Dan Yami
Wall of Flesh
i think you installed tmodloader wrong... or you opened a wrong file...
you should ask the Tmodloader Devs
(@bluemagic123 and @jopojelly)
you should ask the Tmodloader Devs
(@bluemagic123 and @jopojelly)
You clicked on the tmodloader server fileWhen I first opened my terraria, it was the normal terraria. So I went to my files and opened tModLoader, and it went to this black scream with a bunch of code, with all the mods and my worlds, at the bottom it said 'Choose World' I could type in it and press enter, so I entered one f my world names and pressed enter, and it just went down but I could till see the worlds and the 'Choose World' option. I don't understand what is happening!
Thanks for reporting. Yea you can just report issues you come across here, or notify any of the devs via a PM on TCF or Discord. I believe this issue is known, and will be fixed with Tile entities (coming soon)where can i actually post bugs?? is there an official bugtracker??
if not, i am happy to create a Post just for it ^-^
heres the bug i found:
when putting a modded item into a WEAPON RACK, and reloading the world (leaving and joining again) its a different item from THE SAME MOD
idk if thats just for me, but it happened to my modded items quite often (got an OP weapon from a wooden javelin, hue)
Do you mean you want to change a dust's color? The reason the dust displays earlier might be due to custom colliding checks, and it might collide a moment before it actually does on your screen. If it doesn't move, it means it has no velocity. Did you try setting a velocity when spawning the dusts?ok thx, a question: is it possible to play dust without changing its color?? and for some reason the dust i play on Javelins when they collide with walls doesnt move and spawns before hitting the wall, how can i fix this??? its only with the Flame Dust and the Waterbolt Dust
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace SacredTools.Projectiles
{
public class HellProj : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "Hell-ebarde"; //projectile name
projectile.width = 20; //projectile width
projectile.height = 28; //projectile height
projectile.friendly = true; //make that the projectile will not damage you
projectile.aiStyle = 1;
projectile.thrown = true; //
projectile.penetrate = 3; //how many npc will penetrate
projectile.extraUpdates = 1;
aiType = ProjectileID.BoneJavelin;
}
public override void AI() //this make that the projectile will face the corect way
{ // |
projectile.ai[0] += 1f;
if (projectile.ai[0] >= 70f)
{
projectile.velocity.Y = projectile.velocity.Y + 0.15f;
projectile.velocity.X = projectile.velocity.X * 0.99f;
}
}
public override bool OnTileCollide(Vector2 oldVelocity)
{
{
projectile.Kill();
Main.PlaySound(2, (int)projectile.position.X, (int)projectile.position.Y, 10);
}
return false;
}
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
{
target.AddBuff(BuffID.OnFire, 500);
}
public override void OnHitPlayer(Player target, int damage, bool crit)
{
target.AddBuff(BuffID.OnFire, 500);
}
public override void Kill(int timeLeft)
{
for (int i = 4; i < 31; i++)
{
Color color = new Color(204, 90, 0);
int rand = Main.rand.Next(4);
switch (rand)
{
case 0:
color = new Color(204, 90, 0);
break;
case 1:
color = new Color(204, 90, 0);
break;
case 2:
color = new Color(204, 90, 0);
break;
case 3:
color = new Color(204, 90, 0);
break;
}
float x = projectile.oldVelocity.X * (30f / i);
float y = projectile.oldVelocity.Y * (30f / i);
int newDust = Dust.NewDust(new Vector2(projectile.oldPosition.X - x, projectile.oldPosition.Y - y), 8, 8, 6, projectile.oldVelocity.X, projectile.oldVelocity.Y, 100, color, 2.8f);
Main.dust[newDust].noGravity = true;
Main.dust[newDust].velocity *= 0.1f;
newDust = Dust.NewDust(new Vector2(projectile.oldPosition.X - x, projectile.oldPosition.Y - y), 8, 8, 6, projectile.oldVelocity.X, projectile.oldVelocity.Y, 100, color, 2.4f);
Main.dust[newDust].velocity *= 0.01f;
Main.dust[newDust].noGravity = true;
}
}
}
}
Just add a newprojectile in your method shoot ^^', examplemod have many example.How do I make a sword shoot 2 projectiles per swing?
using Terraria.ModLoader;
namespace UnderMod.Items.Placeable
{
public class DTEMItem : ModItem
{
public override void SetDefaults()
{
item.name = "DT Extraction Machine";
item.toolTip = ("CURRENT STATUS: INACTIVE");
item.width = 32;
item.height = 32;
item.maxStack = 99;
item.useTurn = true;
item.autoReuse = true;
item.useAnimation = 15;
item.useTime = 10;
item.useStyle = 1;
item.consumable = true;
item.rare = 1;
item.createTile = mod.TileType("DTEM");
item.placeStyle = 0;
}
public override void AddRecipes() //How to craft this item
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.ChlorophyteBar, 1);
recipe.AddIngredient(null, "Determination", 10);
recipe.AddTile(TileID.MythrAnvil);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
Oh I see, it was based from my trophy item code. Guess I forgot! thanks!u forgot using Terraria.ID
Just add a newprojectile in your method shoot ^^', examplemod have many example.
Thanks m8s, but I already figured it out... probably should've mentioned that loli made a sword that shoots 8 Projectiles, theres a method on the Tmodloader Help Thread
Does tModloader for Terraria 1.3.2 work with the GOG version?