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tModLoader Official tModLoader Help Thread

True Hitoare

Steampunker
EDIT: NEVERMIND, apparently he...had HamstarHelpers in his mod folder for some reason? And deleting that file fixed it?? I have no idea how that happened, but...well, it apparently works now, so...yeah.

Friend of mine is trying to install tModLoader for the first time, but he's running into a problem that I never had, and I can't figure it out. Whenever he tries to open the Mod Browser, the game crashes out with the following error:

Code:
9/27/2019 5:22:17 PM
System.Exception: !ModHelpers.BeginModBrowserPopulateCheck.IsModBrowserListPopulated - Invalid modList
   at HamstarHelpers.Internals.Menus.ModTags.ModBrowserTagsMenuContext.BeginModBrowserPopulateCheck(UIState modBrowserUi)
   at HamstarHelpers.Internals.Menus.ModTags.ModBrowserTagsMenuContext.Show(UIState ui)
   at HamstarHelpers.Services.Menus.MenuContextServiceManager.LoadUI(UIState ui)
   at HamstarHelpers.Services.Menus.MenuContextServiceManager.Update()
   at HamstarHelpers.Services.Menus.MenuContextServiceManager._Update(GameTime gametime)
   at System.Action`1.Invoke(T obj)
   at Terraria.Main.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Terraria.Program.LaunchGame_()
He hasn't had a chance to install any mods yet since he can't even get into the Mod Browser in the first place -- which just makes me even more confused by the references to HamstarHelpers. Similar problem when opening the Mods menu -- game becomes unresponsive or crashes. Tried verify, deleting config.json, reinstalling Terraria.

Thanks in advance.
 
Last edited:

Gustone

Eye of Cthulhu
Can I compile a mod that didnt have the source in when i extracted it but the dlls are there
 
Last edited:

Lunaris

Skeletron Prime
So, I just updated tmodloader from 10.5 to 11.4, and whenever I go to the Mod Browser, Terraria closes and I get this error:

System.Exception:
!ModHelpers.BeginModBrowserPopulateCheckisModBrowserListPopula ted - Invalid modList at

HamstarHelpers.Internals.Menus.ModTags.ModBrowserTagsMenuConte xt.BeginModBrowserPopulateCheck(UIState modBrowserUi) at

HamstarHelpersinternals.Menus.ModTags.ModBrowserTagsMenuConte xt.Show(UlState ui) at

HamstarHelpers.Services.Menus.MenuContextSetviceManager.LoadUI(U1 State ui) at

HamstarHelpers.Services.Menus.MenuContextSetviceManager.Updatel) at

HamstarHelpers.Services. Menus. Menu ContextServiceManager _Update( GameTime gametime) at

System.Actiorelinvokeff obj) at

Terraria.Main.Draw(GameTime gameTime) at

Microsoft.Xna.Framework.Game.DrawFramel) at

Microsoft.Xna.Framework.Game.TickQ at

Microsoft.Xna.Framework.Game.Hostldle(Object sender, EventArgs e) at

Microsoft.Xna.Framework.GameHost.Onldlel) at

Microsoft.Xna.Framework.WindowsGameHost.RunOneFramel) at

Microsoft.Xna.Framework.WindowsGameHost.Applicationldle(Object sender, EventArgs e) at

System.Windows.Forms.Application.ThreadContext.System.Windows.Fo rms.UnsafeNativeMethods.1MsoComponent.FDoldle(Int32 grfidlef) at

System.Windows.Forms.Application.ComponentManager.System.Windo ws.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessa geLoop(IntPtr dwComponentlD, Int32 reason, Int32 pvLoopData) at

System.Windows.Forms.Application.ThreadContext.RunMessageLoopin ner(Int32 reason, ApplicationContext context) at

System.Windows.Forms.Application.ThreadContext.RunMessageLoop(In t32 reason, ApplicationContext context) at

System.Windows.Forms.Application.Run(Form mainForm) at Microsoft.Xna.Framework.WindowsGameHost.RunQ at

Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at

Terraria.Program.LaunchGame_Q

How do I fix this?
 

PleXquared

Skeletron
downedBoss1 = false;
downedBoss2 = false;
downedBoss3 = false;
which of these is the eye of cthulhu, eater of worlds, and brain of cthulhu?
 
So I'm a pretty new modder, and this is my code. I'm trying to make a clone of the Enchanted Boomerang to test out projectiles, but I keep receiving the message "error CS0246 The type or namespace name 'ModProjectile' could not be found. I'm confused by this since this is the exact same as in the example code on the "Basic Projectile"

using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace TestMod.Projectiles
{
public class NanorangProjectile : ModProjectile
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("English Display Name Here");
}

public override void SetDefaults()
{
projectile.CloneDefaults(ProjectileID.EnchantedBoomerang);
// projectile.aiStyle = 3; This line is not needed since CloneDefaults sets it.
aiType = ProjectileID.EnchantedBoomerang;
}

// Additional hooks/methods here.
}
}
 

Xlsfd

Terrarian
I've got a problem with one of the files in my mod. I've tried to add the special arrows fired from the Shadowflame Bow as an actual, craftable item, which wasn't hard as the projectile already exists in-game.

However, when I tried to make an "Endless Quiver"-style item for these new arrows, an error occured, specifically error CS0117. The code that causes the error is as follows

ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ModItem.ShadowflameArrow, 4000);
recipe.AddTile(TileID.CrystalBall);
recipe.SetResult(this);
recipe.AddRecipe();

Specifically, the AddIngredient line is the one causing the error. Any advice on how to fix this?
 

Attachments

Geecko

Skeletron
I've got a problem with one of the files in my mod. I've tried to add the special arrows fired from the Shadowflame Bow as an actual, craftable item, which wasn't hard as the projectile already exists in-game.

However, when I tried to make an "Endless Quiver"-style item for these new arrows, an error occured, specifically error CS0117. The code that causes the error is as follows

ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ModItem.ShadowflameArrow, 4000);
recipe.AddTile(TileID.CrystalBall);
recipe.SetResult(this);
recipe.AddRecipe();

Specifically, the AddIngredient line is the one causing the error. Any advice on how to fix this?
replace ModItem.ShadowflameArrow with mod.ItemType("ShadowflameArrow");
 

Xetaxheb

Terrarian
For some reason I am getting this error when I launch a freshly installed "tML 64 0.11.4 Windows.7z" installed on a fresh download of whatever the latest non-beta steam version is, whether through steam or through explorer directory (and I deleted "../my documents/terraria" prior)
 

GhostSeed123

Terrarian
So ever since tmodloader got updated I am unable to launch it, the error message "Please ensure steam is logged in and running" appears. I've resetted, uninstalled steam, and messed around with a ton things, yet I cant find whats wrong any help?
 

Ziiio

Official Terrarian
ModCompile folder is missing. Please help. I downloaded ModCompile XNA already, unzip it into Terraria. But the error keep appearing :(
 

direwolf420

Terrarian
You don't need to download anything manually
Disable Terraria Overhaul mod (if you had it enabled), delete the files you extracted, then go ingame and click Mod Sources
 

Xlsfd

Terrarian
replace ModItem.ShadowflameArrow with mod.ItemType("ShadowflameArrow");
Unfortunately, that didn't work, but thanks anyway.
I was able to fix the error after searching these forums some more. After I replaced
"recipe.AddIngredient(ModItem.ShadowflameArrow, 4000);"
with
"recipe.AddIngredient(null,"ShadowflameArrow", 4000);"
ModLoader could compile the file without any errors.
 

GrayMech

Terrarian
i have been using tmodloader for a while now playing both singleplayer and multiplayer with friends, today when i went to install a new mod i was prompted so update tmodloader and since i didnt want to bother doing it manually i clicked the button for auto update, it did its thing downloading the auto updater but when the game re-opened i had this strange debug menu layered over my normal controls and i can't get it to go away, i've tried all the f-number keys and all the hotkeys i can think of but nothing works, any advice on getting it to disable?
 

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