Sin Costan
Eye of Cthulhu
Here's an example from the ExampleMod, look for NPCLoot hook.I need help having my custom boss have a 1/3 chance of dropping my custom yoyo. I know how to do it with vanilla npcs, just not modded ones.
Here's an example from the ExampleMod, look for NPCLoot hook.I need help having my custom boss have a 1/3 chance of dropping my custom yoyo. I know how to do it with vanilla npcs, just not modded ones.
Here's an example from the ExampleMod, look for NPCLoot hook.
This is because 1.3.5 changed some things. Please wait for the next (temporary) release that will fix this issue.I'm having a problem. When the new update launched my mods were all lost. When I went into the files to reinstall tmodloader and I tried launching the game, I GT the following error message:
System.DIINotFoundException: Unavle to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Steamworks.NativeMethods.SteamAPI_RestartApplfNecessary(Appld_tunOwnAppID)
at Terraria.Social.Steam.Core.SocialModule.Initialize((
at Terraria.Social.SocialAPI.Initialize(Nullable`1 mode)
at Terraria.Program.LaunchGame(String[] args)
Phew, that was long.
Anyway, when I try to verify the files, it replaces the missing files and it launches Vanilla Terraria. And when I go back to the files and reinstall tmodloader, the error pops back up when I try to open it.
Is anyone else having this problem or is it just me? I'm not sure if this is exactly a modded problem but it has seem to come from installing tmodloader so I posted it here.
I just noticed I forgot to hyperlink.... https://github.com/bluemagic123/tModLoader/blob/master/ExampleMod/NPCs/PuritySpirit/PuritySpirit.csThanks
I just noticed I forgot to hyperlink.... https://github.com/bluemagic123/tModLoader/blob/master/ExampleMod/NPCs/PuritySpirit/PuritySpirit.cs
I'm having a problem. When the new update launched my mods were all lost. When I went into the files to reinstall tmodloader and I tried launching the game, I GT the following error message:
System.DIINotFoundException: Unavle to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Steamworks.NativeMethods.SteamAPI_RestartApplfNecessary(Appld_tunOwnAppID)
at Terraria.Social.Steam.Core.SocialModule.Initialize((
at Terraria.Social.SocialAPI.Initialize(Nullable`1 mode)
at Terraria.Program.LaunchGame(String[] args)
Phew, that was long.
Anyway, when I try to verify the files, it replaces the missing files and it launches Vanilla Terraria. And when I go back to the files and reinstall tmodloader, the error pops back up when I try to open it.
Is anyone else having this problem or is it just me? I'm not sure if this is exactly a modded problem but it has seem to come from installing tmodloader so I posted it here.
I'm having a problem. When the new update launched my mods were all lost. When I went into the files to reinstall tmodloader and I tried launching the game, I GT the following error message:
System.DIINotFoundException: Unavle to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Steamworks.NativeMethods.SteamAPI_RestartApplfNecessary(Appld_tunOwnAppID)
at Terraria.Social.Steam.Core.SocialModule.Initialize((
at Terraria.Social.SocialAPI.Initialize(Nullable`1 mode)
at Terraria.Program.LaunchGame(String[] args)
Phew, that was long.
Anyway, when I try to verify the files, it replaces the missing files and it launches Vanilla Terraria. And when I go back to the files and reinstall tmodloader, the error pops back up when I try to open it.
Is anyone else having this problem or is it just me? I'm not sure if this is exactly a modded problem but it has seem to come from installing tmodloader so I posted it here.
Updates can be individually disabled for each Steam game. Right click on the game, click properties, updates and set it to only update when launched. You'll need to create a manual shortcut to tModLoader to prevent it from updating when you launch it.How long does this usually take? And is there anyway to avoid terraria from being updated without turning off wifi?
I'm assuming that PixelEmblem is a mod item. Here's how to add a moded item to a recipe.I would like some help with this error message (and the code):
Error msg: c:\Users\Pixel\Documents\My Games\Terraria\ModLoader\Mod Sources\ThePixelMod\Items\PixelSword.cs(32,41) : error CS0117: 'Terraria.ID.ItemID' does not contain a definition for 'PixelEmblem'
Code (for sword):
using Terraria;
using Terraria.ID;
using ThePixelMod.Items;
using Terraria.ModLoader;
namespace ThePixelMod.Items
{
public class PixelSword : ModItem
{
public override void SetDefaults()
{
item.name = "Pixel Sword";
item.damage = 15;
item.melee = true;
item.width = 46;
item.height = 46;
item.toolTip = "The first sword of ThePixel_Master";
item.useTime = 5;
item.useAnimation = 5;
item.useStyle = 1;
item.knockBack = 1;
item.value = 10000;
item.rare = 2;
item.UseSound = SoundID.Item1;
item.autoReuse = true;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.IronBar, 15);
recipe.AddIngredient(ItemID.PixelEmblem, 1);
recipe.AddTile(TileID.Anvils);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
Code (for Emblem):
using Terraria.ID;
using Terraria.ModLoader;
namespace ThePixelMod.Items
{
public class PixelEmblem : ModItem
{
public override void SetDefaults()
{
item.name = "Pixel Bat";
item.width = 46;
item.height = 46;
item.toolTip = "The mysical bat of ThePixel_Master";
item.value = 10001;
item.rare = 2;
}
}
}
A temp update has been released that includes the files needed to get the previous version working. It'll still be for 1.3.4.x, ,but at least it'll work.any estimation of when a temp update will be released?