I mean, you're not really missing out since not only is Spirit in the process of being updated, but loads of mods still work just fine on old TModLoader 0.10.XSpirit Mod was good, but it's really not good enough to warrant missing out on basically every other mod out there.
would be cool if there was a vanity item option and compatibility with weapon out and overhaulHello, 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):
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.
- 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 now has a github! Check it out!
This mod lets you dye your items and make really cool things, like this:
View attachment 137090
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).
View attachment 174042
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
- 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 22.214.171.124.
- 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.
-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
-- 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:
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:
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:
View attachment 137398
Here's what Vortex Dye on a Zephyr Fish looks like now:
View attachment 137397
Much better, right? This mod affects all pets, light pets, and hooks, as well as the Stardust Guardian.
First and likely final release.haha nope
- 126.96.36.199: 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
- 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
!!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.
- 1.0: Initial release.
- 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.
seems to also happen with calamity rouge armor setshello I wanted to report a bug is that when one occupies a Shroomite armor and tries to customize a weapon at a distance with some knockback modifier the knockback of the weapons at distances begins to increase infinitely although it is fixed when this leaves and enters the world this It only happens with Shroomite's armor
Thank you for reading
Glad you've been enjoying it! No, the mod's goal does not involve changing the item's stats.The item customizer mod is incredible! I've been messing with the dyes and shaders a bit, and it's pretty amazing. One thing I was wondering is if you could make the customizer able to do more things like change item stats (damage, defense, etc.) This might have not been what your original idea for this mod was, and I totally respect that. If you are unable to, I understand. Anyways, thanks for creating such a great mod!
This is not the AFK pets mod. I am not the AFK pets author. I don't know how you got here, but here is not where you want to be.So started back up trying to load mods and found out that the AFK pets mod-
Known bug, weapons with knockback modifiers reapply their knockback modifier every update while inside the interface.hello I wanted to report a bug is that when one occupies a Shroomite armor and tries to customize a weapon at a distance with some knockback modifier the knockback of the weapons at distances begins to increase infinitely although it is fixed when this leaves and enters the world this It only happens with Shroomite's armor
Thank you for reading
Admittedly I haven't played Terraria in quite a long while, but will be starting up again with 1.4 (also in order to update my own texture pack.)it'll be likely I'll have to find time to update once tML goes to 1.4. At that point I'll probably end up reworking the entire codebase and making Item Customizer / ShaderLib 3.0, which (hopefully) will have vastly improved and added features. Stuff like a better access point than an anvil lookalike, more things you can dye, maybe I'll finally crack the code on allowing player-customized dyes, who knows. It might not even be called Item Customizer anymore, maybe I'll have a better title.
After tML updates to 1.4.
And after I decide to put serious work towards this again.
I can't replicate anything like this. Try with a minimal mod list to see if it's a negative interaction with some other mod you have installed.Hello! I have loved the mod thus far, but with a recent patch it makes my character freeze and unable to move. I will spawn in, and be unable to perform any actions including opening inv, pausing, and attacking. It works just fine when removed. Just very weird it refuses to work now after so long.
Edit: If it makes a difference I'm using the 32bit version on Steam.