I didn't want to do this until it was absolutely necessary, as I don't want to be that person who just asks other people to "fix their mod" but unfortunately, it's gotten to that point. Okay so, I used ExampleMod code combined with the forums to make a yoyo. When I try to compile it in Mod Sources, an error code pops up. Line by line, I'll go over the code and what I did to try and fix it.
First off:
Terraria.ModLoader.Exceptions.MissingResourceException: Missing mod: ModName/Items/YoyoName at Terraria.ModLoader.ModContent.GetTexture(String name)
So, the (string name) part made me think that a png file or namespace was typed incorrectly. I used Ctrl+F to check the names inside the .cs file as well as the png file in both the yoyo item and projectile and found they all were named correctly. So, I moved to the next line.
at Terraria.ModLoader.ModItem.AutoStaticDefaults()
So I actually misread AutoStaticDefaults as SetStaticDefaults. I couldn't find anything in SetStaticDefaults, and then I realized I misread it. So I used Ctrl+F to search in all mod files for "AutoStaticDefaults" and found nothing.
at Terraria.ModLoader.Mod.SetupContent()
Found this was usually coupled with mistyping png/namespace names so I check once again the files and their contents to find no discrepancies.
That was all I understood of the code. I looked up each of these lines individually, together, in pairs, and nothing gave me a solution that wasn't "Check file names and namespaces." If source code is required I'll send it. Honestly, I have no clue what to do. The rest of the error code that I didn't understand (still looked it up) is below. Any help is appreciated.
at Terraria.ModLoader.ModContent.<>c.<Load>b__39_1(Mod mod)
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction)
at Terraria.ModLoader.ModContent.Load(CancellationToken token)
at Terraria.ModLoader.ModLoader.Load(CancellationToken token)