Standalone [1.3] tModLoader - A Modding API

what do i do if it does not red the mods fron the folder
need error log
[doublepost=1482919760,1482919702][/doublepost]
I REALLY Wants Play Terraria With tModLoader ;(
But This Happens If I Start The Game -_-
( OBS:I'm Brazilian, lol :rslime: )


System.DLLNotFoundException: Não Foi Possível Carregar a DLL 'CSteamworks'

I will try traduct

System.DLLNotFoundException: Not Is Possible Load The DLL 'CSteamworks'

Something Important ( I Think )

My Terraria Is Not Original
I Running Windows 8.1
My RAM Memory Is MUCH Bad
Its NOT A Pc, I I'm A Notebook
don't pirate the game dude
 
[doublepost=1482919760,1482919702][/doublepost]
don't pirate the game dude[/QUOTE]


Something|
V

If somebody pirate the game
he(she) pirated the game,but he(she) like the game
and dont have money to buy the game
but he(she) need to play

You Understand?
the people pirate the games for this
BUT DESLIKE THE TRAINER CREATORS

WE PIRATE THE GAMES FOR LOVE
NOT FOR HATE OR SOMETHING

i hope you understand.
have a GOOD day ( night )
;):):sigh:
[doublepost=1482931300][/doublepost]
I REALLY Wants Play Terraria With tModLoader ;(
But This Happens If I Start The Game -_-
( OBS:I'm Brazilian, lol :rslime: )


System.DLLNotFoundException: Não Foi Possível Carregar a DLL 'CSteamworks'

I will try traduct

System.DLLNotFoundException: Not Is Possible Load The DLL 'CSteamworks'

Something Important ( I Think )

My Terraria Is Not Original
I Running Windows 8.1
My RAM Memory Is MUCH Bad
Its NOT A Pc, I I'm A Notebook


UPDATE: I ''FIXED''
but are other error:

Error
Please Launch The Game From Your Steam Client.
[doublepost=1482931389][/doublepost]Rly? i will need to buy the game?
i will go on pirate bay resolve this
 
I am playing multiplayer with my cousin, with our mods being Thorium, Calamity, and imkSushi, and every few seconds, mobs and players appear to lag/teleport. Even when I do host and play, this still happens. But it never happens in singleplayer. Does anyone know what's going on?
 
If somebody pirate the game
he(she) pirated the game,but he(she) like the game
and dont have money to buy the game
but he(she) need to play

You Understand?
the people pirate the games for this
BUT DESLIKE THE TRAINER CREATORS

WE PIRATE THE GAMES FOR LOVE
NOT FOR HATE OR SOMETHING

i hope you understand.
have a GOOD day ( night )
;):):sigh:
[doublepost=1482931300][/doublepost]


UPDATE: I ''FIXED''
but are other error:

Error
Please Launch The Game From Your Steam Client.
[doublepost=1482931389][/doublepost]Rly? i will need to buy the game?
i will go on pirate bay resolve this

This is the official forum for the game and discussing the use of pirated versions is both rude and against the rules. You will receive no support here for pirated versions. Any further discussion of using pirated software will lead to warning marks or other account action such as banning.
 
@HeroN°56 1. Please, don't do that.... are you serious? You came to the OFFICIAL TERRARIA FORUMS to ask support for an illegal copy?
2. Why do you need to tell everyone you are brazilian? Now I know why we (brazilians) have such a bad reputation...
3. I'm brazilian too, and can assure you, this game is not expensive. Right now, you can buy it for just R$12,00. (R$ is for "Real" - brazilian currency)

Now in portuguese, because you seems to have more issues with english than I...

1. Não faça isso rapaz.... vc tá de brincadeira né? Vc veio no forum oficial pra pedir ajuda pra uma cópia pirata do jogo?
2. Ainda tem que falar pra todo mundo que vc é brasileiro? Agora dá pra entender um pouco o fato dos brasileiros terem uma reputação tão ruim....
3. O jogo não tá caro... agora mesmo na promoção de inverno vc pode comprar por R$12.... mesmo se a pessoa for pobre... se ela tem um computador que consegue rodar Terraria ela tem condição de juntar 12 reais pra comprar um jogo. Vc mal come um lanche na rua com essa quantia...
 
hello.

i have an error with the code of a projectile.

here is the error:
error CS1022: Type or namespace definition, or end-of-file expected

here is the code of the error file:
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace csmagicblood.Projectiles
{
    public class MagicProjectile : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.name = "halycon";
            projectile.width = 40;
            projectile.height = 40;
            projectile.friendly = true;
            projectile.penetrate = 3;                       //this is the projectile penetration        
            projectile.hostile = false;
            projectile.magic = true;                        //this make the projectile do magic damage
            projectile.tileCollide = true;                 //this make that the projectile does not go thru walls
            projectile.ignoreWater = true;
        }
        public override void AI()
        {
                                                                //this is projectile dust
            int DustID2 = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y + 2f), projectile.width + 2, projectile.height + 2, mod.DustType("DustName"), projectile.velocity.X * 0.2f, projectile.velocity.Y * 0.2f, 20, default(Color), 2.9f);
            Main.dust[DustID2].noGravity = true;
                                                          //this make that the projectile faces the right way
            projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + 1.57f;
            projectile.localAI[0] += 1f;
            projectile.alpha = (int)projectile.localAI[0] * 2;
          
            if (projectile.localAI[0] > 130f) //projectile time left before disappears
            {
                projectile.Kill();
            }
          
        }
       
        }
    }
}

can someone please help?
 
hello.

i have an error with the code of a projectile.

here is the error:
error CS1022: Type or namespace definition, or end-of-file expected

here is the code of the error file:
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace csmagicblood.Projectiles
{
    public class MagicProjectile : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.name = "halycon";
            projectile.width = 40;
            projectile.height = 40;
            projectile.friendly = true;
            projectile.penetrate = 3;                       //this is the projectile penetration       
            projectile.hostile = false;
            projectile.magic = true;                        //this make the projectile do magic damage
            projectile.tileCollide = true;                 //this make that the projectile does not go thru walls
            projectile.ignoreWater = true;
        }
        public override void AI()
        {
                                                                //this is projectile dust
            int DustID2 = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y + 2f), projectile.width + 2, projectile.height + 2, mod.DustType("DustName"), projectile.velocity.X * 0.2f, projectile.velocity.Y * 0.2f, 20, default(Color), 2.9f);
            Main.dust[DustID2].noGravity = true;
                                                          //this make that the projectile faces the right way
            projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + 1.57f;
            projectile.localAI[0] += 1f;
            projectile.alpha = (int)projectile.localAI[0] * 2;
         
            if (projectile.localAI[0] > 130f) //projectile time left before disappears
            {
                projectile.Kill();
            }
         
        }
      
        }
    }
}

can someone please help?
You have a } too many. Remove one from the end of your code.
 
Can someone explain this crash?
It happens when I load a world.
 

Attachments

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I think there might be an issue with modifies for weapons losing their damage increases randomly. I'm not 100% sure it's tmodloader, it could be some other mods I have installed.
 
I think there might be an issue with modifies for weapons losing their damage increases randomly. I'm not 100% sure it's tmodloader, it could be some other mods I have installed.
Do you have Thorium? I think it's from that.

Another bug: once I use a recall or magic mirror, I can't use or select any items until I go back to the title screen and reenter the world. This is in singleplayer and multiplayer.
 
So does anyone have a simple example cs for creating an item that would use a material from another mod?
I've never done mod compatibility before and I looked everywhere for the chance of a tutorial about simple mod compatibility but I never found one.
 
Help, how do I make my ore to generate only in the Underground Jungle? (If impossible, how to make it spawn on mud blocks)
Also, how do I make it shine when I use a spelunker potion?
Also, also, how do I make the ore show up on the mini-map?

Code:
Code:
using System.IO;
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria.World.Generation;
using Microsoft.Xna.Framework;
using Terraria.GameContent.Generation;

namespace ModOfRandomness
{
    public class ModWord : ModWorld
    {
        private const int saveVersion = 0;
        public override void ModifyWorldGenTasks(List<GenPass> tasks, ref float totalWeight)
        {
            int ShiniesIndex = tasks.FindIndex(genpass => genpass.Name.Equals("Shinies"));
            if (ShiniesIndex == -1)
            {
                return;
            }
            tasks.Insert(ShiniesIndex + 1, new PassLegacy("Custom Mod Ores", delegate (GenerationProgress progress)
            {
                progress.Message = "Custom Mod Ores";
                                                                                                                                                                                                                                         //Put your custom tile block name
                for (int k = 0; k < (int)((double)(Main.maxTilesX * Main.maxTilesY) * 6E-05); k++)                                                                                                                                      //      |
                {                                                                                                                                                                                                                      //       |
                    WorldGen.TileRunner(WorldGen.genRand.Next(0, Main.maxTilesX), WorldGen.genRand.Next((int)WorldGen.worldSurfaceLow, Main.maxTilesY), (double)WorldGen.genRand.Next(3, 6), WorldGen.genRand.Next(2, 6), mod.TileType("NoobiteFossilBlock"), false, 0f, 0f, false, true);
                }
            }));
        }

    }
}


Code:
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace ModOfRandomness.Items.Placeable
{
    public class NoobiteFossil : ModItem
    {
        public override void SetDefaults()
        {
            item.name = "Noobite Fossil";
            item.width = 16;
            item.height = 16;
            item.maxStack = 999;
            AddTooltip("The remains of an extinct race.");
            item.useTurn = true;
            item.autoReuse = true;
            item.useAnimation = 15;
            item.useTime = 10;
            item.useStyle = 1;
            item.consumable = true;
            item.createTile = mod.TileType("NoobiteFossilBlock"); //put your CustomBlock Tile name
        }
    }
}


Code:
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;

namespace ModOfRandomness.Tiles
{
    public class NoobiteFossilBlock : ModTile
    {
        public override void SetDefaults()
        {
            Main.tileSolid[Type] = true;
            Main.tileMergeDirt[Type] = true;
            drop = mod.ItemType("NoobiteFossil");   //put your CustomBlock name
            minPick = 60;
            mineResist = 3f;
        }
    }
}
 
If I have mods downloaded and in the file for tmodloader but were not updated to that version of tmodloader yet have now been updated, do I need to redownload the mod or would updating it in tmodloader in terraria work? It's a bit wordy sorry if you need more clearification
 
how do you make the dust spawn on the sprite and the hit box be on the sprite too. cause if you shoot a long projectile at a angle the hit box is still at original angle.
 
Last edited:
Some of my bossed have been named "No:Name" on spawn. But I have a name for them. Here's the code for one.
Code:

Code:
using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace MetalMania.NPCs.Boss
{
public class SoluriumSlimeMaster : ModNPC
{
public override void SetDefaults()
{
npc.name = "Solurium Slime Master";
npc.displayName = "Solurium Slime Monster";
npc.aiStyle = 15;
npc.lifeMax = 120000;
npc.damage = 80;
npc.defense = 30;
npc.knockBackResist = 0f;
npc.width = 410;
npc.height = 210;

npc.value = Item.buyPrice(0, 8, 75, 40);
npc.npcSlots = 1f;
npc.boss = true;
npc.lavaImmune = false;
npc.noGravity = false;
npc.noTileCollide = false;
npc.HitSound = SoundID.NPCHit1;
npc.DeathSound = SoundID.NPCDeath1;
npc.buffImmune[24] = false;
music = MusicID.Boss3;
npc.netAlways = true;
}
public override void AutoloadHead(ref string headTexture, ref string bossHeadTexture)
{
bossHeadTexture = "MetalMania/NPCs/Boss/SoluriumSlimeMaster_head";
}
public override void BossLoot(ref string name, ref int potionType)
{
potionType = ItemID.GreaterHealingPotion;
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("BottledSpark"), Main.rand.Next(8, 32));
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("MeteriumWormStaff"), 1);

ManiaWorld.downedBossSoluriumSlime = true;
npc.ai[2] = 0;
}
public override void ScaleExpertStats(int numPlayers, float bossLifeScale)
{
npc.lifeMax = (int)(npc.lifeMax * 1.3f * bossLifeScale);
npc.damage = (int)(npc.damage * 1.1f);
npc.defense = 40;
}
public override void AI()
{
npc.ai[0]++;
Player player = Main.player[npc.target];

if (!player.active || player.dead)
{
npc.velocity = new Vector2(0f, 10f);
if (npc.timeLeft > 10)
{
npc.timeLeft = 10;
}
return;
}

npc.ai[3]++;
if (npc.ai[3] % 600 == 3)
{
NPC.NewNPC((int)npc.position.X, (int)npc.position.Y, mod.NPCType("SoluriumSlimeMinion"));

}

}
}
}

pls help me
 
So after downloading the new Terraria update and doing the manual install for tModLoader as I usually do, I boot up the game and it (Somehow?) recognizes old mods that wouldn't even conceivably be in my Terraria; I say this because twice now I've deleted all my Terraria files, re-downloaded them, re-downloaded tModLoader, then did the manual install, only for it to somehow detect the mods again. The reason I bring this up is because I can no longer load a modded Terraria client, it's almost finished with initializing 1.3.3 mods, then crashes. Any potential way of how I could go about fixing this? I'm really hyped for another wave of mods, along with the 1.3.4 content patch.
 
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