It's easy to make a gun; just set the item's shoot and/or the item's useAmmo field.Hey @bluemagic can you make a gun ?
You can make items have low drop rates by using Main.rand.Next(/*insert huge number here*/).Ahh okay
[DOUBLEPOST=1439067033,1439066979][/DOUBLEPOST]Can u make items have like a 1in 1000 drop rate ?
[DOUBLEPOST=1439067055][/DOUBLEPOST]or like a 000.1% chance to drop ?
[DOUBLEPOST=1439067166][/DOUBLEPOST]And how to make a sword like as big breaker blade
Huh, so to summarize, you reinstalled tModLoader, tModLoader runs properly, the ExampleMod isn't working for you, and you have the ExampleMod folder inside the Mod Sources folder?When I first went to try this out, everything worked perfectly. Examplemod worked, and I was able to edit the Examplesword to do more damage and be made from dirt blocks, so that's cool. Then I tried editing examplesword again. I changed the image (it had the same name as before so it should have worked) to look like a banana, because who doesn't want to hit things with a banana? I went to reload the mod, and everything looked normal. I clicked single player, played the game, and tried to use my 10 dirt blocks to craft my banana. I was so excited for my banana. Then my banana didn't show up in the crafting menu. Then I realized there was nothing from examplemod in the crafting menu. I tried uninstalling terraria and doing it all again, but that only made it so I can't see anything in the mod sources folder. Then I tried to download a new version of examplemod, and that didn't work. I checked, and everything is in place and should work fine, but nothing works. I'm so lost XD any help would be appreciated!
That's really weird. So a clean ExampleMod doesn't work even when you rebuild it, and it doesn't work only for you? It's hard to tell what's happening here. At this point, I would try playing with the enabled files in the mod folder to see if disabling the example mod helps anything.Yeah, basically. No mods are working for me. The only thing that changed in ExampleMod before it stopped working was the image for ExampleSword. Then every mod just stopped working altogether, even after reinstalling them. My friend uses tmodloader too, and all files are exactly the same. It works for him.
Do you get any errors, and if so; where and when? If Terraria crashes, go to your ModLoader/Mods folder and remove all files in there. Then rebuild the mod(s). Also might want to check ModLoader/Logs and check all the log files there. If your mod is building w/o issues, make sure it's enabled and then it 'should' work. You also made sure to put your world files into ModLoader/Worlds and player files into ModLoader/Players ?No, that didn't work. Even with example mod disabled and everything else as it should be with a mod my friend made and tested, nothing works. I really appreciate your help! I guess I'll try to get my friend to test the mods I make.
Do you get any errors, and if so; where and when? If Terraria crashes, go to your ModLoader/Mods folder and remove all files in there. Then rebuild the mod(s). Also might want to check ModLoader/Logs and check all the log files there. If your mod is building w/o issues, make sure it's enabled and then it 'should' work. You also made sure to put your world files into ModLoader/Worlds and player files into ModLoader/Players ?
I believe for Anvil it's Anvils and with Work Bench it's WorkBenchesQuick question, what is the tile ID for the workbench and the anvil? I tried to use "recipe.AddTile(TileID.IronAnvil)" to add an required tile for a recipe, but does not work and gives an error saying that that tile does not exist. This seems to happen with tiles with an alternate skin/style (i.e. Table) and using tiles that have no alternate skins, such as stone, works.
Quick question, what is the tile ID for the workbench and the anvil? I tried to use "recipe.AddTile(TileID.IronAnvil)" to add an required tile for a recipe, but does not work and gives an error saying that that tile does not exist. This seems to happen with tiles with an alternate skin/style (i.e. Table) and using tiles that have no alternate skins, such as stone, works.
Just to make sure, you have at least version 4.0 of the NET framework, right?I have a problem, here
followed the instructions, i cannot use the tmodloader
1.3.0.7
Hm, it's starting to get too time-consuming to reply to all of this...Hey @bluemagic123 is it possible to make an item that can change the time of the day ?
Please Help
Thanks In Advance
You can use "Reply" button so you won't have to use "@" everytime.Sorry to msg again @bluemagic123 could you in the future add support for multiplayer
Hey @bluemagic123 is it possible to make an item that can change the time of the day ?
Please Help
Thanks In Advance
dayTime bool Returns true if it's daytime, false if it's nighttime. (Terraria v. 1.1.2)
time double
Used in conjuction with Main.dayTime to determine time of day. (Terraria v. 1.1.2)
If Main.dayTime == true, Main.time goes from 0.0 (dawn) to 54000.0 (nightfall) and resets.
If Main.dayTime == false, Main.time goes from 0.0 (nightfall) to 32400.0 (dawn) and resets. 16200.0 (midnight) is in the middle.
Main.dayTime = false;
Main.time = 16200.0;