Gam3rwhogam3s
Terrarian
I right clicked it & opened properties, I don't see local files.Actually, if you have steam - simply right click Terraria > Properties > Local Files > Verify Integrity of Game Cache
I right clicked it & opened properties, I don't see local files.Actually, if you have steam - simply right click Terraria > Properties > Local Files > Verify Integrity of Game Cache
In Steam, not in the Terraria folder... The idea here is to get steam to redownload any missing files. That will effectively uninstall tAPI the easiest way possible.I right clicked it & opened properties, I don't see local files.
Seriosly, last few pages contains discussion about exactly that.Is there a way to modify the default AIs in a .cs file? Like say I wanted to make an antlion type monster that shot grenades instead of sand pellets. Would that be possible?
I still don't see "View game cache" or whatever. Let me just delete terraria completely then get a flashdrive & copy it from my other computer -.-In Steam, not in the Terraria folder... The idea here is to get steam to redownload any missing files. That will effectively uninstall tAPI the easiest way possible.
To clarify what happens: When you install tAPI for a Steam version of Terraria it renames Terraria.exe to TerrariaOriginal.exe and puts tAPI in as Terraria.exe (Unless you are using Game Launcher, then it doesn't). This is done so you can launch tAPI through Steam by clicking Terraria in your Steam library.
As confusing as that sounds, to uninstall Terraria you can either rename TerrariaOriginal.exe back to Terraria.exe OR you can have steam verify the local game cache which will redownload any missing or unrecognized files.
Why would you have to copy it from your other computer? Just reinstall it through steam...I still don't see "View game cache" or whatever. Let me just delete terraria completely then get a flashdrive & copy it from my other computer -.-
For rain, if you can't /won't use existing code, obviously u need to write your own, or find a mod that does it. Perhaps see how vanilla rain code functions and mimic the pertinent parts.Okay, I managed to get my own event working with the help of the GRealm code, but the visuals I planned I can't work out. First off, how do i make yellow rain particles spawn without actually setting the rain to true? Secondly, how do I change the color/image of the background during the event? And lastly, GRealm uses a GetMusic() method to change the music, but when I add it to my code, it doesn't work. I have tried multiple things for all three problems, but none of it worked. Is there someone who knows this perhaps?
nobody knows.curious, why can't tapi load vanilla worlds and characters?
The idea was that vanilla and tAPI experiences should remain separate.curious, why can't tapi load vanilla worlds and characters?
Please try to keep your posts here useful as there are a lot of questions.nobody knows.
Well, it would require some code to convert a world over and then save it tAPI style (albeit simple code)... But yeah, it was intentionally left out. We didn't think there would be any real need to convert vanilla stuff over to tAPI. Especially since some mods change worldgen and character creation.so arbitrary and intentional? (as an entry in the 'feature' collumn? i figured it was a function thing that made it impossible and was trying to think of what it could be lol)
Not cool to make people feel like they might get in trouble for being critical of problems; that can create a bad atmosphere quickly. I think converting maps is a clearly "useful" feature; say I downloaded biome castle, or a favorite capture the gem map, and want to use in / convert to tapi. And it seems very reasonable someone might play through vanilla, finish / run out of content, THEN find out about TAPI, and want to try a new boss or some such without playing through the entire thing again.The idea was that vanilla and tAPI experiences should remain separate.
Not cool... We have enough going on in this thread, please try to keep your posts here useful as there are a lot of questions.
Not cool to make people feel like they might get in trouble for being critical of problems; that can create a bad atmosphere quickly. I think converting maps is a clearly "useful" feature; say I downloaded biome castle, or a favorite capture the gem map, and want to use in / convert to tapi. And it seems very reasonable someone might play through vanilla, finish / run out of content, THEN find out about TAPI, and want to try a new boss or some such without playing through the entire thing again.
I myself have an airship that I apparently cannot copy / paste into my TAPI world due to this.
Yea it's ok, but I was able to get rid of it.Why would you have to copy it from your other computer? Just reinstall it through steam...
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Unless you don't have the steam version but I did say earlier "If you have steam"
Well, however you go about doing it - sorry you have to uninstall tAPI
Since pretty much everything in Terraria, apart from sounds and textures, are hardcoded (in other words - embedded right into program code), altering existing content is nearly impossible thing (rare programming language allows such runtime code manipulation). On the other hand, how do you think, what would happen if two or more mods will try to modify same items?Hey, I'm new to Terraria modding or game modding in general, and I wanted to know if it was possible to rename an item and or alter its recipe. I looked around but couldn't find some tutorial and I don't know much about coding, I did watch a few videos about just adding items, can someone help me?
I would try direct way - add recipe using Recipe class methods in ModBase.OnLoad and remove them in ModBase.OnUnload. Maybe someone could shine some light on "Vanilla" prefix in JSONs, because i haven't check it out yet.how do you make a recipe that produces a item already in the game? i know how to write a item .json file and a recipe for item in the .json file but not for items already in the game.