Eldrazi
Eater of Worlds
A syntax error.c:\Users\Heath\Documents\My Games\Terraria\ModLoader\Mod Sources\XaminafMod\XaminafMod.cs(9,8) : error CS1518: Expected class, delegate, enum, interface, or struct
Could you show me your code?
A syntax error.c:\Users\Heath\Documents\My Games\Terraria\ModLoader\Mod Sources\XaminafMod\XaminafMod.cs(9,8) : error CS1518: Expected class, delegate, enum, interface, or struct
using System;A syntax error.
Could you show me your code?
You still need the namespace and class declaration.c:\Users\Heath\Documents\My Games\Terraria\ModLoader\Mod Sources\XaminafMod\XaminafMod.cs(9,8) : error CS1518: Expected class, delegate, enum, interface, or struct
using Terraria.ModLoader;
namespace XaminafMod
{
class XaminafMod : Mod
{
public XaminafMod()
{
Properties = new ModProperties()
{
Autoload = true,
AutoloadGores = true,
AutoloadSounds = true
};
}
}
}
ProjectileID.WoodenArrowFriendly = 1;Anybody know the ammo id for arrows?
Hm, does changing the folder name work?It seems like tModLoader doesn't work if you change your mod's Name property (or maybe I'm doing something wrong?).
My mod's folder is called Miscellania, but I want the internal name to be GoldensMisc. So I did this in my mod class:
And now I get this error:Code:public override string Name { get { return "GoldensMisc"; //For backwards compatibility. } }
I don't get the error when I remove that code. Also I tried naming my main mod file both GoldensMisc.cs and Miscellania.cs and nothing's changed.Code:Missing mod: Miscellania/Items/AncientMuramasa in Terraria.ModLoader.ModLoader.GetTexture(String name) in Terraria.ModLoader.Mod.SetupContent() in Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
Confusion and time to code? The entire point of a modding API is to make your code work in the gameem, i just want to suggest this, currently it isn't a feature, but it think it'd go good for the mod loader if its a feature, there should be a bow that has a spread on it, weather its even or random, up to you. But its a working, spread bow that you can edit, so it saves the confusion and time of 'trying to put/putting' in the code.
Does pressing Tab or M work? If not, what mods are you using?Hey so im having an issue. I have tModloader v0.8 and everything is up to date, but i cant access my map. It wasnt happening before and now all of a sudden it is. It doesnt show up in gameplay in the top right and i cant go fullscreen. Have you seen this before and is there some way to fix it?
I think Terraria will automatically disable the map if it thinks it's running low on memory. Might be it.Currently I have Tremor Remastered, ShorterRespawn, and Max Stacks+ enabled
I just changed some code on the server to maybe fix this. If it doesn't work, let me know.So I tried publishing my mod for the first time and got this
and of course I'm not sure what this meansMod signed
File is valid....
Query3 failed: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 's Mod','Fargowiltas','v0.0.1','Fargowilta','This mod adds an npc that will \r\ns' at line 1![]()
That did it, thank youuI just changed some code on the server to maybe fix this. If it doesn't work, let me know.
Actually I figured it out.Hm, does changing the folder name work?
By confusiuon and time for me, well,Hm, does changing the folder name work?
Confusion and time to code? The entire point of a modding API is to make your code work in the game
Does pressing Tab or M work? If not, what mods are you using?
c:\Users\Dominik\Documents\My Games\Terraria\ModLoader\Mod Sources\TheRebirthMod\Items\Weapons\CobaltSickle.cs(9,15) :
HELP!Code:c:\Users\Dominik\Documents\My Games\Terraria\ModLoader\Mod Sources\TheRebirthMod\Items\Weapons\CobaltSickle.cs(9,15) :
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace TheRebirthMod.Items.Weapons
{
public class CobaltSickle : ModItem
{
public override void SetDefaults()
{
item.name = "Cobalt Sickle";
item.damage = 100;
item.melee = true;
item.width = 70;
item.height = 70;
item.toolTip = "Sharp.";
item.useTime = 15;
item.useAnimation = 20;
item.useStyle = 1;
item.knockBack = 10;
item.value = 1826;
item.rare = 2;
item.useSound = 18;
item.autoReuse = true;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.CobaltBar , 20);
recipe.AddTile(TileID.MythrilAnvil);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}