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Error SC0103 The name Language does note exist in the current context warnings

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using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
namespace AwesomeModChains.Items
{
public class a : ModItem
{
public override void SetStaticDefaults()
{
// DisplayName.SetDefault("a"); // By default, capitalization in classnames will add spaces to the display name. You can customize the display name here by uncommenting this line.
Tooltip.SetDefault("This is a basic modded sword.");
}

public override void SetDefaults()
{
item.damage = 50;
item.melee =...

Error SC0103 The name Language does note exist in the current context warnings

Recipe group not creating

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using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
using Terraria.Localization;
namespace AwesomeModChains.Items
{
public class a : ModItem
{
public override void SetStaticDefaults()
{
// DisplayName.SetDefault("a"); // By default, capitalization in classnames will add spaces to the display name. You can customize the display name here by uncommenting this line.
Tooltip.SetDefault("");
}

public override void...

Recipe group not creating

Need help with boss checklist

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I have boss checklist binded in controls to oempipe, in both menu and gameplay and have made sure no other mods share the same keybind, but whenever I try to use it, it does not work. I have tried disabling and renabling the mod, but it still has not worked. Have I encountered a bug? Is there a way to fix this?

Getting NPC 'movespeed'

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Hi,
I am willing to code something that heavily relies on some of the NPCs' movespeed, I have gone over the game's code a couple of times and tried to see how velocities/movespeeds are calculated and handled for different purposes and features in the game, but to no avail.
There's the Stopwatch accessory item which displays the movement speed of the player which seems to me the most promising to use, but I wasn't able to find the code snippet for its "effect", there is however a code in...

Getting NPC 'movespeed'

How to make a weapon like the Flying Knife (I make counterparts)

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So yeah, you all know the flying knife from the hallowed mimic. but i just cant figure out how to make a weapon like That :mad:
Help would be very great!

Tmodloader V.0.9.0.2

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Hey everyone I was wondering if you can give me links to mods that are capable with v0.9.0.2 of tmodloader (For some reason the updated verions make the game lag too much ; my pc is trash) , so if anyone knows such mods or have older versions of current mods (like calamity , thorium and others) please suggest them and try to provide a link or tell me how to get them. I'm trying to make the biggest modpack possible in the v0.9.0.2 of Tmodloader.
Thanks :nursewink::nursewink::nursewink:

Calamity mod-mana boosting items

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Hey guys, I recently used an item which permanently increased my mana by 100 however i forgot what the item was. If you know could you please let me know. The mods that i have installed are AlchemistNPC, Calamity, Thorium and Magic Storage.

How can I enable EAC? (Edit and continue)

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I found a tutorial on the tModLoader github which said: Simply add -eac "$(TargetPath)" to the end of your Post-build event command line.

So i did it, and now how can i use it? Cant find any video. I know something I have to do with the breakpoints, but I can't figure it out. I have to put the breakpoints before i start debugging?

I'am using Visual Studio 2019

cant change keybinds

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when ever I change keybinds it will say none or unbound
with letters like a or b or even alt it will make it I cant click a thing
ive tried changing it in input profiles.json
but mod keybinds dont come up

How many mods is too much?

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I have 20 mods installed, and I'm encountering some issues regarding performance, mainly that it lags a lot and I can't create Large worlds, only Medium and Small., and corrupts the world files quite a lot. The list is down below of the mods that I have installed at the moment I am making this post.

AlchemistNPC
Boss Checklist
Calamity Mod (with the other music mod)
Dragon Ball Terraria
Fargo's Mutant Mod
Fargo's Soul Mod
Infinity - Endless Items
Jojo Stands
JoostMod
Max Stacks Plus Extra...

How many mods is too much?

the thorium mod does not work for me

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when i try enable the thorium mod it comes up with this message

An error occurred while loading ThoriumMod
The mod(s) have been automatically been disabled.
System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.RuntimeModule.GetTypes()
at System.Reflection.Assembly.GetTypes()

does anyone know...

the thorium mod does not work for me

HOW TO GET ANY ITEM FOR FREE IN CALAMITY OR THORIUM MOD

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1. Download cheat sheet from tModLoader mod browser.
2. Download hero's mod from same place.
3. Go onto world and look at the bar at the bottom.
4. Left click on the work bench.
5. Press the M (cycle mod specific items button).
6. Right click on any of the items and enjoy!
(disclaimer!!! You don't have to have the mods enabled in your mod options.)
This isn't fake try it for yourself and enjoy!!!

Damage to the player

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Hello all, it has been about a year since I tried to make a mod for Terraria; and in that time my knowledge of C# has increased, but my remembrance of the API of TModloader hasn't. This might seem like a very silly question, but how would I go about trying to "hurt" the player. Where I need it is close to the end of the script. Its where the comment is.

Thanks in advance for any help you people can offer.

C#:
using System;
using Terraria.ID;
using Terraria.ModLoader;
using...
Damage to the player

Argantium Reborn

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ForumBanner.png


Argantium Reborn adds over 110 items:

- 58 Weapons
- 4 Tools
- 1 Armor Set
- 18 Accessories
- 2 Buffs
- 3 Tiles
- 1 Town NPC
- 5 NPCs
- 1 Pet

...

Argantium Reborn

My Tmodloader keep crashing and sometimes destroying my computer, i need a solution because Tmodloader won't load my world unlike my vanilla Terraria


How do I fix this error? (System.Reflection.ReflectionTypeLoadException)

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So I am getting this error each time I try to enable ThoriumMod and CheatSheet. I am not sure what the cause is. It seems to be only affecting these two mods (I have other mods enabled which my friend also has however he is not experiencing the error). I have tried restarting my game, uninstalling the mods and also temporarily deactivating my firewall to see if that was the cause. None of these attempts worked.

If anyone knows how to fix this error please let me know.

[ATTACH...

How do I fix this error? (System.Reflection.ReflectionTypeLoadException)

Mods in mods folder, but not in Mods List.

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I have been using tModLoader for quite a while, and I have now encountered a problem where when I put a mod into my mods folder, it doesn't show up in the mods list, therefore they do not work. This is happening to mods like Calamity, so it's not faulty on the mod's part. Thanks for any help!

EDIT: Fixed the problem, all I needed was a tModLoader Update

Phantasm modding

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So hey, I'm a modder (Da_Robots Mod)
I want to create a bow which has the properties of phantasm and tsunami.
Can anyone help me with how to create these effects?

World corrupter Backup not loading

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My world suddenly stopped working saying that there is a load fail and after I press the backup button it says it failed and then that's it. My world had a lot of mods like every other world that works without it asking for any backup. I don't have my world on the cloud and I can add it to TEdit without any problems and the world looks how it should look. In my worlds file, there is my world in .wld and .twld but no .bak how it should be. I've created an .bak file copying the .wld and .twld...

World corrupter Backup not loading

Editing vanilla 'use' of items and usage of the 'ItemCheck()'-related methods

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Hello and good day,
I am willing to perform changes of my own to the game and as the title reads, one of the things I want to change is the usage of certain (vanilla) items and their effects.

First of all, I have gone through the game's code and found where are these "usage effects" are defined and executed(ItemCheck() method in Player's class file), but I haven't been able to understand how to approach changing them. I have also tried searching for guides on how to do so, but...

Editing vanilla 'use' of items and usage of the 'ItemCheck()'-related methods
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