V0.11.6.1 (Unstable): Windows | Mac | Linux More recent past version downloads can be found on Github: Releases To install someone else's mod, simply copy the. To distribute a mod, once you have built it, click on the "Mods" button in the main menu, then click on the "Open Mods Folder" button. Detailed instructions can be found here: Standalone - tModLoader - A Modding API In this case, you will have to pre-compile your mod (see documentation on build.txt for more info). If you are using Mac/Linux, it is possible that your mod will fail to build, no matter what you do. Mods are automatically enabled when they are built. Mods that crash on loading are automatically disabled. If the game crashes or a mod fails to load, the game will display the error and also give you the option to view the error as a text file. If the mod successfully builds you will be returned to the main menu. If the mod failed to build, the game will show you one compile error, and give you an option to view all compile errors as a text file. When you are done, build your mod from the "Mod Sources" menu. In this folder, create another folder for your mod, then put all of your. Click on the "Mod Sources" button in the main menu, then click on the "Open Sources" button to open the folder which contains your mod sources. Discord is the best place to ask for support. Please don't email me, I almost never check my email. Feel free to either suggest hooks or push hooks to Github (link in a later section). tModLoader is designed in a way as to minimize the effort required for us to update to future Terraria versions. A secondary goal is that anyone who works with tModLoader enough will be able to make their own standalone mods. My goal for tModLoader it to make it simple as possible while giving the modder powerful control over the game. wld files, so you can also port modded players and worlds back to vanilla at the cost of losing your modded stuff. Modded content is saved in files separate from. Vanilla worlds and players can be ported to tModLoader worlds and players simply by copying over save files. tModLoader saves worlds and players separately from vanilla worlds and players. This means you can easily make mods that are compatible with other mods, save yourself the trouble of having to decompile and recompile Terraria.exe, and escape from having to understand all of the obscure "intricacies" of Terraria's source code. ![]() Third-party dedicated servers should also now finally work, using the modpath option in the server config file.Įdit: One more thing.TModLoader is essentially a mod that provides a way to load your own mods without having to work directly with Terraria's source code itself. This update also brings a few miscellaneous hooks, fixes some annoying bugs (Thorium worlds should now have no problem generating), and even has a few hooks for 1.3.2.1 features. ![]() Added support for alternate ModNPC texturesįirst of all, sorry for how long it took to update to 1.3.2.1 I've had frustratingly little free time for the entire week.Īnyways, this update brings the much-awaited biome hooks! It should now be fully possible to create your own biomes, ranging from small things such as granite to more large-scale things such as the corruption. Fixed world generation bugs involving modded tiles Fixed bug where music boxes cannot record custom music Disabled buggy hotbar scrolling during auto select Added modpath option for dedicated server config Added ModifyZoom and ModifyScreenPosition hooks Added clientClone, SyncPlayer, and SendClientChanges hooks for ModPlayer Added PostDrawInterface, PostDrawFullscreenMap, and PostUpdateInput hooks Added support for custom saplings, trees, palm trees, and cacti Added support for custom water and waterfall styles
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