Standalone [1.3] tModLoader - A Modding API

So I'm crashing randomly whenever I open up either Mod Browser or Mods in-game. Crash logs for each respective screen in the spoiler below. On Mac, v0.10.0.1 if that helps any. Mac ain't meant for gaming, sadly...

6/12/2017 5:04:33 PM
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <1170fb08300b4d0db71c1d1db8555768>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00016] in <1170fb08300b4d0db71c1d1db8555768>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x00050] in <1170fb08300b4d0db71c1d1db8555768>:0
at Terraria.GameContent.UI.Elements.UIList+UIInnerList.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00097] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.ModLoader.UI.UIMods.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UserInterface.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.GameTime time) [0x0000e] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.DrawMenu (Microsoft.Xna.Framework.GameTime gameTime) [0x0581e] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.do_Draw (Microsoft.Xna.Framework.GameTime gameTime) [0x03ac0] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.DoDraw (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0

6/12/2017 7:32:50 PM
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <1170fb08300b4d0db71c1d1db8555768>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00016] in <1170fb08300b4d0db71c1d1db8555768>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x00050] in <1170fb08300b4d0db71c1d1db8555768>:0
at Terraria.UI.UIElement.RecalculateChildren () [0x0001c] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Recalculate () [0x0023f] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.RecalculateChildren () [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.GameContent.UI.Elements.UIList.RecalculateChildren () [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Recalculate () [0x0023f] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.GameContent.UI.Elements.UIList.Recalculate () [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.GameContent.UI.Elements.UIList.DrawSelf (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00029] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00081] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.ModLoader.UI.UIMods.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UserInterface.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.GameTime time) [0x0000e] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.DrawMenu (Microsoft.Xna.Framework.GameTime gameTime) [0x0581e] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.do_Draw (Microsoft.Xna.Framework.GameTime gameTime) [0x03ac0] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.DoDraw (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0

EDIT: Crashed again when loading Mods screen. shows ui briefly, then screen said the game had crashed and gave me options to continue, or show logs. Bah, I need to get me a windows computer!
6/12/2017 7:47:06 PM
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <1170fb08300b4d0db71c1d1db8555768>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00016] in <1170fb08300b4d0db71c1d1db8555768>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x00050] in <1170fb08300b4d0db71c1d1db8555768>:0
at Terraria.UI.UIElement.RecalculateChildren () [0x0001c] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Recalculate () [0x0023f] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.RecalculateChildren () [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.GameContent.UI.Elements.UIList.RecalculateChildren () [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Recalculate () [0x0023f] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.GameContent.UI.Elements.UIList.Recalculate () [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.GameContent.UI.Elements.UIList.DrawSelf (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00029] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00081] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.DrawChildren (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00016] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UIElement.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x000c5] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.ModLoader.UI.UIMods.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.UI.UserInterface.Draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Microsoft.Xna.Framework.GameTime time) [0x0000e] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.DrawMenu (Microsoft.Xna.Framework.GameTime gameTime) [0x0581e] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.do_Draw (Microsoft.Xna.Framework.GameTime gameTime) [0x03ac0] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.DoDraw (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
 
Hello, I've been having a few issues following the v0.10.0.1 update. I can download UI mods and such but when I try to download a large mod with new content i.e. Calamity, I go to my mods and enable and reload but get this error, here is the log:
Failed to resolve assembly: 'Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null'
at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Mono.Cecil.DefaultAssemblyResolver.Resolve(AssemblyNameReference name)
at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
at Mono.Cecil.TypeReference.Resolve()
at Mono.Cecil.Mixin.CheckedResolve(TypeReference self)
at Mono.Cecil.SignatureReader.ReadCustomAttributeEnum(TypeReference enum_type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeElementValue(TypeReference type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeElement(TypeReference type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeFixedArrayArgument(ArrayType type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeFixedArgument(TypeReference type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeConstructorArguments(CustomAttribute attribute, Collection`1 parameters)
at Mono.Cecil.MetadataReader.ReadCustomAttributeSignature(CustomAttribute attribute)
at Mono.Cecil.CustomAttribute.<Resolve>b__34_0(CustomAttribute attribute, MetadataReader reader)
at Mono.Cecil.ModuleDefinition.Read[TItem,TRet](TItem item, Func`3 read)
at Mono.Cecil.CustomAttribute.Resolve()
at Mono.Cecil.CustomAttribute.get_ConstructorArguments()
at Mono.Cecil.ImmediateModuleReader.ReadCustomAttributes(ICustomAttributeProvider provider)
at Mono.Cecil.ImmediateModuleReader.ReadType(TypeDefinition type)
at Mono.Cecil.ImmediateModuleReader.ReadTypes(Collection`1 types)
at Mono.Cecil.ImmediateModuleReader.ReadModule(ModuleDefinition module)
at Mono.Cecil.ModuleWriter.WriteModuleTo(ModuleDefinition module, Stream stream, WriterParameters parameters)
at Mono.Cecil.ModuleDefinition.Write(Stream stream, WriterParameters parameters)
at Terraria.ModLoader.AssemblyManager.LoadedMod.EncapsulateReferences(Byte[] code)
at Terraria.ModLoader.AssemblyManager.LoadedMod.LoadAssemblies()
at Terraria.ModLoader.AssemblyManager.InstantiateMods(List`1 modsToLoad)
Now, the funny thing is that I actually do not have Terraria v1.3.5.1, as in the screenshot included you can clearly see. I have researched this issue only to find nothing. I know that you must have v1.3.5.2 in order for the newest version of tModLoader to work. I have tried verifying game cache to make sure my actual Terraria is up to date, so when I add tMod it does so correctly, tried deleting everything and trying again, (after I right this I will try again). Clearly something isn't right on my end, and that is why I am here to ask someone.


20170612225024_1.jpg


 
Last edited:
Hey, so I just joined the forums for this, I have a question.

I wanted to make a sort of "healing staff", e.g. a staff that fires a projectile that locks onto a player in the same party as me and heals them on hit.

1: How would I make it so that it heals party members, and how would I make it lock onto an enemy if there are no party members nearby?

I couldn't find any good examples on ExampleMod as no one told me what projectile to look for, so I was redirected here. Thanks for any help :p

Edit: updated some stuff
Terraria doesn't come with an easy 'Home in here' function. But if you are keen enough to write your own homing script, here's a link back to some code that may be helpful.

how do i update the mod without loading in terraria because when I load terraria up it goes into an endless loop were I cant play the game
Remove the mod directly from MyDocuments\My Games\Terraria\ModLoader\Mods. Then you should be able to start tModLoader normally and use the mod browser. You may also need to remove other mods that are out of date.
 
Hello, I've been having a few issues following the v0.10.0.1 update. I can download UI mods and such but when I try to download a large mod with new content i.e. Calamity, I go to my mods and enable and reload but get this error, here is the log:
Failed to resolve assembly: 'Terraria, Version=1.3.5.1, Culture=neutral, PublicKeyToken=null'
at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
at Mono.Cecil.DefaultAssemblyResolver.Resolve(AssemblyNameReference name)
at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
at Mono.Cecil.TypeReference.Resolve()
at Mono.Cecil.Mixin.CheckedResolve(TypeReference self)
at Mono.Cecil.SignatureReader.ReadCustomAttributeEnum(TypeReference enum_type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeElementValue(TypeReference type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeElement(TypeReference type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeFixedArrayArgument(ArrayType type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeFixedArgument(TypeReference type)
at Mono.Cecil.SignatureReader.ReadCustomAttributeConstructorArguments(CustomAttribute attribute, Collection`1 parameters)
at Mono.Cecil.MetadataReader.ReadCustomAttributeSignature(CustomAttribute attribute)
at Mono.Cecil.CustomAttribute.<Resolve>b__34_0(CustomAttribute attribute, MetadataReader reader)
at Mono.Cecil.ModuleDefinition.Read[TItem,TRet](TItem item, Func`3 read)
at Mono.Cecil.CustomAttribute.Resolve()
at Mono.Cecil.CustomAttribute.get_ConstructorArguments()
at Mono.Cecil.ImmediateModuleReader.ReadCustomAttributes(ICustomAttributeProvider provider)
at Mono.Cecil.ImmediateModuleReader.ReadType(TypeDefinition type)
at Mono.Cecil.ImmediateModuleReader.ReadTypes(Collection`1 types)
at Mono.Cecil.ImmediateModuleReader.ReadModule(ModuleDefinition module)
at Mono.Cecil.ModuleWriter.WriteModuleTo(ModuleDefinition module, Stream stream, WriterParameters parameters)
at Mono.Cecil.ModuleDefinition.Write(Stream stream, WriterParameters parameters)
at Terraria.ModLoader.AssemblyManager.LoadedMod.EncapsulateReferences(Byte[] code)
at Terraria.ModLoader.AssemblyManager.LoadedMod.LoadAssemblies()
at Terraria.ModLoader.AssemblyManager.InstantiateMods(List`1 modsToLoad)
Now, the funny thing is that I actually do not have Terraria v1.3.5.1, as in the screenshot included you can clearly see. I have researched this issue only to find nothing. I know that you must have v1.3.5.2 in order for the newest version of tModLoader to work. I have tried verifying game cache to make sure my actual Terraria is up to date, so when I add tMod it does so correctly, tried deleting everything and trying again, (after I right this I will try again). Clearly something isn't right on my end, and that is why I am here to ask someone.


View attachment 173244

Try renaming your TML .exe file back to Terraria.exe.
 
I keep getting this since I've updated:

Field not found: 'Terraria.Item.toolTip'.
at ExampleMod.Items.BorealWoodFence.SetDefaults(Item item)
at Terraria.ModLoader.ItemLoader.SetDefaults(Item item, Boolean createModItem)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
 
I know that Vanilla Terraria has a cap of 2000 recipes, but does tModLoader have a similar cap, or at least a cap at a certain height?
 
The Mod Browser won't load, and if i try to reload the browser i get this Error:

Sequence contains more than one matching element
at System.Linq.Enumerable.SingleOrDefault[TSource](IEnumerable`1 source, Func`2 predicate)
at Terraria.ModLoader.UI.UIModBrowser.PopulateFromJSON(TmodFile[] installedMods, String json)
 
My friend has been having a problem getting this to work. When he goes to extract, Winrar keeps saying there's no files to extract. We've had 4 of our friends do it this way and he can't copy & paste or drag & drop.
 
Ok, I'm getting a crash every time the King Slime transports. I don't know why, It's just been happening. Here's the runtime log:
Begin has been called before calling End after the last call to Begin. Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin (Microsoft.Xna.Framework.Graphics.SpriteSortMode sortMode, Microsoft.Xna.Framework.Graphics.BlendState blendState, Microsoft.Xna.Framework.Graphics.SamplerState samplerState, Microsoft.Xna.Framework.Graphics.DepthStencilState depthStencilState, Microsoft.Xna.Framework.Graphics.RasterizerState rasterizerState, Microsoft.Xna.Framework.Graphics.Effect effect, Microsoft.Xna.Framework.Matrix transformationMatrix) [0x00008] in <bc6b38abaaf04135afbd0534ec7f6b92>:0
at Terraria.Main.do_Draw (Microsoft.Xna.Framework.GameTime gameTime) [0x02bd4] in <6e3dedc957c248ad97aace0bb4d250bf>:0
at Terraria.Main.DoDraw (Microsoft.Xna.Framework.GameTime gameTime) [0x00000] in <6e3dedc957c248ad97aace0bb4d250bf>:0
List of mods:
tModLoader (duh)
Calamity
Magic Storage
FKBossHealthBar
Fast Start
Boss Checklist
FargoWiltas mod (the Fargo's mutants thing?)
WheresMyItems
I'm going to attempt to disable different mods and try again each time, see if anything works out.
 
I've been sticking to the 0.9.3.5 patch that let's me play all the un-updated mods, since alot of them don't support the latest patch. Everything has been smooth sailing so far, but what would happen if the game updated and this patch version no longer worked? Would I be boned?

I hate the thought of needing a pirated copy incase my legitimate steam copy no longer worked, but I'm kind of screwed here otherwise. What do you guys think? I know I could just play offline mode to prevent a forced update, but all it takes is accidentally updating it without meaning to, and there go all my mods since none of them have updated. I'll even gladly buy another PC copy of the game, as long as it didn't force updates on me as with the steam version. I'm probably gonna research the GOG version and see what that gets me.
 
Last edited:
guys ive been playing calamity and I for some reason have none of the new ores in my world. i beat calamitas used his spawner and i still dont have the biome please help me figure out was wrong
 
I've been sticking to the 0.9.3.5 patch that let's me play all the un-updated mods, since alot of them don't support the latest patch. Everything has been smooth sailing so far, but what would happen if the game updated and this patch version no longer worked? Would I be boned?

I hate the thought of needing a pirated copy incase my legitimate steam copy no longer worked, but I'm kind of screwed here otherwise. What do you guys think? I know I could just play offline mode to prevent a forced update, but all it takes is accidentally updating it without meaning to, and there go all my mods since none of them have updated. I'll even gladly buy another PC copy of the game, as long as it didn't force updates on me as with the steam version. I'm probably gonna research the GOG version and see what that gets me.
You are fine, 1.3.6 isn't for a long while and the 0.9.2.3 patch will still work, most likely. If you are concerned, make a copy/clone of your install folder right now.
 
How do you set up a tmodloader server on Mac? I've tried opening the tModLoaderServer file but I just get this error:

Last login: Tue Jun 13 18:33:14 on ttys000

Oriyons-MacBook-Pro:~ oriyonorigins$ /Users/oriyonorigins/Library/Application\ Support/Steam/steamapps/common/Terraria/Terraria.app/Contents/MacOS/tModLoaderServer ; exit;

dyld: Library not loaded: /Library/Frameworks/Mono.framework/Versions/3.6.0/lib/libmonosgen-2.0.1.dylib

Referenced from: /Users/oriyonorigins/Library/Application Support/Steam/steamapps/common/Terraria/Terraria.app/Contents/MacOS/./tModLoaderServer.bin.osx

Reason: image not found

/Users/oriyonorigins/Library/Application Support/Steam/steamapps/common/Terraria/Terraria.app/Contents/MacOS/tModLoaderServer: line 23: 6360 Abort trap: 6 ./tModLoaderServer.bin.osx $@

logout

Saving session...

...copying shared history...

...saving history...truncating history files...

...completed.


[Process completed]
 
You are fine, 1.3.6 isn't for a long while and the 0.9.2.3 patch will still work, most likely. If you are concerned, make a copy/clone of your install folder right now.

Huh, I didn't know that would work. thank you very much, you likely just saved me alot of hassle.
 
I have a question:
I want to make a sawblade staff, e.g. it summons a melee sawblade that flies around and attacks enemies close to the player, similar to the deadly sphere staff or the optic st aff, except for the fact that when a sawblade starts attacking an enemy, it locks onto it. How would I do that?
 
I'm having trouble implementing multiple recipe groups at the same time.
Code:
public override void AddRecipeGroups()
        {
            RecipeGroup group = new RecipeGroup(() => Lang.misc[37] + " Orb Gun", new int[]
            {
                ItemID.Musket,
                ItemID.TheUndertaker,
            });
            RecipeGroup.RegisterGroup("GeronimosTinkerings:Orb Gun", group);

            RecipeGroup group = new RecipeGroup(() => Lang.misc[37] + " Silver Bar", new int[]
            {
                ItemID.SilverBar,
                ItemID.TungstenBar,
            });
            RecipeGroup.RegisterGroup("GeronimosTinkerings:Silver Bar", group);
        }
This is the error I get when trying to build the mod:
_Wt5L3tHRBKkAD5yTHdhcg.png

Also, I would just prefer to use a vanilla recipe group for the silver/tungsten bars, is there one that exists? I tried SilverBar but it didn't work.
 
I'm having trouble implementing multiple recipe groups at the same time.
Code:
public override void AddRecipeGroups()
        {
            RecipeGroup group = new RecipeGroup(() => Lang.misc[37] + " Orb Gun", new int[]
            {
                ItemID.Musket,
                ItemID.TheUndertaker,
            });
            RecipeGroup.RegisterGroup("GeronimosTinkerings:Orb Gun", group);

            RecipeGroup group = new RecipeGroup(() => Lang.misc[37] + " Silver Bar", new int[]
            {
                ItemID.SilverBar,
                ItemID.TungstenBar,
            });
            RecipeGroup.RegisterGroup("GeronimosTinkerings:Silver Bar", group);
        }
This is the error I get when trying to build the mod:
_Wt5L3tHRBKkAD5yTHdhcg.png

Also, I would just prefer to use a vanilla recipe group for the silver/tungsten bars, is there one that exists? I tried SilverBar but it didn't work.
Next time google this, this is basic c# syntax. Anyway, change the 2nd "RecipeGroup group" to just "group"
 
So I'm crashing randomly whenever I open up either Mod Browser or Mods in-game. Crash logs for each respective screen in the spoiler below. On Mac, v0.10.0.1 if that helps any. Mac ain't meant for gaming, sadly...

My Linux computer had a similar crash when trying to load the mods screen, but it appears to be happening very rarely for me. Since the update it's worked most of the time.
 
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