tAPI Grox The Great's Mods o' Magic

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Attempting to start a new world, and darned if I remember how to make Poison's Grip. Yes, I tried adding one already made to the guide.
It's a fishing pole. :) For jungle fishing. It's definitely Grox- I went on the wiki that was up, and it's listed- just not HOW to make it.
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20 Rich Mahogany and 15 Corpsethorn. I think the coprsethorn was from the horde when summoned in the jungle, and i think it was in hardmode. Could be wrong though.

It`s a fishing pole ;)
I missed this!!!!! No, you're probably exactly right. I remember now on my favorite world that I continue to keep up in tApi is out of corpsethorns. Thank you.
 
Well they are clearly drunk, if they were sober golems, they would realise they are a hostile enemy and not a friendly animal. :p

Also the earthen golems always stumble their way into my lava moat.
I find it interesting that if you use the mirror, anything in that particular biome will follow you to your town. Usually the ARE the golems. I don't complain about it, as the mod DOES work and I'm grateful for it. Still a favorite. I always keep jungle on one side, and glowing mushrooms on the other side. So enemies spawn all the time. My NPC's are mostly intelligent enough to stay out of it. Mostly.
 
No; everything is made from mod drops. Anything special and extra, I mean. Pay particular attention to the horde, and be certain to spawn them in every biome (well, except Hell)
 
Great! meaning i can make a playthrough of Grealm and omnir's mod together! seems to balance between the 2 mods
 
You`ll have to kill Golem to get Grovite though. It will be generated then. Some Horde drops are post plantera. Some post Golem.
 
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it is a shame that grealm is abandoned, because those golems are still drunk nuisances that think they are friendly mobs(with a hunter potion is used) and love to spawn near towns.
I was trying to correct there spawn behavior but was unable to really nail the problem down. Another problem I had was lava golems taking up all the spawn slots so I rarely got to see other mobs. I ended up taking out out the ability for the golems to spawn at all and am having a much more enjoyable play through because of it. It kinda sucks because some of the rarer golems were pretty damn cool but I literally have like zero programming knowledge and can't figure out a better way to fix it. If anyone is interested and it is not against the rules I can upload a copy of the GREALM I am using.
 
How hard would it be to update this mod to 1.3?

If there aren't any core tweaks of the code in 1.3 that break this mod, would it even need updating?
 
How hard would it be to update this mod to 1.3?

If there aren't any core tweaks of the code in 1.3 that break this mod, would it even need updating?
You might want to read the 2nd last post on the page made by Shockah.
http://forums.terraria.org/index.php?threads/tapi-a-mod-to-make-mods.3203/page-213
Since 1.3 ist almost here and they want to release tAPI r16 for 1.2.4.1, i doubt that any mod will be rewritten shortly after release because the modders want to play 1.3 too. That`s what i`m thinking and i could be wrong though.
And i hope to be wrong ;)
 
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Hey, guys, what are the requirements for the bug catcher and the mine NPC to move in? Last town I made was before tApi was updated, and I believe I had to log another toon in to spawn them, but I don't remember if any of the bosses were defeated or the horde at that point. So far, they aren't moving in. Despite my mining and catching bugs. Hopefully they'll move into it. If not, any ideas on how to get 'em to move in?
 
Hey, guys, what are the requirements for the bug catcher and the mine NPC to move in? Last town I made was before tApi was updated, and I believe I had to log another toon in to spawn them, but I don't remember if any of the bosses were defeated or the horde at that point. So far, they aren't moving in. Despite my mining and catching bugs. Hopefully they'll move into it. If not, any ideas on how to get 'em to move in?
The cs-files say Boss 1 (Eye of Cthulhu) for Bug Catcher and Miner, Zombie Invasion (Horde) for Zombie.
In Vanilla Terraria killed bosses and stuff are saved in the worldfile itself. I think tAPI works the same.

Edit: He sells Key Molds when in the corresponding biome if i read the code correct. Didn`t know that :happy:
 
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>>> Singleplayer: 13:28:14 <<<
TAPI.Mods+LoadException: GRealm.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
OmnirsNosPak.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
Necro.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
berberborscing v1.1.4.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
at Mods.Load()

Mods used:
BaseMod (Grox The Great's BaseMod 1.0.5 by Grox The Great)
GRealm (Grealm 1.0.5 by Grox The Great)
LolHens (Elemental Boots 1.7 by LolHens)
OmnirsNosPak (Omnirs Nostalgia Pack 1.0.4.3 by Omnir)
Necro (Necropolis Mod null by Zoodletec and Sapharan)
berberborscing (berberborscing's Mod 1.1.3c by berberborscing)
pls help D= (tAPi r16)
 
>>> Singleplayer: 13:28:14 <<<
TAPI.Mods+LoadException: GRealm.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
OmnirsNosPak.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
Necro.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
berberborscing v1.1.4.tapi: System.TypeLoadException: Не удалось загрузить тип "TAPI.ModBuff" из сборки "tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null".
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
at Mods.Load()

Mods used:
BaseMod (Grox The Great's BaseMod 1.0.5 by Grox The Great)
GRealm (Grealm 1.0.5 by Grox The Great)
LolHens (Elemental Boots 1.7 by LolHens)
OmnirsNosPak (Omnirs Nostalgia Pack 1.0.4.3 by Omnir)
Necro (Necropolis Mod null by Zoodletec and Sapharan)
berberborscing (berberborscing's Mod 1.1.3c by berberborscing)
pls help D= (tAPi r16)
Well the text at the rop is Russian, which makes it really hard to understand - but I'm assuming its because Grealm isn't updated to r16.
 
excuse my ignorance but this;
>>> Singleplayer: 13:41:00 <<<
TAPI.Mods+LoadException: GRealm.tapi: System.TypeLoadException: Could not load type 'TAPI.ModBuff' from assembly 'tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
at Mods.Load()

Mods used:
BAWR.Craft (BAWR Craft 2015-03-02 by bawr)
ThoriumMod (Thorium Mod null by DivermanSam)
InvisibleHand (The Invisible Hand 1.2.0rc3-tr16 by wuli1986)
Tremor (Tremor Mod 1.2 by Bogdan3456, Zadum4ivii, Slavdey, Wilson P., The Mystery Chest, Naikoraptor, Rostos16)
BaseMod (Grox The Great's BaseMod 1.0.5 by Grox The Great)
GRealm (Grealm 1.0.5 by Grox The Great)

appears every time I try to load a mod that requires basemod.

I've downloaded basemod and reloaded it multiple times, and my question may have already been answered but I simply haven't seen it. any support would be nice thanks.
 
Can I get some help with this?

>>> Singleplayer: 14:34:06 <<<
TAPI.Mods+LoadException: GRealm.tapi: System.TypeLoadException: Could not load type 'TAPI.ModBuff' from assembly 'tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
at Mods.Load()

Mods used:
ThoriumMod (Thorium Mod null by DivermanSam)
BaseMod (Grox The Great's BaseMod 1.0.5 by Grox The Great)
GRealm (Grealm 1.0.5 by Grox The Great)
 


Are you maybe using tAPI r16? If yes using tAPI r15 could help. Rebuilding the mod with r16 could help too but i`m not sure since i never tried that myself. And i would not be able to explain how the rebuild works anyways. I hope that is helpfull for you. If not i have no idea. :indifferent: Iirc mods have to rewritten for tAPI r16 anyways. I doubt that the modders will do that since they most likely want the 1.3 content too and r16 supports only 1.2.4.1.
 
kdcROYP.png

Crystal_Ball.png
Grox The Great's Mods o' Magic
Crystal_Ball.png

Hello, and welcome to my thread! This is a hub of all my mods that I create using tAPI as the API for them. These mods can cover a wide variety of topics (and are not just limited to magic weapons as the title of the thread might imply) :p

IMPORTANT:
If you come across any bugs or problems while using any of these mods, PLEASE report it in this thread! I cannot fix problems if I do not know about them! Make sure to give a general idea of what you were doing when it crashed and an error report if one is provided. Without these, It makes it very hard to fix issues.

CREDITS
I'd like to thank Yoraiz0r, Shockah, Arkhalis, Zero-Exodus (ZE), ZetaPRIME, Solsund, UnrealMegashark, and anyone else I might have missed for helping with feedback, code, images, or testing. I'd also like to thank The Offical Terraria Wiki for use of it's images and being a great source of info on Terraria in general, and of course, the Terraria team for making Terraria in the first place!

kdcROYP.png

Wrench.png
Basemod
(r14, v1.0.5)
Wire_Cutter.png

NOTE: If you get a crash using Basemod (Or any mod that uses Basemod) that looks like this:

Code:
System.NullReferenceException: Object reference not set to an instance of an object.
  at BaseMod.BasePlayer.HasAccessory(Terraria.Player player, System.Int32 type, System.Boolean normal, System.Boolean vanity, System.Boolean& social, System.Int32& index)
  at BaseMod.BasePlayer.HasAccessory(Terraria.Player player, System.Int32 type, System.Boolean normal, System.Boolean vanity)
  at GRealm.Items.ShroomShell.GetActiveShell(Terraria.Player player, System.Boolean visual = False)
  at GRealm.MPlayer.<.ctor>b__7(TAPI.PlayerLayer layer, Terraria.Player drawPlayer, Microsoft.Xna.Framework.Graphics.SpriteBatch sb)
  at TAPI.PlayerLayer+Action.OnDraw(Terraria.Player drawPlayer, Microsoft.Xna.Framework.Graphics.SpriteBatch sb)
  at TAPI.PlayerLayer.Draw(Terraria.Player drawPlayer, Microsoft.Xna.Framework.Graphics.SpriteBatch sb)
  at Terraria.Main.DrawPlayer(Terraria.Player drawPlayer, Microsoft.Xna.Framework.Vector2 Position, System.Single rotation, Microsoft.Xna.Framework.Vector2 rotationOrigin, System.Single shadow = 0)
  at Terraria.Main.Draw(Microsoft.Xna.Framework.GameTime gameTime)

You should disable AccessorySlots+ support in Basemod by going to Basemod's mod options menu and turning it off. This makes it incompatible with AccessorySlots+, but prevents the crash.



Basemod is an API of sorts that all my mods utilize. It has many methods and variables that make modifying the game and creating content faster and easier. Some features include:

-- AI methods for almost every Projectile and NPC AI in the game, excluding bosses, as well as a few custom ones. Almost every one has an 'ai' parameter, allowing you to provide your own AI float arrays and to stick more then one type of AI into an npc then you normally would be able to. Some are also 'Generic' - meaning it can be run for NPCs or Projectiles.

-- Draw methods that simplify drawing complicated things or just to make code cleaner, such as GetFrame, DrawAfterimage, DrawHeldSword, etc.

-- A class with useful variables within, such as a town npc's name, common dust IDs or netmessage constants.
Basemod is not just for my mods, however: Anyone who knows how is more then welcome to use this mod and have it as a requirement for thier own! To see how this is done, you add "BaseMod" to your mod's 'modReferences' json variable in your mod's ModInfo.json, like so:
Code:
 "modReferences":[ "BaseMod" ],
Once you've done that, you merely need to add 'using BaseMod;' to any class in your mod that wants to use Basemod and reference it like a normal C# class setup! For an example of this, see GRealm below.

CHANGELOG

v1.0.5
- Added Mod Option to turn Shockah's AccessorySlots+ support on/off - if it has been crashing for you, turn this off.

v1.0.4
- Reworked AIWorm; you can now provide -1 for the body and tail. This allows you to make an npc that uses worm AI but does not create a chain of npcs behind it.
- Reworked AISlime to take more parameters for more customizing.
- Reworked GenerateLine/Hall/Trapezoid to use a new GenConditions class to make calling the methods easier in bulk.

v1.0.3
- Renamed GenerateRoom to GenerateRoomOld; soon to be outdated, GenerateTrapezoid does the same thing.

- Added BaseWorldGen.GenerateLine(int x, int y, int endX, int endY, int thickness, int[] tiles, bool orderTiles = false, int[] walls = default(int[]), bool orderWalls = false, bool sync = true, bool slope = false, Func<int, int, int, int, bool> CanPlace = null)
- Added BaseWorldGen.GenerateHall(int x, int y, int endX, int endY, int thickness, int height, int[] tiles, bool orderTiles = false, int[] walls = default(int[]), bool orderWalls = false, bool sync = true, bool slope = false, Func<int, int, int, int, bool> CanPlace = null)
- Added BaseWorldGen.GenerateTrapezoid(int x, int y, int endX, int endY, int thickness, int height, int[] tiles, bool orderTiles = false, int[] walls = default(int[]), bool orderWalls = false, bool sync = true, bool slope = false, Func<int, int, int, int, bool> CanPlace = null)

v1.0.2
- Changed HasItem/HasAmmo to check coin/ammo slots before normal slots.

v1.0.1
- Fixed bug where drawing would occasionally check on a stationary point instead of a moving one, resulting in clipping onscreen.
-(Hopefully) Fixed bug where Accessory Slots+ could cause Basemod to crash under certain conditions.

v 1.0
- Release!

DOWNLOAD
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GRealm (r14, v1.0.5) (REQUIRES: Basemod)

NOTE: To people asking for a wiki: I have no time to make one alone. HOWEVER, if anyone wishes to create it themselves, they may PM me about it and we can see if we can set one up.

Grealm is a modification to Terraria which adds a variety of content, including new NPCs, Projectiles, Items, Tiles, etc. The content is spread all across the tiers (and in some cases, creates tiers of it's own), and will be encountered throughout the game. Some of the features include:
-- A large amount of new items, including materials, swords, staves, guns, ammo, and even some summoning gear.

-- A good amount of new NPCs, both friend and foe, including a few town NPCs, such as the Bug Catcher and Miner.

-- Battle Plantera's weaker cousin, Folivine, a prehardmode Jungle boss! Folivine was designed before 1.2 had come out based on Teasers for Plantera. While he is based off of Plantera, don't be fooled: his AI is nothing like Plantera's.


-- Fight in the brand new zombie based invasion, The Horde! This massive invasion starts out as an early invasion and evolves as the game progresses - newer, stronger, and more variant zombies emerge as bosses are beaten. Eyeball riders come with the Eye of Cthuhlu's demise, Beekeepers with the Queen's last breath. Come hardmode it really gets scary - can you handle The Horde?

CHANGELOG

v1.0.5
- Fixed Shroom Golem dropping a 'false item' instead of Shroomite Shards.
- Fixed Pylon Rod crashing the game in Multiplayer due to a syncing problem.

- Changed Pylon Rod; now has a recipe. (2 Grovite Bars, 10 Crystalline Batteries) at the Arcane Welding Station.
- Changed Enamel Cannon; now has a recipe. (1 Bone Wand, 10 Blood Fangs, 10 Ectoplasm, 20 Bones, 20 Pixie Dust) at the Arcane Welding Station.

v1.0.4
- Hopefully fixed bug where GRealm crashes with Shockah's AccessorySlots+ installed. (if it still crashes I give up, i'll have to remove support for it, I've tried everything)
- Fixed Zombinator not spawning properly.
- Fixed Pussling not being scaled down properly.
- Destroyer is now immune to all damaging GRealm debuffs due to a bug where pieces of it dissapeared when it broke to release probes.

- Changed Burning Rain; now requires the Arcane Welding Station to be crafted for balance purposes.
- Changed Chain Launcher; Grenades, Sticky Grenades, and Pollen Buds now do half damage when fired by it to balance it being too overpowered.
- Changed Horde Staff; Can now be crafted with any wood.
- Changed Iron Flashlight; now called Basic Flashlight and can be made with Iron or Lead Bars as well as any Pressure Plate. (old flashlights will break, you will need to make new ones.)
- Changed Golden Flashlight; now called Fancy Flashlight and can be made with Gold or Platinum Bars. (old flashlights will break, you will need to make new ones.)
- Changed Cobalt Spine; now called Sapphire Spine and can be made with Cobalt or Palladium Bars. (old cobalt spines will break, you will need to make new ones.)
- Changed Kopesh Of The Pharoah; damage reduced (36 from 40, so Night's Edge is not completely pointless :p) and can be made with Gold or Platinum Bars.
- Changed Arcane Welding Station; is now also considered a Tinkerer's Workshop when crafting items.
- Changed npc graphic for Ancient Dragon skull; now has a broken piece of bone where the jaw connects instead of a weird empty space.

- Removed Recipes for the Talus set, as the Talus set is not yet complete.

v1.0.3
- Added knockback resistance progression for golems. (ie dirt up to gold tier will have weakened resistance while the rest will have what it is now)
This should help resolve problems with dirt golems being nigh impossible to kill early on as getting close enough without being hurt was too hard.

- Fixed ANY Zombie not dropping Undying Flesh. (Added every one I could find to the check for it :p)
- Fixed bug where Miner Town NPC had all items instead of using checks properly.
- Fixed bugs where certain NPCs crashed or acted broken due to the OnSpawn/Initialize splitup (Sorry guys, but machine gun bowmen, while helarious, are not intended :p)
- Fixed major bug where tiers in the Zombie Invasion did not function and higher tier npcs spawned regardless of actual progression or conditions. (I left it on Dev mode by accident >.>)
- Fixed Chain Launcher not firing the sticky versions of glowsticks and grenades.

- Balanced Zombow; damage is now slightly less. (19 from 22)
- Balanced Affluent Ingot; Now requires Skeletron, Queen Bee, or Wall of Flesh to have been killed and the Travelling Merchant has a 1/4 chance of having it prehardmode instead of 1/3.

- Changed graphic for Beekeeper to be slightly more pleasing to look at.

v1.0.2
- Added support for Halloween and Christmas zombies to spawn in the invasion during their respective holidays and to drop Undying Flesh.

- Fixed bug with Shellvine crashing if dyed with a vanity shell over it.
- Fixed Raincoat Zombies not dropping undying flesh.

- Balanced Affluent Ingot; buy price is now 1 gold 25 silver instead of 75 silver to prevent getting the armor too early (unless you're a freaking packrat)
- Balanced Affluent Armor; less defense for each piece (now is 10 + 14 + 11 for a total of 35)

- Changed item graphic for Affluent Ingot to look more like an actual ingot.
- Changed item graphic for Affluent Helmet to include the red ribbon.

v1.0.1
- Fixed graphical bugs with Grovite Brick's glow sheet.
- Fixed Undying Flesh; now properly dropped by zombies.
- Fixed Grief Tiles mod setting not syncing in multiplayer.

- Changed Shellvine; now draws with the player to allow for it to be properly dyed and to support vanity slots of other shells.
- Changed Cybees; they only target one npc at a time now and the bolt is visually straighter.

v 1.0
- Release!

SCREENSHOTS

These items and npcs are (mostly) exclusive to the Zombie Invasion!
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More images coming soon!

DOWNLOAD

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GRealm is a good mod. I didn't manage to take down Folivine in pre-hardmode since he/she is so fast. I found the Alpha blade super OP, and I'm sure the Omni, Beta, and Gamma (?) blades are too. Cool mod overall!
 
GRealm is a good mod. I didn't manage to take down Folivine in pre-hardmode since he/she is so fast. I found the Alpha blade super OP, and I'm sure the Omni, Beta, and Gamma (?) blades are too. Cool mod overall!
How can you play terraria 1.2.4.1? I've looked almost everywhere but can't seem to find it
 
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