Logodum
Terrarian
Yes, mod added ores still spawn.Just curious, since I know it's a problem with World Gen Plus, but do mod added ores still spawn with this?
Yes, mod added ores still spawn.Just curious, since I know it's a problem with World Gen Plus, but do mod added ores still spawn with this?
That's great! Think I'll give this a try for my next world.Yes, mod added ores still spawn.
I would guess so, it only makes senseJust curious, since I know it's a problem with World Gen Plus, but do mod added ores still spawn with this?
Yes it works with Thorium+ mod.I would guess so, it only makes sense
EDIT: is the Thorium + mod compatible? It's a really cool mod
yayYes it works with Thorium+ mod.
Most of the mods are not multiplayer compatable. Next time do more research on the mod, if you want to use it in multiplayer.Your mod SHOULD NOT EVEN BE IN NIG RELEASED SECTION! IT JUST CRASHES RANDOMLY IN MULTIPLAYER! Its so ing annoying, and i got far enough with this mod so i cant create new world.
Crash error:
System.NullReferenceException: Object reference not set to an instance of an object.
at DungeonGen.MPlayer.ruinTileIsFound()
at DungeonGen.MPlayer.PostUpdate()
at TAPI.Hooks.Call(System.Action[] ts)
at TAPI.CodablePlayer.PostUpdate()
at Terraria.Player.UpdatePlayer(System.Int32 i)
at Terraria.Main.UpdateReal(Microsoft.Xna.Framework.GameTime gameTime)
Research?Most of the mods are not multiplayer compatable. Next time do more research on the mod, if you want to use it in multiplayer.
You could have just asked first, if it's compatable or not.Research?
What ING RESEARCH HAVE COULD I DONE?!
Hello, I'm one of the developers Tremor mod. Can I help you?
I used this code to create a spawn monsters:
public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
/*return true;
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}*/
return false;
}
But the monsters just don't spawned, I don't know what the problem is. Help.
DungeonGen.zoneFleshRuin is an array, it should be:
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
also all code is commented and return true is at the beginning. It should look like that
public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}
return false;
}
Hey Flanker, are you still working on the mod ?
Do you even use Visual Studio bro? it tells you how to fix any errors in the codeHello, I'm one of the developers Tremor mod. Can I help you?
I used this code to create a spawn monsters:
public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
/*return true;
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}*/
return false;
}
But the monsters just don't spawned, I don't know what the problem is. Help.
Tools like that help, but they aren't always reliable.Do you even use Visual Studio bro? it tells you how to fix any errors in the code
Whenever I get within spawning range of one of your dungeons, the mod's enemies won't stop spawning anywhere I go, even to another world, until I restart the game, and they're blocking out ordinary mob spawns too, and spawning even when my NPCs should stop it.