Standalone [1.3] tModLoader - A Modding API

Okay so I did the .jar and it said the install was complete but im still on version 9.1 :(
Well, maybe you had Terraria open while you tried, or something else. I'd just follow the manual instructions in the readme.txt if you had any problems.
 
My friends and I keep crashing on my server whenever we throw something out of our inventories.
upload_2017-3-15_0-37-28.png
 
Just tried to play Terraria after updating, and game crashes to desktop every time i place any block.
I get the little white box saying this.

3/13/2017 7:55:54 AM
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Terraria.ModLoader.ItemLoader.GetItemInfo(Item item, Mod mod, String name)
at Terraria.Item.GetModInfo(Mod mod, String name)
at Terraria.Item.GetModInfo[T](Mod mod)
at ItemCustomizer.CustomizerPlayer.<weaponDye>m__0(PlayerDrawInfo drawInfo)
at Terraria.ModLoader.DrawLayer`1.Draw(InfoType& drawInfo)
at Terraria.Main.DrawPlayer(Player drawPlayer, Vector2 Position, Single rotation, Vector2 rotationOrigin, Single shadow)
at Terraria.Main.DrawPlayers()
at Terraria.Main.do_Draw(GameTime gameTime)
at Terraria.Main.DoDraw(GameTime gameTime)
at Terraria.Main.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args)
View attachment 162633



P. S. I'm not using item customizer. And when all mods disabled. It stopped immediately when I reverted back to the previous tmodloader version.
 
P. S. I'm not using item customizer. And when all mods disabled. It stopped immediately when I reverted back to the previous tmodloader version.
Your error log indicates you were using item customizer at some point. Many using that mod have been reporting crashes recently, as it needs to be updated.

And the crashes would've stopped immediately when you switched back to an older version of tMod, because Item Customizer is only having problems with the latest version of tMod.
 
Hey, the developers of TmodLoader, I am LonelyStar. As a Chinese student who love playing Terraria, translation is always a problem. If you don't know, many Chinese player use illegal pirate version of terraria just because they cannot read English. (I don't want to talk about other reason since that is not what I want to say here.)

So, as one of a leader of the translation group , I want to translate TmodLoader to Chinese version so that more Chinese player will know, play and discuss mods and tmodloader. I can promiss that I won't make it to private version. (Well, I am a student who study in University of Sydney and I definitely know what plagiarism is and how worse it is.) And I will put a link of the website and all the developers name in a word document and put it in a group file and force everyone in that group read it.

Wait, group? Word document? I know it is a bit confused, but I will explain the reason.

1. The group is a QQ group, you can google what QQ means. You can write announcement, upload files, document or pictures and share resources with other members in the group. Right now, there is a thousand of people in my group. People have to answer the question : Are you using a steam version of terraria? They can only enter the group if they say yes. Some people do lie on this question but I will kick him out as soon as I find they are lying.

2. I will only share tmods and tmodloader in this group whether they are English or Chinese version. Some of you may know about the Chinese Terraria forums called Tieba, many Chinese may already ask you to share the tmodloader on Tieba. However, I do not trust people in Tieba because most of them prefer pirate version instead of cost 36 RMB (less than 6 US dollars) to buy terraria on Steam. I'd better tell you that there are already a pirate version of TmodLoader and tricks about how to play Tmodloader without Steam which make me kind angry.

Therefore, I choose to share these resources in my group, not Tieba. They want to play? Then buy Terraria and join my group.

Actually, the Chinese version of TML has been released for few months which attract a lot of people to buy terraria and join my group. I apologise about that. But it would be appreciate that you can allowed me share the Tmodloader and even translate it. I will ask for the permission of translating some mod with the developers later on.

Thank you, and I am willing to answer any question about Tieba and my QQ group. (please be friendly about my language XD)
@bluemagic123
 
npc.HitSound = new LegacySoundStyle(SoundID.Tink, 1);
should work.
[doublepost=1489536684,1489536629][/doublepost]
It would be prety mysterious if you hear the Crystillium biome music without having it installed. Anyway, disable mods until you figure out the problem mod.
[doublepost=1489536767][/doublepost]
No, modders shouldn't do that. The solution for all problems is to just get more "tModLoader peeps", but we'll think about it and probably come up with a solution.

I really hope you guys can figure out a solution for the weapon racks/Mannequins, I'm the kind of guy who really enjoys good spritework, and love some of the sprites these mod-makers can create (Shout-out to the Spirit Mod Team), and it really hurts not being able to display my trophies over my base.

I've actually just been waiting for a fix to this issue before I really start playing, my friends are the same way.
 
I apologize if this is common knowledge, I'm still fairly new to using mods. I also ran a couple searches and didn't see anything about this:

Is there a limit to the amount of NPC portraits that can be displayed on the housing tab in the engine or tModLoader or am I experiencing a specific mod-related bug?
From the screenshot, you will see that I have 50 NPC portraits displayed (51 including the question mark), the next NPC portrait is invisible at the end of that list but can still be clicked on to move the NPC (Mutant NPC from Fargo's mod.)
Any NPCs after that (I have at least 2 more -- Lone Trapper from Spirit and Demon Artist from Legend of Terraria 3) can not be moved because there doesn't seem to be any invisible portrait for them for me to click on.
 

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I've been having an issue with tmodloader whilst playing multiplayer. Recently, a few friends and I started playing, and we experience a rather annoying slow-down of the game, only fixable when entering a menu, such as a chest or pressing esc. It's incredibly annoying, and we've spent hours filing through the mods that we have installed, and we've come to the conclusion that it's none of the individual mods causing it, but rather tmodloader itself. All of us are getting the issue, does anyone have any experience with fixes we could use?
 
I need help, I made a pet and it's completely in the ground. Help? :/ This was my script:

Code:
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace ExtraVanity.Projectiles.Pets
{
    public class CorruptBunnyPet : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.CloneDefaults(ProjectileID.Bunny);
            projectile.name = "Corrupt Bunny Pet";
            aiType = ProjectileID.Bunny;
            Main.projFrames[projectile.type] = 8;
            Main.projPet[projectile.type] = true;
        }
        public override bool PreAI()
        {
            Player player = Main.player[projectile.owner];
            player.bunny = false;
            return true;
        }
        public override void AI()
        {
            Player player = Main.player[projectile.owner];
            MyPlayer modPlayer = player.GetModPlayer<MyPlayer>(mod);
            if (player.dead)
            {
                modPlayer.Pet = false;
            }
            if (modPlayer.Pet)
            {
                projectile.timeLeft = 2;
            }
        }
    }
}
 
Is a solution possibly to have modders create "statues" displaying their armours as an extra, with the same look as a mannequin, but not the same functionality, rather than having it tied to the mannequin code? It would mean a bit more work on their part, but it's possibly going to create less stress on the tmodloader peeps. That way, we can still have the armours/weapons displayed, but they loose their ability to add/remove pieces at will. It LOOKS the same, just doesn't ACT the same. I'd be ok with this, if it meant I could display things like usual, it just means more for the modders to code/sprite.
No. Yoraiz0r has fixing for mannequins on his list. It's vanilla that direly needs changes on that area before tModLoader can do anything with it.

jopojelly, can you help me with this? - http://prnt.sc/eju2ox
It appears when my world has been creating.
Without mods, world created.
Mods: Calamity and Tremor
It appears Tremor has issues with worldgen. Disable/update the mod and try again.

Is there a limit to the amount of NPC portraits that can be displayed on the housing tab in the engine or tModLoader or am I experiencing a specific mod-related bug?
It is probably a set limit in the vanilla source code, we could change it to be scrollable vertically instead (so it doesn't need a limit)
 
Help me please, I made a pet, but it's buried in the ground... Is there some sort of hitbox config? Please help.. :/

I think it involves the type of pet, it was originally a flying pet but I swapped the code to the Bunny AI.

This is the code VVV

Code:
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace ExtraVanity.Projectiles.Pets
{
    public class CorruptBunnyPet : ModProjectile
    {
        public override void SetDefaults()
        {
            projectile.CloneDefaults(ProjectileID.Bunny);
            projectile.name = "Corrupt Bunny Pet";
            aiType = ProjectileID.Bunny;
            Main.projFrames[projectile.type] = 8;
            Main.projPet[projectile.type] = true;
        }
        public override bool PreAI()
        {
            Player player = Main.player[projectile.owner];
            player.bunny = false;
            return true;
        }
        public override void AI()
        {
            Player player = Main.player[projectile.owner];
            MyPlayer modPlayer = player.GetModPlayer<MyPlayer>(mod);
            if (player.dead)
            {
                modPlayer.Pet = false;
            }
            if (modPlayer.Pet)
            {
                projectile.timeLeft = 2;
            }
        }
    }
}

I am also able to spawn 2 bunnies of once.. Help?
 
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This is the place to Report Tmod Bugs right? Well here it is... when I use a consumable, such as a potion or buff, I cannot click or use any of my items, kinda like my mouse except the right mouse button is locked. This started happening after I updated Tmod. This also used to happen if you used a recall or teleportation potion. The only way i've found to reset the bug is re-enter the world. Any help with this???
 
This is the place to Report Tmod Bugs right? Well here it is... when I use a consumable, such as a potion or buff, I cannot click or use any of my items, kinda like my mouse except the right mouse button is locked. This started happening after I updated Tmod. This also used to happen if you used a recall or teleportation potion. The only way i've found to reset the bug is re-enter the world. Any help with this???
That's not a tmodloader bug, it's a specific mod bug. It's only a tmodloader bug if you disable ALL mods, restart, and it still happens. Go disable your mods until you figure it out, or it might just be Even More Modifiers.
 
so, uhh, have you ever had any problems with people just not being able to install it? and it uninstalling randomly all by itself? (probably due to me recently updating it)
 
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