Rathlon Tobias Riverwind
Steampunker
Well looks like mods are going to take a while to update seeing that 1.3.3.1 just hit.
Not sure what's in this update to the game, but another set back to mods.
Not sure what's in this update to the game, but another set back to mods.
Jerrison >:)
Terrarian
I have a question...
How do you set the hardness of a tile? (the pickaxe power required to mine it)
How do you set the hardness of a tile? (the pickaxe power required to mine it)
The original clothier
Terrarian
The actual version is working for 1.3.3?
SamTerarrium
Empress of Light
Hooray Guys, 1.3.3.1 is here 
You can install tmodloader 0.8.3.2, which is based off of Terraria 1.3.2.1,(and it'll work fine, except no new desert stuff) but the next tmodloader is not released yet.The actual version is working for 1.3.3?
https://github.com/bluemagic123/tModLoader/wiki/ModTile#public-int-minpickI have a question...
How do you set the hardness of a tile? (the pickaxe power required to mine it)
Just when I have time to do it.when will you be testing tho?
No, the new changes are minimal, shouldn't push anything back.Well looks like mods are going to take a while to update seeing that 1.3.3.1 just hit.
Not sure what's in this update to the game, but another set back to mods.
Rathlon Tobias Riverwind
Steampunker
Well I didn't know that it didn't change anything.
All I know is that the Game Launcher didn't work when I launched the game.
Though I'm wondering what it added/fixed?
I can't find anything on the current update/patch.
All I know is that the Game Launcher didn't work when I launched the game.
Though I'm wondering what it added/fixed?
I can't find anything on the current update/patch.
Game launcher is useless. Just rename tmod 0.8.3.2 to tmodloader.exe and make a desktop shortcut.Well I didn't know that it didn't change anything.
All I know is that the Game Launcher didn't work when I launched the game.
Though I'm wondering what it added/fixed?
I can't find anything on the current update/patch.
Terra B Welch
Empress of Light
Am I the only one who thinks that theres alot of bots downloading these terraria mods?
'cause I honestly believe 99.9% of these downloads are from bots, I don't even think that many people play tModLoader. >_>
I honestly think it legit more has like 10 DLs top.
'cause I honestly believe 99.9% of these downloads are from bots, I don't even think that many people play tModLoader. >_>
I honestly think it legit more has like 10 DLs top.
VVV101
Duke Fishron
I am using it. It is pretty good. But I still think it is a bit of cheating.Am I the only one who thinks that theres alot of bots downloading these terraria mods?
View attachment 138964
'cause I honestly believe 99.9% of these downloads are from bots, I don't even think that many people play tModLoader. >_>
I honestly think it legit more has like 10 DLs top.
Why would 'bots' download a mod?
Most likely, there are mod users beyond the membership of this forum using them. The links to tModLoader and mods are generally accessible to guests (lurkers without an account), and web searches for 'Terraria mods' likely find tModLoader near the top.
Also - you would have to ask the tModLoader devs how they calculate that number, if you doubt the accuracy. Perhaps they are counting multiple downloads by the same person.
Most likely, there are mod users beyond the membership of this forum using them. The links to tModLoader and mods are generally accessible to guests (lurkers without an account), and web searches for 'Terraria mods' likely find tModLoader near the top.
Also - you would have to ask the tModLoader devs how they calculate that number, if you doubt the accuracy. Perhaps they are counting multiple downloads by the same person.
I can track ip addresses of downloads if abuse is suspected, but from my experience from some other metrics with a mod I published, the user count seems legit. Even mods with very little content get downloads because some users indiscriminately download all the mods.Am I the only one who thinks that theres alot of bots downloading these terraria mods?
View attachment 138964
'cause I honestly believe 99.9% of these downloads are from bots, I don't even think that many people play tModLoader. >_>
I honestly think it legit more has like 10 DLs top.
Snrasha
Terrarian
Stupid question, i have see nothing for that, i think (or i search very bad):
In examplemod, we have that:
writer.Write(saveVersion);
I have also that in my mod, when i have deleted that, nothing happens when i build, what is that, for know?
Thank you.
In examplemod, we have that:
writer.Write(saveVersion);
I have also that in my mod, when i have deleted that, nothing happens when i build, what is that, for know?
Thank you.
The idea of SaveVersion is so that when you update your mod later on you won't corrupt everyone's players.Stupid question, i have see nothing for that, i think (or i search very bad):
In examplemod, we have that:
writer.Write(saveVersion);
I have also that in my mod, when i have deleted that, nothing happens when i build, what is that, for know?
Thank you.
Imagine with v1.0 of your mod, you want to save just 1 variable, but later on in v2.0 of your mod you save 2 variables. If you don't maintain backwards compatibility, when your users update from v1.0 to v2.0, all their players will be corrupted because your v2.0 code will attempt to load 2 variables from the v1.0 save.
Below is an example. It is a very good idea to do this for the sake of future-proofing your mods, since eventually you might want to save more than in your initial release.
Code:
// Code from v1.0 release
private const int saveVersion = 0;
public override void SaveCustomData(BinaryWriter writer)
{
writer.Write(saveVersion);
writer.Write(score);
}
public override void LoadCustomData(BinaryReader reader)
{
int loadVersion = reader.ReadInt32();
if (loadVersion == 0)
{
score = reader.ReadInt32();
}
}
// Code from v2.0 release
private const int saveVersion = 1;
public override void SaveCustomData(BinaryWriter writer)
{
writer.Write(saveVersion);
writer.Write(score);
writer.Write(someNewVariable);
}
public override void LoadCustomData(BinaryReader reader)
{
int loadVersion = reader.ReadInt32();
// here we maintain past code so we can read old saves. In some cases, you might also want to set new variables to a default value.
if (loadVersion == 0)
{
score = reader.ReadInt32();
}
else if (loadVersion == 1)
{
score = reader.ReadInt32();
someNewVariable = reader.ReadInt32();
}
}
DamageVortex
Terrarian
ummm.....can some one help me....i patched it....i followed all the instuctions in the readme...i am using the GOG version....yes i am poor
.....and when i run terraria.exe (patched one) it says:
THIS APP CANT RUN ON YOUR PC
And im like....
Help PLEASE.....I dont know what to do!
And I want to play with a lot of mods...

And im like....

Help PLEASE.....I dont know what to do!
And I want to play with a lot of mods...
Jeckel
Terrarian
snip
In previous cases, the problem has turned out to be the user patching the wrong terraria version with the wrong tml gog patch. Take note that tModLoader and the windows gog patch are not updated to Terraria 1.3.3.0 or 1.3.3.1 yet, so if you try to patch the latest Terraria versions, then it won't work.
If this is not your issue, then send me a private message and I'll do what I can to help you out.
Zannypants
Terrarian
View attachment 138959
If you read the OP or the past 5 pages you'd notice this hasn't been updated yet.
ummm.....can some one help me....i patched it....i followed all the instuctions in the readme...i am using the GOG version....yes i am poor.....and when i run terraria.exe (patched one) it says:
THIS APP CANT RUN ON YOUR PC
And im like....![]()
Help PLEASE.....I dont know what to do!
And I want to play with a lot of mods...
v0.8.3.3
-Fixed a bug with modded walls beyond a certain ID
-Added ability to change modded tree top/branch frames
-Added fishing power parameter to ModPlayer.CatchFish
-Fixed bug where return value of TileLoader.Slope is ignored
-buildIgnore now accepts both slash types for directories
-Updated to Terraria 1.3.3.1
-Hopefully fixed Mac/Linux not being able to host servers
-Fixed bug where modded buffs beyond a certain ID cannot be synced
Huge thanks to @jopojelly for taking over with updating this while I'm swamped with homework.
-Fixed a bug with modded walls beyond a certain ID
-Added ability to change modded tree top/branch frames
-Added fishing power parameter to ModPlayer.CatchFish
-Fixed bug where return value of TileLoader.Slope is ignored
-buildIgnore now accepts both slash types for directories
-Updated to Terraria 1.3.3.1
-Hopefully fixed Mac/Linux not being able to host servers
-Fixed bug where modded buffs beyond a certain ID cannot be synced
Huge thanks to @jopojelly for taking over with updating this while I'm swamped with homework.
By the way, there hasn't been too much testing this time around, I hate to admit, so if you are a player, maybe wait a day or so before jumping the gun.
If you are a modder, however, please update ASAP, some things changed with Terraria 1.3.3+. If you use CustomSky or ModPlayer.CatchFish, you definitely need to release an update.
If you are a modder, however, please update ASAP, some things changed with Terraria 1.3.3+. If you use CustomSky or ModPlayer.CatchFish, you definitely need to release an update.
Similar threads
- Replies
- 40
- Views
- 23K
- Replies
- 5
- Views
- 1K
- Replies
- 893
- Views
- 891K
- Replies
- 0
- Views
- 475
- Sticky
- Replies
- 270
- Views
- 263K
-
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.