act wacky. It might be tough for me to come up with an efficient solution, but I have a general idea of how to fix it.Big dupe bug in multiplayer showing up with Chests and the Loot All button. If you have multiple slots filled with items, hitting the loot all button will give you all the items but reopening the chest will have all the items still there except the first slot that was previously filled. Can be repeated ad nauseam to achieve literally infinite of any item so far tested.
This seems like a server issue and there are NO mod items involved so I'm assuming this is the right place to make this known. Can anyone else confirm?
using System;
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace EpicnessMod.Items.Accessories
{
public class SpeedBoots : ModItem
{
public override bool Autoload(ref string name, ref string texture, IList<EquipType> equips)
{
equips.Add(EquipType.Shoes);
return true;
}
public override void SetDefaults()
{
item.name = "Speed Boots";
item.width = 10;
item.height = 14;
item.toolTip = "Allows the wearer to run extremely fast.";
item.toolTip2 = "Allows flight.";
item.value = 1300;
item.rare = 3;
item.accessory = true;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.SoulofFlight, 20);
recipe.AddIngredient(ItemID.SpectreBoots, 1);
recipe.AddTile(null, "SuperWoodAnvil");
recipe.SetResult(this);
recipe.AddRecipe();
}
public override void UpdateAccessory(Player player)
{
player.noFallDmg = true;
player.canRocket = true;
player.rocketTime = 1200;
player.rocketBoots = 1;
player.rocketTimeMax = 1200;
if (player.controlLeft)
{
if (player.velocity.X > -5f) player.velocity.X -= 0.29f;
if (player.velocity.X < -5f && player.velocity.X > -10)
{
player.velocity.X -= 0.29f;
}
}
if (player.controlRight)
{
if (player.velocity.X < 5f) player.velocity.X += 0.29f;
if (player.velocity.X > 5f && player.velocity.X < 10)
{
player.velocity.X += 0.29f;
}
}
}
}
}
In 0.7.1 new method:When I updated my Tmodloader to the current version V7.1.1 my custom accessorie gives me this error when I try to load my mod.
Item SpeedBoots uses an old UpdateAccessory hook
at Terraria.ModLoader.Mod.AddItem(String name, ModItem item, String texture)
at Terraria.ModLoader.Mod.AutoloadItem(Type type)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
Here is the code if it helps
Code:using System; using System.Collections.Generic; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace EpicnessMod.Items.Accessories { public class SpeedBoots : ModItem { public override bool Autoload(ref string name, ref string texture, IList<EquipType> equips) { equips.Add(EquipType.Shoes); return true; } public override void SetDefaults() { item.name = "Speed Boots"; item.width = 10; item.height = 14; item.toolTip = "Allows the wearer to run extremely fast."; item.toolTip2 = "Allows flight."; item.value = 1300; item.rare = 3; item.accessory = true; } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(ItemID.SoulofFlight, 20); recipe.AddIngredient(ItemID.SpectreBoots, 1); recipe.AddTile(null, "SuperWoodAnvil"); recipe.SetResult(this); recipe.AddRecipe(); } public override void UpdateAccessory(Player player) { player.noFallDmg = true; player.canRocket = true; player.rocketTime = 1200; player.rocketBoots = 1; player.rocketTimeMax = 1200; if (player.controlLeft) { if (player.velocity.X > -5f) player.velocity.X -= 0.29f; if (player.velocity.X < -5f && player.velocity.X > -10) { player.velocity.X -= 0.29f; } } if (player.controlRight) { if (player.velocity.X < 5f) player.velocity.X += 0.29f; if (player.velocity.X > 5f && player.velocity.X < 10) { player.velocity.X += 0.29f; } } } } }
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ModLoader;
using Terraria;
using System.IO;
namespace TrueEternity
{
class TEWorld : ModWorld
{
private const int saveVersion = 0;
public bool isSuperhardmode = false;
public override void Initialize()
{
isSuperhardmode = false;
}
public override void SaveCustomData(BinaryWriter writer)
{
writer.Write(saveVersion);
byte flags = 0;
if (isSuperhardmode)
{
flags |= 1;
}
/*if (moreStuff)
{
flags |= 2;
}
writer.Write(flags);*/
}
public override void LoadCustomData(BinaryReader reader)
{
reader.ReadInt32();
byte flags = reader.ReadByte();
isSuperhardmode = ((flags & 1) == 1);
//moreStuff = ((flags & 2) == 2);
}
}
}
Looks like you either have a pre 0.7.1 Terraria.exe or a pre 0.7.1 TerrariaMac.exe.Any guide how to add world generation (ores)? Also my ModWorld seems to be broken:
Code:using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Terraria.ModLoader; using Terraria; using System.IO; namespace TrueEternity { class TEWorld : ModWorld { private const int saveVersion = 0; public bool isSuperhardmode = false; public override void Initialize() { isSuperhardmode = false; } public override void SaveCustomData(BinaryWriter writer) { writer.Write(saveVersion); byte flags = 0; if (isSuperhardmode) { flags |= 1; } /*if (moreStuff) { flags |= 2; } writer.Write(flags);*/ } public override void LoadCustomData(BinaryReader reader) { reader.ReadInt32(); byte flags = reader.ReadByte(); isSuperhardmode = ((flags & 1) == 1); //moreStuff = ((flags & 2) == 2); } } }
public override void PostWorldGen()
{
for (int k = 0; k < (int)((double)(Main.maxTilesX * Main.maxTilesY) * 6E-05); k++)
{
WorldGen.TileRunner(WorldGen.genRand.Next(0, Main.maxTilesX), WorldGen.genRand.Next((int)WorldGen.worldSurfaceLow, Main.maxTilesY), (double)WorldGen.genRand.Next(3, 6), WorldGen.genRand.Next(2, 6), mod.TileType("CoalOre"), false, 0f, 0f, false, true);
}
}
I can't think of how to make that work.Is it possible to make an item or accessory that works as a substitute to a crafting material(like wood) but is never consumed?
So if I equip it I don't need wood in crafting at all. Like with Alchemy Station that reduces the amount of crafting items to be used by 33.3% but instead with a 100% reducion of a certain material.
You can't yet.How to add custom background?
Sounds like a problem with the computer, since vanilla Terraria sounds don't work. I'd suggest reinstalling XNA, maybe even windows media player.Hey, Ethan again. I was getting ready to play some modded Terraria with a couple of pals when one reported some errors occurring with The Thorium Mod. As far as I can tell, it's not with the mod itself, but rather with the way the sound is being used. Terraria sounds already refuse to work on his computer (sound & ambient sliders have no effect on sound, music slider just resets back to 0% whenever he changes it, we haven't found a fix), and I'm guessing that's what's causing it, as no one else has the problem. Here's the report:
An unexpected error has occurred.
at Microsoft.Xna.Framework.Audio.SoundEffect.AllocateFormatAndData(Byte[] format, Byte[] data, Int32 offset, Int32 count)
at Microsoft.Xna.Framework.Audio.SoundEffect..ctor(Stream stream)
at Microsoft.Xna.Framework.Audio.SoundEffect.FromStream(Stream stream)
at Terraria.ModLoader.ModLoader.LoadMod(TmodFile modFile, BuildProperties properties)
at Terraria.ModLoader.ModLoader.LoadMods()
Any ideas?
Edit: @bluemagic123 you there? Sorry to spam you requests for help, but I'm out of ideas here. We've tried everything there is.
I know it's nearly impossible but I would really really enjoy (along with a lot of players) having new dimensions in Terraria. It would greatly extend the game and open up a whole new world of options.
I was just curious if it was possible and what the logistics behind it was.
I don't think so, in the corner it says tModLoader 0.7.1.1.Looks like you either have a pre 0.7.1 Terraria.exe or a pre 0.7.1 TerrariaMac.exe.
Yeah, but sometimes people don't copy in the TerrariaMac.exe when installing on windows because they don't understand that they need it. Try running the installer again.I don't think so, in the corner it says tModLoader 0.7.1.1.
Ok, works now Thanks.Yeah, but sometimes people don't copy in the TerrariaMac.exe when installing on windows because they don't understand that they need it. Try running the installer again.