tModLoader Official tModLoader Help Thread

When i try to enable calamity, thorium and tremor together this happens:

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Skärmbild (4).png

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When i try to enable calamity, thorium and tremor together this happens:

View attachment 179217 View attachment 179218
View attachment 179216
i get the same problem dude
[doublepost=1501996476,1501996354][/doublepost]whenever i try and initializie the 4 main masive content mods (calamity, thorium, tremor, spirit) most of the time says somthing like "fail to load so and so files"
Please i really want to play "super modded"
[doublepost=1501996750][/doublepost]
i get the same problem dude
[doublepost=1501996476,1501996354][/doublepost]whenever i try and initializie the 4 main masive content mods (calamity, thorium, tremor, spirit) most of the time says somthing like "fail to load so and so files"
Please i really want to play "super modded"


Here are all the mods i am tying to use. (i saved the mods as a mod pack fyi, thats why its all in 1 file)
 

Attachments

  • Supper Modded.json
    622 bytes · Views: 133
Calamity dev put a cap for player damage reduction at around 10% recently, any way to override that with my own cap?
 
Hello, could somebody explain to me how I would add a glowmask to an item like a sword? For example the way the solar pickaxe has a luminous quality to it.

See the attached images for what I'd be wanting to make glow.

Can I get some help? Can't find anything online for it.
 
Why does my projectile look like this?
How do I fix it? I'm guessing it's got something to do with either the "Main.RegisterItemAnimation" or Width and Height Hitbox lines...
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria.DataStructures;

namespace JoshuasMod.Projectiles.Nirvana
{
    public class NirvanaSlash : ModProjectile
    {
        public override void SetStaticDefaults()
        {
            DisplayName.SetDefault("Nirvana");    //The weapon's name when shown in-game.
            Main.RegisterItemAnimation(projectile.type, new DrawAnimationVertical(10, 5));
        }

        public override void SetDefaults()
        {
            projectile.width = 68;
            projectile.height = 64;
            projectile.aiStyle = 75;
            projectile.friendly = true;
            projectile.tileCollide = false;
            projectile.melee = true;
            projectile.penetrate = -1;
            projectile.ownerHitCheck = true;
        }

        public override void AI()
        {
            Player player = Main.player[projectile.owner];
            float num = 1.57079637f;
            Vector2 vector = player.RotatedRelativePoint(player.MountedCenter, true);
     
            num = 0f;
            if (projectile.spriteDirection == -1)
            {
                num = 3.14159265274f;
            }
            if (++projectile.frame >= Main.projFrames[projectile.type])
            {
                projectile.frame = 0;
            }
            projectile.soundDelay--;
            if (projectile.soundDelay <=0)
            {
                Main.PlaySound(2, (int)projectile.Center.X, (int)projectile.Center.Y, 1);
                projectile.soundDelay = 12;
            }
            if (Main.myPlayer == projectile.owner)
            {
                if (player.channel && !player.noItems && !player.CCed)
                {
                    float scaleFactor6 = 1f;
                    if (player.inventory[player.selectedItem].shoot == projectile.type)
                    {
                        scaleFactor6 = player.inventory[player.selectedItem].shootSpeed * projectile.scale;
                    }
                    Vector2 vector13 = Main.MouseWorld - vector;
                    vector13.Normalize();
                    if (vector13.HasNaNs())
                    {
                        vector13 = Vector2.UnitX * (float)player.direction;
                    }
                    vector13 *= scaleFactor6;
                    if (vector13.X != projectile.velocity.X || vector13.Y != projectile.velocity.Y)
                    {
                        projectile.netUpdate = true;
                    }
                    projectile.velocity = vector13;
                }
                else
                {
                    projectile.Kill();
         
                }
            }
            Vector2 vector14 = projectile.Center + projectile.velocity * 3f;
            Lighting.AddLight(vector14, 0.8f, 0.8f, 0.8f);
            projectile.position = player.RotatedRelativePoint(player.MountedCenter, true) - projectile.Size / 2f;
            projectile.rotation = projectile.velocity.ToRotation() + num;
            projectile.spriteDirection = projectile.direction;
            projectile.timeLeft = 2;
            player.ChangeDir(projectile.direction);
            player.heldProj = projectile.whoAmI;
            player.itemTime = 2;
            player.itemAnimation = 2;
            player.itemRotation = (float)Math.Atan2((double)(projectile.velocity.Y * (float)projectile.direction), (double)(projectile.velocity.X * (float)projectile.direction));
        }
    }
}
...Either way, how do I solve this?
Edit: The projectile sprite looks like this:
Apparently, it's 86x380 when I import it into Piskel.
 
can i get some help im getting an error cs1001 identifire expected heres the code


using System.Collections.Generic;
using Terraria.ID;
using Terraria.Graphics.Effects;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;

namespace GemSet.Items
{
public class SwordOfElements : ModItem
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Sword Of Elements");
Tooltip.SetDefault("It pulses with all elements.");
}
public override void SetDefaults()
{
item.damage = 75;
item.melee = true;
item.width = 10;
item.height = 10;
item.useTime = 15;
item.useAnimation = 15;
item.useStyle = 1;
item.knockBack = 6;
item.value = 10000;
item.rare = 4;
item.UseSound = SoundID.Item1;
item.autoReuse = false;
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(null."SapphireSword", 1);
recipe.AddIngredient(null."RubySword", 1);
recipe.AddIngredient(null."EmeraldSword", 1);
recipe.AddTile(TileID.Anvils);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
 
So, I'm trying to boot up my game with TModLoader, but once it gets to the end of loading the mods with like one left after reading and whatnot, it stops and says and I quote: "Terraria has stopped working.
A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available." If I verify the file integrity, it will say one is missing, reinstall it and bring it back to vanilla. It seems like installing the TModLoader JAR file causes something to delete or go missing. And help/suggestions?
 
So, I'm trying to boot up my game with TModLoader, but once it gets to the end of loading the mods with like one left after reading and whatnot, it stops and says and I quote: "Terraria has stopped working.
A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available." If I verify the file integrity, it will say one is missing, reinstall it and bring it back to vanilla. It seems like installing the TModLoader JAR file causes something to delete or go missing. And help/suggestions?
instead of using the jar file just rename the terraria.exe into sumthing dumb then port all the tmodloader files into your terraria file
 
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