Standalone [1.3] tModLoader - A Modding API

I'm not sure, but I assume that Terraria also saves a copy of your characters on your hard drive. Go to Documents/My_Games/Terraria/Players, there should be a .plr file and a corresponding folder for each of your characters. If there are, copy them and paste them to Documents/My_Games/Terraria/tModLoader/Players or something along those lines (I haven't installed tModLoader on this PC, so I can't check). That should do the trick.

Same goes for worlds, by the way.
I can't find them anywhere on my PC. I worked so hard on those worlds and characters. R.I.P. Kwinsii and Kwinsii Expert. ;(
 
I can't find them anywhere on my PC. I worked so hard on those worlds and characters. R.I.P. Kwinsii and Kwinsii Expert. ;(
Your worlds and characters are still there. tModLoader just doesn't pick them up; if you play vanilla then you'll see them again.
What you'll need to do is play vanilla, then retrieve your characters from the cloud, then you can move them to tModLoader.
 
i keep on getting these three errors. even when i copy paste everything from the example mod!

c:\Users\kif\Documents\My Games\Terraria\ModLoader\Mod Sources\kif'smod\NPCs\jelloball.cs(5,14) : error CS1010: Newline in constant

c:\Users\kif\Documents\My Games\Terraria\ModLoader\Mod Sources\kif'smod\NPCs\jelloball.cs(5,14) : error CS1012: Too many characters in character literal

c:\Users\kif\Documents\My Games\Terraria\ModLoader\Mod Sources\kif'smod\NPCs\jelloball.cs(5,14) : error CS1514: { expected

Code:
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace kif's,mod.NPCs
{
    public class jelloball : ModNPC
    {
        public override void SetDefaults()
        {
            npc.name = "jb";
            npc.displayName = "JelloBall";
            npc.width = 21;
            npc.height = 90;
            npc.damage = 10;
            npc.defense = 10;
            npc.lifeMax = 180;
            npc.soundHit = 8;
            npc.soundKilled = 9;
            npc.value = 6f;
            npc.knockBackResist = 0.05f;
            npc.aiStyle = 41;
            Main.npcFrameCount[npc.type] = Main.npcFrameCount[NPCID.Harpy];
            aiType = NPCID.Herpling;
            animationType = NPCID.Harpy;
        }

        public override float CanSpawn(NPCSpawnInfo spawnInfo)
        {
            return spawnInfo.spawnTileY < Main.rockLayer && !Main.dayTime ? 0.5f : 0f;
        }

        public override void HitEffect(int hitDirection, double damage)
        {
            for (int i = 0; i < 10; i++)
            {
                int dustType = Main.rand.Next(139, 143);
                int dustIndex = Dust.NewDust(npc.position, npc.width, npc.height, dustType);
                Dust dust = Main.dust[dustIndex];
                dust.velocity.X = dust.velocity.X + Main.rand.Next(-50, 51) * 0.01f;
                dust.velocity.Y = dust.velocity.Y + Main.rand.Next(-50, 51) * 0.01f;
                dust.scale *= 1f + Main.rand.Next(-30, 31) * 0.01f;
            }
        }
    }
}

does anyone know how to fix this?
what am I doing wrong?
 
i keep on getting these three errors. even when i copy paste everything from the example mod!

c:\Users\kif\Documents\My Games\Terraria\ModLoader\Mod Sources\kif'smod\NPCs\jelloball.cs(5,14) : error CS1010: Newline in constant

c:\Users\kif\Documents\My Games\Terraria\ModLoader\Mod Sources\kif'smod\NPCs\jelloball.cs(5,14) : error CS1012: Too many characters in character literal

c:\Users\kif\Documents\My Games\Terraria\ModLoader\Mod Sources\kif'smod\NPCs\jelloball.cs(5,14) : error CS1514: { expected

Code:
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace kif's,mod.NPCs
{
    public class jelloball : ModNPC
    {
        public override void SetDefaults()
        {
            npc.name = "jb";
            npc.displayName = "JelloBall";
            npc.width = 21;
            npc.height = 90;
            npc.damage = 10;
            npc.defense = 10;
            npc.lifeMax = 180;
            npc.soundHit = 8;
            npc.soundKilled = 9;
            npc.value = 6f;
            npc.knockBackResist = 0.05f;
            npc.aiStyle = 41;
            Main.npcFrameCount[npc.type] = Main.npcFrameCount[NPCID.Harpy];
            aiType = NPCID.Herpling;
            animationType = NPCID.Harpy;
        }

        public override float CanSpawn(NPCSpawnInfo spawnInfo)
        {
            return spawnInfo.spawnTileY < Main.rockLayer && !Main.dayTime ? 0.5f : 0f;
        }

        public override void HitEffect(int hitDirection, double damage)
        {
            for (int i = 0; i < 10; i++)
            {
                int dustType = Main.rand.Next(139, 143);
                int dustIndex = Dust.NewDust(npc.position, npc.width, npc.height, dustType);
                Dust dust = Main.dust[dustIndex];
                dust.velocity.X = dust.velocity.X + Main.rand.Next(-50, 51) * 0.01f;
                dust.velocity.Y = dust.velocity.Y + Main.rand.Next(-50, 51) * 0.01f;
                dust.scale *= 1f + Main.rand.Next(-30, 31) * 0.01f;
            }
        }
    }
}

does anyone know how to fix this?
what am I doing wrong?
I think the
Code:
namespace kif's,mod.NPCs
is causing the trouble. Try changing it to kifsmod.NPCs and also you have to rename the folder that's containing your mod.
 
I'm having a similar problem as the guy above.
I'm simply trying to make an item to get used to the way this works and it keeps giving me this:
Missing mod: Drom/Items/Drom
at Terraria.ModLoader.ModLoader.GetTexture(String name)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)

using Terraria.ID;
using Terraria.ModLoader;

namespace Drom.Items
{
public class Drom : ModItem
{
public override void SetDefaults()
{
item.name = "Carbonated Water";
item.width = 32;
item.height = 32;
item.maxStack = 30;
AddTooltip("Water that has been carbonated and has become fizzy");
item.value = 20;
item.rare = 1;
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.BottledWater);
recipe.SetResult(this, 1);
recipe.AddRecipe();
recipe = new ModRecipe(mod);
recipe.AddRecipeGroup("Drom:CarbonatedWater");
recipe.SetResult(this, 1);
recipe.AddRecipe();
}
}
}

using System;
using Terraria;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ID;
using Terraria.ModLoader;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
using System.IO;

namespace Drom
{
public class Drom : Mod
{
public Drom()
{
Properties = new ModProperties()
{
Autoload = true,
AutoloadGores = true,
AutoloadSounds = true
};
}

public override void Load()
{
for (int k = 1; k <= 4; k++)
{

}
}

public override void Unload()
{
if (!Main.dedServ)
{

}
}
public override void AddRecipeGroups()
{
RecipeGroup group = new RecipeGroup( () => Lang.misc[37] + " " + GetItem("CarbonatedWater").item.name, new int[]
{
ItemType("CarbonatedWater"),
});
RecipeGroup.RegisterGroup("Drom:CarbonatedWater", group);
}
}
}

I'm not sure what it is that I'm missing but it's driving me nuts...
It's only happening whenever I run the mod since I already worked out a few errors that I found
 
I'm having a similar problem as the guy above.
I'm simply trying to make an item to get used to the way this works and it keeps giving me this:
Missing mod: Drom/Items/Drom
at Terraria.ModLoader.ModLoader.GetTexture(String name)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)

using Terraria.ID;
using Terraria.ModLoader;

namespace Drom.Items
{
public class Drom : ModItem
{
public override void SetDefaults()
{
item.name = "Carbonated Water";
item.width = 32;
item.height = 32;
item.maxStack = 30;
AddTooltip("Water that has been carbonated and has become fizzy");
item.value = 20;
item.rare = 1;
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.BottledWater);
recipe.SetResult(this, 1);
recipe.AddRecipe();
recipe = new ModRecipe(mod);
recipe.AddRecipeGroup("Drom:CarbonatedWater");
recipe.SetResult(this, 1);
recipe.AddRecipe();
}
}
}

using System;
using Terraria;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ID;
using Terraria.ModLoader;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
using System.IO;

namespace Drom
{
public class Drom : Mod
{
public Drom()
{
Properties = new ModProperties()
{
Autoload = true,
AutoloadGores = true,
AutoloadSounds = true
};
}

public override void Load()
{
for (int k = 1; k <= 4; k++)
{

}
}

public override void Unload()
{
if (!Main.dedServ)
{

}
}
public override void AddRecipeGroups()
{
RecipeGroup group = new RecipeGroup( () => Lang.misc[37] + " " + GetItem("CarbonatedWater").item.name, new int[]
{
ItemType("CarbonatedWater"),
});
RecipeGroup.RegisterGroup("Drom:CarbonatedWater", group);
}
}
}

I'm not sure what it is that I'm missing but it's driving me nuts...
It's only happening whenever I run the mod since I already worked out a few errors that I found
It's missing a corresponding image file.

Make sure there is a Drom.png located in the same folder.
 
The new Tmod update isn't working for me. When I replace the files with the new version, it keeps the version at 0.8.1.2 instead of 0.8.2.1
 
Now, I spotted a mistake in my last comment. I meant to say item.channel instead of projectile.channel.

Also, the Arkhalis is both an item and a projectile. Using the item creates a projectile that sticks to the position of your player, and disappears when the player stops channeling i.e. when the left mouse button is released. Are you creating a moded item that shoots the vanilla projectile, or a moded item that shoots a moded projectile that mimics the vanilla projectile?

I am making a modded item that shoots a modded projectile that mimics the vanilla projectile.
 
For what, exactly? I can't think of anything that is substantially different between Windows 7 and 10.
Alrighty, Ill tell you what, I am terrible with computers, a friend helped me figure it most out, I have Java and everything, I extracted/unpacked all filed correctly and fully, but the Terraria application I get keeps on giving me an error message :

System.DIINotFoundException: Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0X80007007E)
at Steamworks.NativeMethods.SteamAPI_RestartAppIfNecessary(Appld_tunOwnApplD)
at Terraria.Social.SocialAPI.Initialize(Nullzble'1 mode)
at Terraria.Program.LaunchGame(String[] args)

That is one thing that happened, and for the Windows 7 videos, they get only a few things from the download, whereas after unpacking a tModLoaderInstaller that I got, along with other things, it gave me more files.

So, I feel like a video could help me out, as I am just overall confused at this point, which is just likely due to my small knowledge of anything about computers
 
Alrighty, Ill tell you what, I am terrible with computers, a friend helped me figure it most out, I have Java and everything, I extracted/unpacked all filed correctly and fully, but the Terraria application I get keeps on giving me an error message :

System.DIINotFoundException: Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0X80007007E)
at Steamworks.NativeMethods.SteamAPI_RestartAppIfNecessary(Appld_tunOwnApplD)
at Terraria.Social.SocialAPI.Initialize(Nullzble'1 mode)
at Terraria.Program.LaunchGame(String[] args)

That is one thing that happened, and for the Windows 7 videos, they get only a few things from the download, whereas after unpacking a tModLoaderInstaller that I got, along with other things, it gave me more files.

So, I feel like a video could help me out, as I am just overall confused at this point, which is just likely due to my small knowledge of anything about computers
its have nothing to do with w10,me self uses it lol


i haved the error before,but i dont remember how to fix it
 
Alrighty, Ill tell you what, I am terrible with computers, a friend helped me figure it most out, I have Java and everything, I extracted/unpacked all filed correctly and fully, but the Terraria application I get keeps on giving me an error message :

System.DIINotFoundException: Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0X80007007E)
at Steamworks.NativeMethods.SteamAPI_RestartAppIfNecessary(Appld_tunOwnApplD)
at Terraria.Social.SocialAPI.Initialize(Nullzble'1 mode)
at Terraria.Program.LaunchGame(String[] args)

That is one thing that happened, and for the Windows 7 videos, they get only a few things from the download, whereas after unpacking a tModLoaderInstaller that I got, along with other things, it gave me more files.

So, I feel like a video could help me out, as I am just overall confused at this point, which is just likely due to my small knowledge of anything about computers

Alright, don't worry, we'll get there. ;)
  1. Do you have the Steam or GOG version of Terraria?
  2. Did your run the installer (tModLoaderInstaller.jar file) or did you manually copy paste everything from the folder to Terraria's install directory?
    1. If you used the installer, did you extract all the files from the downloaded folder (zip) to a new folder first?
 
I'm having an issue working on a creature. Upon building and reloading the mod, it tells me that its expecting a ; in between the p and e in aiType? I tried adding it but then it asks for another ; right after it over and over.
 
Is normal to experience alot of lag when triying to play in multiplayer? I mean.. is not conection delay or lag.. is like game freezing and running slowly, but only in multiplayer.. i can play the game in singleplayer without any fps drop.
 
Is normal to experience alot of lag when triying to play in multiplayer? I mean.. is not conection delay or lag.. is like game freezing and running slowly, but only in multiplayer.. i can play the game in singleplayer without any fps drop.

Open Task Manager - Details - Terraria.exe - *right click* - Set Priority - High
:3
 
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