T mod launcher download






















This release fixes that. We are hard at work on updating tModLoader for 1. In the meantime, we've had an amazing amount of contributions fixing issues in the current tModLoader based on Terraria 1. Skip to content. Star 2. Releases Tags. Read the manual install instructions If you haven't updated to Terraria 1. Fixes Fixed steam invite joining Updated the mod load error message to be less sensitive to version number differences New download link for v45ReferenceAssemblies.

Thanks Zeph for your support. Assets 11 ExampleMod. Fixes Updated GOG install verification. Update Brazilian Portuguese Localization. Thanks Pixelnando. Assets 10 ExampleMod. Thanks naakaamura Example Minecart. Thanks LawnmowerKing. The app also lets you easily change your appearance and game mechanics, among several other options. The app is beginner-friendly and features a range of options that let you customize the in-game experience.

A free Android emulator for Windows. Easy editing of your personal memories. What is TLauncher? Is TLauncher beginner-friendly? What are the features of TLauncher? Does TLauncher actually work? Our take TLauncher download for Windows is one of the best alternatives for playing the Minecraft game. Should you download it? 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. Click to expand Glad to see someone working on this! The main reason I put up an upload today is that thanks to my vacation, I will be unable to upload anything for an entire week.

I will return on July 15, but hopefully I will be able to keep checking on here to see any feedback or bugs. Also note that the next version will have a vastly improved interface. I will admit the current interface kind of sucks; that's what happens when I rush too much. Croc Eye of Cthulhu. Im now confused Steam Workshop is planned, but won't be part of the initial release. System Requirements Windows. Minimum: OS: Ubuntu Recommended: OS: Ubuntu See all.

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