tModLoader Help Please!

HeavenlyCinn

Terrarian
An error occured while loading SepticeyeMOD
This mod has automatically been disabled.

An unnexpected error has occured.
at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice
graphicsDevice, Stream stream, int32 width, int32 height,
XnalmageOperation operation)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModLoader.do__Load(Object threadcontext)

if you know how to fix this plz help me
 
Last edited:
thanks ill see if it works
[doublepost=1483041001,1483040822][/doublepost]
Code:
item rare = 0.10;
Put a period in between item and rare.
it worked but now i have another one error CS 0116 a namespace cannot directly contain members such as fields or methods (1,1)
[doublepost=1483041141][/doublepost]
thanks ill see if it works
[doublepost=1483041001,1483040822][/doublepost]
it worked but now i have another one error CS 0116 a namespace cannot directly contain members such as fields or methods (1,1)
nvm i was wrong it was CS0266 cannot inplicitly convert type 'double' to 'int' a explicit conversion exists
 
it worked
[doublepost=1483041888,1483041802][/doublepost]sorry for taking up your time but there another problem at (26,13)
im bad at coding ;(
[doublepost=1483041935][/doublepost]
?
[doublepost=1483041362,1483041262][/doublepost]
btw the code lines for this error are (20,16)
god im bad at this :(
 
No problem :p
Code:
recipe.AddIngredient(null);
You need to add something after the null, like this:
Code:
recipe.AddIngredient(null, "ModdedItem");
Replace ModdedItem with whatever item you want to be used to craft it.
 
No problem :p
Code:
recipe.AddIngredient(null);
You need to add something after the null, like this:
Code:
recipe.AddIngredient(null, "ModdedItem");
Replace ModdedItem with whatever item you want to be used to craft it.
i see what your sayin but i wanna make it so it can only be gotten from killing enemies
 
Then remove this bit code:
Code:
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(null);
recipe.AddTile(null, "WBName");
recipe.SetResult(this);
recipe.AddRecipe();
}
Otherwise, the player will be able to craft it :p

So...for it to drop off of enemies, do you have ExampleMod?
 
Then remove this bit code:
Code:
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(null);
recipe.AddTile(null, "WBName");
recipe.SetResult(this);
recipe.AddRecipe();
}
Otherwise, the player will be able to craft it :p

So...for it to drop off of enemies, do you have ExampleMod?
i juat downloaded it
 
Then look at ExampleMod/NPCs/ExampleGlobalNPC.cs. You'll find code like this:
Code:
        public override void NPCLoot(NPC npc)
        {
            if (npc.lifeMax > 5 && npc.value > 0f)
            {
                Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("ExampleItem"));
            }
        }
Replace The ExampleItem with your item's name (as in class name, not literal name). Then it should drop.
 
Then look at ExampleMod/NPCs/ExampleGlobalNPC.cs. You'll find code like this:
Code:
        public override void NPCLoot(NPC npc)
        {
            if (npc.lifeMax > 5 && npc.value > 0f)
            {
                Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("ExampleItem"));
            }
        }
Replace The ExampleItem with your item's name (as in class name, not literal name). Then it should drop.
thanks

by class name you mean
[doublepost=1483045898,1483045874][/doublepost]
by class name you mean
?
 
Last edited by a moderator:
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