Standalone [1.3] tModLoader - A Modding API

Is there a way to enable/disable mods manually? I have old computer and every time i want to change mods i have to open/close game 3 or more times.
Yes there is , you need to open terraria , click mods and click disable then go back to the menu and click reload mods , they initialize and have enabled/disabled a(some) mod(mods) of your choice , if you have an old pc , it may be a problem if you have lag
EDIT: why do you have to open/close terraria 3 times , is it because of the lag or it closes itself ?
 
i need halp, is there some sorta list of modifications you can add to armor, example:

player.meleeDamage *= 0.8;
player.thrownDamage *= 0.8;
player.fireWalk = true;

but i need one for ncreases jumpbost
is there a website or link?
 
i need halp, is there some sorta list of modifications you can add to armor, example:

player.meleeDamage *= 0.8;
player.thrownDamage *= 0.8;
player.fireWalk = true;

but i need one for ncreases jumpbost
is there a website or link?
You can find all of those in the Player class. They're all public fields, so no decompilation necessary.
 
How do you make tiles play different sounds when being broken?
I.e. I don't want an ore to sound like dirt breaking, so how do I make it sound like stone instead?
 
How do you make tiles play different sounds when being broken?
I.e. I don't want an ore to sound like dirt breaking, so how do I make it sound like stone instead?
I was wondering this too a while ago, no one never answered, how do you do it? I need halp too.
 
I need help. I keep trying to enter, but when loading my mods, it says that "terraria has stopped working" and it never lets me troubleshoot problems. Can anyone please help me?
 
Sorry for my dumbfoundedness, but is it possible to use SoundIDs in SetDefaults of the tile? If so, would it be possible to do something like
Code:
Main.tilePlaySound(SoundID.Item21);
Again, sorry I am horrible with C# :(
SoundID.Item21 corresponds to style 2 and type 21

No, this is how it is set up.
 
Well, I have an issue where my custom worm despawns or parts of him, if he goes too far of screen, also where in the curseword you change the space between the segments of the worm. Sorry i'm kinda still newbie... ( I already posted this to the help thread but no one answered )
 
my tmodloader always fails to load a mod when its trying to load any .mp3 file , breaking the big mods like calamity and thorium. any help ?
Well this issue has been going on for a while now, theres no certain fix, but ya could try to disable all mods, reload enable ones you want don't reload exit the game, and when you open it, it should reload them without issues, but for me example this doesn't work... So it's luck based, and no not many other fixes exist.
 
imaked my ore but it doesn't sound like a rock it sounds like dirt
Code:
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;
using Microsoft.Xna.Framework.Graphics;

namespace Elementalic.Items.Tiles
{
    public class MoraditeOreTile : ModTile
    {
        public override void SetDefaults()
        {
            Main.tileSolid[Type] = true;
            Main.tileMergeRock[Type] = true;
            Main.tileBlockLight[Type] = false;  //true for block to emit light
            Main.tileLighted[Type] = false;
            drop = mod.ItemType("MoraditeOre");   //put your CustomBlock name
            AddMapEntry(new Color(94, 0, 191));
           
            minPick = 40;
        }
     
   
       
    }
}
 
imaked my ore but it doesn't sound like a rock it sounds like dirt
Code:
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;
using Microsoft.Xna.Framework.Graphics;

namespace Elementalic.Items.Tiles
{
    public class MoraditeOreTile : ModTile
    {
        public override void SetDefaults()
        {
            Main.tileSolid[Type] = true;
            Main.tileMergeRock[Type] = true;
            Main.tileBlockLight[Type] = false;  //true for block to emit light
            Main.tileLighted[Type] = false;
            drop = mod.ItemType("MoraditeOre");   //put your CustomBlock name
            AddMapEntry(new Color(94, 0, 191));
          
            minPick = 40;
        }
    
  
      
    }
}
Look couple messages above yours, and there's an answer.
 
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