tModLoader

tModLoader

tPackBuilder
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Last edited by Paul44ur; 20 Mar @ 8:48am
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Showing 1-15 of 36 comments
nameless 19 Mar @ 5:16am 
XD
Paul44ur 19 Mar @ 9:01am 
This Discussion Will work as a help forum
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PLMMJ 20 Mar @ 12:03am 
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 @ 8:47am 
Originally posted by 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  [developer] 20 Mar @ 2:10pm 
Originally posted by 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  [developer] 20 Mar @ 2:10pm 
Originally posted by 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!
Originally posted by Nycro:
Originally posted by 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 @ 9:16pm 
How do i set the library up properly?
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 @ 5:28am 
Originally posted by 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
Originally posted by Paul44ur:
Originally posted by 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 @ 6:29am 
Originally posted by tokkiwageubo:
Originally posted by 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 @ 6:31am 
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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