• 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.
  • 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

DoYouEvenCookie

Terrarian
I need a little help.
enemies I create do much more damage with projectiles than with contact, even though I use npc.damage as the damage value for the projectile, and this problem is amplified in expert mode, effectively making projectiles that one shot the player. what gives?
C#:
private void shoot()
{
    int type = mod.ProjectileType("projectile");
    Vector2 velocity = player.Center - npc.Center;
    Vector2 shootFrom = new Vector2(npc.position.X + 24, npc.position.Y + 24);
    Projectile.NewProjectile(shootFrom, velocity, type, npc.damage, 0.0f);
}
 

Death8711

Terrarian
I keep getting this and dont know what to do, can someone help me?

The mod(s) have been automatically been disabled.
System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.RuntimeModule.GetTypes()
at System.Reflection.Assembly.GetTypes()
at Terraria.ModLoader.Core.AssemblyManager.Instantiate(LoadedMod mod)
at Terraria.ModLoader.Core.AssemblyManager.<>c__DisplayClass10_0.<InstantiateMods>b__1(LoadedMod mod)
at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at Terraria.ModLoader.Core.AssemblyManager.InstantiateMods(List`1 modsToLoad, CancellationToken token)
at Terraria.ModLoader.Core.ModOrganizer.LoadMods(CancellationToken token)
at Terraria.ModLoader.ModLoader.Load(CancellationToken token)
 

ConCon

Terrarian
I have been trying to download the latest version of Calamity but it just gets stuck at a full progress bar.

tModLoader version: v0.11.5
Terraria version: 1.3.5.2
OS: Windows 10


Screenshot (1425).png



Edit: I somehow managed to download it again.
 
Last edited:

Azuree15

Terrarian
Hiiii I have this problem... When I've downloaded the lastest modloader I get this Error

System.Threading. SynchronizationLockException: Object synchronization method was called from an unsynchronized block of code.
at Terraria.IO.Preferences.Save(Boolean crateFile)
at Terraria.Main.SaveSetting()
at Terraria.Main.OpenSettings()
at Terraria.Main.ClientInitialize()
at Terraria.Main.Initialize()
at Microsoft.Xna.Framework.Game.RunGame(BooleanuseBlockingRun)
at Terraia.Program.LaunchGame_()

I'm not sure as to what that meannnsssssss, BUT i thought it was the same problem as last time, You know the windows defender, So i've allowed it through it.. and i still get the same message.. I could really use some help because the old one was working fine until i saw an update and i updated it and then it give the Error, i thought there was something wrong with the file, So i tried to go back to the 11.4 one and it won't even work anymore. Please help ^^
______________________________

UPDATE: I was able to fix it.. took me a while but i fixed it. so what i did is deleted all the files/folders..
all from
C:\Program Files (x86)\Steam\steamapps\common\Terraria
C:\Users\azure\OneDrive\Documents\My Games\Terraria ( You can save your player and world in a different folder)
Uninstalled from Steam, then reinstalled..
Ohhh and i turned off my Threats & Virus Protection Real time protection.
 
Last edited:
I'm getting an error message: error CS0115 "LemonDemon.SetDefauts" no suitable method to override warnings. Here is my code for y'all.


using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;


namespace SwordTest.NPCs
{
public class LemonDemon : ModNPC
{
public override void SetDefauts()
{
npc.name = "LemonDemon";
npc.displayname = "Lemon Demon";
npc.width = 42;
npc.width = 31;
npc.damage = 42;
npc.defense = 8;
npc.lifemax = 120;
npc.soundhit = 21;
npc.soundkilled = 24;
npc.value = 60f;
npc.knockBackResist = 0.8;
npc.aiStyle = 14;
main.npcFrameCount[npc.type] = 3;
aiType = NPCID.Demon;
animationType = NPCID.Demon;
}

public override float CanSpawn(NPCSpawnInfo spawnInfo)
{
return spawnInfo.spawnTileY < Main.maxTilesY - 200 && !Main.dayTime ? 0.5f : 0.5f;
}

public override void FindFrame(int frameHeight)
{
npc.frameCounter -= 0.8f;
npc.frameCounter %= Main.npcFrameCount[npc.type];
int frame = (int)NPCs.frameCounter;
npc.frame.Y = frame * frameHeight;

npc.spriteDirection = npc.direction;
}
public override void NPCLoot()
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("Lemon"), 3);
}
}

}
 

SeaGulll

Skeletron
I'm getting an error message: error CS0115 "LemonDemon.SetDefauts" no suitable method to override warnings. Here is my code for y'all.


using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;


namespace SwordTest.NPCs
{
public class LemonDemon : ModNPC
{
public override void SetDefauts()
{
npc.name = "LemonDemon";
npc.displayname = "Lemon Demon";
npc.width = 42;
npc.width = 31;
npc.damage = 42;
npc.defense = 8;
npc.lifemax = 120;
npc.soundhit = 21;
npc.soundkilled = 24;
npc.value = 60f;
npc.knockBackResist = 0.8;
npc.aiStyle = 14;
main.npcFrameCount[npc.type] = 3;
aiType = NPCID.Demon;
animationType = NPCID.Demon;
}

public override float CanSpawn(NPCSpawnInfo spawnInfo)
{
return spawnInfo.spawnTileY < Main.maxTilesY - 200 && !Main.dayTime ? 0.5f : 0.5f;
}

public override void FindFrame(int frameHeight)
{
npc.frameCounter -= 0.8f;
npc.frameCounter %= Main.npcFrameCount[npc.type];
int frame = (int)NPCs.frameCounter;
npc.frame.Y = frame * frameHeight;

npc.spriteDirection = npc.direction;
}
public override void NPCLoot()
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("Lemon"), 3);
}
}

}
"l" is missing. Change "SetDefauts" to "SetDefaults"
 
I have a problem with my code. I'm getting the error message that "P" doesn't exist. I followed Al0n37 on how to create a boss that shoots projectiles. You can watch it here.

I think I have copied everything and followed everything that he told me to do.

Code:
C++:
using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace ModName.Bosses
{
    public class BossName : ModNPC
    {

      


        public override void SetDefaults()
        {
            npc.aiStyle = 5;  //5 is the flying AI
            npc.lifeMax = 500000;   //boss life
            npc.damage = 200;  //boss damage
            npc.defense = 55;    //boss defense
            npc.knockBackResist = 0f;
            npc.width = 100;
            npc.height = 100;
            animationType = NPCID.DemonEye;   //this boss will behavior like the DemonEye
            Main.npcFrameCount[npc.type] = 2;    //boss frame/animation
            npc.npcSlots = 1f;
            npc.boss = true;
            npc.lavaImmune = true;
            npc.noGravity = true;
            npc.noTileCollide = true;
            npc.HitSound = SoundID.NPCHit5;
            npc.DeathSound = SoundID.NPCDeath7;
            npc.buffImmune[24] = true;
            music = MusicID.Boss2;
            npc.netAlways = true;

          
      

          

        }
    
        public override void BossLoot(ref string name, ref int potionType)
        {
            potionType = ItemID.GreaterHealingPotion;   //boss drops
            Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("Name"));
        }
        public override void ScaleExpertStats(int numPlayers, float bossLifeScale)
        {
            npc.lifeMax = (int)(npc.lifeMax * 0.579f * bossLifeScale);  //boss life scale in expertmode
            npc.damage = (int)(npc.damage * 0.6f);  //boss damage increase in expermode
        }

        public override void AI()
        {
                npc.ai[1]++;
                if (npc.ai[1] >= 230)
                {
                    float Speed = 20f;
                    Vector2 vector8 = new Vector2(npc.position.X + (npc.width / 2), npc.position.Y + (npc.height / 2));
                    int damage = 80;
                    int type = mod.ProjectileType("Projectile");
                    Main.PlaySound(23, (int)npc.position.X, (int)npc.position.Y, 17);
                    float rotation = (float)Math.Atan2(vector8.Y - (P.position.Y + (P.height * 0.5f)), vector8.X - (P.position.X + (P.width * 0.5f)));
                    int num54 = Projectile.NewProjectile(vector8.X, vector8.Y, (float)((Math.Cos(rotation)*Speed) * -1), (float)((Math.Sin(rotation) * Speed) * -1), type, damage, 0f, 0);
                    npc.ai[1]=0;
                }
        }

      

    }
}
(Line like 67 or something)
I'm new to coding (I can't code) so it might just be something stupid that I don't recognize. Sorry, if that is the case.
 
Last edited:

Optical Starline

Skeletron Prime
I have a problem with my code. I'm getting the error message that "P" doesn't exist. I followed Al0n37 on how to create a boss that shoots projectiles. You can watch it here.

I think I have copied everything and followed everything that he told me to do.

Code:
C++:
using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace ModName.Bosses
{
    public class BossName : ModNPC
    {

     


        public override void SetDefaults()
        {
            npc.aiStyle = 5;  //5 is the flying AI
            npc.lifeMax = 500000;   //boss life
            npc.damage = 200;  //boss damage
            npc.defense = 55;    //boss defense
            npc.knockBackResist = 0f;
            npc.width = 100;
            npc.height = 100;
            animationType = NPCID.DemonEye;   //this boss will behavior like the DemonEye
            Main.npcFrameCount[npc.type] = 2;    //boss frame/animation
            npc.npcSlots = 1f;
            npc.boss = true;
            npc.lavaImmune = true;
            npc.noGravity = true;
            npc.noTileCollide = true;
            npc.HitSound = SoundID.NPCHit5;
            npc.DeathSound = SoundID.NPCDeath7;
            npc.buffImmune[24] = true;
            music = MusicID.Boss2;
            npc.netAlways = true;

         
     

         

        }
   
        public override void BossLoot(ref string name, ref int potionType)
        {
            potionType = ItemID.GreaterHealingPotion;   //boss drops
            Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("Name"));
        }
        public override void ScaleExpertStats(int numPlayers, float bossLifeScale)
        {
            npc.lifeMax = (int)(npc.lifeMax * 0.579f * bossLifeScale);  //boss life scale in expertmode
            npc.damage = (int)(npc.damage * 0.6f);  //boss damage increase in expermode
        }

        public override void AI()
        {
                npc.ai[1]++;
                if (npc.ai[1] >= 230)
                {
                    float Speed = 20f;
                    Vector2 vector8 = new Vector2(npc.position.X + (npc.width / 2), npc.position.Y + (npc.height / 2));
                    int damage = 80;
                    int type = mod.ProjectileType("Projectile");
                    Main.PlaySound(23, (int)npc.position.X, (int)npc.position.Y, 17);
                    float rotation = (float)Math.Atan2(vector8.Y - (P.position.Y + (P.height * 0.5f)), vector8.X - (P.position.X + (P.width * 0.5f)));
                    int num54 = Projectile.NewProjectile(vector8.X, vector8.Y, (float)((Math.Cos(rotation)*Speed) * -1), (float)((Math.Sin(rotation) * Speed) * -1), type, damage, 0f, 0);
                    npc.ai[1]=0;
                }
        }

     

    }
}
(Line like 67 or something)
I'm new to coding (I can't code) so it might just be something stupid that I don't recognize. Sorry, if that is the case.
Al0n37 is ludicrously outdated and should be avoided. Check for better tutorials first off. Secondly, to fix your problem, you need to declare P before you use it. It's being used during the declaration of your rotation float. You need to add Player P = Main.player[npc.target]; in public override void AI(). Then you'll have a vector to call for the rotation float.
 
Thanks! It runs my game now!


It doesn't shoot projectiles though...
Maybe I have to copy the code for the projectiles too.
I thought it was only for the dust animation.
 
Last edited:

g4l4xic

Terrarian
Hello all, I have had a problem for a while that I cant seem to fix myself, even though I've done a lot of research on it. My goal is to generate 4 of my custom ores for my mod when creating/generating a new world, but only the ore Magmalite (it can be seen in my code below) seems to generate when I log into a new world. I've searched a lot of most worlds that I've used to test, and I'm positive that the other ores simply aren't generating. I'm also a relatively new coder, although I understand most of my code. I credit example mod and the makers of it for helping me learn how to make a lot of this stuff, and thank you for any help i get for this problem

What I've tried so far:

  • messing with the code and laying it out in different ways to see if it works, in which those other ways did not work
  • watching and reading various videos and parts of the tmodloader forum that have to do with this, along with reading example mods world gen code section, but I still couldn't figure out the problem with my code that makes it so that only one of the ores generate



C#:
using System.IO;
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria.World.Generation;
using Microsoft.Xna.Framework;
using Terraria.GameContent.Generation;

namespace GalandricaMod.Worlds
{
    public class GalandricaWorld : ModWorld
    {
        private const int saveVersion = 0;
        public override void ModifyWorldGenTasks(List<GenPass> tasks, ref float totalWeight)
        {
            // Because world generation is like layering several images ontop of each other, we need to do some steps between the original world generation steps.

            // The first step is an Ore. Most vanilla ores are generated in a step called "Shinies", so for maximum compatibility, we will also do this.
            // First, we find out which step "Shinies" is.
            int ShiniesIndex = tasks.FindIndex(genpass => genpass.Name.Equals("Shinies"));
            if (ShiniesIndex != -1)
            {
                // Next, we insert our step directly after the original "Shinies" step. 
                // "...OreGen" are methods seen below.
                tasks.Insert(ShiniesIndex + 1, new PassLegacy("Magmalite Ore", MagmaliteOreGen));
                tasks.Insert(ShiniesIndex + 2, new PassLegacy("Liquilate Ore", LiquilateOreGen));
                tasks.Insert(ShiniesIndex + 3, new PassLegacy("Gairswind Ore", GairswindOreGen));
                tasks.Insert(ShiniesIndex + 4, new PassLegacy("Erodate Ore", ErodateOreGen));
            }
        }
        private void MagmaliteOreGen(GenerationProgress progress)
        {
            progress.Message = "Creating the first elemental ores";
            //Put your custom tile block name
            for (int k = 0; k < (int)((double)(Main.maxTilesX * Main.maxTilesY) * 6E-05); k++)                                                                                                                                      //      |
            {                                                                                                                                                                                                                      //       |
                WorldGen.TileRunner(WorldGen.genRand.Next(0, Main.maxTilesX), WorldGen.genRand.Next((int)WorldGen.worldSurfaceHigh, (int)WorldGen.worldSurfaceHigh + 150), (double)WorldGen.genRand.Next(4, 8), WorldGen.genRand.Next(2, 6), mod.TileType("MagmaliteOreTile"), false, 0f, 0f, false, true);
            }    
        }
        private void LiquilateOreGen(GenerationProgress progress)
        {
            progress.Message = "Creating the first elemental ores";
            for (int l = 0; l < (int)((double)(Main.maxTilesX * Main.maxTilesY) * 6E-05); l++)                                                                                                                                      //      |
            {                                                                                                                                                                                                                      //       |
                WorldGen.TileRunner(WorldGen.genRand.Next(0, Main.maxTilesX), WorldGen.genRand.Next((int)WorldGen.worldSurfaceHigh, (int)WorldGen.worldSurfaceHigh + 150), (double)WorldGen.genRand.Next(4, 8), WorldGen.genRand.Next(2, 6), mod.TileType("LiquilateOreTile"), false, 0f, 0f, false, true);
            }
        }
        private void GairswindOreGen(GenerationProgress progress)
        {
            progress.Message = "Creating the first elemental ores";
            for (int o = 0; o < (int)((double)(Main.maxTilesX * Main.maxTilesY) * 6E-05); o++)                                                                                                                                      //      |
            {                                                                                                                                                                                                                      //       |
                WorldGen.TileRunner(WorldGen.genRand.Next(0, Main.maxTilesX), WorldGen.genRand.Next((int)WorldGen.worldSurfaceHigh, (int)WorldGen.worldSurfaceHigh + 150), (double)WorldGen.genRand.Next(4, 8), WorldGen.genRand.Next(2, 6), mod.TileType("GairswindOreTile"), false, 0f, 0f, false, true);
            }
        }
        private void ErodateOreGen(GenerationProgress progress)
        {
            progress.Message = "Creating the first elemental ores";
            for (int p = 0; p < (int)((double)(Main.maxTilesX * Main.maxTilesY) * 6E-05); p++)                                                                                                                                      //      |
            {                                                                                                                                                                                                                      //       |
                WorldGen.TileRunner(WorldGen.genRand.Next(0, Main.maxTilesX), WorldGen.genRand.Next((int)WorldGen.worldSurfaceHigh, (int)WorldGen.worldSurfaceHigh + 150), (double)WorldGen.genRand.Next(4, 8), WorldGen.genRand.Next(2, 6), mod.TileType("ErodateOreTile"), false, 0f, 0f, false, true);
            }
        }
    }
}
 

Shefanhow

Terrarian
Well cmon now, i posted a post asking for help, then almost instantly took it down cause i thought i was blind and dumb, but now... the enable developer mode button doesnt do anything it is just there, and doesnt work
1575787783040.png
 

Shefanhow

Terrarian
Well cmon now, i posted a post asking for help, then almost instantly took it down cause i thought i was blind and dumb, but now... the enable developer mode button doesnt do anything it is just there, and doesnt work
I figured it out, i had to go in and download a couple things for Visual studio
 

Polistoriks

Terrarian
Im getting this error and i cant seem to fix it:

[20/ERROR] [tML]: An error occurred while loading ThoriumMod
The mod(s) have been automatically been disabled.
System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.RuntimeModule.GetTypes()
at System.Reflection.Assembly.GetTypes()
at Terraria.ModLoader.Core.AssemblyManager.Instantiate(LoadedMod mod)
at Terraria.ModLoader.Core.AssemblyManager.<>c__DisplayClass10_0.<InstantiateMods>b__1(LoadedMod mod)
at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at Terraria.ModLoader.Core.AssemblyManager.InstantiateMods(List`1 modsToLoad, CancellationToken token)
at Terraria.ModLoader.Core.ModOrganizer.LoadMods(CancellationToken token)
at Terraria.ModLoader.ModLoader.Load(CancellationToken token)

Does anyone else know how to?
I am having the exact same problem, also can't find a solution to this. Were you able to solve this problem by now or are you still waiting for someone to help you? If, by any chance, you've "cracked the code", then I beg of you, please share your solution!
 

WolfManiac

Terrarian
I'm currently trying to make a Test mod for Terraria and keep running into issues. I'm trying to make a sword, that has Dust effects, a projectile, and possibly a animated texture for the sword while its in the inventory. PLEASE HELP

Sorry about the format, I didn't know how else to upload
 

Attachments

Shefanhow

Terrarian
I'm currently trying to make a Test mod for Terraria and keep running into issues. I'm trying to make a sword, that has Dust effects, a projectile, and possibly a animated texture for the sword while its in the inventory. PLEASE HELP

Sorry about the format, I didn't know how else to upload
my man all those files are in basic text format, they wont do anything related to code that way.

oh you know what im blind, didnt see the format apology, sorry about that.
 
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