Standalone [1.3] tModLoader - A Modding API

Working very well thank you
 
Hi @jopojelly @bluemagic123, could you please do me a favor if possible and remove PokeModRed 0.4 from the mod browser? After the security update I needed to publish under a new mod, but it seems they are getting mixed up with each other and won't update properly.

Oh EDIT: I just found a bug I think, it looks like ModItem saveCustomData() is only called for items in the player's inventory. If you put the ModItem in a chest it doesn't save.
 
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Hi @jopojelly @bluemagic123, could you please do me a favor if possible and remove PokeModRed 0.4 from the mod browser? After the security update I needed to publish under a new mod, but it seems they are getting mixed up with each other and won't update properly.

Oh EDIT: I just found a bug I think, it looks like ModItem saveCustomData() is only called for items in the player's inventory. If you put the ModItem in a chest it doesn't save.
Done, it has been removed.
 
Capture.PNG
 
Hi @jopojelly @bluemagic123, could you please do me a favor if possible and remove PokeModRed 0.4 from the mod browser? After the security update I needed to publish under a new mod, but it seems they are getting mixed up with each other and won't update properly.

Oh EDIT: I just found a bug I think, it looks like ModItem saveCustomData() is only called for items in the player's inventory. If you put the ModItem in a chest it doesn't save.

Thanks @bluemagic123, really, you are a gem. Btw just in case you missed my edit: I just found a bug I think, it looks like ModItem saveCustomData() is only called for items in the player's inventory. If you put the ModItem in a chest it doesn't save.
 
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The game crashes while reloading the example mods. I dont know more either
Fixed it and my mods are finally working:).

Another Question: how to i make an event that changes the moon (pumpkin moon frost moon etc.)?
 
so uuh, i posted here a small while ago about a mod that breaks TCF's modding rules (no adding in removed or unobtainable weapons from the game), however said mod was never removed which is somewhat annoying.

Also i have recently noticed 3 new mods on the mod browser, one directly copying the name of one of the largest mods here: tremor remastered, i find it highly unlikely that its just a coincidence, and its going to confuse people unless the mod author changes the name.
 
Any ideas why Terraria is crashing every time I access the modbrowser? I've re-installed Terraria and re-installed Tmodloader over it twice now, ran as administrator and made it an exception in all my anti-viruses and firewalls.
 
Any ideas why Terraria is crashing every time I access the modbrowser? I've re-installed Terraria and re-installed Tmodloader over it twice now, ran as administrator and made it an exception in all my anti-viruses and firewalls.
Sometimes the Mod Browser doesn't work for some amounts of time. It'll start working again later.
 
I'm trying to use the Mod Browser and it keeps crashing Terraria for me. :(
 
I don't understand why every time i click on the Mod Browser my :red:ing computer just freezes... WTF?!?!?!
 
If there are 2 or more players on a PC, all players’ modPlayer custom data in the form of arrays will be the same as the last one.
 
If there are 2 or more players on a PC, all players’ modPlayer custom data in the form of arrays will be the same as the last one.
This is because the default behavior is to clone new ModPlayer instances from an existing instance. With arrays, this means that the value of the array is copied and all instances will share the same array, unless you fix it.

You can either override the CloneNewInstances bool and use a constructor or use the Initialize hook to initialize the array to a new array.
 
Whenever i download a mod from the mod browser it wont show up when i reload
 
This is because the default behavior is to clone new ModPlayer instances from an existing instance. With arrays, this means that the value of the array is copied and all instances will share the same array, unless you fix it.

You can either override the CloneNewInstances bool and use a constructor or use the Initialize hook to initialize the array to a new array.
I have solved the problem by setting CloneNewInstances to false
public override bool CloneNewInstances
{
get
{
return false;
}
}
Thank you:indifferent:
 
Question: Is there a way to switch between vanilla and modloader?
 
Question: Is there a way to switch between vanilla and modloader?
Yes. Rename the TModloader or Terraria Executable something other than Terraria.exe. Then add shortcuts for both of them.
 
I get a drastically reduced frame rate running tmodloader with any mod. Even without any mods enabled it still lags very badly.

Any ideas what the problem could be besides poor coding/optimization ?

Game runs fine in vanilla
 
Can I not publish a mod without buying the game?
 
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