ProjectET
Spazmatism
you could use a patcher such as NTCore's 4gb patcher. Just direct it to your tmodloader exe fileWill tModLoader support 64-bit to install more mods and avoid a system out of memory error?
you could use a patcher such as NTCore's 4gb patcher. Just direct it to your tmodloader exe fileWill tModLoader support 64-bit to install more mods and avoid a system out of memory error?
Well, actually the thing is mods can interfere with each other when using Harmony. It does have a priority system, but if patches are applied in the wrong order, things can go wrong. Of course it's not an issue right now, as there are no other mods that use Harmony...should be fine to upload as long as it doesnt interfere with other mods and doesn't damage the client in anyway such as malicious code intent on damaging or destroying peoples worlds or what not.
Well i dont see a reason for anyone to be implementing harmony in their mods unless they are doing something with the games runtime so i highly doubt people would run into the issue.Well, actually the thing is mods can interfere with each other when using Harmony. It does have a priority system, but if patches are applied in the wrong order, things can go wrong. Of course it's not an issue right now, as there are no other mods that use Harmony...
I'd say the simplest way to do it would be to just shove all the data from the tile manually into a TagCompound. If you look at the constructor for Tile, you'll see there isn't much of it. Type, wall type, liquid, frameX, frameY and 4 "headers". All of these are just numeric types.Hi
I have a question.
I want to save an array of Tiles(the Tiles are not placed in the world) in my ModWorld class.
But I always get an Error when I try to load beacause apperantly the TagCompound can't save Tiles.
Does anyone have an idea how I could save Tiles?
Should be fine but there is no official support. If things go wrong you're on your own.I have a question about one of the Mod Browser rules.
I've made a mod (MechScope), that uses a library called Harmony, to modify game code during run-time. It works kinda like detouring in unmanaged code, but it can actually interoperate with other instances of itself, allowing multiple mods to patch the same methods. As far as I know, there haven't been any terraria mods that use this sort of thing yet.
So, would it be OK to upload this mod to the Mod Browser?
tModLoader is already patched. Out of memory means you need to drop mods, and some of them are probably poorly optimized.you could use a patcher such as NTCore's 4gb patcher. Just direct it to your tmodloader exe file
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace NalonMod.Items
{
public class HeatShield : ModItem
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Heat Shield");
Tooltip.SetDefault("2 defence\n14 seconds immunity to lava\nImmunity to fire blocks and On Fire!");
}
public override void SetDefaults()
{
item.width = 28;
item.height = 32;
item.value = 10000;
item.rare = 3;
item.accessory = true;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.ObsidianSkull);
recipe.AddIngredient(ItemID.ObsidianRose);
recipe.AddIngredient(ItemID.LavaCharm);
recipe.AddIngredient(ItemID.HellstoneBar, 20);
recipe.AddTile(TileID.TinkerersWorkbench);
recipe.SetResult(this);
recipe.AddRecipe();
}
public override void UpdateAccessory(Player player, bool hideVisual)
{
player.noKnockback = true;
player.lavaTime = 14;
player.statDefense += 4;
player.buffImmune[BuffID.Burning] = true;
player.buffImmune[BuffID.OnFire] = true;
}
}
}
looks like you didn't actually look at the lava charm code. All lava charm has is player.lavaMax += 420;I am trying to make something that acts like the lava charm, but the lava time doesn't go down. Can anyone help me?
Code:using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace NalonMod.Items { public class HeatShield : ModItem { public override void SetStaticDefaults() { DisplayName.SetDefault("Heat Shield"); Tooltip.SetDefault("2 defence\n14 seconds immunity to lava\nImmunity to fire blocks and On Fire!"); } public override void SetDefaults() { item.width = 28; item.height = 32; item.value = 10000; item.rare = 3; item.accessory = true; } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(ItemID.ObsidianSkull); recipe.AddIngredient(ItemID.ObsidianRose); recipe.AddIngredient(ItemID.LavaCharm); recipe.AddIngredient(ItemID.HellstoneBar, 20); recipe.AddTile(TileID.TinkerersWorkbench); recipe.SetResult(this); recipe.AddRecipe(); } public override void UpdateAccessory(Player player, bool hideVisual) { player.noKnockback = true; player.lavaTime = 14; player.statDefense += 4; player.buffImmune[BuffID.Burning] = true; player.buffImmune[BuffID.OnFire] = true; } } }
Can you narrow it down to 1 or 2 mods by disabling mods? That would helpok... i have this weird problem, the scenario is multiplayer... the mods are greal, thorium, split mod, spirit mod, helpful npcs, alchemist npc, ore seeds, simple auto chests, extra gunslinger gear, insigt reborn, magic storage, boss health bar, what mod is this from and recipy browser, whenever someone dies and someone tries to click on an item in their inventories, it gets deleted instead of being able to grab and drag, we tried black boxing the thing to test if it was a specific, mod, no use, but then we created a new character, it didnt happen, but when we got out "old character" gear and maxed out on health and mana, it happened again... very weird issue....
i mean, i tried disabling 1 by one, but it seems like its a sum of character and mods because i created a new character with all mods, nothing happened, but afterwards(not sure what triggered it) it started happening again, and it is a multiplayer only bugCan you narrow it down to 1 or 2 mods by disabling mods? That would help
You can learn how to search the source code here: https://github.com/blushiemagic/tModLoader/wiki/Advanced-Vanilla-Code-AdaptionThanks. Do you know what the rocket time of frostspark boots is, and how to make the accessory show frostspark boot particles instead of rocket boot particles?
Well, then make a backup of your character and then keep testing with that character. If you can narrow it down at all, the character files and mod list can help me figure it out. It would be good to figure out since I've seen this complaint several times lately.i mean, i tried disabling 1 by one, but it seems like its a sum of character and mods because i created a new character with all mods, nothing happened, but afterwards(not sure what triggered it) it started happening again, and it is a multiplayer only bug
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace NalonMod.Items
{
public class HeatShield : ModItem
{
public override bool Autoload(ref string name, ref string texture, IList<EquipType> equips) // <-- The error is here
{
equips.Add(EquipType.Shield);
return true;
}
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Heat Shield");
Tooltip.SetDefault("2 defence\n14 seconds immunity to lava and decreased damage from touching lava\nImmunity to fire blocks and On Fire!");
}
public override void SetDefaults()
{
item.width = 28;
item.height = 32;
item.value = 10000;
item.rare = 3;
item.accessory = true;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.ObsidianSkull);
recipe.AddIngredient(ItemID.ObsidianRose);
recipe.AddIngredient(ItemID.LavaCharm);
recipe.AddIngredient(ItemID.HellstoneBar, 20);
recipe.AddTile(TileID.TinkerersWorkbench);
recipe.SetResult(this);
recipe.AddRecipe();
}
public override void UpdateAccessory(Player player, bool hideVisual)
{
player.lavaMax = 840;
player.lavaRose = true;
player.statDefense += 2;
player.buffImmune[BuffID.Burning] = true;
player.buffImmune[BuffID.OnFire] = true;
}
}
}