tModLoader

tModLoader

tPackBuilder
Paul44ur 17. mar. kl. 16:49
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Sidst redigeret af Paul44ur; 20. mar. kl. 8:48
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bruh
nameless 19. mar. kl. 5:16 
XD
Paul44ur 19. mar. kl. 9:01 
This Discussion Will work as a help forum
You Ask we Answer
PLMMJ 20. mar. kl. 0:03 
How much C# would I need to know to competently work with this thing? I already have a good enough understanding of JSON.
Paul44ur 20. mar. kl. 8:47 
Oprindeligt skrevet af PLMMJ:
How much C# would I need to know to competently work with this thing? I already have a good enough understanding of JSON.
You need to know the Basics and not much more. You will learn with error.
I'm playing with a mod that swaps the evil biomes for new ones, and I am unable to craft the Magical Storage upgrades due to the lack of crimtane and demonite. Is there any way to use this mod to create alternate recipes using the modded bars without overriding the original recipes?
Purple Crayon Muncher  [udvikler] 20. mar. kl. 14:10 
Oprindeligt skrevet af PLMMJ:
How much C# would I need to know to competently work with this thing? I already have a good enough understanding of JSON.
Essentially none. You need to have Visual Studio installed to be able to actually work with your mod, but creating a default project from within tMod should suffice just fine. Check out the GitHub docs!
Purple Crayon Muncher  [udvikler] 20. mar. kl. 14:10 
Oprindeligt skrevet af CosmicCrafter707:
I'm playing with a mod that swaps the evil biomes for new ones, and I am unable to craft the Magical Storage upgrades due to the lack of crimtane and demonite. Is there any way to use this mod to create alternate recipes using the modded bars without overriding the original recipes?
Currently no, but this is a good feature idea! Expect this in the future!
Oprindeligt skrevet af Nycro:
Oprindeligt skrevet af CosmicCrafter707:
I'm playing with a mod that swaps the evil biomes for new ones, and I am unable to craft the Magical Storage upgrades due to the lack of crimtane and demonite. Is there any way to use this mod to create alternate recipes using the modded bars without overriding the original recipes?
Currently no, but this is a good feature idea! Expect this in the future!
I am looking forward to its introduction, especially with how simple replacement has been made.
ND2009 21. mar. kl. 21:16 
How do i set the library up properly?
tokkiwageubo 22. mar. kl. 5:25 
i tried it out and it doesn't seem to work for me, I've checked the code and it's the exact same in the github, same name, commas, apostrophes, colon. i put it in the MyGames/Terraria/tModLoader/Mods, is that the correct location? i also tried putting one in the modpack but it didnt work either
Paul44ur 22. mar. kl. 5:28 
Oprindeligt skrevet af tokkiwageubo:
i tried it out and it doesn't seem to work for me, I've checked the code and it's the exact same in the github, same name, commas, apostrophes, colon. i put it in the MyGames/Terraria/tModLoader/Mods, is that the correct location? i also tried putting one in the modpack but it didnt work either
Please Read the Instructions Here https://github.com/bereft-souls/bereft-souls/blob/master/src/PackBuilder/docs/Recipes.md
tokkiwageubo 22. mar. kl. 5:53 
Oprindeligt skrevet af Paul44ur:
Oprindeligt skrevet af tokkiwageubo:
i tried it out and it doesn't seem to work for me, I've checked the code and it's the exact same in the github, same name, commas, apostrophes, colon. i put it in the MyGames/Terraria/tModLoader/Mods, is that the correct location? i also tried putting one in the modpack but it didnt work either
Please Read the Instructions Here https://github.com/bereft-souls/bereft-souls/blob/master/src/PackBuilder/docs/Recipes.md

Firstly, I just wanna say that the JSON file is definitely 100% correct because I downloaded the example file from GitHub, so there hopefully shouldn't be any errors. Currently, I think the problem for me is the location of the file I should put it.

It says "tPackBuilder will search your mod's files for any .recipemod.json files. Each of these files acts as a sort of "rule", which defines which recipes you want to change, and how you want to change them. You can add multiple .recipemod.json files to your mod's folder and each one will be applied individually."

So that's what I did, it is definitely in the mods file under tModLoader. It's inside the Mods file, and it is alongside a folder named "ModPacks" and enabled.json. I tried other files, I put it inside the ModPacks file, and in the tModLoader files, I put it in the ModConfigs folder and the ModSources folder as well, but none of them worked too.

Do I access this through the Develop Mods section in the menu of Workshop in tModLoader? And that meaning I need to have Visual Studio installed? I know the description of the GitHub says I can use Visual Studio text editor, but I don't know if it means that I have to download Visual Studio so this can recognise the JSON file.

I did my best to be as thorough as possible and use proper grammar to be as concise as possible, hopefully I don't come across as condescending or rude. I would just like some help, please.
Paul44ur 22. mar. kl. 6:29 
Oprindeligt skrevet af tokkiwageubo:
Oprindeligt skrevet af Paul44ur:
Please Read the Instructions Here https://github.com/bereft-souls/bereft-souls/blob/master/src/PackBuilder/docs/Recipes.md

Firstly, I just wanna say that the JSON file is definitely 100% correct because I downloaded the example file from GitHub, so there hopefully shouldn't be any errors. Currently, I think the problem for me is the location of the file I should put it.

It says "tPackBuilder will search your mod's files for any .recipemod.json files. Each of these files acts as a sort of "rule", which defines which recipes you want to change, and how you want to change them. You can add multiple .recipemod.json files to your mod's folder and each one will be applied individually."

So that's what I did, it is definitely in the mods file under tModLoader. It's inside the Mods file, and it is alongside a folder named "ModPacks" and enabled.json. I tried other files, I put it inside the ModPacks file, and in the tModLoader files, I put it in the ModConfigs folder and the ModSources folder as well, but none of them worked too.

Do I access this through the Develop Mods section in the menu of Workshop in tModLoader? And that meaning I need to have Visual Studio installed? I know the description of the GitHub says I can use Visual Studio text editor, but I don't know if it means that I have to download Visual Studio so this can recognise the JSON file.

I did my best to be as thorough as possible and use proper grammar to be as concise as possible, hopefully I don't come across as condescending or rude. I would just like some help, please.
You need a Program to edit the Jason File
Paul44ur 22. mar. kl. 6:31 
It is important to note that this is an external program witch is not accessed from tmodloader itself.
It is a Registry Editor tool for wich you can use any program that can interact and Change JSON Files
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