Standalone [1.3] tModLoader - A Modding API

Apparently, I ran into a bug in the game which keeps me from progressing in monster events such as Martian Madness, and The Old One's Army. The mods I have enabled are Cheat Sheet, More Accessories+, Tremor, and Thorium. Has anyone run into the same problem with one of these mods?
 
v0.9.0.3
-Fixed saving for Item Frames containing mod data
-Fixed GlobalItem Saving
-Fixed gores not disappearing
-Fixed Background flicker on reload
-Fixed DrawLifebar server bug
-Fixed Balloon Offset Bug
-Server command: ModList

Another bugfix update. One day all the serious bugs will be fixed. One day.

Thanks for the update!

Will mod makers need to update their mods before we can use this version?
[doublepost=1482124581,1482124539][/doublepost]
Apparently, I ran into a bug in the game which keeps me from progressing in monster events such as Martian Madness, and The Old One's Army. The mods I have enabled are Cheat Sheet, More Accessories+, Tremor, and Thorium. Has anyone run into the same problem with one of these mods?

Which version of MoreAccessories are you running? Please make sure you update to the latest version on the mod browser (currently 1.4).
 
Where in my code do i need to write the thing for the ocean spawns
heres my code plz tell me where to write it
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;


namespace NicksMod.NPCs
{
public class KillerWhale : ModNPC
{
public override void SetDefaults()
{
npc.name = "Killer Whale";
npc.displayName = "Killer Whale";
npc.width = 70;
npc.height = 70;
npc.damage = 65;
npc.defense = 15;
npc.lifeMax = 500;
npc.HitSound = SoundID.NPCHit1;
npc.DeathSound = SoundID.NPCDeath1;
npc.value = 60f;
npc.knockBackResist = 0.5f;
npc.aiStyle = 16;
Main.npcFrameCount[npc.type] = 3;
aiType = NPCID.Shark; //npc behavior
animationType = NPCID.Shark;
}

public override float CanSpawn(NPCSpawnInfo spawnInfo)
{
return spawnInfo.spawnTileY < Main.worldSurface && !Main.dayTime ? 0.5f : 0.5f;
}
public override void FindFrame(int frameHeight)
{
npc.frameCounter -= 0.1F; // Determines the animation speed. Higher value = faster animation.
npc.frameCounter %= Main.npcFrameCount[npc.type];
int frame = (int)npc.frameCounter;
npc.frame.Y = frame * frameHeight;

npc.spriteDirection = npc.direction;
}
public override void NPCLoot() //Npc drop
{
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("OrcaFin"));
}

}
}
}
 
Thanks for the update!

Will mod makers need to update their mods before we can use this version?
[doublepost=1482124581,1482124539][/doublepost]

Which version of MoreAccessories are you running? Please make sure you update to the latest version on the mod browser (currently 1.4).
I had 1.3 downloaded, which was the mod responsible for the bug.
 
I had 1.3 downloaded, which was the mod responsible for the bug.

Alright, just make sure you update to the new version and you should be good. Please keep in mind you will need to manually delete the old version as the new version had to be re-uploaded because the original mod maker disappeared.
 
Ok I'm running into a major issue with the current TML.
Every time I try to launch Terraria I get an error stating please run the game through the steam client.
It never did this before I updated and now going back to the 0.9.0.2 version I still get the same error.
What would be causing this issue?
I've already uninstalled and reinstalled the game.
 
I can help you fix your problem, but no, there is no way unless you have references to other mods. It would be much better to just fix the programming in your mod then just brush it under the carpet.
I'm not "brushing it under the carpet", is because my mod is going to mess with enemies that spawn, or better saying on their status.
Well, whatever.
 
Good news: Worlds with modded items in item frames no longer crash when saving.

Bad news: World with modded items in item frames don't load properly, and instead revert to the latest backup.
 
Saw numerous posts saying that enemy gibs not vanishing is a tModLoader bug and will be fixed with the next update.

Can't wait! I admittedly lag a bit as they build up over time, but saving and quitting the world then hopping back in clears em, so temp fix for now, I suppose!
 
error CS1513: } expected
Where did i forget to add that anyone know?
heres code

using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;


namespace NicksMod.NPCs
{
public class KillerWhale : ModNPC
{
public override void SetDefaults()
{
npc.name = "Killer Whale";
npc.displayName = "Killer Whale";
npc.width = 70;
npc.height = 70;
npc.damage = 65;
npc.defense = 15;
npc.lifeMax = 500;
npc.HitSound = SoundID.NPCHit1;
npc.DeathSound = SoundID.NPCDeath1;
npc.value = 60f;
npc.knockBackResist = 0.5f;
npc.aiStyle = 16;
Main.npcFrameCount[npc.type] = 3;
aiType = NPCID.Shark; //npc behavior
animationType = NPCID.Shark;
}

public override float CanSpawn(NPCSpawnInfo spawnInfo)
{
return spawnInfo.spawnTileY < Main.worldSurface && !Main.dayTime ? 0.5f : 0.5f;
}
public override void FindFrame(int frameHeight)
{
npc.frameCounter -= 0.1F; // Determines the animation speed. Higher value = faster animation.
npc.frameCounter %= Main.npcFrameCount[npc.type];
int frame = (int)npc.frameCounter;
npc.frame.Y = frame * frameHeight;

npc.spriteDirection = npc.direction;
}
public override void NPCLoot() //Npc drop
{
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("OrcaFin"));

}

public override float CanSpawn(NPCSpawnInfo spawnInfo)
{

int x = spawnInfo.spawnTileX;
int y = spawnInfo.spawnTileY;
int tile = (int)Main.tile[x, y].type;
return (NicksMod.NormalSpawn(spawnInfo) && (tile == 53 || tile == 112 || tile == 116 || tile == 234) && NicksMod.NoZoneAllowWater(spawnInfo) && spawnInfo.water) && y < Main.rockLayer && (x < 250 || x > Main.maxTilesX - 250)
 
error CS1513: } expected
Where did i forget to add that anyone know?
heres code

using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;


namespace NicksMod.NPCs
{
public class KillerWhale : ModNPC
{
public override void SetDefaults()
{
npc.name = "Killer Whale";
npc.displayName = "Killer Whale";
npc.width = 70;
npc.height = 70;
npc.damage = 65;
npc.defense = 15;
npc.lifeMax = 500;
npc.HitSound = SoundID.NPCHit1;
npc.DeathSound = SoundID.NPCDeath1;
npc.value = 60f;
npc.knockBackResist = 0.5f;
npc.aiStyle = 16;
Main.npcFrameCount[npc.type] = 3;
aiType = NPCID.Shark; //npc behavior
animationType = NPCID.Shark;
}

public override float CanSpawn(NPCSpawnInfo spawnInfo)
{
return spawnInfo.spawnTileY < Main.worldSurface && !Main.dayTime ? 0.5f : 0.5f;
}
public override void FindFrame(int frameHeight)
{
npc.frameCounter -= 0.1F; // Determines the animation speed. Higher value = faster animation.
npc.frameCounter %= Main.npcFrameCount[npc.type];
int frame = (int)npc.frameCounter;
npc.frame.Y = frame * frameHeight;

npc.spriteDirection = npc.direction;
}
public override void NPCLoot() //Npc drop
{
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("OrcaFin"));

}

public override float CanSpawn(NPCSpawnInfo spawnInfo)
{

int x = spawnInfo.spawnTileX;
int y = spawnInfo.spawnTileY;
int tile = (int)Main.tile[x, y].type;
return (NicksMod.NormalSpawn(spawnInfo) && (tile == 53 || tile == 112 || tile == 116 || tile == 234) && NicksMod.NoZoneAllowWater(spawnInfo) && spawnInfo.water) && y < Main.rockLayer && (x < 250 || x > Main.maxTilesX - 250)

Try this:
Code:
namespace NicksMod.NPCs
{
    public class KillerWhale : ModNPC
    {
        public override void SetDefaults()
        {
            npc.name = "Killer Whale";
            npc.displayName = "Killer Whale";
            npc.width = 70;
            npc.height = 70;
            npc.damage = 65;
            npc.defense = 15;
            npc.lifeMax = 500;
            npc.HitSound = SoundID.NPCHit1;
            npc.DeathSound = SoundID.NPCDeath1;
            npc.value = 60f;
            npc.knockBackResist = 0.5f;
            npc.aiStyle = 16;
            Main.npcFrameCount[npc.type] = 3;
            aiType = NPCID.Shark;  //npc behavior
            animationType = NPCID.Shark;
        }

        public override float CanSpawn(NPCSpawnInfo spawnInfo)
        {
            return spawnInfo.spawnTileY < Main.worldSurface && !Main.dayTime ? 0.5f : 0.5f;
        }
       
        public override void FindFrame(int frameHeight)
        {
            npc.frameCounter -= 0.1F; // Determines the animation speed. Higher value = faster animation.
            npc.frameCounter %= Main.npcFrameCount[npc.type];
            int frame = (int)npc.frameCounter;
            npc.frame.Y = frame * frameHeight;
            npc.spriteDirection = npc.direction;
        }
       
        public override void NPCLoot()  //Npc drop
        {
            Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("OrcaFin"));          
        }

        public override float CanSpawn(NPCSpawnInfo spawnInfo)
        {      
            int x = spawnInfo.spawnTileX;
            int y = spawnInfo.spawnTileY;
            int tile = (int)Main.tile[x, y].type;
            return (NicksMod.NormalSpawn(spawnInfo) && (tile == 53 || tile == 112 || tile == 116 || tile == 234) && NicksMod.NoZoneAllowWater(spawnInfo) && spawnInfo.water) && y < Main.rockLayer && (x < 250 || x > Main.maxTilesX - 250)
        }
    }
}
 
error CS0116: A namespace cannot directly contain members such as fields or methods
that just came when i used ur code Kazzymodus
anyone know what it is
if u want to see code look at post above from Kazzymodus
 
error CS0116: A namespace cannot directly contain members such as fields or methods
that just came when i used ur code Kazzymodus
anyone know what it is
if u want to see code look at post above from Kazzymodus
Make sure you copied my edited code in its entirety. It should not be throwing that error.

Also, if you want to attract my attention, either quote my messages by pressing the Reply button in the lower left corner of my post, or tag me (@Kazzymodus). Otherwise, I won't be notified when you ask a question. :)
 
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