PoroCYon
Terrarian
The Mod Creation Tools is made to make tAPI mods easier to make.
(not as, check some checkboxes and let some JSON/C# code get generated, but provide some methods to easily add UI content, change existing content by code, easy networking, etc)
Downloads:
The source can be viewed here.
(not as, check some checkboxes and let some JSON/C# code get generated, but provide some methods to easily add UI content, change existing content by code, easy networking, etc)
Downloads:
The source can be viewed here.
External tools (MCT Tools.exe):
In library:
- Mod compiler (can compile from multiple languages (not at once), from MSBuild or from managed assemblies) (100%)
- Mod decompiler (100%)
In library:
- Extended UI Controls (Menu) (100%)
- UI Controls (Ingame) (100%)
- Load content by code (both items/... or assets) (100%)
- Default vanilla data (20%)
- Vanilla IDs as enums (50%) Discontinued because 1.2.4 includes them (as constants)
- Sending/Receiving NetMessages as managed objects (100%)
- A Synced PRNG (100%)
- XML Documentation (for IntelliSense) (95% - missing for Vanilla IDs)
- Trigger (and stop) invasions, events, etc. (100%)
- Easy UI control/Entity/modable object creation (100%)
- And other things (NaN%)
- Visual Studio Project templates (100%)
- Environment variables: (100%)
- %tapimoddir% (Documents\My Games\Terraria\tAPI\Mods)
- %tapimodsrcdir% (%tapimoddir%\Sources)
- %tapimodoutdir% (%tapimoddir%\Unsorted)
- %tapibindir% (Steam install directory\SteamApps\Common\Terraria)
- %mctdir% (Documents\My Games\Terraria\tAPI\MCT)
- Edit & Continue in Visual Studio - you have to pass some command-line arguments to tAPI (100
Code:
"%tapibindir%\tAPI.exe" -debug "<internalname>" "C:\Path\To\Assembly.dll
Request features by posting them to this thread! (or fork the repo, add it, and create a pull request)
Edit & Continue does not always work with constructors of global types (ModBase, ModInterface, ModWorld, ...) and ModBase.OnLoad.
Report bugs by posting them to this thread! (or open an issue on the repo)
Report bugs by posting them to this thread! (or open an issue on the repo)