Hello, and welcome to my forum thread! This is for all of my mods. Note that any DropBox links are not always up-to-date and may contain an earlier version of the mod. If you wish to install a mod, I would recommend doing so through the Mod Browser or downloading directly from the Mod Browser database. Requirement for most of my mods (basically all of them right now, actually): Shader Library ShaderLib has a github! Shader Library, or ShaderLib for short, is a modding library of sorts that gives modders a variety of tools for manipulating Terraria's shader system, also known in-game as "dyes." Currently, the library supports the addition of new ArmorShaderData, or "armor shaders" - the typical dyes. There are also a variety of "hook" lists that allow modders to apply shaders to various objects. At the moment, these objects include projectiles, NPCs, items (in inventory and in world), and held items (items in use). Also, at a more technical standpoint, the mod/library breaks the game's 255 dye limit by being cool. ShaderLib is required to use any mod that uses it, obviously. Download on the Mod Browser or here. Download the binaries for development here. Changelog: - 1.0: Official release. - 1.0.1: Fixes modded dyes not working on modded accessories (and a few vanilla ones), held item shaders now apply to items that are just being held (torches, Unicorn on a Stick), and fixes item flame shader hooks - 1.0.2: Re-uploaded for 0.10.0.1 (needed no changes, surprisingly) - 1.0.3: Fixed zoom issues (turns out it did need changes after all) - 2.0: Vastly reworked internals, includes Vanilla Dye Fix & 1 other feature - 2.0.1: Fixes bug with drawing in flipped gravity - 2.0.2: Fixes a drawing derp that made things blurry Ever wanted to dye your items? Well, now you can: Item Customizer Item Customizer now has a github! Check it out! This mod lets you dye your items and make really cool things, like this: You can also rename items to your liking (this does not affect prefixes). As you can see in the gif, when you dye items you dye both the held item and any projectiles that the item shoots. The mod does not dye dusts (at least, until the tML devs get around to making global dust hooks). This is the GUI. Rename the item using the text box. Place any item in the right slot, and a dye in the left (unless you don't want a shader) and click the "Apply" button. (Dyes are not consumed in the process) Take the item(s) out and enjoy! Modded items with custom drawing or projectiles should be compatible too, provided they don't end/start the SpriteBatch (and none do that I know of). Any mods that add custom dyes should also work provided that they add their shaders using ShaderLib. Oh, yeah, and that Reset button - click it and it clears both any name change and dye from the item in the left slot. Pretty nifty, eh? Items also have dyed icons, so you can see the dye from your inventory! Craft the item to access the GUI with 5 iron/lead bars and 1 Strange Plant at an anvil. It's got the same texture as an anvil, because I'm lazy. Download: Mod Browser, or here Changelog: - 0.5: Inital distributed release. Pre-Mod Browser. - 0.6: Fixed dyes being applied to things that shouldn't be (enemy projectiles, pets...) - 0.7: Item icons (in inventory, world) show dye, consumables now dyeable, fix for minions, draggable GUI - 0.8: Improved shader drawing, check for if player is actually using item - 0.8.2: Fixed certain shaders looking strange on multi-frame projectiles, stopped older undyed projectiles from getting newer dyed projectiles' dyes - 0.9: Complete multiplayer support, UI saves items instead of deleting them, autopause support, proper child projectile detection, no NPC projectile dyeing, can customize stackable weapons (Light Disc etc.) - 0.9.1: After waiting for much too long, updated for Terraria 18.104.22.168. - 0.9.2: After waiting for a much shorter period, updated for Terraria 1.3.4/tML 0.9. - 0.9.3: Fixed crashes in tML 0.9.2. - 1.0.0: First release to be fully integrated with the new ShaderLib, fixes multiplayer rapidfire bug, and stops items losing data on reforge - 1.1.0: Updated for tML 0.10.0.1, featuring a revamped UI, both internally and externally - 1.1.1: Items don't lose names or dyes on reforge... again - 1.1.2: Shouldn't crash on starting multiplayer and solves the accidental shading issue at last (by throwing out all the annoying logic and using something better) - 2.0: Now uses ShaderLib 2.0. Fixes UI crashes in multiplayer. Credits: -Myself, for making this mod (I mean, I did put a bunch of work into this, right??) -The TerraUI team (@Boffin , @abluescarab) for making the TerraUI Toolkit which I used to make the GUI in this mod (well, ok, not anymore, but it was helpful in the early days!) -The tModLoader team for making tModLoader, of course Known Bugs: -- Sometimes I've seen a Meowmere fail to fire dyed projectiles. Re-dyeing caused it to fire correctly again. Cause unknown. -- There can be weird things when stacking consumables with differing names and/or dyes. This cannot be solved in a way that I am aware, so it's staying for now. -- Projectiles which are both friendly and hostile (such as bee hives) may get accidentally dyed if created while using a dyed item. Known Quirks (Not a bug, though technically speaking not a feature either): -- You can dye pets/armor/accessories/etc.. This will NOT cause the pet/armor/accessory/etc. to actually get dyed other than its appearance in the inventory. After all, what are the vanilla dye slots for? (Please don't post about this again...) Some extra dyes to play with: Hair Dye for Armor and Secret Dyes These two mods are the first of their kind: they add new dyes to the game! Hair Dye for Armor adds normal variants of all previously hair-exclusive dyes while Secret Dyes adds in dyes from unused shaders in the game's resources (some look really cool!). Download both from the Mod Browser. DropBox for Hair Dye for Armor DropBox for Secret Dyes Changelog (Hair Dye for Armor): - 1.0: First release - 1.0.1: Fixes dyes broken by changes in ShaderLib during development - 1.0.2: Updated for 0.10.0.1 - 2.0: Updated for ShaderLib 2.0. Now allows equipping related hair dye instead of using new items. Old items will become unloaded items, sorry. Changelog (Secret Dyes): - 1.0: First release - 1.0.1: Updated for 0.10.0.1 - 2.0: Updated for ShaderLib 2.0. Dev dye doesn't shift when changing player direction anymore. Making Pet Dyes Great Again: Vanilla Dye Fix This mod is now a part of Shader Library. DO NOT use this anymore, it will crash! A very simple fix which uses the same formula that I developed for the Item Customizer mod for better shader rendering. What's the fix for? Well, if you've ever tried putting certain dyes on a pet, light pet, or hook, you might have noticed it looks absolutely horrid: Here's what Vortex Dye on a Zephyr Fish looks like now: Much better, right? This mod affects all pets, light pets, and hooks, as well as the Stardust Guardian. Changelog: - 1.0: First and likely final release. haha nope - 22.214.171.124: A patch which fixes potential accidental shading of unshaded projectiles which were created before the pet/light pet/hook. - 1.0.1: Mod now uses ShaderLib instead. - 1.0.2: Updated for 0.10.0.1. Actually, it didn't need to update at all, but I had to rebuild to stop tML from believing it was outdated. And increase the version number, of course. Download: Mod Browser or here Credits: - Same as for Item Customizer. This is basically just a segment of code from over there anyway (well, now that bit of code is in ShaderLib and this does barely anything, but yeah) ...don't use this, it's outdated anyway World Persistence !!WARNING!! This mod is pretty buggy. Use at your own risk. World Persistence is a simple mod which makes you, NPCs, and projectiles persist when you re-enter a world. You won't appear back at spawn when you come back - and non-town NPCs, bosses, minions, dropped items, and debuffs stay where they are, too. The file is called EvilMod, and will show that during loading. Don't ask. Download from the Mod Browser or Dropbox. Changelog: - 1.0: Initial release. Known Whoop-de-doos: - Don't try to use this mod if there are NPCs, projectiles, or dropped items from mods that have been removed in the world. Chances are bad stuff could happen. - NPCs and projectiles will lose any mod data on re-entry, so prefixes from Prefixes for Enemies will disappear and dyed projectiles from Item Customizer will become un-dyed.