DefinitelyNotYouLEL
Terrarian
I always do that to install tModLoader but anything works this timeThe readme has manual instructions, which are basically just drag and drop the files in the correct folder.
I always do that to install tModLoader but anything works this timeThe readme has manual instructions, which are basically just drag and drop the files in the correct folder.
I don't understand, if you are telling me you did the manual install, then why did you mention anything about java or "Could not find place to install to!", since that's the automatic install.I always do that to install tModLoader but anything works this time
I'm rlly confused, just like u. Or is it maybe the 1.3.1 ver? I checked the tModLoader thread and it says that it also works for Terraria 1.3.1I don't understand, if you are telling me you did the manual install, then why did you mention anything about java or "Could not find place to install to!", since that's the automatic install.
The reason why people are confused is because you're complaining about something that is clearly unimportant from your current situation. Why do you care if the automatic install isn't working if you've already done the manual install?I'm rlly confused, just like u. Or is it maybe the 1.3.1 ver? I checked the tModLoader thread and it says that it also works for Terraria 1.3.1
I'M NOT BLAMING BlueMagic123 but idk
Cuz it doesn't work too D: ;-;The reason why people are confused is because you're complaining about something that is clearly unimportant from your current situation. Why do you care if the automatic install isn't working if you've already done the manual install?
It seems there is a lot of confusion as to what your issue actually is. Many people here are using the newest update without any problems, so it must be something on your end. Please answer these questions:Cuz it doesn't work too D: ;-;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace RandomThings.Items.Ammo
{
public class EndlessR4Crate : ModItem
{
public override void SetDefaults()
{
item.name = "Endless Rocket IV Crate";
item.shoot = 9;
item.damage = 65;
item.width = 34;
item.height = 34;
item.ammo = 771;
item.knockBack = 6f;
item.value = Item.sellPrice(0, 2, 0, 0);
item.ranged = true;
item.rare = 2;
item.consumable = false;
item.toolTip = "Large blast radius. Will destroy tiles";
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.RocketIV, 3996);
recipe.AddTile(TileID.CrystalBall);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
Now that tModLoader is up to speed with 1.3.1.1, have you tried all three frameskip options to see if that makes a difference?
I've had a problem like this before, does it do that with and without mods enabled? I've found that when I had a lot of large mods it lagged like this.No it still doesn't work. Minor improvement, but it's just that, MINOR. Incredibly minor actually, the lag is still there, all frame skip does is just lower the speed so that you see all the frames, it's not helping the lag issue in the slightest. Nothing is, it's an issue with Mod Loader that needs to be fixed because I'm not the only one with it. It is most definitely not an issue with my computer as Vanilla runs just fine.
I've had a problem like this before, does it do that with and without mods enabled? I've found that when I had a lot of large mods it lagged like this.
I'm using a few mods, the big ones being Thorium and Calamity. I don't have any of the lag issues the above people do (in fact, it is highly likely that my computer has much worse hardware than said people, so there's that to consider), but I am experiencing odd absences of normally present sound effects. The sounds appear to be random; sometimes I'll never hear the slime death sound, or the ice block hit sound, or the water splash sound. These missing sounds persist until world reload (or maybe only mod reload - I didn't test enough). After removing Calamity, all sound effects have been playing without error. Is this an issue on Calamity's part, or is Terraria running into a memory barrier / too many sounds / ??? ?
EDIT: I think it just happened again (without Calamity)! This time, though, the entire underground music theme disappeared while I was playing the game. Weird.
EDIT2: Oh great, it's really still there. Life Crystal use sound effect is gone too.
EDIT3: And there goes a whole slew of sounds, including surface theme, NPC talk sound, slime death, .... sheesh what in the world is going on here...
EDIT4: I return to the main menu to discover the main menu theme is gone. WHYYY. At least this proves that world reload doesn't do anything.
EDIT5: Main menu theme suddenly returns. I reload my mods with Calamity included. Now playing game with browser closed in the hopes that it was just some strange weirdness regarding that, even though there is plenty of RAM to spare.
EDIT6: It's still happening!
AL lib: (WW) FreeContext: (0x939d3f8) Deleting 2 Source(s)
AL lib: (WW) FreeDevice: (0x93aa3f0) Deleting 39 Buffer(s)
AL lib: (WW) FreeDevice: (0x93aa3f0) Deleting 1 Filter(s)
AL lib: (WW) FreeContext: (0x939d3f8) Deleting 256 Source(s)
WARNING: AL SOURCE WAS NOT AVAILABLE. SKIPPING.
I'm on OSX, and I don't doubt that this is the same reason over here. However, how are you launching Terraria from the command line? If I try to run Terraria without Steam, it just closes. Are you using the GoG version (Collector's Edition) or did you patch the game somehow?I've not yet actually had a chance to try the 0.8.1.1 update of tModLoader, but I had this same issue on 0.8 and 0.7.x. It didn't matter which mods I ran--I even tested with no mods and it still happened. Are you on Linux or Mac? I'm on Arch Linux x86_64, and I had managed to narrow down the reason on my machine at least (not the cause, but the reason...if that makes sense). Unfortunately I never had time to figure out more or to make a proper bug report.
I'm on OSX, and I don't doubt that this is the same reason over here. However, how are you launching Terraria from the command line? If I try to run Terraria without Steam, it just closes. Are you using the GoG version (Collector's Edition) or did you patch the game somehow?
Also, I put up an Issue linking to your post on the tModLoader git repo. Hopefully this will raise decent enough awareness of the problem.
It looks like they've added a Wiring._wireDirectionList, and you'll also have to PushBack a 0 to that.Hello, I've been fiddling with tModLoader and I've written a couple mods for it, so I'm pretty comfortable with the code base, but I believe I've found a bug with the most recent update for tModLoader (haven't tested in the previous version(s), but the bug didn't ever occur until now, so).
The issue:
When I place a switch down, attach wire, and place my item that triggers the Wiring, the player's vanity set disappears, the wiring does not trigger, and the switch toggles indefinitely (as does the sound effect). Also, the player's speed shoots up to 51mph, although no actual movement occurs. These effects are consistent with ever time I replicate the bug.
EDIT: It actually was my mod, even after I disabled it. This is confusing, but I think the issue is how I'm triggering the wiring. How can we trigger a wire pulse elsewhere on the map? I was using this code:
This code was working prior this most recent update, but now the bug described above is all it causes, and only if the tile that triggers the above code is connected to the switch's wire.Code:Point16 pt; for(Point16 loc in ourWireLocations) { Wiring.SkipWire((int)loc.X, (int)loc.Y); Wiring.SkipWire((int)loc.X, loc.Y - 1); // two tiles tall pt = new Point16(loc.X, loc.Y); Wiring._wireList.PushBack(pt); Wiring._toProcess.Add(pt, 4); }
Any ideas on a fix?