Proxiehunter
Terrarian
Daily reminder: Mod Browser is not working.
Any idea how to make it work?
It seems to be working now. Even in Linux where last time I tried it it wouldn't work.
Daily reminder: Mod Browser is not working.
Any idea how to make it work?
Even before, trying to mod with this API is a pain in the butt. Needs some better documentation.Thats becasue of the 1.3.2.1 update, they have to try and make it so it doesnt have any issues with it
This API is an insane mess.
What's wrong? We document the hooks we add, but if one of the descriptions doesn't make sense, let us know.Even before, trying to mod with this API is a pain in the butt. Needs some better documentation.
K, read the readme to install it the alt way.When i run the jar file i get an error message " Could not find place to install to!"
Even before, trying to mod with this API is a pain in the butt. Needs some better documentation.
you are not the only oneI dont know if im the only one that has this "error" but when i click the "Mod Browser" feature the game CRASHES.
Please help
I dont know if im the only one that has this "error" but when i click the "Mod Browser" feature the game CRASHES.
Please help
you are not the only one
when ever I try to open the mod browser, after a few moments terraria crashes, I need help
You clicked on the tmodloader server fileWhen I first opened my terraria, it was the normal terraria. So I went to my files and opened tModLoader, and it went to this black scream with a bunch of code, with all the mods and my worlds, at the bottom it said 'Choose World' I could type in it and press enter, so I entered one f my world names and pressed enter, and it just went down but I could till see the worlds and the 'Choose World' option. I don't understand what is happening!
Thanks for reporting. Yea you can just report issues you come across here, or notify any of the devs via a PM on TCF or Discord. I believe this issue is known, and will be fixed with Tile entities (coming soon)where can i actually post bugs?? is there an official bugtracker??
if not, i am happy to create a Post just for it ^-^
heres the bug i found:
when putting a modded item into a WEAPON RACK, and reloading the world (leaving and joining again) its a different item from THE SAME MOD
idk if thats just for me, but it happened to my modded items quite often (got an OP weapon from a wooden javelin, hue)
Do you mean you want to change a dust's color? The reason the dust displays earlier might be due to custom colliding checks, and it might collide a moment before it actually does on your screen. If it doesn't move, it means it has no velocity. Did you try setting a velocity when spawning the dusts?ok thx, a question: is it possible to play dust without changing its color?? and for some reason the dust i play on Javelins when they collide with walls doesnt move and spawns before hitting the wall, how can i fix this??? its only with the Flame Dust and the Waterbolt Dust
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace SacredTools.Projectiles
{
public class HellProj : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "Hell-ebarde"; //projectile name
projectile.width = 20; //projectile width
projectile.height = 28; //projectile height
projectile.friendly = true; //make that the projectile will not damage you
projectile.aiStyle = 1;
projectile.thrown = true; //
projectile.penetrate = 3; //how many npc will penetrate
projectile.extraUpdates = 1;
aiType = ProjectileID.BoneJavelin;
}
public override void AI() //this make that the projectile will face the corect way
{ // |
projectile.ai[0] += 1f;
if (projectile.ai[0] >= 70f)
{
projectile.velocity.Y = projectile.velocity.Y + 0.15f;
projectile.velocity.X = projectile.velocity.X * 0.99f;
}
}
public override bool OnTileCollide(Vector2 oldVelocity)
{
{
projectile.Kill();
Main.PlaySound(2, (int)projectile.position.X, (int)projectile.position.Y, 10);
}
return false;
}
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
{
target.AddBuff(BuffID.OnFire, 500);
}
public override void OnHitPlayer(Player target, int damage, bool crit)
{
target.AddBuff(BuffID.OnFire, 500);
}
public override void Kill(int timeLeft)
{
for (int i = 4; i < 31; i++)
{
Color color = new Color(204, 90, 0);
int rand = Main.rand.Next(4);
switch (rand)
{
case 0:
color = new Color(204, 90, 0);
break;
case 1:
color = new Color(204, 90, 0);
break;
case 2:
color = new Color(204, 90, 0);
break;
case 3:
color = new Color(204, 90, 0);
break;
}
float x = projectile.oldVelocity.X * (30f / i);
float y = projectile.oldVelocity.Y * (30f / i);
int newDust = Dust.NewDust(new Vector2(projectile.oldPosition.X - x, projectile.oldPosition.Y - y), 8, 8, 6, projectile.oldVelocity.X, projectile.oldVelocity.Y, 100, color, 2.8f);
Main.dust[newDust].noGravity = true;
Main.dust[newDust].velocity *= 0.1f;
newDust = Dust.NewDust(new Vector2(projectile.oldPosition.X - x, projectile.oldPosition.Y - y), 8, 8, 6, projectile.oldVelocity.X, projectile.oldVelocity.Y, 100, color, 2.4f);
Main.dust[newDust].velocity *= 0.01f;
Main.dust[newDust].noGravity = true;
}
}
}
}