tModLoader

tModLoader

Mod Extractor
46 Comments
Combo_pyro_main 22 hours ago 
thx
i am a piece of bread 27 Feb @ 8:56pm 
oh, if that's the case then yea it gets the dll
Destructor_Ben  [author] 27 Feb @ 4:49pm 
Do you have the config option for it enabled? Also it extracts the DLL not C# source files
i am a piece of bread 27 Feb @ 3:38am 
extracting doesn't get me a mod's code, only the textures
Destructor_Ben  [author] 31 Dec, 2024 @ 2:36pm 
I think tModUnpacker works for 1.3
billyredhair 31 Dec, 2024 @ 9:50am 
I would love a 1.3 version, it would be awesome for third parties to port abandoned 1.3 mods to 1.4
yeah 23 Aug, 2024 @ 1:10am 
me extracting this mod
Destructor_Ben  [author] 27 Jun, 2024 @ 3:49am 
this mod isn't needed much anymore, tML has made it so all mods can have their code extracted, the only use case for this is for resources like textures to be extracted
Destructor_Ben  [author] 25 May, 2024 @ 5:13pm 
uh oh, ill have to look into it.
Lilyy 25 May, 2024 @ 12:53pm 
oops actually it doesn't work anymore unfortunately
Lilyy 25 May, 2024 @ 12:47pm 
thank you so much for this!! the fact closed source software even exists is such a joke
alox 17 Apr, 2024 @ 8:34pm 
ok, thanks :steamthumbsup:
Destructor_Ben  [author] 17 Apr, 2024 @ 8:26pm 
I think you can use a texturepack for this. If not, you will need to take the extracted calamity mod, put it into the ModSources folder in the tML folder, edit the build.txt to add [code]noCompile = true[/code], then replace the textures you want to, then build the mod in the mod sources menu in tml. Probably better to ask on the tML discord (https://discord.gg/tmodloader) , since other people have probably done this before
alox 17 Apr, 2024 @ 3:43pm 
Hello, sorry, I'm new to this and the thing is that I changed some Calamity textures to play with my brother, but now how do I put them into the game? please, It took me a lot to make those textures :(
Destructor_Ben  [author] 5 Dec, 2023 @ 4:31pm 
👍🏻
Pannoniæ 5 Dec, 2023 @ 7:09am 
Please update the description, Cal only hides the resources now, not the code
Destructor_Ben  [author] 8 Oct, 2023 @ 4:49pm 
I'll have to check
Denver 7 Oct, 2023 @ 5:15pm 
Does this work properly after the october update? Using it to try to fix a mod for myself, and it isn't extracting the code despite the toggle
Doc 18 Sep, 2023 @ 8:41am 
"or modders wanting to add cross-mod support or people wanting to use mods as a learning resource." read motherfucker READ
Destructor_Ben  [author] 7 Sep, 2023 @ 12:31pm 
Yea
Joker 6 Sep, 2023 @ 3:09pm 
okay that actually looks like a nightmare to get working after reading through that
Destructor_Ben  [author] 2 Sep, 2023 @ 4:46pm 
If you are referring to code that is private or internal for example, then unfortunately no. However, you can use reflection, which is a way to get and use fields, properties, methods, and classes by their names, to get the content instead, though it is difficult to get working sometimes. More info: https://github.com/tModLoader/tModLoader/wiki/Patching-Other-Mods-Using-MonoMod#bonus-example-il-editing-using-only-weak-references-and-reflection , there is also a lot of valuable information in the expert section of the tModLoader wiki.
Joker 2 Sep, 2023 @ 3:10pm 
calamity for some reason doesnt have a inaccessible due to its protection level
Joker 2 Sep, 2023 @ 2:33pm 
can it help allow things like protection code to be used out side of said mod (like example fargos soul's bosses downed code which I am trying to create a mod that has alternate bosses to fight over the soul's bosses but it says its protected locked)
Destructor_Ben  [author] 4 Aug, 2023 @ 3:04pm 
Yeah, if you extract a mod you can get the .DLL containing the code, then reference that in a new mod to use it’s content. More info here: https://github.com/tModLoader/tModLoader/wiki/Expert-Cross-Mod-Content
Joker 4 Aug, 2023 @ 9:26am 
does this allow you to see the mods things like block/item ids to help make a custom texture that replaces said items/blocks or use said items/blocks from another mod. for example a gun that shoots projectiles from another mod?
Destructor_Ben  [author] 29 Jul, 2023 @ 4:12pm 
Learning resources + mod compatibility, it says in the description.
cyberjoke 29 Jul, 2023 @ 3:41am 
if you dont want people to pirate mods with this tool, then whats the point of using it???
professional clown 14 Jul, 2023 @ 12:58am 
@AwesomeSavage77, VirusTotal says this file is a trojan. are you sure it's safe to use?
Destructor_Ben  [author] 13 Jun, 2023 @ 4:02pm 
what mod are you using it on and can you send me a zip file of what it extracted + logs on the discord server?
Айри Гуль 13 Jun, 2023 @ 2:47am 
but it extracts without code, it's complete nonsense and not a mod
Destructor_Ben  [author] 11 Jun, 2023 @ 4:44pm 
you should just have to open a mods info menu then click extract
Айри Гуль 10 Jun, 2023 @ 10:33am 
how to use it, I installed the mod and turned it on in the game, what's next?
Magma! 14 May, 2023 @ 2:44am 
This is illegal lmao remove it
Quankruger 10 May, 2023 @ 7:16am 
Seems like a pretty cool tool. I hope it can help for more cross mod support on the workshop! Thanks!
Azzy_Asurazariel 6 May, 2023 @ 9:14pm 
Also in terms of fixing mods make sure you post a link to the original mod and explain that yours is "Unofficial with fixes or changes not necessarily approved by mod dev"
AwesomeSavage777 19 Apr, 2023 @ 12:59pm 
For anyone who cares, I have found an alternative to this mod, which doesn't need to be loaded in the game and works with 1.3 mods: https://github.com/IVogel/tModUnpacker/releases . The one downside is the bugs, but if there is a bug that is a problem with a 1.4 mod, use this mod instead of the program I linked. The program that I linked can also be used to extract dead and long dead mods, so one can revive them, revive some of their content, or just use long lost, highly unknown, or highly sought after code in their new era mods. You will still need to extract the mod's .dll file, and for 1.3 mods, there are 2 .dll files, either one can be extracted, but [mod name]FNA.dll is the better one 95% of the time. XNA.dll should only be extracted for very old mods, when it is the only one.
AwesomeSavage777 19 Apr, 2023 @ 12:58pm 
DO NOT PLAGIARIZE PEOPLES' CODE FOR OR BY ANY REASON, UNLESS IT IS THE ONLY WAY TO CODE SOMETHING, OR IF THE ORIGINAL CREATOR DOESN'T CARE, AND IF REMAKING A MOD, ASK THE ORIGINAL CREATOR IF YOU CAN DO SO. IF THEY SAY NO, THEN THE ANSWER IS NO, THE EXCEPTION TO THIS IS IF THEY ARE NEARLY IMPOSSIBLE (OR HARDER) TO REACH, OR HAVE LEFT THE TERRARIA COMMUNITY A WHILE AGO. ONLY REVIVE CONTENT IF IT IS/WAS FULLY DISCARDED BY THE ORIGINAL CREATOR, IF THE ORIGINAL CREATOR DOESN'T CARE ABOUT IT, OR IF THE ORIGINAL CREATOR HAS LEFT THE COMMUNITY OR THE INTERNET ENTIRELY.
andro951 23 Mar, 2023 @ 8:52pm 
Ty for a way to see Calamity code so I can make my mod more compatible. <3
dezelda 5 Feb, 2023 @ 4:18am 
you are my hero bro
Destructor_Ben  [author] 22 Jan, 2023 @ 4:17pm 
You should just be able to enable the mod, open the mod info menu for Calamity, then click extract. Also, make sure extract code and/or extract resources is enabled in the config.
professional clown 29 Dec, 2022 @ 9:43pm 
i could use it for the same deeds
Destructor_Ben  [author] 29 Dec, 2022 @ 1:46pm 
I don't know about legality, but I know that it wouldn't be considered "ethical" and I would have to take it down if the tML devs asked to, since I'm guessing the reason mods can hide their code is so they aren't copied, though that doesn't make that much of a difference, since you can always reupload the existing mod file. I mainly made this for personal use, but decided to publish it in case anyone else was stuck making something and wanted reference for how to make it (I used Calamity as a reference for how to make fancy swords like the Exoblade.)
professional clown 29 Dec, 2022 @ 3:10am 
is this legal?
Destructor_Ben  [author] 20 Nov, 2022 @ 7:05pm 
Don't think so, but I only got into tML in 1.4, so I'm not really qualified to talk about it
tanunm 20 Nov, 2022 @ 1:00am 
is there a way i can view the hidden contents of a mod that was available in Tmod 1.3