Ultimate King
Skeletron Prime
This mod has definitely gone better over time. Good job LeeTG3. This has some potential.
It works fine with spirit for me, and I use it with 14 other mods. Is it something to do with ram/memory, if it is just restart your computer. Its not the mods, its Terraria running out of memory, common to laptopsThis mod is awesome problem is that it crashes when trying to use with SpiritsMod =/
Hope we can get an update soon.
Finished 2, but I wont be adding chaos soul because i really want to get this update out nowI have some ideas...
2 weapons, one Boss!
Let's go!
Weapon Nr. 1:
Chaotic Blade
64 melee damage
3% critical strike Chance
Average Speed
Good knockback
Made with..
10 Crystal Shards
20 Souls of Light
1 Chaos Soul (dropped by Chaos Elementals (30% Chance)
and 1 Mythril Sword
Made at an Mythril/Orichalcum Anvil
Weapon Nr.2:
Fury of Gods
150 melee damage
Insanely fast Speed
Strong knockback
5% crit strike Chance
"Bring them to the Knees!"
Made with...
10 Luminite Bars
1 Terra Blade
10 Souls of Might
At an Ancient Manipulator
and my Boss idea!
The Eater of Purity!
3500 HP
10 damage
10 defense
He tries to ram you like the other worm bosses. He cannot split.
In Expert Mode, he shoots you with dirt balls, like the Eater of Worlds with is Corruption Balls.
When he is defeated, he Drops:
6-10 Lesser Healing Potion
Grass Relic (now used to make the Blade of Grass)
4 Gold Coins
Okay! Thanks! Is not bad, the crafting recipte is okay without the Soul.Finished 2, but I wont be adding chaos soul because i really want to get this update out now
Yes put it as CelestialMod.Items. Also the error message could help
I have changed the code, here is it at it's most recent:well, it is suppost to be your workspace name danew dr is right
using Terraria.ID;
using Terraria.ModLoader;
namespace CelestialMod.Items
{
public class CelestialIngot : ModItem
{
public override void SetDefaults()
{
item.name = "Celestial Ingot";
item.width = 30;
item.height = 30;
item.maxStack = 999;
AddTooltip("An ingot imbued with celestial powers.");
item.value = 100;
item.rare = 1;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.HallowedBar, 2)
recipe.AddIngredient(ItemID.FragmentVortex, 3)
recipe.AddIngredient(ItemID.FragmentNebula, 3)
recipe.AddIngredient(ItemID.FragmentSolar, 3)
recipe.AddIngredient(ItemID.FragmentStardust, 3)
recipe.AddTile(TileID.WorkBenches);
recipe.SetResult(this, 2);
recipe.AddRecipe();
}
}
}
using Terraria.ID;
using Terraria.ModLoader;
namespace CelestialMod
{
public class CelestialMod : Mod
{
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(this);
recipe.AddIngredient(ItemID.HallowedBar, 2);
recipe.AddIngredient(ItemID.FragmentVortex, 3);
recipe.AddIngredient(ItemID.FragmentNebula, 3);
recipe.AddIngredient(ItemID.FragmentSolar, 3);
recipe.AddIngredient(ItemID.FragmentStardust, 3);
recipe.AddTile(TileID.WorkBenches);
recipe.SetResult(this, 5);
recipe.AddRecipe();
}
}
}
In CelestialMod.cs you have (set result this 5) you need to put celestial bar, not "this". But you don't really need the recipe there, I just leave it in the item itselfs codeI have changed the code, here is it at it's most recent:
Code:using Terraria.ID; using Terraria.ModLoader; namespace CelestialMod.Items { public class CelestialIngot : ModItem { public override void SetDefaults() { item.name = "Celestial Ingot"; item.width = 30; item.height = 30; item.maxStack = 999; AddTooltip("An ingot imbued with celestial powers."); item.value = 100; item.rare = 1; } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(ItemID.HallowedBar, 2) recipe.AddIngredient(ItemID.FragmentVortex, 3) recipe.AddIngredient(ItemID.FragmentNebula, 3) recipe.AddIngredient(ItemID.FragmentSolar, 3) recipe.AddIngredient(ItemID.FragmentStardust, 3) recipe.AddTile(TileID.WorkBenches); recipe.SetResult(this, 2); recipe.AddRecipe(); } } }
Should I change/add anything into the CelestialMod.cs file? I have put in some code, but wasn't really sure what to put into it. Here is the code for the main .cs file:
Code:using Terraria.ID; using Terraria.ModLoader; namespace CelestialMod { public class CelestialMod : Mod { public override void AddRecipes() { ModRecipe recipe = new ModRecipe(this); recipe.AddIngredient(ItemID.HallowedBar, 2); recipe.AddIngredient(ItemID.FragmentVortex, 3); recipe.AddIngredient(ItemID.FragmentNebula, 3); recipe.AddIngredient(ItemID.FragmentSolar, 3); recipe.AddIngredient(ItemID.FragmentStardust, 3); recipe.AddTile(TileID.WorkBenches); recipe.SetResult(this, 5); recipe.AddRecipe(); } } }
They both look fine, although I get this error message when I try to compile it through tModLoader:
Please let me know if I've done something wrong or if there's things to add/remove from my codes, thanks in advance
That would be great! Thanks. Join the discord (unless you don't have an account, then I will invite you to a thing)I'd love to work n these sprites I've made a few games in the past. I could easily adpt to 2x pixel style
I changed it from saying "this" to "CelestialIngot", Although I get this error now:In CelestialMod.cs you have (set result this 5) you need to put celestial bar, not "this". But you don't really need the recipe there, I just leave it in the item itselfs code
Are you on tModLoader version?I changed it from saying "this" to "CelestialIngot", Although I get this error now:
What should I do, I'm not sure what it means by using it as a variable but is a "type"
Yes? I'm using tModLoader v0.8.3.5Are you on tModLoader version?
I am good at spritingDoes anyone want to help with work on the mod? I will add you to the conversation.
So far I am alone. I would like at least 1 spriter, I am fine with me coding though.
tModLoader just update to v0.9.1Yes? I'm using tModLoader v0.8.3.5
Unless I should be using the recent v0.9.1?
If you want to help join the discord, if you don't have a discord account then say so, and I'll invite you to a message thingI am good at spriting
Only have the recipe on the items code itself. There is no need for the recipe in two different code files.I changed it from saying "this" to "CelestialIngot", Although I get this error now:
What should I do, I'm not sure what it means by using it as a variable but is a "type"
how to make super computerView attachment 157442
I am LeeTG3, and this is the Terralands mod, I made this mod to learn how to code. But I will continue once I am good. I am aiming to make the biggest Tmodloader mod in Terraria.
I really like swords, so there is going to be a lot of swords in my mod.
10,000 Downloads update is out!!
Discord: https://discord.gg/43ekveq
Official discussion group: https://forums.terraria.org/index.php?social-forums/the-official-terralands-discussion-group.1126/
Now updated to 0.9.1
Long ago there was a land known as the terralands, it has long been lost but remnants are still spread throughout the vast land of Terraria. It has been said that many have tried bringing the terralands back, but few try anymore, great suffering has occurred in the many attempts that people have had to free the terralands from its eternal rest. But someday a hero will rise, from the depths of this world, to bring the terralands back, and return the worlds glory!Dourite
The first things in the mod.
Pickaxe Power: 45
Axe Power: 45
Melee Damage: 17
Flail Damage: 27
Dourite Ore: Found anywhere generation in the world
Dourite sprite by @ca595
Holo Tools
Pickaxe Power: 55
Axe Power: 55
Melee Damage: 25
True Holoblade Damage: 75
Holobrick: Made out of holobars, just decoration.
Dungeonite
Axe power: 70 Damage: 48
Pick Power: 70Old Tools
Pickaxe Power: 45
Axe Power:45
Melee Damage: 18
In the next update you will be able to repair old tools!
Genuine Swords
Items are made genuine by combining them with the Legend Sword
Hero's Sword: Used to make True Terrablade, Deals 45 Damage
True TerraBlade: 105 Damage, Sprite by @BenGallegos
Genuine Nights Edge: 110 Damage
Genuine Excalibur: 75 Damage
Ancient
Items collected from treasure boxes found in chests
Melee Damage: 20
Ranged Damage: 20
Shield Defense: 3
Shield also increases melee speed by 15%
In the next update there will be a boss...Stabinator: 10 Damage, Insanely fast speed
Magma Charge: 35 Magic Damage, Shoots a projectile
Living Wood Sword: 15 Damage
Dark Blade: 35 Damage, Shoots a projectile
Water Sword: 30 Damage, New sprite by @ca595
Antlion Staff: 21 Summon Damage
Chaotic blade: Idea by @SonicBurst, 64 Damage
Fury of gods: also suggested by @SonicBurst, 150 Damage, Can be swapped from sword to flail
A True Wizards Scepter: 186 Damage, Shoots a beam of green
Plasmibeam: 42 Damage
Lihzahrd Sword: 40 Damage
Tome of the Wizard: 42 Damage, Shoots a projectile
10 Damage, Rapidly shoots bullets randomly (consumes mana)
Twist: 18 DamageBroken Legends Sword: Used to make Legends SwordNPC defence has been lowered.
Frogoblin Scout: 50 Life, 20 Damage
Enchanted Zombie: Drops broken legend sword, 250 Life, 14 Damage
Batter Powered Eye: 35 Life, 10 Damage, new sprite by @ca595
Iron Slime: 25 Life, 10 Damage
Graith: 30 Life, 10 Damage
:25 Life, 10 DamagePortable Altar: Allows Demon Altar crafting, but it is movable. Recipe made cheaper in next update.
Super Computer: Allows crafting for most of the items in the mod.Skull of Cthulhu: Summoned withand shootsat you. Drops:
Goblin King: Summoned withand shootsat you. Drops:Explorer: Sells themed items and has themed names and messages.Code:[URL=http://forums.terraria.org/index.php?threads/terralands-wip-by-leetg3-v0-4.49467/#post-1095836][IMG]http://i.imgur.com/6XcA9hW.png[/IMG][/URL]
Developers:-Over 1000 Items
-Over 20 Bosses
-Over 50 Tiles
-Over 1000 Enemies
-New Biomes
@LeeTG3 - Everything
@ca595 - Spriter
@Deadfish388 - Spriter
@SamTerarrium - Spriter, Ideas
@Burst - Lots of ideas, Display Pictures
@Danew Dr
Trailer:
The mod currently has:
4 Tiles
10 NPCs
55 Items
Thanks to @ca595 for the new Dourite Sprites!!
Available On The Mod Browser or here: http://javid.ddns.net/tModLoader/download.php?Down=mods/Terralands.tmod
Do I need to use the most recent version of modloader to make a mod? I've been sticking to v0.8.3.5 because the mods I use haven't been updated to v0.9.1tModLoader just update to v0.9.1
https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/
It is in the item file only, I removed it from the main file but I get the error shown in the previous picture I had put into my post.If you want to help join the discord, if you don't have a discord account then say so, and I'll invite you to a message thing
[doublepost=1485632547,1485632504][/doublepost]
Only have the recipe on the items code itself. There is no need for the recipe in two different code files.