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Tool [Patcher] Terraria Tweaker 2 | SUPERCHARGE YOUR TERRARIA! (1.4 compatible!)

deltaone

Terrarian
That would be insanely hard to make, and doing that will make it probably not work with Terraria.
if you are not a programmer and not have sources, please, don't blah blah blah ...
TT2 have good base and terraria ordinary .Net application as many others ..
 
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pigman065

Skeletron
yes but this is made only for terraria
the point of this is to change terraria
the devs made it to do only that
there would be no point in pressuring them into making a mode for every .NET game
please stop arguing

EDIT: I'm getting this error when I launch my tweak list:
System.InvalidProgramException: JIT Compiler encountered an internal limitation.
at Terraria.NPC.SetDefaults(Int32 Type, NPCSpawnParams spawnparams)
at Terraria.ID.ContentSamples.Intialize()
at Terraria.Main.Initialize()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)

I'm guessing it's something to do with a Darwin Tool NPC tweak I made?

EDIT 2:
Yep, indeed it is, I disabled all my NPC tweaks and it worked. Now to sift through and figure out which is the culprit...
 
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Did somebody played with plugins? Does anybody know where to get them, and not to create? I'm not very good in CS, i mean i don't know it at all, and it's not up for me to make my own plugins...
 

Blitztein

Terrarian
There's no way to edit armor stats other than Defence, so armors are hard to balance . . .
Is this possible to add/is there a plugin for this? I'd love that as a feature.
This would require a completely new defense/ignore damage system which would have to be overidden with the vanilla defense logic.

With the plugin feature, you can do anything. It's like programming a game out of a pre-existing one. If you are still interested in making the plugin yourself/with coordinated assistance, a possible suggestion to balance /avoid tanky builds is to make defences specific for each class (Example, molten armor could give you 29 def for melee, but it's only 15 for summoner, etc.). I know there are some unresolved issues with this like "How is the plugin going to recognize your class" but that's pretty much easy to solve in a programming sense, but there are multiple solutions so I just left it blank.

Did somebody played with plugins? Does anybody know where to get them, and not to create? I'm not very good in CS, i mean i don't know it at all, and it's not up for me to make my own plugins...
There's a link to the Plugin Wiki in OP, go check it out for yourself.
 
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Blitztein

Terrarian
GASP doublepost :eek:
How hard is it to create one?
If you were referring to me, I made the first post in the last page, then after reading this one I made another post. (If it wasn't me, let me know via a reaction)

I already merged the 2 posts, apologies for the clutter.
 

pigman065

Skeletron
If you were referring to me, I made the first post in the last page, then after reading this one I made another post. (If it wasn't me, let me know via a reaction)
?

BTW, a recipe editor would be nice to have. Isn't the recipe inside the C# file for the item? If so, I guess it wouldn't be too difficult? I don't really know much about it. $-_-
 

Blitztein

Terrarian
?

BTW, a recipe editor would be nice to have. Isn't the recipe inside the C# file for the item? If so, I guess it wouldn't be too difficult? I don't really know much about it. $-_-
I'm confused of what did you mean by that, so I'll just skip to how it's made.

It's deceptively easy to look at it on hindsight, but actually implementing a new recipe, let alone modifying a pre-existing one is a bit advanced. @Gaelyte made a detailed explanation for it a couple of pages ago, you should check it out if you're planning on making one yourself. To answer your question, no. Every code is compiled in Terraria.exe, and it has a bit of a complicated process to do so like I said.

As of all of the awesome features suggested like an improvised UI, a more robust Omnipatcher, etc, @TiberiumFusion expressed that even if he wanted to implement most of these, it requires some serious time (50-100 hours) to do so, and there are more important/prioritized changes he wants to be implemented first. It really sucks if one of the main reasons for a project not getting all of the updates is because of the lack of time, but hey it's one of those times that just makes you grateful that the project is still in active development admist those circumstances . . .
 

TiberiumFusion

Official Terrarian
I have a layout redesign planned for the Tweak List editor that looks similar to the mockup you shared. I'm not sure when I will have to time for it, but it will most likely be the next major update.
@TiberiumFusion
remake all tweaks as plugins (as additional examples)
This would be a lot of work - basically recreating TTApplicator's internals in a entirely new framework. It would maybe take... 200 hours? 300 hours? I have a lot of other projects that I'm managing right now, so unfortunately, I just don't have tons of free time.
However, I do want to create more examples and I might recreate some of the existing Harmony tweaks as demo plugins.
@TiberiumFusion
remove "terraria only", make it a universal solution for the .NET platform
TTPlugins itself is actually pretty agnostic as to what assembly it will patch. If you look at the source code, there's not much mention of Terraria or Terraria.exe. The primary Terraria-specific things are HHelpers. HFrameworkPatches, and the dependency assemblies loading (off the top of my head). If you want to universalize TTPlugins or convert it to work for some other .NET application, it should be a pretty straightforward process. It's LGPL3 so you can do that if you want to.
As for adapting both TTPlugins and the TT2 gui into a universal plugin patcher, well, that's a really interesting idea, actually. I like that. I don't have the free time to do something like that right now, but I'd like to explore the possibility in the future.

There's no way to edit armor stats other than Defence, so armors are hard to balance without making them too tanky, etc.
Is this possible to add/is there a plugin for this? I'd love that as a feature.
You could write a plugin that nullifies the existing armor set buffs/bonuses and provides your own kind of buffs.

a recipe editor would be nice to have. Isn't the recipe inside the C# file for the item? If so, I guess it wouldn't be too difficult? I don't really know much about it. $-_-
Take a look at Terraria.Recipe.SetupRecipes(). The pattern for defining a recipe is pretty simple.
 

Gaelyte

Terrarian
So could it possible to have the CreateHPatchOperation also working for Terraria Server at the same time as for Terraria ?


*Is also doing a plugin to add recipes*

Btw, can you add an option to not launch Terraria when an error is shown ?

Oh and also, tests no longer works for some reasons, "System.Attribute is defined in a non referenced assembly, I must add a reference to System.RunTime"
(Of course I use neither of both)
 
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Blitztein

Terrarian
Oh and also, tests no longer works for some reasons, "System.Attribute is defined in a non referenced assembly, I must add a reference to System.RunTime"
(Of course I use neither of both)
Same goes for me (there are different errors that also show up, although I'm not with my pc right now to specify them, will be including it), but it only occurs if the compiled plugin has errors (I just test it again and it works normally, to see the actual problems with my code). For me it's kind of tolerable (currently), since there isn't any damage happening because of this and it's pretty straightforward to fix it.

*Is also doing a plugin to add recipes*
Looking forward to seeing that :). I've taken a quick break from making/working on my plugins to play other games and this would probably be a good time to warm up when I get back to it.

I'm not finding one even if I ctrl+f for plugin or wiki. Is it called something else I should be searching the page for?
Here's the link to it if you're still having trouble. I usually take the link from the update post.
 
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pigman065

Skeletron
A recipe plugin? YES!
Now I can finally make the Lava Charm obtainable by giving it a recipe! (20 Hellstone Bars, 1 Magma Stone and 20 Obsidian)
 

Gaelyte

Terrarian
Also another frequent bug : sometimes when a plugin is modified, a plugin (may be the same, may be another) stops being compiled when tweaking, you have to disable it, save then re enable it to make it work again

Also plugins tends to disappear when edited externally, you need to restart Terraria Tweaker to make them visible again
 

Gaelyte

Terrarian
And here it is, you only need to use NewRecipe class in this file (and enable this plugin).

I don't know how to explain how it works as it seems pretty obvious to me so I'll simply give an example of how a recipe could be added with it (it's Pisman065's Lava Charm recipe, requiring an anvil and some lava).

If you wanted to add recipes in game, well, I could do that with another plugin, but it would require more work and I would like the Plugin browser to be out before so it wouldn't be lost in this thread.
 

Attachments

Gaelyte

Terrarian
Does the biome spread tweak work on latest version multiplayer if just the host uses it? Or do all players need it running?
Terraria Multiplayer launches a server then join in, so every player is a client
But as Terraria Tweaker isn't able to modify the server, this tweak simply doesn't work in multiplayer
Unless you do some manipulation of course.
  1. Edit TerrariaServer.exe name to Terraria.exe (and make a backup copy, place your original Terraria.exe somewhere)
  2. RightClick on your tweak list, Advanced
  3. Perform Operation
  4. Place the newly created .exe in the Terraria Folder and call it TerrariaServer.exe
  5. Place the original Terraria.exe back
  6. No one needs the tweak anymore, play in multiplayer without the evil spread
That or you play in Journey with a plugin that makes the debuff last as long as in normal/expert/master
 
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