DaedricKing
Official Terrarian
are you using a macNow it says this: View attachment 179701
OptiPri
Wall of Flesh
No, Windows. On a Dell PC.
[doublepost=1502381570,1502381546][/doublepost]Same notice pops up, just finished booting it up to that point.
[doublepost=1502381570,1502381546][/doublepost]Same notice pops up, just finished booting it up to that point.
DaedricKing
Official Terrarian
do as i sayNo, Windows. On a Dell PC.
[doublepost=1502381570,1502381546][/doublepost]Same notice pops up, just finished booting it up to that point.
1. reinstall your terraria files
2. once installed rename the default terraria.exe in the terraria files to somthing lile ???
3. transfer all the tmod files inside the .zim into the terraria files
4. start terraria up once its done
[doublepost=1502381931][/doublepost]also download the windows version
https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/
OptiPri
Wall of Flesh
So I delete all the files and reinstall them via the integrity verification?
[doublepost=1502382066,1502382028][/doublepost]I have installed the windows addition.
[doublepost=1502382066,1502382028][/doublepost]I have installed the windows addition.
DaedricKing
Official Terrarian
yes basiclySo I delete all the files and reinstall them via the integrity verification?
[doublepost=1502382066,1502382028][/doublepost]I have installed the windows addition.
thats what i did and my tmodloader works fine
and btw i have 5 different versions of tmod loader installed
OptiPri
Wall of Flesh
Huh.
[doublepost=1502382507,1502382378][/doublepost]I deleted my files, and validated them, and it says they were all successfully validated despite none of them being there.
[doublepost=1502382913][/doublepost]
[doublepost=1502382507,1502382378][/doublepost]I deleted my files, and validated them, and it says they were all successfully validated despite none of them being there.
[doublepost=1502382913][/doublepost]
Also, I can't find this default Terraria.exe.do as i say
1. reinstall your terraria files
2. once installed rename the default terraria.exe in the terraria files to somthing lile ???
3. transfer all the tmod files inside the .zim into the terraria files
4. start terraria up once its done
[doublepost=1502381931][/doublepost]also download the windows version
https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/
Minek
Terrarian
Hey, I have a problem. So I have terraria worlds and characters on my PC and I copied them on my other PC. I launched Terraria with tmodloader but the worlds aren't there, but the characters are.
OptiPri
Wall of Flesh
Thank god, it worked. The players and worlds and mods didn't transfer though. Guess it's a good time to start fresh!
Sir. Gameboy
Steampunker
I can't find anything online about glowmasks for items. Could someone show me how I would get one working for my sword?
Lukackas
Terrarian
there's a mod that is making me unable to buy things from the Town NPC's, does anybody know witch out of the following mods, is making this happen: Fargo, alchemistNPC, calamity, imksushi or reduced grinding. Pls help
OptiPri
Wall of Flesh
I've used them all except reduced grinding and alchemistNPC, so it may be one of those.
mutater
Spazmatism
I need help: I have a spear, that whenever I use it, the projectile stays in place, but the rotation and everything else is correct.
Does anyone else know what I am doing wrong?
It would also help if I could just have the spear projectile's code.
Thank you in advance!
Does anyone else know what I am doing wrong?
It would also help if I could just have the spear projectile's code.
Thank you in advance!
Code:
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ModLoader;
namespace LegendOfMutater.Projectiles.Spear
{
public class PermafrostProj : ModProjectile
{
public override void SetDefaults()
{
projectile.width = 60;
projectile.height = 60;
projectile.aiStyle = 19;
projectile.friendly = true;
projectile.tileCollide = false;
projectile.melee = true;
projectile.penetrate = -1;
projectile.ownerHitCheck = true;
projectile.hide = true;
}
public float movementFactor
{
get { return projectile.ai[0]; }
set { projectile.ai[0] = 10; }
}
public override void AI()
{
Player projOwner = Main.player[projectile.owner];
Vector2 ownerMountedCenter = projOwner.RotatedRelativePoint(projOwner.MountedCenter, true);
projectile.direction = projOwner.direction;
projOwner.heldProj = projectile.whoAmI;
projOwner.itemTime = projOwner.itemAnimation;
projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2);
projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2);
if (!projOwner.frozen)
{
if (movementFactor == 0f)
{
movementFactor = 3f;
projectile.netUpdate = true;
}
if (projOwner.itemAnimation < projOwner.itemAnimationMax / 3)
{
movementFactor -= 2.4f;
}
else
{
movementFactor += 2.1f;
}
}
projectile.position += projectile.velocity * movementFactor;
if (projOwner.itemAnimation == 0)
{
projectile.Kill();
}
projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + MathHelper.ToRadians(135f);
if (projectile.spriteDirection == -1)
{
projectile.rotation -= MathHelper.ToRadians(90f);
}
}
}
}
Eldrazi
Eater of Worlds
I'm afraid I don't have the vanilla spear AI at hand right now, but I do think I can help you here.I need help: I have a spear, that whenever I use it, the projectile stays in place, but the rotation and everything else is correct.
Does anyone else know what I am doing wrong?
It would also help if I could just have the spear projectile's code.
Thank you in advance!
Code:using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Terraria; using Terraria.ModLoader; namespace LegendOfMutater.Projectiles.Spear { public class PermafrostProj : ModProjectile { public override void SetDefaults() { projectile.width = 60; projectile.height = 60; projectile.aiStyle = 19; projectile.friendly = true; projectile.tileCollide = false; projectile.melee = true; projectile.penetrate = -1; projectile.ownerHitCheck = true; projectile.hide = true; } public float movementFactor { get { return projectile.ai[0]; } set { projectile.ai[0] = 10; } } public override void AI() { Player projOwner = Main.player[projectile.owner]; Vector2 ownerMountedCenter = projOwner.RotatedRelativePoint(projOwner.MountedCenter, true); projectile.direction = projOwner.direction; projOwner.heldProj = projectile.whoAmI; projOwner.itemTime = projOwner.itemAnimation; projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2); projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2); if (!projOwner.frozen) { if (movementFactor == 0f) { movementFactor = 3f; projectile.netUpdate = true; } if (projOwner.itemAnimation < projOwner.itemAnimationMax / 3) { movementFactor -= 2.4f; } else { movementFactor += 2.1f; } } projectile.position += projectile.velocity * movementFactor; if (projOwner.itemAnimation == 0) { projectile.Kill(); } projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + MathHelper.ToRadians(135f); if (projectile.spriteDirection == -1) { projectile.rotation -= MathHelper.ToRadians(90f); } } } }
You have got these two lines somewhere near the top of you projectile AI:
Code:
projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2);
projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2);
These two lines, however, are called every frame, so if your projectile has moved on one frame, it will reset its position on the next.
You might want to only call those lines when the projectile has just spawned, either in SetDefaults (which I don't recommend) or in the AI, where you check if it's the first frame like so:
Code:
if(projectile.ai[1] == 0)
{
projectile.position.X = ownerMountedCenter.X - (float)(projectile.width / 2);
projectile.position.Y = ownerMountedCenter.Y - (float)(projectile.height / 2);
projectile.ai[1] = 1;
}
RiseOfHorizon
Terrarian
I just updated my TModloader to v0.10.0.2. However, I am unable to host a server. It get stuck at the "Starting Server..." page.
I tried a old world and a newly created world, but I could not host any of them.
Any help would be greatly appreciated.
Additional Info : Im using Mac
I tried a old world and a newly created world, but I could not host any of them.
Any help would be greatly appreciated.
Additional Info : Im using Mac
Dolosus
Terrarian
When going about updating a mod, do we just republish it or do we just rebuild it?
EDIT: I figured it out
EDIT: I figured it out
Last edited:
I keep getting this error every time I start-up.
Field not found: 'Terraria.Item.toolTip'.
at ExampleMod.Items.BorealWoodFence.SetDefaults(Item item)
at Terraria.ModLoader.ItemLoader.SetDefaults(Item item, Boolean createModItem)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
Field not found: 'Terraria.Item.toolTip'.
at ExampleMod.Items.BorealWoodFence.SetDefaults(Item item)
at Terraria.ModLoader.ItemLoader.SetDefaults(Item item, Boolean createModItem)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
Eldrazi
Eater of Worlds
You will probably want to remove the line where you assing item.toolTip and instead use the following functionality:I keep getting this error every time I start-up.
Field not found: 'Terraria.Item.toolTip'.
at ExampleMod.Items.BorealWoodFence.SetDefaults(Item item)
at Terraria.ModLoader.ItemLoader.SetDefaults(Item item, Boolean createModItem)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
Code:
public override void SetStaticDefaults()
{
Tooltip.SetDefault("This is my item's tooltip.");
}
Edit: Nevermind, read the question wrong.
Last edited:
You have an outdated mod enabled, delete it.I keep getting this error every time I start-up.
Field not found: 'Terraria.Item.toolTip'.
at ExampleMod.Items.BorealWoodFence.SetDefaults(Item item)
at Terraria.ModLoader.ItemLoader.SetDefaults(Item item, Boolean createModItem)
at Terraria.ModLoader.Mod.SetupContent()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
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