Standalone [1.3] tModLoader - A Modding API

I should have kept a older version of Terraria 1.3.4 in its own directory, that way I can enjoy the new content with the updated Terraria and still use mods for the old one.
 
Whenever I try to install the 1.3.5 tmodloader I get this error message:

System.EntryPointNotFoundException: Unable to find an entry point named 'InitSafe' in DLL 'CSteamworks'.
at Steamworks.NativeMethods.SteamAPI_InitSafe()
at Steamworks.SteamAPI.Init()
at Terraria.Social.Steam.CoreSocialModule.Initialize()
at Terraria.Social.SocialAPI.Initialize(Nullable'1 mode)
at Terraria.Program.LaunchGame(String[] args)

Any help would be greatly appreciated! :)
 
When Terraria updates to 1.3.6 tmodloader will take weeks to update or just this version of terraria is having problems??
It's just this version. 1.3.5 was largely about improving the engine, and therefore almost every part of the game had some code changes. Tmodloader has to change accordingly.
 
Oh I can wait, I just thought I had heard it was due today, so I checked, and it's not out. It's fine, I was just curious about what I'd heard is all. Thank you :D
 
is modloader causing almost every modded chest, to not be able to be opened in multiplayer? i have had sandstone chests from tremor since the beggining and now im almost moon lord stage and i cannot open them anymore not matter what mod i disable except tremor. so it could be a modloader problem. this is multiplayer by the way. dont think it happens in singleplayer
 
is modloader causing almost every modded chest, to not be able to be opened in multiplayer? i have had sandstone chests from tremor since the beggining and now im almost moon lord stage and i cannot open them anymore not matter what mod i disable except tremor. so it could be a modloader problem. this is multiplayer by the way. dont think it happens in singleplayer
well I have a ton of modded chests on single player and I can open them without any problem.
 
So I've tried to create a custom rocket to my mod but it won't work, when i shoot the weapon nothing appears and no damage is done to mobs, but otherwise it works, the game classifies the ammo as a rocket but the projectile doesn't seem to work. Well here's the code:

Item:

using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace NoobyMod.Items.Ammo
{
public class Wood_BallBig : ModItem
{
public override void SetDefaults()
{
item.name = "Big Wooden Ball";
item.damage = 7;
item.ranged = true;
item.width = 32;
item.height = 32;
item.maxStack = 99;
item.toolTip = "This is a big wooden ball, for your big wooden guns.";
item.consumable = true; //You need to set the item consumable so that the ammo would automatically consumed
item.knockBack = 2.2f;
item.value = 35;
item.rare = 1;
item.shoot = mod.ProjectileType("Wood_BallBulletBig"); //The projectile shoot when your weapon using this ammo
item.shootSpeed = 15f; //The speed of the projectile
item.ammo = AmmoID.Rocket; //The ammo class this ammo belongs to.
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(null, "Wood_Bar", 3);
recipe.AddIngredient(null, "Wood_Ball", 10);
recipe.AddTile(TileID.WorkBenches);
recipe.SetResult(this, 10);
recipe.AddRecipe();
}
}
}

Projectile:


namespace NoobyMod.Projectiles
{
public class Wood_BallBulletBig : ModProjectile
{

public override void SetDefaults()
{
projectile.name = "Big Wooden Ball";
projectile.width = 14;
projectile.height = 14;
projectile.friendly = true;
projectile.hostile = false;
projectile.ranged = true;
projectile.penetrate = 2;
projectile.timeLeft = 900;
projectile.alpha = 0;
projectile.ignoreWater = true;
projectile.tileCollide = true;
projectile.extraUpdates = 1;
ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
ProjectileID.Sets.TrailingMode[projectile.type] = 0;
aiType = ProjectileID.RocketII;
}
}
}

And the gun if this help:

using Terraria.ID;
using Terraria.ModLoader;

namespace NoobyMod.Items.Weapons
{
public class Wood_Cannon : ModItem
{
public override void SetDefaults()
{
item.name = "Wooden Cannon";
item.damage = 24;
item.ranged = true;
item.width = 48;
item.height = 34;
item.toolTip = "This is a Cannon made out of a wood.";
item.useTime = 45;
item.useAnimation = 45;
item.useStyle = 5;
item.noMelee = true; //so the item's animation doesn't do damage
item.knockBack = 7;
item.value = 3600;
item.rare = 2;
item.UseSound = SoundID.Item11;
item.autoReuse = false;
item.shoot = 10; //idk why but all the guns in the vanilla source have this
item.shootSpeed = 10f;
item.useAmmo = AmmoID.Rocket;
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(null, "Wood_Gun");
recipe.AddIngredient(null, "Wood_Bar", 6);
recipe.AddTile(TileID.Anvils);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}

So yea, I hope someone can help me... :(


 
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