My time management = going to bed between 3-6 AM.Awesome, nice work. I guess we're all lucky you're good with time management!
My time management = going to bed between 3-6 AM.Awesome, nice work. I guess we're all lucky you're good with time management!
Woah, nice! I'm going to try out the installer right nowv0.6
-Proofed ModRecipe methods against modder mistakes
-Mac support
-.cs files are no longer saved as .tmod resources (woops!)
-Made mods compatible cross-platform
-Added support for building .dll files as mods
-Added Unload hook for Mod
-Revamped how minimap handles mod tiles and walls to cut down minimap's RAM usage
-Fixed bug that made .twld files larger than they had to be
-Made some private Projectile fields public
-Fixed bug where Jungle Temple door cannot be unlocked
-Fixed bug with sign GUI
-Fixed bug where cloud saves are not separate from vanilla cloud saves
-Added mod browser - an easy way to upload / download mods
-Basic buff support
-Added support for platform-like tiles
-Fixed bug where miscellaneous custom sounds don't work
-Improved saving for mannequins and item frames with modded items
-Gave ModDusts their own types
-Added hooks for vanity effects for armor sets
-Linux support
-Made a fancy installer
-Partial music support
-Added "Open Mods Folder" button to Mods menu
-Added support for animating vanilla tiles
Oh, my, god, it's finally released! Hah, take that, school! I'm still able to scrap together some free time!
The first thing I want to say is, I fully expect Murphy's Law to apply to this update. I expect everything to go wrong, crash, and burn. So, let me know when you run into any problems.
With that out of the way, this update mostly focuses on internal improvements. It's compatible with Mac and Linux now, performance was improved a lot, and many bugs were fixed. Many miscellaneous features were also added here and there. The update notes should have everything. I feel like this is a major turning point for tModLoader (even if this update ends up with a rough start). I estimate tModLoader is about half complete now.
Do note that this update will require changes to several parts of your mod code. Specifically, the dust and map tile systems have been redone.
Anyways, the next update will focus on the ModPlayer class. Once the next update is complete, all the features that most people would want to use, excluding world-related hooks, will be complete. However, the next update will also take a really long time, due to three reasons:
I was going to say something more, but I forgot what...
- School, obviously.
- Drawing-related hooks for players. tAPI did this through a PlayerLayer system; however, this involved extensive changes to the source code, which I wanted to avoid. I still haven't thought of a good alternative yet :/
- The ExampleMod. With the next update, I really want to add very cool stuff to the ExampleMod, so I might end up getting carried away
Thanks, nice showcase! Should be put in OPHere's some examples:
-Proofed ModRecipe methods against modder mistakes
-Basic buff support
One of my mods.
-Added support for platform-like tiles
-Added hooks for vanity effects for armor sets
-Made a fancy installer
-Partial music support
-Added support for animating vanilla tiles
-Added mod browser - an easy way to upload / download mods
In it's alpha state, only the .tmod files are uploaded and downloaded from the Mod Browser. (That covers most cases. So, for now, no it doesn't.)So.. when you download a mod that uses a .dll dependency.. does it automatically download the .dll too?
Alright Well I hope in the future you can 'attach' dependencies. or something like thatIn it's alpha state, only the .tmod files are uploaded and downloaded from the Mod Browser. (That covers most cases. So, for now, no it doesn't.)
Let's see what you have.
using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Ersion.NPCs.PrinceSlime {
public class PrinceSlime : ModNPC
{
public override void SetDefaults()
{
npc.name = "Prince Slime";
npc.displayName = "Prince Slime";
npc.aiStyle = 15;
npc.lifeMax = 1000;
npc.damage = 25;
npc.defense = 5;
npc.knockBackResist = 0f;
npc.width = 174;
npc.height = 120;
Main.npcFrameCount[npc.type] = 5;
npc.npcSlots = 1;
npc.boss = true;
npc.noGravity = false;
npc.noTileCollide = false;
npc.soundHit = 1;
npc.soundKilled = 1;
music = 12;
}
}}
Did you do this step: "If you wish to create mods, make sure that you click on the "Setup Modder Environment" button after you install tModLoader" ?I have an error when I try to do click build and reload
error CS0006: No se puede encontrar el archivo de metadatos 'TerrariaMac.exe'
Do you mean they won't load, or they don't show up at all? If they don't load, it's probably the changes we made to dust that the mod dev will need to fix. If they don't show up, then do they still show up in the "\Documents\My Games\Terraria\ModLoader\mods" folder?I have updated, and it appears previously downloaded mods are not loaded anymore. I have even redownloaded them, but they are not loaded. Only mods form the ingame browser have worked.
Mod info is kinda a WIP, plain text is pretty boring so we're looking into what ways we can present modinfo. Also, there is no way to change it yet, I just modified it on the database for the few that i knew about.How to change mod info? Wouldn't the mod re-publish with new version if I will rebuild it? And... There will be a lot of nooby mods, am I right?)
Hey @bluemagic123 @jopojelly doesn't the basic buff support make minions possible since you can make a mount now? Or does it take more?
Edit: Also how do I get the Discord chat room to work? I really can't figure it out lol.
Wait.....what? it does??Oh yeah guys multiplayer works now and it's so much fun.
Proofs?Oh yeah guys multiplayer works now and it's so much fun.
Yeah it's kind of buggy because they can't see the mod items and stuff like that but it actually lets them play with me.Did you do this step: "If you wish to create mods, make sure that you click on the "Setup Modder Environment" button after you install tModLoader" ?
Do you mean they won't load, or they don't show up at all? If they don't load, it's probably the changes we made to dust that the mod dev will need to fix. If they don't show up, then do they still show up in the "\Documents\My Games\Terraria\ModLoader\mods" folder?
Mod info is kinda a WIP, plain text is pretty boring so we're looking into what ways we can present modinfo. Also, there is no way to change it yet, I just modified it on the database for the few that i knew about.
It will only republish if you click the publish button. (with an updated version number.)
Nooby mods will be a problem, if someone abuses it, I can just take care of it.
I believe for minions, it should work well enough. Vanilla minions use a boolean value to make sure it dies with the player, so once modPlayer is done, mod minons will die correctly. But without it, it still works fine....I seem to have lost all my code though. oh well.
I've never tried the Discord thing, can't help you there.
Wait.....what? it does??
Try it yourself but they can't see the mod items at all.Proofs?
Exactly.. so it doesn't work..Yeah it's kind of buggy because they can't see the mod items and stuff like that but it actually lets them play with me.
Try it yourself but they can't see the mod items at all.
Click the following link.. everything should be self explanatory?Edit: Also how do I get the Discord chat room to work? I really can't figure it out lol.
The list isn't exactly friendly for when it becomes really big.. It also should have a search function later on And of course.. the mod info is quite important imo.. now you'd still have to go to TCF to read about the mod.. if they've even made a threadNooby mods will be a problem, if someone abuses it, I can just take care of it.
It works as in they can play with my but it doesn't work as in they can't see the modded items. Thanks for the discord thing!Exactly.. so it doesn't work..
Click the following link.. everything should be self explanatory?
https://discord.gg/0ZhxukM0qzlWKEqe
[DOUBLEPOST=1445710350,1445710159][/DOUBLEPOST]
The list isn't exactly friendly for when it becomes really big.. It also should have a search function later on And of course.. the mod info is quite important imo.. now you'd still have to go to TCF to read about the mod.. if they've even made a thread
Can you actually use modded items yourself and do they have effect ? (like damaging a mob and they can see that damage)It works as in they can play with my but it doesn't work as in they can't see the modded items. Thanks for the discord thing!