I'd just like to point out that when I used dirt blocks for the recipe (To test the weapon) I could compile the mod just fine. c:/Users/Nicolas/Documents/My Games/Terraria/ModLoader/Mod Sources/TestMod/Items/Weapons/BladeOfTheElements.cs(37,41) : error CS0117: 'Terraria.ID.ItemID' does not contain a definition for 'BladeOfTheForest' Hola a todos xd, les traigo un video rapidito de como solucionar el error de tmodloader y/o terraria de que no se encuentra el directorio de steamVerán como. Recipe.AddTile(TileID.Anvils) //Where is it made? Work bench, anvil, water? etc (Use worck bench for testing)Īll the blades in the crafting recipe at the bottom are from my mod but I get this error when I try and compile my mod:Īn error occured while compiling a mod. Recipe.AddIngredient(ItemID.BladeOfTheDemons, 1) Recipe.AddIngredient(ItemID.BladeOfIce, 1) Mod Sources now hidden until developer mode is enabled -Localized menus should now fit inside menu buttons -Load errors are now more informative and provide more options -SteamID. Recipe.AddIngredient(ItemID.BladeOfTheForest, 1) //What do you need to craft the item? (Use 1 dirt block for testing) TML expands your Terraria adventures with new content to explore created by the Terraria community.
Public override void AddRecipes() //How do you craft the item? Item.shootSpeed = 6f //Speed of the projectile Item.shoot = mod.ProjectileType("BladeOfTheElementsProj") toReuse = true //If it's a sword can it autoswing? Item.value = 100000 //How much does it sell for? 100 = 1 Silver
That’s all you need to know about How to Fix Terraria. This should fix the error, and you must now be able to play the game without any issues whatsoever. Right Click on the game and click on Properties. Item.knockBack = 4 //The knockback of the item Go to Real-time Protection and disable it. I have plans to make the modloader have an extension in add-on version ie several cars that you want in a single. eStyle = 1 //How is the item used? 1 is sword Modloader is simply a single file that will replace the work of the mods folder that OpenIV uses to create, but at least the update.rpf needs to be created in the mods folder, it has no way :D, for now. eTime = 23 //How fast is the item? How fast does it swing or shoot? Item.toolTip = "A blade containing the power of Fire, Ice and Forest" //Item Description Item.crit = -46 //Crit chance of the weapon Item.damage = 26 //Sword damage - Damage is x2.5 - 43 here = 109 in game Item.name = "Blade Of The Elements" //Sword name Public class BladeOfTheElements : ModItem This is the item that uses something from my mod: using System So I am making my own Terraria Mod but I have one problem which is that when I use one the the items from my mod in a crating recipe for something else in my mod it gives me an error.