Arkhayla
Terrarian
The enthusiasm is welcome! But for your own protection, one word posts can get you in trouble so be carefulyay! :3
The enthusiasm is welcome! But for your own protection, one word posts can get you in trouble so be carefulyay! :3
I thought this question might come up, and the answer is definitely not simple. You would need to modify the weapon to use a new ammo. Then you would need to make a new projectile for the gun most likely which changes tiles it interacts with based on your own parameters. This is not a simple undertaking and is probably not immediately supported. If one of the other team members want to weigh in here?How can I create a solution for the clentaminator?
This is quite a bit more than what he needs to do , the "solution" is quite simple. (hehe)I thought this question might come up, and the answer is definitely not simple. You would need to modify the weapon to use a new ammo. Then you would need to make a new projectile for the gun most likely which changes tiles it interacts with based on your own parameters. This is not a simple undertaking and is probably not immediately supported. If one of the other team members want to weigh in here?
The mods you are loading may not be updated to this version which is the problem. Does it crash when you run it without any mods?Where is the version that doesn't crash when I dare to actually try loading mods with it?
I am asking where the version that is compatible with the mods that currently exist can be obtained, and so that is entirely irrelevant. Furthermore, I would like to point out that most people would have the sense to maintain links to older versions (and generally list the previous version as recommended) until the majority of modders have had time to update their projects. There being only one link, to a version that only came out yesterday, to which (so far as I can tell) nobody has updated yet, is absurd!The mods you are loading may not be updated to this version which is the problem. Does it crash when you run it without any mods?
We could update the OP with the old links, not sure why they were removed from the TO post. I will ask the team to add links to the old files here. Sorry about that.I am asking where the version that is compatible with the mods that currently exist can be obtained, and so that is entirely irrelevant. Furthermore, I would like to point out that most people would have the sense to maintain links to older versions (and generally list the previous version as recommended) until the majority of modders have had time to update their projects. There being only one link, to a version that only came out yesterday, to which (so far as I can tell) nobody has updated yet, is absurd!
appreciate the apology, we are trying very hard to cover all areas but sometimes we miss things. Yoraiz0r is adding the link to the OP as we speak. So in the future, just let us know the link is missing in a less accusing way and we will fix itThank you very much. I should apologise for my tone. Just a trifle miffed, is all.
Also this: thanks W1KIt has been posted a few pages ago.
http://tapi.axxim.net/releases/r10.exe
I'll keep this short and feel free to ask again if my explanation isn't clear enough.I read up on the difference between code and instancecode on the docs, but I'm curious as to which situation to use which. This of course extends to ModTile vs ModTileType and how globals fit into there. If someone could clarify on this, I'd appreciate it! Thanks
I'll keep this short and feel free to ask again if my explanation isn't clear enough.
The difference between ModTile and ModTileType is as the name suggests, ModTileType runs on all the tiles of its type, using only a single (so called 'static') instance of code (which is of that ModTileType class).
Contrary to that, a ModTile will create an instance for every single tile of its type in the world, and is primarily used for when you need per-update things to happen (as it has OnUpdate in its hooks).
An example of a ModTileType would be blocks that glow, or things that can function only based on frames.
An example of a ModTile would be blocks store data in them (for example counting frames from the last time you right-clicked them).
On the note of globals - you may have a global ModTileType , but you may not have a ModTile.
Global ModTileTypes will run their hooks on -every- tile.
"Yes".Just to clarify from a third-person standpoint: ModTileType can be used for spreading biomes/blocks, correct?
"placementConditions": ["wall"]
Validating Jsons...
Key "placementConditions" is missing or is not a String!
For some reason it is not accepting a value of string[], try doing this maybe?so uhm i have this in my tiles json:
but gives the following errorCode:"placementConditions": ["wall"]
Code:Validating Jsons... Key "placementConditions" is missing or is not a String!
but it is listed here http://tapi.axxim.net/docs/?mode=properties&doc=tile
yes this worksFor some reason it is not accepting a value of string[], try doing this maybe?
"placementConditions": "wall"
Its now p.thorns, a float value that is set to 1/3f from thorns potion and to 1f from turtle armor.I am trying to make my 1.2.2 mod compatible for 1.2.4.1, so far from other's experiences I've been doing so good so far... but this appeared
What is the new player method for the turtle thorns effect called?
p.thorns = Math.Max(p.thorns, 1f);