Standalone [1.3] tModLoader - A Modding API

I'm new to modding and need some questions answered, like is there a limit to how many mods I can have, and sometimes I get a log when reloading my mods (it mostly happens when trying to load large mods like thorium and calamity) it says "Insufficient memory to continue execution of the program", is this normal? and how can i fix it?
 
THX to jopojelly who helps me out! Works now!
 
Thought I'd re-post this here in case tMod devs weren't aware of this -- although I assume you likely are. This is taken from the Legends of Terraria 3 mod thread:

Um, not sure if it's this mod or something else, but I keep seeing the error pop up in the chat 'type == SoundLoader.CustomSoundType 0' or some other number instead of zero. I saw it crop up with the sexy succubus laugh from the enemies from this mod, though the sounds still played normally from what I can tell. Is anyone else getting that?

Yes, I got that as well:

View attachment 160322

some very new versions of gabehaswon have the same issues

To be honest, i have to say, i know another mod with the same bug, W1K's mod Lite, with the slugger zombies. They have a special sound that plays when they hit you with a baseball, and it does trigger the same message, however it also does not play the sound.

The reason that this does not happen in most of the mods is because most custom sounds are loaded via set defaults. Some of my sounds are called in not standard places, as in not defined as kill sound, hit sound or use sound. I call them via code, in AI or so. Debug text is, from what i heard, something left out in tml itself, and that means, i cannot do anything about it. The one only thing we can do about it is to wait, until tModloader devs remove the debug text calling when mod calls sounds via PlaySound().


I too have confirmed experiencing this persistent debug message involving custom sounds in various mods. Is there a way to fix this in an upcoming patch so the messages stop appearing in the chat window whenever specific sounds are played? Thanks.
 
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I dare to ask this as I'm sure it's been asked many times, but to save me looking through 700 odd pages - what is the deal with the bugged mannequins. Is it a fixable issue or a just dead as dead unfixable.

I am interested in learning if a fix is cowing to address this issue. It's a big bummer
 
Thought I'd re-post this here in case tMod devs weren't aware of this -- although I assume you likely are. This is taken from the Legends of Terraria 3 mod thread:












I too have confirmed experiencing this persistent debug message involving custom sounds in various mods. Is there a way to fix this in an upcoming patch so the messages stop appearing in the chat window whenever specific sounds are played? Thanks.
It's fixed.
 
=/ im having an issue with Tmodloader when i reload mods it disables random mods that are up to date <_< and its not a conflicting issue cause i was using this mods yesterday
i think it may just not be loading the mods properly
 
=/ im having an issue with Tmodloader when i reload mods it disables random mods that are up to date <_< and its not a conflicting issue cause i was using this mods yesterday
i think it may just not be loading the mods properly

A (temporary) fix for this is to enable all the mods you want enabled without trying to reload them, shut down tmodloader and then re-start tmodloader. It should then load all your mods on start-up, unless there is some other issue.
 
I just noticed a bug, When I play terraria without mods theres water physics, but when I play with tmodloader the water physics aint there, pls help
 
I just noticed a bug, When I play terraria without mods theres water physics, but when I play with tmodloader the water physics aint there, pls help
Maybe you Turned it off in the Options, because it works fine with Mods Active. (I just Tested it)
 
Maybe you Turned it off in the Options, because it works fine with Mods Active. (I just Tested it)
The waves quality are set to high but it still wont work :(
 
A (temporary) fix for this is to enable all the mods you want enabled without trying to reload them, shut down tmodloader and then re-start tmodloader. It should then load all your mods on start-up, unless there is some other issue.
thanks for the advice ill try that
 
Hey can someone help me make this projectile Make another projectile after hitting an Enemy or every 5 seconds shoots a projectile??
Code:
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace Trelamium.Yoyos
{
    public class DarkP : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.CloneDefaults(ProjectileID.TheEyeOfCthulhu);
            projectile.name = "DarkP";
            aiType = ProjectileID.TheEyeOfCthulhu;
        }
    }
}
 
Make a cat mod yo!
 
hi there :D
im trying to make a weapon with the ai of the solar eruption
but ive got a problem now... ive figured out that the weapon shoots a projectile but when i try to copy it it just looks like that:
x9fVavJ.jpg

and heres the code of the pojectile:
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Aoa.Projectiles
{
    public class beastcutterwhip : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.CloneDefaults(ProjectileID.SolarWhipSword);
            projectile.name = "beastcutterwhip";
            aiType = ProjectileID.SolarWhipSword;
        }
    }
}
now what i want to know:
is there anyone who can help me?
 
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hi there :D
im trying to make a weapon with the ai of the solar eruption
but ive got a problem now... ive figured out that the weapon shoots a projectile but when i try to copy it it just looks like that:
5utvuqla.jpg
[/URL][/IMG]
5utvuqla.jpg

and my codes (the projectile):
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Aoa.Projectiles
{
    public class beastcutterwhip : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.CloneDefaults(ProjectileID.SolarWhipSword);
            projectile.name = "beastcutterwhip";
            aiType = ProjectileID.SolarWhipSword;
        }
    }
}
now what i want to know:
is there anyone who can help me?

Buddy you didn't inserted any Images.
just Upload them to Imgur and Insert them via the Imagine Button when Writing a Reply.
1AncWOc.png

It works VERY Well.
Even GIFs. :D
 
can some one help me make this spawn in the corruption? when i did this it spawned anywhere, even the underworld
Code:
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace Trelamium.NPCs.CrimCorrupt
{
    public class CursedSlime : ModNPC
    {
        public override void SetDefaults()
        {
            npc.name = "CursedSlime";
            npc.displayName = "Inferno-Slime";
            npc.width = 43;
            npc.height = 30;
            npc.damage = 30;
            npc.defense = 6;
            npc.lifeMax = 90;
            npc.HitSound = SoundID.NPCHit1;
            npc.DeathSound = SoundID.NPCDeath1;
            npc.value = 60f;
            npc.knockBackResist = 0.3f;
            npc.aiStyle = 1;
            Main.npcFrameCount[npc.type] = Main.npcFrameCount[NPCID.BlueSlime];
            aiType = NPCID.BlueSlime;
            animationType = NPCID.BlueSlime;
        }
        public override void HitEffect(int hitDirection, double damage)
        {
            if (npc.life <= 0)          //this make so when the npc has 0 life(dead) he will spawn this
            {
                Gore.NewGore(npc.position, npc.velocity, mod.GetGoreSlot("Gores/Spectre/SlimeGore1"), 1f);
            }
        }

        public override float CanSpawn(NPCSpawnInfo spawnInfo)
        {
            Tile tile = Main.tile[spawnInfo.spawnTileX, spawnInfo.spawnTileY];
            return spawnInfo.player.ZoneCorrupt ? 0.5f : 0.5f;
        }
    }
}
 
I have been getting this error Is there anything i can do to fix this
Code:
System.DllNotFoundException: Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at Steamworks.NativeMethods.SteamAPI_RestartAppIfNecessary(AppId_t unOwnAppID)
   at Terraria.Social.Steam.CoreSocialModule.Initialize()
   at Terraria.Social.SocialAPI.Initialize(Nullable`1 mode)
   at Terraria.Program.LaunchGame(String[] args)
 
Im trying to make a new BoneGlove and it works great but it cannot be ReForged when being classed as a thrown weapon whereas the vanilla one somehow is an exception and makes its way into the ranged modifiers.

Is there a way to add mod items to a reforge group without changing their damage type?
 
Im trying to make a new BoneGlove and it works great but it cannot be ReForged when being classed as a thrown weapon whereas the vanilla one somehow is an exception and makes its way into the ranged modifiers.

Is there a way to add mod items to a reforge group without changing their damage type?
Not yet. I told you this earlier.
 
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