• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tAPI Tremor Mod

Do you like our mod?

  • Yes! It is fantastic!

    Votes: 173 92.5%
  • Nope. It is terrible!

    Votes: 14 7.5%

  • Total voters
    187
Status
Not open for further replies.

superhc

Spazmatism
We dont need 2 early game throwing armors, because marble and granite biomes spawn pretty frequent. One is enought
no no I mean that granite could be a defensive armor like..+7 total defense or something..and marble could be an early-early throwing class with like..+2-3 defense :)and as for hardmode I guess..pearlsand fossil armor? that sounds neat :p..like..you would add pearlsand to the fossil armor to upgrade it and stuff..then clorophyte bars + something else = the last armor set?? unless the frost moon could drop something? like absolute zero armor! yes! >:3
 
Last edited:

(not) Crono

Skeletron Prime
no no I mean that granite could be a defensive armor like..+7 total defense or something..and marble could be an early-early throwing class with like..+2-3 defense :)and as for hardmode I guess..pearlsand fossil armor? that sounds neat :p..like..you would add pearlsand to the fossil armor to upgrade it and stuff..then clorophyte bars + something else = the last armor set?? unless the frost moon could drop something?
I like the way this guy thinks
 

superhc

Spazmatism
I like the way this guy thinks
and heres another idea! instead of another pillar the throwing fragments could have a 1 in 10-15 drop rate from all the pillar enemies? and from those you could craft ultimate throwing weapons for 1 fragment and of course the ultimate armor set with luminite bars and such :D
 

zadum4ivii

Official Terrarian
Previous days changelogs:
  • 17.07.15: First steps of converting mod to tModLoader. Added Coral Slasher.
  • 21.07.15: Added Bronze and Coral armor, some crafts for vanilla accessories.
  • 23.07.15: Added starting sets for Mage and Gunslinger, new accessory.
  • 24.07.15: Added starting sets for Summoner and Warrior, craft for Slime Staff.
  • 25.07.15: Changed some sprites, fixed balance defects, prices.
  • 26.07.15: Added animated Sparks, shield of every wood type
  • 27.07.15: Mod updated to new version of tModLoader. Added 2 new armor sets, shield of prehardmode ores, warhammers of hardmode ores. @obesedog joined our team as a spriter.
Now wait for today changelog :D
 

zadum4ivii

Official Terrarian
Today changelog (28.07.15):
  • Added new item that drops from Granite Elementals and Hoplites
  • Added Possessed Armor set
tfw2lazy
 
Last edited:

zadum4ivii

Official Terrarian
Everything will be now posted in THIS thread. I won't close this thread because you can still download the mod for tAPI and discuss it here. But everything connected with the update for tModLoader must be discussed in the new thread.
 

LegoTerrarian

Terrarian
I Keep Getting the error Every Time i load Tremor up on Tapi:

TAPI.Mods+LoadException: Tremor Mod.tapi: System.InvalidCastException: Unable to cast object of type 'Tremor.NPCs.EvilCorn' to type 'TAPI.ModNPC'.
at TAPI.ModJsonHandler.HandleNPC(ModBase modBase, JsonData j, String fname)
at TAPI.ModJsonHandler.Handle(ModBase modBase)
at TAPI.Mod.<Load>b__0(BinBuffer bb)
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action)
at TAPI.Mods.HandleModFile(FPath path, Action`1 action)
at TAPI.Mod.Load()
at TAPI.Mods.Load()
at TAPI.Mods.Load()
[DOUBLEPOST=1443233616,1443233585][/DOUBLEPOST]Hopefully some1 Could Help
 

Passthejampls

Official Terrarian
I Keep Getting the error Every Time i load Tremor up on Tapi:

TAPI.Mods+LoadException: Tremor Mod.tapi: System.InvalidCastException: Unable to cast object of type 'Tremor.NPCs.EvilCorn' to type 'TAPI.ModNPC'.
at TAPI.ModJsonHandler.HandleNPC(ModBase modBase, JsonData j, String fname)
at TAPI.ModJsonHandler.Handle(ModBase modBase)
at TAPI.Mod.<Load>b__0(BinBuffer bb)
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action)
at TAPI.Mods.HandleModFile(FPath path, Action`1 action)
at TAPI.Mod.Load()
at TAPI.Mods.Load()
at TAPI.Mods.Load()
[DOUBLEPOST=1443233616,1443233585][/DOUBLEPOST]Hopefully some1 Could Help
TAPI Isn't supported for 1.3, there is a TML port for tremor which is on the post above you.
 
Status
Not open for further replies.
Top Bottom