It just returns what's in the quotes instead of what's in the en_US.hjson file. Someone last night said to try remove the curvy brackets, but that just gave me the text without the brackets.
If you want to return "MoonBall", just put MoonBall in the quotes. If you want to return the entire thing, try removing the curly brackets AND the quotes, if you get an error, you are missing a namespace.
If you want to return "MoonBall", just put MoonBall in the quotes. If you want to return the entire thing, try removing the curly brackets AND the quotes, if you get an error, you are missing a namespace.
I'm trying return "Moon Ball" translated in the language of the mod user's choice. The example mod kind has an example of this: link, but I think it links to a vanilla translation. There are examples of pointing to the translation within the translation file, but I don't think they're being used: link.
Easy, you messed up the $ in between the curly bracket and the quote, it should be:
DisplayName.SetDefault("${Mods.ReducedGrinding.ItemName.MoonBall}"); instead of DisplayName.SetDefault("{$Mods.ReducedGrinding.ItemName.MoonBall}");
Easy, you messed up the $ in between the curly bracket and the quote, it should be:
DisplayName.SetDefault("${Mods.ReducedGrinding.ItemName.MoonBall}"); instead of DisplayName.SetDefault("{$Mods.ReducedGrinding.ItemName.MoonBall}");
hey there hi. I have a resource pack on tmodloader that's loaded and is supposed to replace an NPC. The sprites and map icon and all work without problem, but the name, dialogue and such is nonexistent as of now. i've looked up text replacement not working for tmodloader and haven't found anything so far. is there anything i could do?
Hi! First time user on the forums. I have downloaded Calamity and Fargos for 1.4, but I am unable to load them up as those (and other) mods were indicated to be built for "tModLoader v2022.5.103.32" while I am using "tModLoader v2022.6.86.0". Does not seem I can revert to a prior version to play these mods. Any surface-level advisement? Thank you
Edit: Shoutout to Discord- to solve the above issue:
1. Go to Steam.
2. Go to tModLoader and select the gear icon.
3. Select Properties / Betas / None.
I have this problem in tmodloader 1.4 where whenever i die, the timer counts down from 3 to 1, but at 1 it freezes. the game still works fine as you can interact with the settings and stuff still, but you can't respawn and you have to leave the world then rejoin it. i tried looking up this problem for a solution, but couldnt find anyone who had the same problem in tmodloader or terraria, does anyone know how to fix this?
A mod to make and play Terraria mods. Supports Terraria 1.4 (and earlier) installations - tModLoader/ExampleGlobalTile.cs at dd44e70738e29e5ded0cb979355b671b41f56efe · tModLoader/tModLoader
System.TypeInitializationException: The type initializer for 'Microsoft.Xna.Framework.FNAPlatform' threw an exception. ---> System.BadImageFormatException: An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
at Microsoft.Xna.Framework.SDL2_FNAPlatform.ProgramInit(LaunchParameters args)
at Microsoft.Xna.Framework.FNAPlatform..cctor()
--- End of inner exception stack trace ---
at Microsoft.Xna.Framework.Game..ctor()
at Terraria.Main..ctor()
at Terraria.Program.LaunchGame_()
I've been getting this since I updated 64 bit tmodloader to the latest release. I don't know what's causing it at this point. I can launch standard tmodloader through steam, but not 64 bit. Version that I get in the error box is 0.11.8.9 for reference.
Hello, Tmodloader programming noob here. Is there a way to create an afterimage on a NPC, such as giving a custom boss a Shield of Cthulhu dash-style afterimage?
Edit: I figured it out. You can override the NPC predraw method to manually draw the afterimages.
Hello! I have a small suggestion or rather a request.
Terraria's 1.4 update added support for Razer Chroma devices with dynamic lighting changes for biomes, bosses and even HP level (which were very helpful to use potion after the debuff ends) and I really want to have this support in the new TModLoader. So, is it possible for you to add it in one of the future updates?
And thanks for considering my request.
Hello! Tmodloader programming noob here. I've created a boss which works perfectly in singleplayer, but runs into a plethora of issues on multiplayer:
If I hit the boss, it instantly disappears. It seems to completely despawn, as its boss music stops playing.
Even if I don't hit the boss, it occasionally despawns. This seems to happen at random and without any warning.
I'm almost certain this is due to some syncing issue in multiplayer, since the boss works fine in singleplayer. I don't think I've got any non-deterministic code that would cause a desync that despawns the boss. How do I not make the boss despawn in multiplayer?
Edit: I think I've figured it out. Apparently, servers can't handle "Main.NewText(...)". You have to make sure the netMode is not the server or Main.NewText breaks everything.
could anybody help me with this? i reinstalled tmodlauncher over 3 times now, after checking integrity of files everything seems fine(and yes im using windows 7 dont judge me)
update:i found out that terraria has one file integrity ed up, after uninstalling terraria and installing it once again its still there
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Gradient.Items
{
public class Masamuree : ModItem
{
public override void SetStaticDefaults()
{
// DisplayName.SetDefault("Masamuree"); // By default, capitalization in classnames will add spaces to the display name. You can customize the display name here by uncommenting this line.
Tooltip.SetDefault("Great for impersonating devs!");
}
i was about to open tmodloader to play more calamity but it keeps saying Steam Api Mismatch, assumed pirated, eventhough i bought terraria on steam, what do i do to fix this?
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