Endershot355
Steampunker
please help
The
Index was outside the bounds of the array.
at Terraria.World.Generation.StructureMap.CanPlace(Rectangle area, Boolean[] validTiles, Int32 padding)
at Terraria.GameContent.Biomes.CorruptionPitBiome.Place(Point origin, StructureMap structures)
at Terraria.WorldGen.<>c__DisplayClass93.<generateWorld>b__5e(GenerationProgress progress)
at Terraria.GameContent.Generation.PassLegacy.Apply(GenerationProgress progress)
at Terraria.World.Generation.WorldGenerator.GenerateWorld(GenerationProgress progress)
at Terraria.WorldGen.generateWorld(Int32 seed, GenerationProgress customProgressObject)
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext)
at Terraria.WorldGen.worldGenCallBack(Object threadContext)
Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ID; using Terraria.ModLoader; using System.Collections.Generic; using Terraria.World.Generation; using Terraria.GameContent.Generation; namespace Enderuim.Tiles { public class EnderuimOreGen : ModWorld { public override void ModifyWorldGenTasks(List<GenPass> tasks, ref float totalWeight) { int ShiniesIndex = tasks.FindIndex(genpass => genpass.Name.Equals("Buried Chests")); tasks.Insert(ShiniesIndex + 1, new PassLegacy("Crazy Ore", delegate (GenerationProgress progress){; { progress.Message = "Growing Enderuim Crystals..."; 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(20, 20), WorldGen.genRand.Next(20, 20), mod.TileType("EnderuimOre"), false, 0f, 0f, false, true); } }; })); } }}
Ok, I forgot about that too. for now, after "Micro Biomes" should work.The
Index was outside the bounds of the array.
at Terraria.World.Generation.StructureMap.CanPlace(Rectangle area, Boolean[] validTiles, Int32 padding)
at Terraria.GameContent.Biomes.CorruptionPitBiome.Place(Point origin, StructureMap structures)
at Terraria.WorldGen.<>c__DisplayClass93.<generateWorld>b__5e(GenerationProgress progress)
at Terraria.GameContent.Generation.PassLegacy.Apply(GenerationProgress progress)
at Terraria.World.Generation.WorldGenerator.GenerateWorld(GenerationProgress progress)
at Terraria.WorldGen.generateWorld(Int32 seed, GenerationProgress customProgressObject)
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext)
at Terraria.WorldGen.worldGenCallBack(Object threadContext)
Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ID; using Terraria.ModLoader; using System.Collections.Generic; using Terraria.World.Generation; using Terraria.GameContent.Generation; namespace Enderuim.Tiles { public class EnderuimOreGen : ModWorld { public override void ModifyWorldGenTasks(List<GenPass> tasks, ref float totalWeight) { int ShiniesIndex = tasks.FindIndex(genpass => genpass.Name.Equals("Buried Chests")); tasks.Insert(ShiniesIndex + 1, new PassLegacy("Crazy Ore", delegate (GenerationProgress progress){; { progress.Message = "Growing Enderuim Crystals..."; 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(20, 20), WorldGen.genRand.Next(20, 20), mod.TileType("EnderuimOre"), false, 0f, 0f, false, true); } }; })); } }}
Also... This isnt really a question, but do you ever plan to make a tutorial on segmented NPCS?Ok, I forgot about that too. for now, after "Micro Biomes" should work.
Vanilla npc have separate choices if they are homeless, so just check npc.homeless in GetChat to return the "you saved me" dialogue.So how would I go about making an NPC say something special the first time you talk to them? Like how the bound NPC's work? Would I need to make a bool variable to be triggered to false when talking to the npc to disallow further access to that dialogue? Would that variable stay false even after reloading the world?
We know, it's fixed in the next release.I've been playing the Thorium mod with a friend, and chests seem to not register when you use the loot all button. Not that big of an issue, but can still be troublesome.
Edit: Deposit all does a similar glitch, but it gets rid of all the items instead. Learned that the hard way
Maybe I could.Also... This isnt really a question, but do you ever plan to make a tutorial on segmented NPCS?
I'm not sure you can. You can try CanKillTile and check the inventory of the player to see if they are using the itemWrong question: how do I make it so only one pickaxe can mine it (modded)?
Look on the tModLoader GitHub wiki under ModTile, there you will find everything you need for that.well how do I make it require a certain pickaxe power than?
That's a variable already present in the ModTile class which can be set in the SetDefaults function of your ModTile.This confoooseee meeee...
public int minPick where does this go
I know its a field
No...does the public int still go into the set defaults aswell?
I already figured it out :/For what endershot is asking is this it here
public virtual bool CanKillTile(int i, int j, ref bool blockDamaged)
and how can i use this to set a pickaxe power.