EVANBINGSTER
Terrarian
So I downloaded TModLoader and when I open the game and go into Mod Browser there are no mods. When I reload the list it does nothing. Can anyone help
If you are on mac or linux there will be nothing, download them directly and place them in the mod folder.So I downloaded TModLoader and when I open the game and go into Mod Browser there are no mods. When I reload the list it does nothing. Can anyone help
Oh right, it's the weekend. Uh, I can tell you that in exactly 2 hours, there will be a new days worth of bandwidth.When I was going to download a mod from the mod browser.
It said that the mod browser server is under heavy load. Try again later. I tried it again an hour later, and it said it again. I updated my vanilla and tmodloader to its lasted and it still didn't work, what do I do can you fix it please.
I need help. Mod Browser isn't working correctly for mac so I can't play multiplayer.
I believe your predicament was attended too with a previous postIf you are on mac or linux there will be nothing, download them directly and place them in the mod folder.
I believe your predicament was attended too with a previous post
My problem is that nothing shows up in Mod Browser.
If you are on mac or linux there will be nothing, download them directly and place them in the mod folder.
sounds like a good idea, it's on the todo list.tmodloader server humble request :
- either remove the "clear console screen" action while starting up a server
- either add a console command such as : "modlist" which would invoke the list of mods currently running on a server
thanks for listening.
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Pootis.Projectiles
{
public class ArchSpearProjectile : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "ArchSpear";
projectile.width = 50;
projectile.height = 50;
projectile.scale = 1.1f;
projectile.aiStyle = 19;
projectile.friendly = true;
projectile.hostile = false;
projectile.tileCollide = false;
projectile.penetrate = -1;
projectile.ownerHitCheck = true;
projectile.melee = true;
projectile.timeLeft = 90;
projectile.hide = true;
}
public override void AI()
{
Main.player[projectile.owner].direction = projectile.direction;
Main.player[projectile.owner].heldProj = projectile.whoAmI;
Main.player[projectile.owner].itemTime = Main.player[projectile.owner].itemAnimation;
projectile.position.X = Main.player[projectile.owner].position.X + (float)(Main.player[projectile.owner].width / 2) - (float)(projectile.width / 2);
projectile.position.Y = Main.player[projectile.owner].position.Y + (float)(Main.player[projectile.owner].height / 2) - (float)(projectile.height / 2);
projectile.position += projectile.velocity * projectile.ai[0]; if (projectile.ai[0] == 0f)
{
projectile.ai[0] = 3f;
projectile.netUpdate = true;
}
if (Main.player[projectile.owner].itemAnimation < Main.player[projectile.owner].itemAnimationMax / 3)
{
projectile.ai[0] -= 1.1f;
}
else
{
projectile.ai[0] += 0.95f;
}
if (Main.player[projectile.owner].itemAnimation == 0)
{
projectile.Kill();
}
projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + 2.355f;
if (projectile.spriteDirection == -1)
{
projectile.rotation -= 1.57f;
}
}
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
{
target.AddBuff(mod.BuffType("GoldenFire"), 500); -- This is a placeholder that came with the tutorial I used
}
}
}
Yes, if you add tModLoader.exe as a reference in Visual Studio (which you should be doing regardless), you can see all the non-private members of all classes, structs, enums and interfaces in the Terraria namespaces.Sorry if this has already been answered/posted elsewhere, but it is possible to look at the Terraria.Main methods/properties without all of the Terraria source code?