Standalone [1.3] tModLoader - A Modding API

Anyone else having n issue when some achievements don't save??
 
Modded NPCs don't spawn in my world's. Can somebody help me ;(
 
I 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;
        }
    }
}
Nvm I found that velocity was set to an amount rather than being multiplied by an amount
 
I'm having problem with some armor, when i put it in a maniquí it disappears. Please help!!
 
How do I decompile a mod? I know it's possible but I can't find it anywhere.
 
Does anyone know what code to put in the WingUpdate(Player player, bool inUse) override to make modded dust spawn in my wings
 
I don't know if anyone has the same error as me; the mod browser doesn't show any mod, since update 0.9
Fixed:Now is working, i don't know why.
 
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
 
Ok, I'm having another weird issue: Specifically, the fact that enemies for the Old One's Army refuse to spawn unless you're nearly standing on the portal, and will despawn if you scoot even a tile or two off of it. This makes it pretty much unbeatable, thanks to the fact that the final boss will either kill or cause knockback to send you off and despawn itself, resulting into basically it being unfinishable and wasting the last wave with a reload to regain building in the area.

Between this and the sudden failure of summoning, I'm really unsure what's TModloader and what's mod issues.
 
I mean as in a place to find the sprite so I can edit the vanity set
 
How can I make a custom fishing rod?
 
I mean as in a place to find the sprite so I can edit the vanity set
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?
 
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
Found them in the ModLoader file, game works perfectly now, thanks! :D Sorry on the late reply, though. :sigh:
 
this is realy good so far keep it up! :D
 
Capture.PNG


Sorry, I'm bad at reading C# error messages, and it's been a little over a year since I've done this.
 
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.
This is usually a Mod that doesn't actually have a Mod class, the heart of a mod.

Something like
Code:
using Terraria;
using Terraria.ModLoader;

namespace ItemChecklist
{
    public class ItemChecklist : Mod
    {
        public ItemChecklist()
        {
            Properties = new ModProperties()
            {
                Autoload = true,
            };
        }
}
 
Ore 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);
}
}
 
Ore 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);
}
}
No, it won't
 
Trying to join a server from a mac. I've tried with windows server (bootcamp) and a mac server. We are playing with the Calamity Mod. But i also got the same error with Thorium.

Getting "Bad header lead to a read buffer overflow"

This message pops up when the calamity mod is being loaded when joining a server.

Any thoughts?
 
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