Standalone [1.3] tModLoader - A Modding API

The actual version is working for 1.3.3?
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.

I have a question...

How do you set the hardness of a tile? (the pickaxe power required to mine it)
https://github.com/bluemagic123/tModLoader/wiki/ModTile#public-int-minpick

when will you be testing tho?
Just when I have time to do it.

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.
No, the new changes are minimal, shouldn't push anything back.
 
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.
 
Am I the only one who thinks that theres alot of bots downloading these terraria mods?

20160912091545_1.jpg


'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.
 
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.
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.
 
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.
 
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.
The idea of SaveVersion is so that when you update your mod later on you won't corrupt everyone's players.

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();
            }
        }
 
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 :D.....and when i run terraria.exe (patched one) it says:

:redmunch:THIS APP CANT RUN ON YOUR PC
And im like.... :red2:

Help PLEASE.....I dont know what to do!

And I want to play with a lot of mods...
 

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.
 
View attachment 138959
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 :D.....and when i run terraria.exe (patched one) it says:

:redmunch:THIS APP CANT RUN ON YOUR PC
And im like.... :red2:

Help PLEASE.....I dont know what to do!

And I want to play with a lot of mods...
If you read the OP or the past 5 pages you'd notice this hasn't been updated yet.
 
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.
 
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.
 
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