Standalone [1.3] tModLoader - A Modding API

IF UR WEAPONS DONT APPEAR WHEN U USE THEM REMOVE THE BETTER YOYOS BY GRAYDEE
 
Fixed 4 errors and then got 1 error that icant solve )=
error CS0117: 'Terraria.ModLoader.ModItem' does not contain a definition for 'NewItem'
ModItem.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, "OrcaFin", 1);

Btw
orca fin is mod item
plus how do i make my enemy only spawn at ocean because i dont like it when it rains killer whales
 
Fixed 4 errors and then got 1 error that icant solve )=
error CS0117: 'Terraria.ModLoader.ModItem' does not contain a definition for 'NewItem'
ModItem.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, "OrcaFin", 1);
Is that supposed to spawn the item? I think it's just Item.NewItem, that's what I use anyway and it works. So I guess like that:
Code:
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("OrcaFin"));
 
ok thanks for that
now i need to find out how to make it spawn ocean only
 
ok thanks for that
now i need to find out how to make it spawn ocean only
Take a look at ExampleMod, there's an octopus there that, I think, has all this covered :)
 
noooooooooooooooooooooo i waited soo long for the nnew versio nand the GOG version is not out!?!?! noooooooooooooooooooooooooooooooooooooooo

It is, the page hasn't been updated. Click on GOG installer and it's updated.
(A GOG user)
 
So yeah, i deleted all mods and re-installed tmodloader it still doesn't works.

Edit1: When im creating new world it works. I think something corrupts world file but i don't know what it might be.
Maybe give a modlist ?
 
Help i try to start my game after the update for tmodloader and this crash happens?-

System.MissingFieldException: Field not found: 'Terraria.Main.rand'.
at WeaponOut.WeaponOut.ModifyTransformMatrix(Matrix Transform)
at Terraria.ModLoader.ModHooks.ModifyTransformMatrix(Matrix Transform)
at Terraria.Main.do_Draw(GameTime gameTime)
at Terraria.Main.DoDraw(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)
 
So, bit of weirdness. I'm noticing that my NPC Guide on the world I've recently recreating isn't shooting projectiles, and that I'm also noticing no moneydrops as well. Not quite sure what's the source, but this is what's currently enabled right now...

Itemtronics
Pillar Items Plus
Bluemagic's Mod
Better Yoyos
Base Mod + GRealms
Simple Auto Chest
Wik's Mod Redux (Lite)
Summoners Association
Prefixes For Enemies
Dart Expansion
More Accessories+
Wireless
Cheat Sheet
Calamity Mod
Longbows FTW
Thorium Mod
 
Is there a way of making a mod be the last mod to be loaded in the mod list order?
 
Help i try to start my game after the update for tmodloader and this crash happens?-

System.MissingFieldException: Field not found: 'Terraria.Main.rand'.
at WeaponOut.WeaponOut.ModifyTransformMatrix(Matrix Transform)
at Terraria.ModLoader.ModHooks.ModifyTransformMatrix(Matrix Transform)
at Terraria.Main.do_Draw(GameTime gameTime)
at Terraria.Main.DoDraw(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)
Delete the outdated weaponout tmod
 
Is there a way of making a mod be the last mod to be loaded in the mod list order?
Why? You might be doing something wrong if you need this, and I don't want to misguide you.
[doublepost=1482099570,1482099490][/doublepost]
Go to the saves folder: games Terraria ModLoader Mods I think, delete the file.
 
Why? You might be doing something wrong if you need this, and I don't want to misguide you.
[doublepost=1482099570,1482099490][/doublepost]
Go to the saves folder: games Terraria ModLoader Mods I think, delete the file.
You got it wrong, I want to make a mod be last mod loaded in the list of mods, because I believe my mod will not work correctly with other mods, if it is loaded before other mods.

Edit: I asked if there is a way to.
 
Thanks Jopo
[doublepost=1482099874,1482099654][/doublepost]I cant find the saves?
 
so the last time i had a problem was yesterday because the weapon out mod was messing up tmodloder but someone helped me and it worked. but when ever i try to go in single player or multiplier player. it comes up with this.
terrariaerror2.gif
 
So, bit of weirdness. I'm noticing that my NPC Guide on the world I've recently recreating isn't shooting projectiles, and that I'm also noticing no moneydrops as well. Not quite sure what's the source, but this is what's currently enabled right now...

Itemtronics
Pillar Items Plus
Bluemagic's Mod
Better Yoyos
Base Mod + GRealms
Simple Auto Chest
Wik's Mod Redux (Lite)
Summoners Association
Prefixes For Enemies
Dart Expansion
More Accessories+
Wireless
Cheat Sheet
Calamity Mod
Longbows FTW
Thorium Mod
Update on my situation: ALL projectiles are dead... Acorn Popgun and Wooden Bow I just crafted both do not fire projectiles, and the Popgun and Bow both took arrows when fired as well. There's something seriously wrong here :S
 
Update on my situation: ALL projectiles are dead... Acorn Popgun and Wooden Bow I just crafted both do not fire projectiles, and the Popgun and Bow both took arrows when fired as well. There's something seriously wrong here :S
Your best bet, probably, is to try one mod at a time to figure out if it's one those
 
Your best bet, probably, is to try one mod at a time to figure out if it's one those
Found the source! Better Yo-Yos in this case.

EDIT: Ok, that covers the projectile problems, but now I don't got the money spawns at the moment. Explorations continue...
 
Last edited:
Is there any documentation for the new player Save & Load functions?
 
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