This is Many
Retinazer
Introduction
Hey guys! Have you ever wanted to create mods? If yes (like me), this tutorial is for you!
We will make mods for version 1.4.4 of Terraria.
Let's get down to business!
What are we going to study in this tutorial:
- How to go in modding
- How to create mod skeleton
- What is in the sources of the mod and how to use that
How to go in modding
First, you should know C#. Terraria is written on it and, accordingly, mod for it must also be written on it too.
I didn't know C# in my early days in modding, so I was very unprogressive.
Second, you need tModLoader. You can download it here.
Third, you can install a programming environment like Visual Studio (download).
Of course, you can work in notepad, but it is very inconvenient and there, unlike the Visual Studio,
it is impossible to use the .csproj file, with the help of which Visual Studio will be able to detect errors and know the entire Terraria library (like all item IDs).
How to create mod skeleton
1. Run tModLoader and click Workshop
2. Click Develop Mods and then click Create Mod
3. Fill in these fields
- Mod name in code (eg. MyMod)
- Mod public name (eg. My First Mod)
- Mod Author(s) (eg. This is Many)
- Mod's first item. It will be sword. We will see it in the next tutorial!
4. Click Open Sources
Now you can develop your mod!
What is in the sources of the mod and how to use that
Your mod sources will be look like that (yes, I'm on mac):
Let's take a look at each file in order!
build.txt
It contains information about the mod - its name, author, version, homepage etc. You can customise it, o' course!
Default stats:
displayName = My First Mod (the name of the mod)
author = This is Many (author of the mod)
version = 0.1 (mod version)
Additional Stats:
homepage = https://discord.gg/Z5v6JX6gEH (the main page of the mod, maybe discord server etc.)
hideCode = true/false (hide the mod's code of extracting?)
hideResources = true/false (hide the mod's .png files of extracting?)
includeSource = true/false (include mod sources on extracting?)
buildIgnore = *.csproj, *.user, obj\*, bin\*, .vs\*, Old\*, Other\* (files that you don't want to built in mod)
description.txt
The mod description. Nothing special except something:
[i/s1:981]
You can place that in your description to do item sprites in it! just replace 981 with ID of item you want to see!
icon.png
Mod icon in game. You will already have the frame for it in mod folder (
), but you can create your own!
Also there are 3 types of icons:
- icon is a default icon in game. Must be 80x80 pixels.
- icon_workshop is optional and it is an icon in steam workshop. Must be 512x512 pixels.
- icon_small is a bestiary filter of your mod. Must be 30x30 pixels.
MyMod.cs
This is a mod main file, like Main.cs in Terraria code. Can contain many things, we will learn about them in next tutorials!
MyMod.csproj
Used by Visual Studio to able it finding errors and know entire Terraria library.
Properties
Properties are used mainly for organization like specifing where will the sprites from weapons be searched for (leave blank and it will search the .png file with the same name as namespace's in folder where namespace directs)
Items
Yes, creating mod. This folder will contain all your mod items.
I would suggest creating a new folder named Content and putting it there, it will be much cleaner than just throwing it all around in the mod folder.
We will learn basic sword in the next tutorial
Ending
Thanks to everyone who read this tutorial to the end. I hope it will help many beginners in modding. I worked really hard on this tutorial, and I will be happy to see your feedback. Any questions allowed in comments! See you on the next tutorial!
Git Gud
Previous Tutorial / Next Tutorial
Hey guys! Have you ever wanted to create mods? If yes (like me), this tutorial is for you!
We will make mods for version 1.4.4 of Terraria.
Let's get down to business!
What are we going to study in this tutorial:
- How to go in modding
- How to create mod skeleton
- What is in the sources of the mod and how to use that
How to go in modding
First, you should know C#. Terraria is written on it and, accordingly, mod for it must also be written on it too.
I didn't know C# in my early days in modding, so I was very unprogressive.
Second, you need tModLoader. You can download it here.
Third, you can install a programming environment like Visual Studio (download).
Of course, you can work in notepad, but it is very inconvenient and there, unlike the Visual Studio,
it is impossible to use the .csproj file, with the help of which Visual Studio will be able to detect errors and know the entire Terraria library (like all item IDs).
How to create mod skeleton
1. Run tModLoader and click Workshop
2. Click Develop Mods and then click Create Mod
3. Fill in these fields
- Mod name in code (eg. MyMod)
- Mod public name (eg. My First Mod)
- Mod Author(s) (eg. This is Many)
- Mod's first item. It will be sword. We will see it in the next tutorial!
4. Click Open Sources
Now you can develop your mod!
What is in the sources of the mod and how to use that
Your mod sources will be look like that (yes, I'm on mac):
Let's take a look at each file in order!
build.txt
It contains information about the mod - its name, author, version, homepage etc. You can customise it, o' course!
Default stats:
displayName = My First Mod (the name of the mod)
author = This is Many (author of the mod)
version = 0.1 (mod version)
Additional Stats:
homepage = https://discord.gg/Z5v6JX6gEH (the main page of the mod, maybe discord server etc.)
hideCode = true/false (hide the mod's code of extracting?)
hideResources = true/false (hide the mod's .png files of extracting?)
includeSource = true/false (include mod sources on extracting?)
buildIgnore = *.csproj, *.user, obj\*, bin\*, .vs\*, Old\*, Other\* (files that you don't want to built in mod)
description.txt
The mod description. Nothing special except something:
[i/s1:981]
You can place that in your description to do item sprites in it! just replace 981 with ID of item you want to see!
icon.png
Mod icon in game. You will already have the frame for it in mod folder (
Also there are 3 types of icons:
- icon is a default icon in game. Must be 80x80 pixels.
- icon_workshop is optional and it is an icon in steam workshop. Must be 512x512 pixels.
- icon_small is a bestiary filter of your mod. Must be 30x30 pixels.
MyMod.cs
This is a mod main file, like Main.cs in Terraria code. Can contain many things, we will learn about them in next tutorials!
MyMod.csproj
Used by Visual Studio to able it finding errors and know entire Terraria library.
Properties
Properties are used mainly for organization like specifing where will the sprites from weapons be searched for (leave blank and it will search the .png file with the same name as namespace's in folder where namespace directs)
Items
Yes, creating mod. This folder will contain all your mod items.
I would suggest creating a new folder named Content and putting it there, it will be much cleaner than just throwing it all around in the mod folder.
We will learn basic sword in the next tutorial
Ending
Thanks to everyone who read this tutorial to the end. I hope it will help many beginners in modding. I worked really hard on this tutorial, and I will be happy to see your feedback. Any questions allowed in comments! See you on the next tutorial!
Git Gud
Previous Tutorial / Next Tutorial
Last edited:
6_feet_underground
The Destroyer
nice, sadly i dont have tmodloader cause i dont have terraria
This is Many
Retinazer
You can simply buy it in steam if you aren't under the sanctionsnice, sadly i dont have tmodloader cause i dont have terraria
maranethan 🐿
Eye of Cthulhu
I’m saving up for a computer, and I already know some Minecraft modding. I also code, but I am still a beginner, because there isn’t much coding you can do on a tablet. I HAVE mastered a coding website for kids… but that’s a kids website. I can code games like mario on there… but that’s the furthest you can go. You can do 3D stuff, but then you have to code the RENDERING. So I just said “I’ll pass.” I’m working on a Mario-style game based off the website & it’s mascot, but it’s not done.
This is Many
Retinazer
So, what do you mean?I’m saving up for a computer, and I already know some Minecraft modding. I also code, but I am still a beginner, because there isn’t much coding you can do on a tablet. I HAVE mastered a coding website for kids… but that’s a kids website. I can code games like mario on there… but that’s the furthest you can go. You can do 3D stuff, but then you have to code the RENDERING. So I just said “I’ll pass.” I’m working on a Mario-style game based off the website & it’s mascot, but it’s not done.
maranethan 🐿
Eye of Cthulhu
I mean I can’t mod yet, because I can’t get TML, because I don’t have a computer yet. But I do know basic coding.So, what do you mean?
This is Many
Retinazer
alrightI mean I can’t mod yet, because I can’t get TML, because I don’t have a computer yet. But I do know basic coding.
6_feet_underground
The Destroyer
im not allowed toYou can simply buy it in steam if you aren't under the sanctions
This is Many
Retinazer
you are under the sanctions?im not allowed to
6_feet_underground
The Destroyer
wdymyou are under the sanctions?
This is Many
Retinazer
bruh, Russia is under sanctions now. This matter is not to be discussed at all.wdym
6_feet_underground
The Destroyer
im not from Russiabruh, Russia is under sanctions now. This matter is not to be discussed at all.
This is Many
Retinazer
so, why cannot you buy terraria?im not from Russia
Esther
Stardust Pillar
Maybe their parents don't allow them to buy it. Parents can be like that.so, why cannot you buy terraria?
This is Many
Retinazer
oh, yes, maybeMaybe their parents don't allow them to buy it. Parents can be like that.
6_feet_underground
The Destroyer
parent
Please do not advise people to pirate the game.okay, got it. then, download the pirate version (sorry ReLogic)

Important - Policy clarification concerning Piracy and Scam Links
Good Day, Terrarians, Recently there has been a spate of discussions in threads and on profiles involving how to obtain or use non-official (cracked/pirated) versions of Terraria (and on occasion, other games). We've also seen a number of people posting links for 'free games'. The purpose of...
This is the last and only warning you will get for doing this.
This is Many
Retinazer
got itPlease do not advise people to pirate the game.
![]()
Important - Policy clarification concerning Piracy and Scam Links
Good Day, Terrarians, Recently there has been a spate of discussions in threads and on profiles involving how to obtain or use non-official (cracked/pirated) versions of Terraria (and on occasion, other games). We've also seen a number of people posting links for 'free games'. The purpose of...forums.terraria.org
This is the last and only warning you will get for doing this.
maranethan 🐿
Eye of Cthulhu
Is it possible to make a mod, without TML? I want to get it soon, but I want to start modding already. Can resource packs combine with mods? Can mods change world Generation? Do mods apply to all worlds? Same with resource packs? If not, do worlds have to be created with the mod active, or can you add it in the middle of the playthrough?
Last edited:
This is Many
Retinazer
I don't know how, but it possible (find what is tAPI)Is it possible to make a mod, without TML?
O' courseCan resource packs combine with mods?
YesCan mods change world Generation?
When enabled yes. And about resource packs, they just changing existing texture, but mod adds new content.Do mods apply to all worlds? Same with resource packs?
No, most of worldgen from mods applies only on world creationIf not, do worlds have to be created with the mod active, or can you add it in the middle of the playthrough?
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