tModLoader

tModLoader

Syla's Resource Pack Library
27 Comments
Potat369 4 Jul @ 3:22pm 
Source code?
Lion8cake 26 Jun @ 12:11am 
Is it possible to weak reference this mod? I'd like to implement support for this but I don't necessarily want my mods relying on it at all times
TheWalterHubb11 25 Mar @ 7:26pm 
when we getting support for this
Tetriscat66  [author] 22 Mar @ 7:52pm 
I'm not sure if there's a good way to search for other mods that use this (if someone knows of a way please correct me it'll be very helpful to know). The ones I made that work with it are Summoner UI and Encumbering Stone Whitelist. If I find any other mods that other people made that use this and if I remember to I'll add the names of them here.
beau099 22 Mar @ 9:29am 
What are mods need this mod to function?
ENDGAME 10 Mar @ 9:24pm 
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Deigo Monsarino 9 Mar @ 5:33am 
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Potato Destruction 25 Jan @ 2:15pm 
░███████ ]▄▄▄▄▄▄▄▄ - - - FIGHT AGAINST BOB AND DOGE AND SAVE STEAM!
▂▄▅████████▅▄▃▂ COPY AND PASTE TANK TO JOIN WAR!
I███████████████████]
◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤
3footall 12 Dec, 2024 @ 10:09am 
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
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3footall 12 Dec, 2024 @ 10:09am 
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP
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Zyalk 14 Aug, 2024 @ 6:48am 
░███████ ]▄▄▄▄▄▄▄▄ - - - FIGHT AGAINST BOB AND DOGE AND SAVE STEAM!
▂▄▅████████▅▄▃▂ COPY AND PASTE TANK TO JOIN WAR!
I███████████████████]
◥⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙◤
filipvadan 12 Jul, 2024 @ 8:07am 
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░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP
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Tetriscat66  [author] 2 Jul, 2024 @ 4:07pm 
I was looking into the game's code and it looks like for SoundStyle's GetRandomSound(), it's getting a SoundEffect (Microsoft.Xna.Framework.Audio) with ModContent.Request<SoundEffect>(SoundPath, 1);. You might be able to do resource pack modifiable audio currently, but I'm not completely sure. If you want to try, look into Terraria.Audio's ActiveSound, SoundEngine, and SoundStyle, and if you can, Microsoft.Xna.Framework.Audio's SoundEffect and SoundEffectInstance. You can see how they do it and see if it's doable if you want to try. I might try as well at some point, and if I can I'll make an easier way to do sounds since this way (if it even works) is complicated
Pasta La Vista 2 Jul, 2024 @ 2:22pm 
Okay, I'm guessing after playing around with this for a while that SoundStyle is not supported by the mod. Assuming that I'm not wrong about this, I will put my plans on integrating this mod on hold until it is supported.
Pasta La Vista 2 Jul, 2024 @ 1:26pm 
Aha! That did the trick, thank you very much!
Tetriscat66  [author] 2 Jul, 2024 @ 1:13pm 
tModLoader has a cross mod content guide. This section should make it work (the steps might be different if using vs code instead of vs community, but should be similar I think), but if not let me know and I'll see if it's a problem on my end: https://github.com/tModLoader/tModLoader/wiki/Expert-Cross-Mod-Content#visual-studio-steps
Pasta La Vista 2 Jul, 2024 @ 7:30am 
Is there something particular that needs to be done in order to inherit from the ResourceLoader class? VS doesn't seem to recognize it nor the "using SylaResourcePackLib;" namespace, but it does recognize them when I downloaded and extracted your Encumbrance Stone Whitelist mod, but I cannot figure out what is making the difference.
darkmaster472 26 Jun, 2024 @ 2:30pm 
Holy shit, if this takes off it could be a really big thing for the game.
Yulia11 25 Jun, 2024 @ 12:57am 
Any plan for your mods to be integrated inside of Tmodloader and eventually a dedicated section of the workshop? Also do consider adding a quick button to visit the location of resource packs in file browser.
Tetriscat66  [author] 24 Jun, 2024 @ 9:10am 
This mod doesn't do anything on its own. It's intended for mod developers to use with their mods. Instead of the normal way of having getting the textures to draw in game, this mod has another way to get the textures which will first check if any resource packs should replace the texture, and if not, will use the default texture like the normal way would. Otherwise, it will use the texture from the resource pack. In order for resource packs to work with mod textures, mod developers need to use this way of getting the textures, as using the normal way will make the textures unable to be changed
Tetriscat66  [author] 24 Jun, 2024 @ 8:59am 
Calamity Mod doesn't implement it, it only works if another mod has this one as a dependency. I might be able to make another mod that can change other mods' textures, but it would be limited in what it can change (it would probably just be the base item, projectile, and npc textures, anything extra that is drawn on those items, projectiles, and npcs, such as glowing sections, wouldn't be able to be changed). I don't know if I'd be able to get that working, but I can try later if I don't forget. For this mod though, currently the only mods that use it are my Summoner UI and Encumbering Stone Whitelist mods, I don't think anyone else has made a mod using this one yet
刘畅-x64 24 Jun, 2024 @ 8:14am 
ohhh like that I can change calamity mod textures?
Tetriscat66  [author] 24 Jun, 2024 @ 8:05am 
This mod doesn't do anything on its own, but with other mods that use it, it allows you to make resource packs that change mod textures
刘畅-x64 24 Jun, 2024 @ 6:16am 
idk what this mod do but i downloaded it, amazing module 10/10
Tetriscat66  [author] 20 Jun, 2024 @ 6:28pm 
If looking at an example helps, I’ve posted an example resource pack for one of my other mods (which includes source code so you can look at the entire mod’s folder layout too if that also helps). This is the link to the pack: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3269614131
Tetriscat66  [author] 20 Jun, 2024 @ 5:59pm 
Yes. For texture replacement, follow the same folder layout as the mod, and instead of a Content folder like vanilla use ModContent. The only difference from vanilla at the moment is that mod textures will only change when you join a world or when you reload mods. I’m hoping I figure out an easy way to fix that at some point (there isn’t a good way from what I can tell to figure out when resource packs are reloaded)
Yulia11 18 Jun, 2024 @ 8:42am 
So this means we can use texture pack in the same manner as vanilla, assuming the mod supports it, to replace textures? No need to compile, just pack the sprites using the right name?