Nvm I found that velocity was set to an amount rather than being multiplied by an amountI need some help hereView attachment 153776
Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ModLoader; namespace MoreStuff.Dusts { public class GalacticDust : ModDust { public override void OnSpawn(Dust dust) { dust.color = new Color(255, 255, 255); dust.alpha = 1; dust.scale = 1.3f; dust.velocity = 0.5f; dust.noGravity = true; dust.noLight = false; } public override bool Update(Dust dust) { dust.Position += dust.velocity; dust.rotation += dust.velocity.X * 0.65f; dust.scale *= 2f; float light = 1 * dust.scale; Lighting.AddLight(dust.position, light, light, light) if (dust.scale < 9f) { dust.active = false; } return false; } } }
Like, convert them to png?anyone know how to get the sprites for terraria vanity sets for editing them because if not my mod is doomed to an eternity of not being finished
Like, you want to swap out the texture in your mod, right? (Or a texture pack?) Or you want to know on disk which texture file corresponds to which vanity set? Or you want to know which array holds the Texture2D in-game?I mean as in a place to find the sprite so I can edit the vanity set
Found them in the ModLoader file, game works perfectly now, thanks!If you're on windows, go to My Documents>My Games>Terraria>ModLoader>Mods. If there are still mods there, that's your problem. If not, try to do a search on your computer for the name of one of the mods (if you can remember it) and if it shows up, try to find where said mods are and delete them all if you wont use another version of tModLoader
This is usually a Mod that doesn't actually have a Mod class, the heart of a mod.View attachment 153953
Sorry, I'm bad at reading C# error messages, and it's been a little over a year since I've done this.
using Terraria;
using Terraria.ModLoader;
namespace ItemChecklist
{
public class ItemChecklist : Mod
{
public ItemChecklist()
{
Properties = new ModProperties()
{
Autoload = true,
};
}
}
No, it won'tOre will be generated in the jungle?
Code:
for (int Ore = 0; Ore < 25; Ore++)
{
int oreX = Main.maxTilesX;
int oreY = Main.maxTilesY;
if (Main.tile[oreX, oreY].type == TileID.MudBlock)
{
WorldGen.TileRunner(oreX, oreY, (double)WorldGen.genRand.Next(3, 6), WorldGen.genRand.Next(3, 6), mod.TileType("LimeOre"), false, 0f, 0f, false, true);
}
}