Standalone [1.3] tModLoader - A Modding API

does this work for 1.3.3.3 yet?
 
does this work for 1.3.3.3 yet?
The 1.3.3.2 version can be used on 1.3.3.3 if you have previously had 1.3.3.2 installed.
 
CAN EVERYONE LIKE THIS COMMENT PLZ!

Please refrain from making such contentless, off-topic posts. Additionally, begging for likes is also against the rules.
 
The 1.3.3.2 version can be used on 1.3.3.3 if you have previously had 1.3.3.2 installed.
thanks
[doublepost=1475563394,1475563374][/doublepost]
Please refrain from making such contentless, off-topic posts. Additionally, begging for likes is also against the rules.
oh ok
 
Just download the install for 1.3.3.2 and overwrite your consisting files in your Steam folder. (re-install with version 1.3.3.2)

It worked for me.
 
I'm doing a spin-off EOC boss, just playing around with vanilla AIs to get more comfortable with AI stuff.
Notably these lines:
if (base.Center.X > Main.player[npc.target].Center.X)
{
num277 *= -1f;
}
if (base.Center.Y > Main.player[npc.target].Center.Y)
{
num276 *= -1f;
}
Looks like you simply need to replace 'base' with 'npc'.

The vanilla code was originally from the NPC calss (I assume) so 'base.' will refer to that NPC. When you have that code into your ModNPC class, 'base.' refers to that ModNPC class instead which is why you need to replace 'base' with 'npc'.
 
please update so it is compatible with 1.3.3.3 if I try to launch tmod it launches normal terraria
 
please update so it is compatible with 1.3.3.3 if I try to launch tmod it launches normal terraria

It has been updated for each previous version, so I'm sure it will be updated for this version. People just need to be patient.
 
Well, it really works fine with this version, but it works ONLY with 1.3.3.2. Waiting for updates.
 
An unexpected error has occurred.
here: Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Stream stream, Int32 width, Int32 height, XnaImageOperation operation)
here: Terraria.ModLoader.Mod.Autoload()
here: Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
Fix???? Please reply as fast as possible :indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::indifferent::kingslime:
 
So this new :red:ING HOTFIX just removed all my progress in the game or what?

A :red:ING HOTFIX man i could really get angry now.
 
So this new :red:ING HOTFIX just removed all my progress in the game or what?

A :red:ING HOTFIX man i could really get angry now.
No, tModLoader just has to update to the newest version and you should be good to go. Waiting game.
 
please update so it is compatible with 1.3.3.3 if I try to launch tmod it launches normal terraria
You CAN downgrade until then, as that's your only option. If not, then wait. Downgrading is probably better for you if you're this impatient.
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So this new :red:ING HOTFIX just removed all my progress in the game or what?

A :red:ING HOTFIX man i could really get angry now.
No- should still be there when you get it back up and running
 
Is the trojan gone?
 
How do I get a mob to spawn in space?
 
how do I fix this?
8/21/2016 1:50:23 PM
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'RenderTarget2D'.
at Microsoft.Xna.Framework.Helpers.CheckDisposed(Object obj, IntPtr pComPtr)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTargets(RenderTargetBinding* pBindings, Int32 renderTargetCount)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTarget(RenderTarget2D renderTarget)
at Terraria.Main.woodColorCheck(Int32 t, Int32 c)
at Terraria.Main.lookForColorTiles()
at Terraria.Main.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args)

9/19/2016 4:25:57 PM
System.NullReferenceException: Object reference not set to an instance of an object.
at Terraria.ModLoader.ItemLoader.SetMatch(Int32 armorSlot, Int32 type, Boolean male, Int32& equipSlot, Boolean& robes)
at Terraria.Player.SetMatch(Int32 armorslot, Int32 type, Boolean male, Boolean& somethingSpecial)
at Terraria.Player.PlayerFrame()
at Terraria.Main.DrawMenu(GameTime gameTime)
at Terraria.Main.do_Draw(GameTime gameTime)
at Terraria.Main.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args)

10/2/2016 8:41:19 PM
 
Looks like you simply need to replace 'base' with 'npc'.

The vanilla code was originally from the NPC calss (I assume) so 'base.' will refer to that NPC. When you have that code into your ModNPC class, 'base.' refers to that ModNPC class instead which is why you need to replace 'base' with 'npc'.
It worked, thanks a ton!
 
any ETA on 1.3.3.3?
 
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