Froddy Saxobear
Terrarian
So My mod browser is under heavy load
what does it means?
does that means youre working on the mod browser?
what does it means?
does that means youre working on the mod browser?
oh could you upload Player.cs somewhere on your github?Hm, it looks like health bars are terribly hardcoded into the game. I'll have to add a hook for that in the next update.
Unfortunately, the only way is to decompile Terraria then look at Player.cs.
What is going on with the tmodloader mod browser? The server has been down for hours and is annoying me.
That means the daily bandwidth limit it has was reached. I'm investigating the cause of the sudden jump in downloads.So My mod browser is under heavy load
what does it means?
does that means youre working on the mod browser?
No, we can't. Not allowedoh could you upload Player.cs somewhere on your github?
The Download Server for Tmodloader is overloaded with People that trys to download modsSo My mod browser is under heavy load
what does it means?
does that means youre working on the mod browser?
public override void DrawArmorColor(Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor)
{
PlayerDrawInfo info = new PlayerDrawInfo();
color = info.bodyColor;
}
That sounds like an exception is being thrown. Surround with try catch and log the exception.I'm having an issue with some experimental code.
I have a body armor item based off of ExampleMod. What I want it to do is copy the color of the player's skin color.
However, after adding in this code, any accessories worn around the body area stop being drawn.
The armor's color is set correctly, but as said above, all accessories around the body area (shield, balloon, etc) stop drawing. The accessories appear again as soon as I take the armor off.Code:public override void DrawArmorColor(Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor) { PlayerDrawInfo info = new PlayerDrawInfo(); PlayerLayer.Body.layer.Invoke(info); color = info.bodyColor; }
Additionally, the Shield of Cthulhu does not draw on dash, and neither does the afterimage effect.
How do I log the exception? I don't have much experience with try/catch blocks either.That sounds like an exception is being thrown. Surround with try catch and log the exception.
try
{
PlayerDrawInfo info = new PlayerDrawInfo();
color = info.bodyColor;
}
catch(System.Exception e)
{
ErrorLogger.Log(e.ToString());
}
Where in the example mod?For the last 2, just add the correct tile.
The ExampleMod has an example of ice chest items.
The other ones need to be more specific, so I know which part is the part you need help with
Post world gen. Exampleworld.csWhere in the example mod?
For the ore spawning, I have a ore (called Skaedium) that I want to generate like Cobalt or Palladium, (breaking a demon/crimson altar causes them to generate).
Is it possible to change the image of the moon once Hardmode is enabled? (Like how wearing sunglasses causes the sun image to change).
Also what's the tile ID for a Crimson altar?
Code:if (projectile.ai[1] > 0) projectile.ai[0] = 0; if (this.ai[0] == 0f) { this.velocity *= -1; } this.netUpdate = true;
"this" needs to be "projectile"
If I were you, I'd copy the ai code in and edit it directly, but if you want to do this blind, a solution might be changing the aiType to the hammer after collideTHANKS
Now that the boomerang goes through, how do I make it return faster. It was mentioned before that this is part of the AI I think, but it should be possible to do since the paladin's hammer uses the same AI as other boomerangs, but returns faster.
sorry if I'm annoying.
pls help
Everytime i have to download Tmodloader again and again because i can only play it once then when i try to play a second time it says:
System.DllNotFoundException: Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Steamworks.NativeMethods.SteamAPI_RestartAppIfNecessary(AppId_t unOwnAppID)
at Terraria.Social.Steam.CoreSocialModule.Initialize()
at Terraria.Social.SocialAPI.Initialize(Nullable`1 mode)
at Terraria.Program.LaunchGame(String[] args)
WHAT SHOULD I DO!!!!!!
Here's how I do multiple craft groups.Can anyone help me add more than one craft group. I can't seem to figure out how to add more.
Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace ExampleMod { public class ExampleMod : Mod { public ExampleMod() { Properties = new ModProperties() { Autoload = true, AutoloadGores = true, AutoloadSounds = true }; } public override void AddRecipeGroups() { RecipeGroup group = new RecipeGroup(() => Lang.misc[37] + " " + GetItem("ExampleItem").item.name, new int[] { ItemType("ExampleItem"), ItemType("EquipMaterial"), ItemType("BossItem") }); RecipeGroup.RegisterGroup("ExampleMod:ExampleItem", group); } } }
Sorry about the mistake with 'this.' instead of 'projectile.' Thanks jopojelly for catching it.THANKS
Now that the boomerang goes through, how do I make it return faster. It was mentioned before that this is part of the AI I think, but it should be possible to do since the paladin's hammer uses the same AI as other boomerangs, but returns faster.
sorry if I'm annoying.
pls help
I want to add my own mod version there too
Hello, Is that possible to add at the Menu like tmodloader adds its version?
I want to add my own mod version there too
Here's how I do multiple craft groups.
public override void AddRecipeGroups()
{
//Add the silver ranked group
RecipeGroup group = new RecipeGroup(() => Lang.misc[37] + " Silver", new int[]
{
ItemID.SilverBar,
ItemID.TungstenBar
});
RecipeGroup.RegisterGroup("TDK:rankSilver", group);
//Add the Gold ranked group
group = new RecipeGroup(() => Lang.misc[37] + " Gold", new int[]
{
ItemID.GoldBar,
ItemID.PlatinumBar
});
RecipeGroup.RegisterGroup("TDK:rankGold", group);
}
Sorry about the mistake with 'this.' instead of 'projectile.' Thanks jopojelly for catching it.
The projectile's ai[0] is set to 1 to tell it to return to the player. You could try checking if ai[0] is 1 and then multiplying it' velocity by something bigger than 1. Or, if you want more control, you could do as jopojelly suggested. I remember someone asking for boomerang AI earlier this thread, though I don't know if any was provided.
Well then how do i do it???What do you mean with 'too'? tModLoader is the application, it's not a loaded mod. I very much doubt you're going to be able to modify it through just a mod.