Standalone [1.3] tModLoader - A Modding API

I have a question. is there a way to remove a specific mod from tmod without logging in terraria on mac.Or is there a way to access the mod folder on mac?
 
Can we get 64 bit version too? :D I want it because it tells me about 120 times that it has no memory while I am loading mods and I have 16GB RAM, so 32 bit sucks.
 
Is it possible to change the mods folder? There doesn't seem to be a way to change the default directory. I want to install mods but it defaults to my C:\ drive and I don't want it there
 
Hey there.
I've been using Tmodloader as a player for quite a long time, and I would like to start an adventure with a bunch of friends on the game.
We would like to multiply the base amount of hp for every single mob in the game by 2.5 (e. 500 hp instead of 200), and their base damage by 1.2 (even the modded ones, if possible).
The problem is that ... Well. I've already tried to do some things using Tmodloader, but nothing more than copy/pasting lines of code without understanding what I was doing ...
I know this is possible, and that's why I'm there asking for some help.
Thanks for considering my problem, I hope someone will be able, and will take the time to help me ^.^
(also, I'm sorry if this is the wrong place to post that kind of messages, I don't really know where to do it ...)
 
Can we get 64 bit version too? :D I want it because it tells me about 120 times that it has no memory while I am loading mods and I have 16GB RAM, so 32 bit sucks.
Not possible due to xna, sorry.

how do you update tmodloader mines stuck in 9.0.3
You just download and install the latest.

Is it possible to change the mods folder? There doesn't seem to be a way to change the default directory. I want to install mods but it defaults to my C:\ drive and I don't want it there
Vanilla terraria has a -savedirectory switch, the mod directory is derived from that.

Hey there.
I've been using Tmodloader as a player for quite a long time, and I would like to start an adventure with a bunch of friends on the game.
We would like to multiply the base amount of hp for every single mob in the game by 2.5 (e. 500 hp instead of 200), and their base damage by 1.2 (even the modded ones, if possible).
The problem is that ... Well. I've already tried to do some things using Tmodloader, but nothing more than copy/pasting lines of code without understanding what I was doing ...
I know this is possible, and that's why I'm there asking for some help.
Thanks for considering my problem, I hope someone will be able, and will take the time to help me ^.^
(also, I'm sorry if this is the wrong place to post that kind of messages, I don't really know where to do it ...)
This might be useful: https://forums.terraria.org/index.php?threads/stats-config.48588/
 
Thanks a lot !
Don't mess with the player regeneration. It does make you regenerate faster but will also make all dots tick faster. Then again, you might like that if you want a tougher game. Just don't set it too hight or any dot will kill you almost instantly.



On another matter is there still a discussion on whether or not 64 bit will be done? Or is it dead like my hopes and dreams?
 
You can always override an AI method and set the velocity to zero manually:
Code:
public override bool PreAI()
{
    projectile.velocity = Vector2.Zero;
    return false;
}
Thanks for the help :). But how do I get my projectile to spawn when it comes in contact with a tile or enemy npc?
Here is the projectile's code:
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace EpicnessModRemastered.Projectiles
{
    public class PoisonSpell : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.name = "Poison Spell";
            projectile.width = 8;
            projectile.height = 21;
            projectile.aiStyle = 1;
            projectile.friendly = true;
            projectile.hostile = false;
            projectile.ranged = false;
            projectile.melee = false;
            projectile.magic = true;
            projectile.penetrate = 1;
            projectile.timeLeft = 600000;
            projectile.light = 0.5f;
            projectile.tileCollide = true;
            projectile.extraUpdates = 1;
            ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
            ProjectileID.Sets.TrailingMode[projectile.type] = 0;
        }
        public override bool Kill(Vector2 oldVelocity)
        {
            Projectile.NewProjectile(projectile.Center.X, projectile.Center.Y, Main.rand.Next(1, 1), Main.rand.Next(1, 1), mod.ProjectileType ("PoisonRing"), (int)(projectile.damage * .5f), projectile.owner);
           
            Main.PlaySound(mod.GetLegacySoundSlot(SoundType.Item, "Sounds/Item/PoisonSpell"), projectile.position);
            return true;
        }   
    }
}
 
How do I get my projectile to do damage? This question sounds dumb but since this projectile (Poison Ring) spawns from the (Poison Spell) it doesn't do any damage.
here is the projectile's code (Poison Ring)
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace EpicnessModRemastered.Projectiles
{
    public class PoisonRing : ModProjectile
    {   
        public override void SetDefaults()
        {
            projectile.name = "Poison Ring";
            projectile.width = 160;
            projectile.height = 159;
            projectile.friendly = true;
            projectile.hostile = false;
            projectile.ranged = false;
            projectile.melee = false;
            projectile.magic = true;
            projectile.penetrate = -1;
            projectile.timeLeft = 600;
            projectile.light = 0.5f;
            projectile.tileCollide = false;
            projectile.extraUpdates = 1;
            ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
            ProjectileID.Sets.TrailingMode[projectile.type] = 0;
        }
        public override bool PreAI()
    {
        projectile.velocity = Vector2.Zero;
        return false;
    }

    }
}
 
anyone knows what happen to boss health bar mod? i cant find it on the browser people.

It's probably not updated yet. I think if you can find an older version it should work. Gameraiders is still using it in his new series.
I HATE YOU THIS DELETED ALL MY PROGRESS THIS IS :red: GO TO HELL I HAVE WORKED HUNDREDS OF HOURS TO GET MY STUFF AND NOW ITS :red:ING GONE

You do realize that tmod saves characters and worlds in a separate folder from the original? If you didn't and it seems you don't. they are still available but can not be accessed by terraria unless you move them to the correct folder.
 
How do I get my projectile to do damage? This question sounds dumb but since this projectile (Poison Ring) spawns from the (Poison Spell) it doesn't do any damage.
here is the projectile's code (Poison Ring)
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace EpicnessModRemastered.Projectiles
{
    public class PoisonRing : ModProjectile
    {  
        public override void SetDefaults()
        {
            projectile.name = "Poison Ring";
            projectile.width = 160;
            projectile.height = 159;
            projectile.friendly = true;
            projectile.hostile = false;
            projectile.ranged = false;
            projectile.melee = false;
            projectile.magic = true;
            projectile.penetrate = -1;
            projectile.timeLeft = 600;
            projectile.light = 0.5f;
            projectile.tileCollide = false;
            projectile.extraUpdates = 1;
            ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
            ProjectileID.Sets.TrailingMode[projectile.type] = 0;
        }
        public override bool PreAI()
    {
        projectile.velocity = Vector2.Zero;
        return false;
    }

    }
}
I believe all you are missing is projectile.damage = (some number); from your SetDefaults hook.
 
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