TheSandboxGamer
Terrarian
I can't load my mods - Tmodloader gives me this error:
but there's nothing in my Mods folder. I don't know what the problem is
but there's nothing in my Mods folder. I don't know what the problem is
A modlist would help greatly.I have a problem I've tried everything to fix, and I thought to check here. None of the music for any mods seems to be working for me. It's all being replaced by a piece from vanilla. The glacier biome from Calamity just plays the default snow biome, The Reach biome just plays the overworld theme. I've tried disabling all but one mod, I've tried reinstalling Tmodloader. Nothing is working.
One more thing: For some reason, they DO work while I'm dead. That is, if I die in a modded area, it'll start playing the music it's supposed to as normal. It quits again as soon as I respawn.
Try reinstalling tmodloader and replace it with the current one you have. You should then reinstall the mods.
Note that the only enabled mod is Spirit Mod. However, this happens with any of the other mods, such as Thorium.
Hm, have you tried creating a new Player and World and see if the problem persists?
Note that the only enabled mod is Spirit Mod. However, this happens with any of the other mods, such as Thorium.
using Terraria.ID;
using Terraria.ModLoader;
namespace ScorpiusMOD.Items
{
public class BandofMyths : ModItem
{
public override void SetDefaults()
{
item.name = "Band of Myths";
item.toolTip = "Grants a minor buff to all stats, shortened potion cooldown, turns the user into a werewolve at night and a merfolk underwater";
item.width = 10;
item.height = 14;
item.defense = 4;
item.value = 10000;
item.rare = 7;
item.accessory = true;
}
public override void UpdateAccessory(Player player)
{
player.meleeCrit += 2;
player.meleeDamage += 0.1f;
player.meleeSpeed += 0.1f;
player.rangedCrit += 2;
player.rangedDamage += 0.1f;
player.minionDamage += 0.1f;
player.minionKnockback += 0.5f;
player.magicCrit += 2;
player.magicDamage += 0.1f;
player.throwingCrit += 2;
player.throwingDamage += 0.1f;
player.miningSpeed += 0.15f;
player.Werewolf = true;
player.Merfolk = true;
player.regeneration += 1.5f;
player.reducedpotioncooldown = true;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.CharmofMyths, 1);
recipe.AddIngredient(ItemID.CelestialShell, 1);
recipe.AddTile(TileID.TinkerersWorkbench);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
I'm trying to create an accessory that combines the effects of the Charm of Myths and the Celestial Shell, but whenever I try to build the mod. I get this issue, and I can't figure out what's wrong.
This is my code:
Code:using Terraria.ID; using Terraria.ModLoader; namespace ScorpiusMOD.Items { public class BandofMyths : ModItem { public override void SetDefaults() { item.name = "Band of Myths"; item.toolTip = "Grants a minor buff to all stats, shortened potion cooldown, turns the user into a werewolve at night and a merfolk underwater"; item.width = 10; item.height = 14; item.defense = 4; item.value = 10000; item.rare = 7; item.accessory = true; } public override void UpdateAccessory(Player player) { player.meleeCrit += 2; player.meleeDamage += 0.1f; player.meleeSpeed += 0.1f; player.rangedCrit += 2; player.rangedDamage += 0.1f; player.minionDamage += 0.1f; player.minionKnockback += 0.5f; player.magicCrit += 2; player.magicDamage += 0.1f; player.throwingCrit += 2; player.throwingDamage += 0.1f; player.miningSpeed += 0.15f; player.Werewolf = true; player.Merfolk = true; player.regeneration += 1.5f; player.reducedpotioncooldown = true; } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(ItemID.CharmofMyths, 1); recipe.AddIngredient(ItemID.CelestialShell, 1); recipe.AddTile(TileID.TinkerersWorkbench); recipe.SetResult(this); recipe.AddRecipe(); } } }
using Terraria; /*Not sure if this is necessary, but I added it anyway*/
using Terraria.ID;
using Terraria.ModLoader;
namespace ScorpiusMOD.Items
{
public class BandofMyths : ModItem
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Band of Myths"); //This is how you do Item names and tooltips now
Tooltip.SetDefault("Grants a minor buff to all stats, shortened potion cooldown, turns the user into a werewolve at night and a merfolk underwater"); //This is how you do Item names and tooltips now
}
public override void SetDefaults()
{
item.name = "Band of Myths"; //item.name and item.toolTip don't work on the newer versions, delete them.
item.toolTip = "Grants a minor buff to all stats, shortened potion cooldown, turns the user into a werewolve at night and a merfolk underwater"; //item.name and item.toolTip don't work on the newer versions, delete them.
item.width = 10;
item.height = 14;
item.defense = 4;
item.value = 10000;
item.rare = 7;
item.accessory = true;
}
public override void UpdateAccessory(Player player)
{
player.meleeCrit += 2;
player.meleeDamage += 0.1f;
player.meleeSpeed += 0.1f;
player.rangedCrit += 2;
player.rangedDamage += 0.1f;
player.minionDamage += 0.1f;
player.minionKnockback += 0.5f;
player.magicCrit += 2;
player.magicDamage += 0.1f;
player.throwingCrit += 2;
player.throwingDamage += 0.1f;
player.miningSpeed += 0.15f;
player.Werewolf = true;
player.Merfolk = true;
player.regeneration += 1.5f;
player.pStone = true; //Changed, I don't know why it's pStone not something that makes more sense
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.CharmofMyths);
recipe.AddIngredient(ItemID.CelestialShell);
recipe.AddTile(TileID.TinkerersWorkbench);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
If you would like a fix, it would look a little like this:
Code:using Terraria; /*Not sure if this is necessary, but I added it anyway*/ using Terraria.ID; using Terraria.ModLoader; namespace ScorpiusMOD.Items { public class BandofMyths : ModItem { public override void SetStaticDefaults() { DisplayName.SetDefault("Band of Myths"); //This is how you do Item names and tooltips now Tooltip.SetDefault("Grants a minor buff to all stats, shortened potion cooldown, turns the user into a werewolve at night and a merfolk underwater"); //This is how you do Item names and tooltips now } public override void SetDefaults() { item.name = "Band of Myths"; //item.name and item.toolTip don't work on the newer versions, delete them. item.toolTip = "Grants a minor buff to all stats, shortened potion cooldown, turns the user into a werewolve at night and a merfolk underwater"; //item.name and item.toolTip don't work on the newer versions, delete them. item.width = 10; item.height = 14; item.defense = 4; item.value = 10000; item.rare = 7; item.accessory = true; } public override void UpdateAccessory(Player player) { player.meleeCrit += 2; player.meleeDamage += 0.1f; player.meleeSpeed += 0.1f; player.rangedCrit += 2; player.rangedDamage += 0.1f; player.minionDamage += 0.1f; player.minionKnockback += 0.5f; player.magicCrit += 2; player.magicDamage += 0.1f; player.throwingCrit += 2; player.throwingDamage += 0.1f; player.miningSpeed += 0.15f; player.Werewolf = true; player.Merfolk = true; player.regeneration += 1.5f; player.pStone = true; //Changed, I don't know why it's pStone not something that makes more sense } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(ItemID.CharmofMyths); recipe.AddIngredient(ItemID.CelestialShell); recipe.AddTile(TileID.TinkerersWorkbench); recipe.SetResult(this); recipe.AddRecipe(); } } }
Oh, and the revisions are marked with //'s and /**/'s
else if (this.type == 79)
{
if (this.soundDelay == 0 && Math.Abs(this.velocity.X) + Math.Abs(this.velocity.Y) > 2f)
{
this.soundDelay = 10;
Main.PlaySound(SoundID.Item9, this.position);
}
int num3;
for (int num112 = 0; num112 < 1; num112 = num3 + 1)
{
int num113 = Dust.NewDust(new Vector2(this.position.X, this.position.Y), this.width, this.height, 66, 0f, 0f, 100, new Color(Main.DiscoR, Main.DiscoG, Main.DiscoB), 2.5f);
Dust dust = Main.dust[num113];
dust.velocity *= 0.1f;
dust = Main.dust[num113];
dust.velocity += this.velocity * 0.2f;
Main.dust[num113].position.X = this.position.X + (float)(this.width / 2) + 4f + (float)Main.rand.Next(-2, 3);
Main.dust[num113].position.Y = this.position.Y + (float)(this.height / 2) + (float)Main.rand.Next(-2, 3);
Main.dust[num113].noGravity = true;
num3 = num112;
}
}
public override void MeleeEffects(Player player, Rectangle hitbox)
{
if (Main.rand.Next(1) == 0) //(#) is the size(?) of the dust.
{
//Dust "66" (Rainbow Dust) is used.
Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, 66, 0f, 0f, 1, new Color(Main.DiscoR, Main.DiscoG, Main.DiscoB));
//The size and concentration of the dust are pretty similar to each other, can't really tell the difference between the two.
}
}
new Color(Main.DiscoR, Main.DiscoG, Main.DiscoB)
Use the Tooltip.SetDefault one for the tooltip.Hello there.
I have several questions.
First of all, I am trying to make a consumable item, just like mana stars or crystal hearts (so it can only be used while in hand).
I want this item to poison all enemies on screen (add debuff to them) and disappear from my inventory. What do I start with?
Second question is which of these item tooltips should I use and what's the difference between them? (see the screenshot)
Thanks.
I thing werewolf and merfolk shouldn't be capitalized. If that doesn't work, look up the terms.I think pStone stands for Philosopher's Stone. I made the changes but I'm still getting the same error when I build about 'Player' not being found.
I've heard this be the fault of Tremor.i noticed the chat in-game frozen partially, (sorry bad english i am br like crowno but i am not too good in english) and i cant start goblin army, i tried in a end game world that i summoned events, i cant summon: goblin army, pirate invasion, frost legion, moon and frost moon, i cant summon rain with the rain potion, the dont spawn, the is frozen, is stuck in a block, the dye trader dont give strange dye even with my inventory full of strange plants (that is legitimal, i aquired farming) and i cant break any blocks far away from spawn (like a 500 blocks area radius) the initial world spawnpoint, and the dungeon is glitched with invisible blocks.
what i can do? i will put the modpack to anyone view the mods and if the problem is a mod, tell me what mod are making this, this happened after i updated the modpack from 2 mods to over 20 mods, i hope you understand all this text. and is exert, not revengeance nor death, and i beaten . help me
Is the remorI've heard this be the fault of Tremor.
System.Threading.SynchronizationLockException: Object synchronization method was called from an unsynchronized block of code.
at Terraria.IO.Preferences.Save (System.Boolean createFile) [0x0014b] in <83091531a87a4648a4792d0079c7e16c>:0
at Terraria.Main.SaveSettings () [0x0056b] in <83091531a87a4648a4792d0079c7e16c>:0
at Terraria.Main.OpenSettings () [0x00cb8] in <83091531a87a4648a4792d0079c7e16c>:0
at Terraria.Main.ClientInitialize () [0x00096] in <83091531a87a4648a4792d0079c7e16c>:0
at Terraria.Main.Initialize () [0x064fb] in <83091531a87a4648a4792d0079c7e16c>:0
at Microsoft.Xna.Framework.Game.DoInitialize () [0x0000d] in <bc6b38abaaf04135afbd0534ec7f6b92>:0
at Microsoft.Xna.Framework.Game.Run () [0x0000e] in <bc6b38abaaf04135afbd0534ec7f6b92>:0
at Terraria.Program.LaunchGame (System.String[] args, System.Boolean monoArgs) [0x000f6] in <83091531a87a4648a4792d0079c7e16c>:0