• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • 1.4 will bring many changes to the PC version. We strongly advise making plans to back up your worlds and players prior to updating your game. More details here.
  • Begin your search for Journey's End information here and here. Please report bugs and issues for Journey's End here.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tModLoader Official tModLoader Help Thread

JoeJoeTV

Skeletron Prime
You would need to download the mods on the server or upload the mods to the server, the modpack won't automatically download anything.

When a client joins a server, all the mods from the server are synced.
Thanks for clearing that up, but only the necessary mods are synced and not the client only mods i still put in the folder. do I have to send the modpack manually to all the other users then?
 

KBitegp

Skeletron
err... so I've been trying to revert to vanilla, but... I'm not exactly sure what files I have to delete. There's Terraria.exe and FNa, but there is also a bunch of other things. what do I delete? keep in mind that I plan on switching from vanilla to modded and back from time to time, so is there also a way to have a vanilla version and a modded version that you can choose from when you launch the game? you know kinda like those "play X / play Y" options you have when there are beta branches in games
 

DatScoot シ

Terrarian
err... so I've been trying to revert to vanilla, but... I'm not exactly sure what files I have to delete. There's Terraria.exe and FNa, but there is also a bunch of other things. what do I delete? keep in mind that I plan on switching from vanilla to modded and back from time to time, so is there also a way to have a vanilla version and a modded version that you can choose from when you launch the game? you know kinda like those "play X / play Y" options you have when there are beta branches in games
You don’t have to delete any files. When you install TModLoader, you’ll get a new .exe file that you open when you want to play with mods. I don’t know if you did this but you should have renamed the vanilla Terraria .exe file to something else, because if you want to play vanilla again you have to click on that file. If you deleted that file you may have to reinstall Terraria or validate files or something.
 

Nibor

Terrarian
Hello,
does anybody know how I can animate a Tile with a lot of frames?
Normal animation does not work because the sprite has a size of 36 x 23616 pixels which exceeds the sprite limit.
 

KBitegp

Skeletron
You don’t have to delete any files. When you install TModLoader, you’ll get a new .exe file that you open when you want to play with mods. I don’t know if you did this but you should have renamed the vanilla Terraria .exe file to something else, because if you want to play vanilla again you have to click on that file. If you deleted that file you may have to reinstall Terraria or validate files or something.
first of all, thanks for the tip, but now there's another issue: it seems that my vanilla game is stuck at version 1.3.5.3, and it won't update. Now what?
 

Melster

Official Terrarian
Heya.
So, I got a new PC and I wanna continue developing my mod in it. Is it as simple as moving the source to the new PC or is there something else I have to do?
May be a dumb question buuuut well, I don't wanna end up with two of the same mod or something.
 

Artdigy

Terrarian
Heya.
So, I got a new PC and I wanna continue developing my mod in it. Is it as simple as moving the source to the new PC or is there something else I have to do?
May be a dumb question buuuut well, I don't wanna end up with two of the same mod or something.
Hi! I think I can answer this. If you don't have any of your files backed up to your new computer already, you may just move the mod and any files you've been working on externally to the new folders. In other words, you just have to move your mod out of the sources folder into the new one on your new computer
 

Melster

Official Terrarian
Hi! I think I can answer this. If you don't have any of your files backed up to your new computer already, you may just move the mod and any files you've been working on externally to the new folders. In other words, you just have to move your mod out of the sources folder into the new one on your new computer
Ah, it really was simple. Thank you!
 

JoeJoeTV

Skeletron Prime
err... so I've been trying to revert to vanilla, but... I'm not exactly sure what files I have to delete. There's Terraria.exe and FNa, but there is also a bunch of other things. what do I delete? keep in mind that I plan on switching from vanilla to modded and back from time to time, so is there also a way to have a vanilla version and a modded version that you can choose from when you launch the game? you know kinda like those "play X / play Y" options you have when there are beta branches in games
If you have the steam version of terraria and just want a clean install, you can either reinstall terraria(you won't loose saves) or you can right click terraria in your steam library, go to properties, local files and click verify integrity of game files, which sould give you a clean install of vanilla terraria.
And if you want to install tModLoader side by side to vanilla terraria, you can create a new folder(the simplest location would be in the terraria steam folder or beside it). You can name the folder anything, but tModLoader is the most fitting in my opinion.
Copy the files from the vanilla terraria install to that folder and delete files you don't need(like Vanilla Terraria.exe, TerrariaServer.exe, start-server.bat, etc.).
Then you copy all the files from the tModLoader zip file in the folder(except the installer jar file, because you don't need that after this). You can also rename the Terraria.exe from the tModLoader archive to tModLoader.exe, so you can easily distinguish them.
Finally you go to your steam library and click on "Add a Game", then you coose "Add a Non-Steam Game" and click Browse. Now select the tModloader Executeable you copied previously from the archive to the folder and click "Open". Now you click "Add Selected Programs" and you're done.
Now you have normal Terraria and tModLoader in Steam side by side.
 

oxbonkus

Terrarian
i messed up; instead of copying my terraria files when i was backing them up, i moved them. when i used the installer, i gave me an error message (obviously) but after i copied the files back and tried to install again, the installer told me tMod was already installed. i can't find a way uninstall it, and deleting everything and reloading didn't work either; i even searched all my files for anything the installer loaded elsewhere and deleted that file, but it still didn't work. here's hoping this is fixable!
 
Using ModConfig stuff, how do I easily manually decide/replace a label at run-time? My specific cases:
- I have a label where I want to take the Int value, turn it into a Float, divide it by two, and display that (so that when the Int is 21, it should show as "ConfigItemA: 10.5" instead of "ConfigItemA: 21" in the configuration page).
- I have a different label where I simply want to add "%" after the Int value (to make it look like a percentage slider, e.g. "ConfigItemB: 40%" instead of "ConfigItemB: 40").
 

Difference

Terrarian
Oh hey, first would like to say, tmodloader is an great tool overall... however, ever since the new version, i have been having problems, whenever i install the new tmodloader, i get xna framework error, i have xna and its just fine, it says my display does not support it etc, it only happens on the new tmodloader, which sucks, sadly, tried everything and it only happens with the new tmodloader.
 

Attachments

SenpaiKun

Terrarian
I have a problem, my npc dont spawn manually, he cant come to the house manually, and when i spawn him he cant move in.
System.DllNotFoundException: Nie można załadować biblioteki DLL 'Microsoft.DiaSymReader.Native.x86.dll': Nie można odnaleźć określonego modułu. (Wyjątek od HRESULT: 0x8007007E)
w Microsoft.DiaSymReader.SymUnmanagedFactory.CreateSymWriter32(Guid& id, Object& symWriter)
w Microsoft.DiaSymReader.SymUnmanagedFactory.CreateObject(Boolean createReader, Boolean useAlternativeLoadPath, Boolean useComRegistry, String& moduleName, Exception& loadException)
w Microsoft.DiaSymReader.SymUnmanagedWriterFactory.CreateWriter(ISymWriterMetadataProvider metadataProvider, SymUnmanagedWriterCreationOptions options)
w Microsoft.Cci.PdbWriter.SetMetadataEmitter(MetadataWriter metadataWriter)
w Microsoft.Cci.PeWriter.WritePeToStream(EmitContext context, CommonMessageProvider messageProvider, Func`1 getPeStream, Func`1 getPortablePdbStreamOpt, PdbWriter nativePdbWriterOpt, String pdbPathOpt, Boolean metadataOnly, Boolean isDeterministic, Boolean emitTestCoverageData, Nullable`1 privateKeyOpt, CancellationToken cancellationToken)
w Microsoft.CodeAnalysis.Compilation.SerializePeToStream(CommonPEModuleBuilder moduleBeingBuilt, DiagnosticBag metadataDiagnostics, CommonMessageProvider messageProvider, Func`1 getPeStream, Func`1 getMetadataPeStreamOpt, Func`1 getPortablePdbStreamOpt, PdbWriter nativePdbWriterOpt, String pdbPathOpt, Boolean metadataOnly, Boolean includePrivateMembers, Boolean isDeterministic, Boolean emitTestCoverageData, Nullable`1 privateKeyOpt, CancellationToken cancellationToken)
w Microsoft.CodeAnalysis.Compilation.SerializeToPeStream(CommonPEModuleBuilder moduleBeingBuilt, EmitStreamProvider peStreamProvider, EmitStreamProvider metadataPEStreamProvider, EmitStreamProvider pdbStreamProvider, Func`2 testSymWriterFactory, DiagnosticBag diagnostics, Boolean metadataOnly, Boolean includePrivateMembers, Boolean emitTestCoverageData, String pePdbFilePath, Nullable`1 privateKeyOpt, CancellationToken cancellationToken)
w Microsoft.CodeAnalysis.Compilation.Emit(Stream peStream, Stream metadataPEStream, Stream pdbStream, Stream xmlDocumentationStream, Stream win32Resources, IEnumerable`1 manifestResources, EmitOptions options, IMethodSymbol debugEntryPoint, Stream sourceLinkStream, IEnumerable`1 embeddedTexts, CompilationTestData testData, CancellationToken cancellationToken)
w Microsoft.CodeAnalysis.Compilation.Emit(Stream peStream, Stream pdbStream, Stream xmlDocumentationStream, Stream win32Resources, IEnumerable`1 manifestResources, EmitOptions options, IMethodSymbol debugEntryPoint, Stream sourceLinkStream, IEnumerable`1 embeddedTexts, Stream metadataPEStream, CancellationToken cancellationToken)
w Terraria.ModLoader.RoslynWrapper.Compile(String name, String outputPath, String[] references, String[] files, String[] preprocessorSymbols, Boolean includePdb, Boolean allowUnsafe)
w System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
w System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
w System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
w Terraria.ModLoader.Core.ModCompile.RoslynCompile(String name, String outputPath, String[] references, String[] files, String[] preprocessorSymbols, Boolean includePdb, Boolean allowUnsafe)
w Terraria.ModLoader.Core.ModCompile.CompileMod(BuildingMod mod, String outputPath, List`1& refMods, Boolean xna)
w Terraria.ModLoader.Core.ModCompile.BuildModForPlatform(BuildingMod mod, List`1& refMods, Boolean xna)
w Terraria.ModLoader.Core.ModCompile.Build(BuildingMod mod)
w Terraria.ModLoader.Core.ModCompile.Build(String modFolder)
w Terraria.ModLoader.UI.DownloadManager.UIBuildModProgress.<>c__DisplayClass5_0.<Build>b__0(ModCompile mc)
w Terraria.ModLoader.UI.DownloadManager.UIBuildModProgress.BuildMod(Action`1 buildAction, Boolean reload)
w Terraria.ModLoader.UI.DownloadManager.UIBuildModProgress.<>c__DisplayClass7_0.<Build>b__0()
w System.Threading.Tasks.Task.InnerInvoke()
w System.Threading.Tasks.Task.Execute()
w System.Threading.Tasks.Task.ExecutionContextCallback(Object obj)
w System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
w System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
w System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot)
w System.Threading.Tasks.Task.ExecuteEntry(Boolean bPreventDoubleExecution)
w System.Threading.Tasks.Task.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
w System.Threading.ThreadPoolWorkQueue.Dispatch()
w System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
 

EekRats

Terrarian
Hi. I think this is the right place to post this, but I'm not sure. I have an issue with TModLoader v0.11.4. What happens is, I have been working on my mod, and I went to compile it use the "Mod Source" button in TModLoader. But instead of bringing me to the compile/build menu, it says "Enable Developer Mode", and "Mod Compile Folder Missing". Anyone know what this is? There isn't any button anywhere that says "Enable Developer Mode". I've looked all over the internet, searched through all the settings I could find, and still, I haven't found it.
 

holeow

Terrarian
Hi. I think this is the right place to post this, but I'm not sure. I have an issue with TModLoader v0.11.4. What happens is, I have been working on my mod, and I went to compile it use the "Mod Source" button in TModLoader. But instead of bringing me to the compile/build menu, it says "Enable Developer Mode", and "Mod Compile Folder Missing". Anyone know what this is? There isn't any button anywhere that says "Enable Developer Mode". I've looked all over the internet, searched through all the settings I could find, and still, I haven't found it.
It should be on the main menu, bottom right corner of the screen if i remember correctly.
 
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