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CatchFish -Fixed bug where return value of TileLoader. Slope is ignored -buildIgnore now accepts both slash types for directories -Updated to Terraria 1. Elements public -Made Main. DrawHealthBar public -Made Terraria. DeActive and Wiring. ReActive public -Modded maximum life now displays in character selection. Clone -Fixed bug where "endless" ammo can get prefixes -Fixed bug where modded chest names start out empty -Fixed vanilla bug with DrawData.

ItemIO public -Made all hook calls public -Exception messages now show inner exceptions -Warnings are now hidden from compile error messages and logs -Added tModLoader version information to. Spoiler: Bugfixes -Mods now unload in the reverse order they were loaded in -ModifyHitNPC and ModifyHitByItem for NPCs can now modify damage -Modded items lying in the world now animate at the correct speed -The Extractinator no longer accepts every single modded item ever -Doors no longer cause chaos on servers -Abstract classes are no longer autoloaded -Fixed severe vanilla-CraftGroup-related FPS drop -Word wrap on exception messages and mod info no longer splits up words.

SetDefaults did not change vanilla names and tooltips. Load is no longer abstract. SaveCustomData and ModItem. LoadCustomData hooks -Made tooltips easier to add. Last edited: Jul 27, Azu Retinazer.

Note: I will improve this thread once I make more progress on the ModLoader. This means you can easily make mods that are compatible with other people's mods and save yourself the trouble of having to decompile then recompile Terraria. It is made to work for Terraria 1. My goal for tModLoader it to make it simple as possible while giving the modder powerful control over the game. It is designed in a way as to minimize the effort required for me to update to future Terraria versions.

Once I make substantial progress on tModLoader, I will also become open to everyone's suggestions for more hooks. Note: The documentation is for features I have currently completed. So you can use this to track my progress on tModLoader.

It contains many static fields and methods related to mods and their contents. Fields: public static readonly string ModPath The file path in which mods are stored. Mod sources are the code and images that developers work with. Spoiler: Mod Mod is an abstract class that you will override. It serves as a central place from which the mod's contents are stored.

It provides methods for you to use or override. Properties: public string Name Stores the name of the mod. Currently its only use is to make ModLoader. GetMod work. Methods: public abstract void SetModInfo out string name, ref string version, ref string author Override this method in order to give your mod a name, version, and author.

Here you will call other methods such as AddItem. You should do so through instances of ModRecipe, instead of how vanilla Terraria adds recipes. This method should be called in Load. You can obtain an instance of ModItem by overriding For those of you familiar with tAPI, keep in mind that the internal name and display name are the same thing in tModLoader.

The texture parameter follows the same format for texture names of ModLoader. Because this method is in the Mod class, conflicts between mods are avoided.

Spoiler: ModRecipe This class extends Terraria. Recipe, meaning you can use it in a similar manner to vanilla recipes. However, it provides methods that simply recipe creation. Recipes are added by creating new instances of ModRecipe, then calling the AddRecipe method. Fields inherited from Terraria. Recipe: public bool needsHoney public bool needsWater public bool needsLava public bool anyWood public bool anyIronBar public bool anyPressurePlate public bool anySand public bool anyFragment public bool alchemy Fields: public readonly Mod mod The mod which created this recipe.

Properties: public int recipeIndex The index in Main. Call this after you have finished setting the result, ingredients, etc. Spoiler: ModItem I'll add documentation for this after I get some sleep. Untested in multiplayer. Quick Clear Menu: Use this menu to quickly clear either: items, projectiles or de buffs.

Some features are untested in multiplayer. Vacuum: Left click to vacuum all current items in the world to you. Right click to permanently vacuum items to you until you stop playing or disable. Quick Waypoints: Left click to browse quick waypoints, this currently includes teleport to: spawn, hell, lihzahrd altar, dungeon and a random place. Please note: temple teleport only works if there's a Lihzahrd Altar.

This is programmed to exclude Target Dummies, Banners and Cultist spawned near the dungeon. Spawn Rate Multiplier: Cycle through settings for manipulating a spawn rate multiplier. Spawn limit also affected Fun for a challenge.

LightHack: See through the darkness. Next Update: Event Manager: Start or stop all events. Next Update: Boss Downer: Allows you to set various bosses as defeated in the world. Mod Extension Cheats: Any cheats added by other mods will appear here. See the mod thread for info on how to add your own cheat buttons. More tools will be added over time. Your input is highly appreciated, which you can leave by the Cheat Sheet forum post. There are also tools to "paint" tiles to make building easier and faster.

There are several other items such as infinite ammos, craftable instant builds for common world infrastructure like skybridges, obsidian underworld bridges, hellevators, unlimited potions, increased spawn rates toggle item, and more! Show the boss' head icon. Kinda supports non-standard bosses. Customised health bar graphics for some bosses.

Support for hamstar's Mod Helpers mod. Credits Flashkirby99 - I am making this mod. SmallHealthBars false force all health bars to use the small frame. HealthBarDrawDistance maximum distance away from a boss health bars will be drawn for. HealthBarFXShake false enable shaking when a boss takes damage. Preference mostly.

Barack Obama Ross' one has more customisation, whereas this one is more silly effects. HealthBarFXChip true show the amount of damage dealt over a per. This mod offers a solution to storage problems once and for all. It allows you to construct a central network to store all your items, that you can access from one single block. If desired, you can even set up multiple access points to use your storage from anywhere in the world.

You can search your storage for items with a certain name, filter by item types, etc. The magic storage can even craft items for you! The magic storage scales as you progress in your playthrough. It is accessible very early in the game, but with limited power. All 93, Steam Purchasers 0 Other 93, All Languages 93, Your Languages 64, Customize.

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