Standalone [1.3] tModLoader - A Modding API

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.
 
Thats becasue of the 1.3.2.1 update, they have to try and make it so it doesnt have any issues with it
Even before, trying to mod with this API is a pain in the butt. Needs some better documentation.
 
When i run the jar file i get an error message " Could not find place to install to!"
K, read the readme to install it the alt way.
 
Even before, trying to mod with this API is a pain in the butt. Needs some better documentation.

Modding with this API is incredibly easy, I've never had any problems.

Just check the documentation for all the hooks and use ExampleMod as a reference and everything becomes abundantly clear.
 
Never had any issues either. I'm guessing the main issue is that ExampleMod has grown quite big, and may be a little with overwhelming for newcomers. (knowing that almost nobody that attempts modding actually has c# knowledge prior before trying)
 
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)
 
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
 
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
 
ok seems like im not the only one having issues with the mod browser atm. ill just just leave the comment here and wait patiently until its fixed. good that theres an alternate way of getting mods ^^
 
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

I had this problem yesterday. I ran the jar installer (having previously only extracted the files as per instructions) and tried opening the mod browser. It opened just fine after that. Just a sec and I'll see if it's still working for me.

Edit: It took nearly 30 seconds to load but it is still working on my end. Try running the jar installer file.
 
So, I tried to access the mod browser today. It is not working for me. I am not able to use the jar installer because I have my steam installed in a non-standard location (My E: drive, with my OS being on my C: Drive). Is there a way for me to direct the installer to my install, or to get the files out of the installer? Based on this thread, the files to use manually aren't quite right.

EDIT: I should note that it does not crash, but Terraria does freeze for about a minute.

UPDATE: Browser is working fine now for some reason.
 
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When 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!
 
i think you installed tmodloader wrong... or you opened a wrong file...
you should ask the Tmodloader Devs
(@bluemagic123 and @jopojelly)
 
When 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!
You clicked on the tmodloader server file
 
Guys please keep in mind the mod browser is ran by @jopojelly , so don't bother asking @bluemagic123 every time. It has had several issues in the past, and I'm not surprised it has again. Just keep telling authors to not fully rely on just the mod browser, but also to post an external download link. It's always a good thing to have a backup plan, aye?
[doublepost=1469717863,1469717795][/doublepost]
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)
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)
 
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
 
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
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?
 
Code:
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;
            }
        }
       
       
       
       
       
    }
}

i dont rly know where to put it :/
 
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