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tModLoader News

tModLoader for Terraria 1.4+ Launch

Today we are changing the default tModLoader on Steam to the Terraria 1.4+ version. As you might know, we have had 1.4 tModLoader as an option on the Betas menu for quite some time as we've worked on new features to make modding and playing on 1.4 tModLoader a pleasant experience.

The current 1.3 version will still be available on Steam, you'll just need to select 1.3-legacy in the steam betas menu. We expect many of you will want to use this option until you finish your current playthrough of the game.

Please do not expect to be able to switch to 1.4 and continue using all the same mods you are currently using on 1.3. Many mods have unfortunately been retired, or otherwise have not yet been updated to 1.4. However, our workshop is already blooming with mods, and many relatively small & popular missing mods have already had alternatives created for them.

Click here to browse tModLoader's Steam Workshop right now.

[h3]1.4 tModLoader is still in active development[/h3]
Although 1.4 tModLoader is now leaving the Alpha stage, we'd like to reiterate that it still remains in active development, with a continuous release cycle bringing new breaking changes on the 1st of each month. We have a system in place for actively maintained mods to continue working seamlessly as each month's update arrives, but that requires the modders to stay on top of updating their mod if required within the designated time period at the end of each month. More information on the modder maintenance workflow can be found in the following announcement:
https://store.steampowered.com/news/app/1281930/view/3189118991325681723

[h2]Beta Branches[/h2]
To summarize, here are the available options:
default - This is the 1.4 version that we expect players to use
1.3-legacy - This is the latest 1.3 version. We expect many will want to use this if they are currently playing through the game.
1.4-preview - This branch contains upcoming changes. This is where we test new features. This is also where modders need to publish their mods during the last 10 days of the month if needed.

[h2]Twitter[/h2]
Feel free to follow tModLoader on Twitter, there will be occasional announcements and posts to showcase the amazing mods which are being worked on:
twitter.com/tModLoader

[h2]Our Lovely Contributors[/h2]
As any open-source project, the majority of 1.4 tModLoader was made possible thanks to volunteers.
Our sincere gratitude and appreciation go to the following people, who have contributed to tModLoader since Terraria: Journey's End's release day:
direwolf420, Chik3r, ExterminatorX99, ThomasThePencil, Itorius, Steviegt6, Rartrin, Agrair, Ishigh1, DarkLight66, DarioDaF, kittenchilly, Dual-Iron, MrSlimeDude, sgkoishi, OliHeamon, RighteousRyan1, Igmc, NotLe0n, Pixelnando, daim03, fakelag, andrewlord607, pollen00, einarmo, Setnour6, MutantWafflez, Ozzatron, Antirhinnum, CriddleZap, jackbondpreston, Pbone3, ModernMAK, Crapsky233, absoluteAquarian, rjmarzec, ubnt-intrepid, ScalarVector1, Pacnysam, Falcon-05, staticfox, JPANv2, Nyrest, Naginif, D1plex, georgewoodall82, Tyfyter, zzp198, SpencerDawg, RunningDroid, Trivaxy, SadOnion, miarodri, sdegueldre, JamzOhJamz, Ved-s, BarteQ778177, Lumelore, RuneZhevitz, Dinoxel, jjohnsnaill, xKirtle, MikhailMCraft, terrynmuse, hannest03, Fatiz, Valjean42, TomaszOleszko, Rijam, IbanPlay, Fragstiller, S-Pladison


[h2]Our Lovely Supporters[/h2]
We haven't said this enough, and today seems like the perfect opportunity:
Thank you to the following people who have supported us on Patreon in the last 5+ years, allowing us to dedicate more time to tModLoader's development & maintainment.
You're all truly wonderful!
Andrew Spinks, orian34, dinidini, Glorpy, Elfinlocks, Andrew Nelson, POCKETS, Tantamount, SheepishShepherd, Neuron, BlackHackedGhost, Jeremy Weeks, Amanda Oczkowski, Anay Patel, jjgaming2006, Hunter Amelink, Andreas Østergaard Nielsen, Voiceline, Ray Gibbs, Nike62, Vamist, Patcheresu, Barbara Stone, Meadow, Invelios, AetherBreaker, xbit, Jim Harrington, Toni Stache, Peanutbutta187, Crepe, Panini, Linus, Raphael, englishmuffins10, Hao Wu, Soft Scratch, Steptimus Heap, - Neo -, Corniflex, Ranarrr, Rictor86, Cybernetic, TreeZenDE, Waasephi, Brachiaraidos, Clayton Dorsey, Joesph Dasilva, Jared, Ryan, Neels, AlejandroAkbal, ItsFrosty, tooSlyk, Rdforzer, Andrey, MyTea, absoluteZero, Geog, Zephy, Dog toi Boi, Coolmike5000, qwerty123, Robert Lowe, Rose Malone, Eddiero, xAqult, Wertfuzzy77, Damon Schopen, An IRL Rabbit, Chris Book, Mujtba Alsuwaii, Cidericus, Jeff Butterworth, OmniObserver, Austin Paxton, Alexander, Kirby26, Max McKinney, Samanosuke Akechi, bill, Malte Bjuggfält, Drew, Mello, Scott Reismanis, Justin Mercer, Paper Luigi, Steven Stitz, Josh Nadolski, Tsuniyono Zets, Aviatorskylark, Rebecca Brown, Leonardo Vidal, Kirtle, Syrinx Harmodios, Jacob Roper, Tomat (Stevie), Captain Meliodas, Darcy Owens, Chris Cheeseman, eltaro, Derp Duck, Rogierd, Joe Day, VolcanicMG, Randal Bradakis, Florian, HasteReapr, 追魂祥云


Frequently Asked Questions


[h3]How do I switch to back to 1.3 tModLoader?[/h3]
1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select '1.3-legacy' in the drop-down menu on top;
3. Close the window. You don't need to type any passwords!

[h3]How do I switch to 1.4-preview versions?[/h3]
You might've already guessed.
Follow the steps listed above, but select '1.4-preview' on the second step instead.

[h3]I'm a GOG user! Where do I download TML?[/h3]
Hello GOG user!
See our Github Releases for manual TML downloads.
And if you want a preview build - see our Github Actions instead, and download 'Release Build's at the bottom of the latest artifact's page.
Note: Downloading preview Github Actions builds will require logging into Github.

[h3]When will TML be 64-bit?[/h3]
It's already 64-bit!
Specifically, it's what's called AnyCPU, but we currently only ship x86_64 natives. In addition to TML being made 64-bit-capable, it has been made to run on a ten years newer runtime (.NET 6+), far newer versions of a better game framework (FNA instead of XNA), and we've even unified what would've been 6 Windows/Linux/Mac Client/Server builds into just one portable release that can be run on every Desktop OS. Together, all of this yells: performance, consistency, stability, possibilities, and comfort.

[h3]I have a 32-bit OS, will it be supported?[/h3]
Sorry, but not yet. We've had plans to re-add support for 32-bit Windows systems in June's stable update, but didn't make it in time, so it'll arrive later either this month, or in July.

[h3]Why was this delayed?[/h3]
It happens.
Here's a chicken.
:SBchicken:

TML 2022 June Stable Update

We've done tons of TML work in May, and June's Stable release is now here to bring that to you.

Changes' Highlights

The following is a list of the most noteworthy pull requests and commits that have been pushed to 1.4-preview in May, and are now available on the 1.4-stable branch.

[h3]tModPorter by Chik3r and Chicken-Bones[/h3]
Summary:
tModPorter has now been added to tModLoader as an official module on 1.4 preview. It will see more updates over the next while, but it is now at a reasonable release point.

tModPorter itself is a custom software that helps mod developers transition away from 1.3 by automatically handling several of the breaking changes that we’ve introduced.
However, it is not perfect - some work will still be needed, but it is hoped it will carry the brunt of the manual labor.

Associated launcher files are included in the tModPorter folder in the Install Folder for tModLoader, as well as a button in-game to shortcut to that.

Note that this is tModLoader’s first update with it - so if you encounter bugs, please let us know.

Additionally, please note that many more automatic ports will be added to tModPorter in the next few days. You can help Chicken-Bones prioritize by posting things you'd most like to see automatically ported in the tModPorter Discord thread.


[h3]The Grand Sound Playback Reimplementation by Mirsario[/h3]
Porting Notes: #preview-update-log in Discord Summary:
After 9 years in development, hopefully it will be worth the wait.
ModSound and SoundLoader have both been removed. As well as the Mod.SoundAutoloadingEnabled property.
LegacySoundStyle and CustomSoundStyle were removed. SoundStyle is now a struct (record), which contains everything a sound playing enthusiast would need: AssetRepository-based paths; Volume, pitch and looping control; Numbered suffix variants with even weighted random supported; Sound instance limits and their behavior; And etc., etc.
• All sound playback is now done through one method - SlotId SoundEngine.PlaySound(SoundStyle style, Vector2? position = null).
All legacy (int type, int style) overloads have been removed from the API.
• I went through the pains of entirety converting all SoundID entries to the new SoundStyles, which means that you can now not only replicate vanilla sound playbacks, but also modify their copies with ease. I suggest getting familiar with the x with { A = B } syntax, it’s great here.
• A few improvements may follow later, but they’re unlikely to be breaking changes.


[h3]'Item Use Rework' - Proper Implementation by Chicken-Bones, DarioDaf, ThomasThePencil, einarmo, rjmarzec, and Mirsario[/h3]
Porting Notes: #preview-update-log in Discord Summary:
Basically, this cleans up a long standing set of TML bugs resulting from an attempted fix for a vanilla issue (#1437) with unpredictable item usage frames relative to their animations that was preventing modders from implementing their ideas.


[h3]Add Mod/GlobalType NewInstance, IsCloneable, Clone and CloneNewInstances and Add CloneByReference attribute, improve IsCloneable logic by Chicken-Bones[/h3]
Summary:
• By demand of mod developers, a design change that was part of the OnSpawn Pull Request has been reverted, and CloneNewInstances from 1.3 is back, again set to false by default, like in 1.3. This revert may be temporary in case the team comes up with superior designs in the later months.
• TML tries to make sure that all ModItem and instanced GlobalItem derivatives return true from IsCloneable, logging warnings otherwise.
• If the default IsCloneable implementation returns false, but your item is cloneable via MemberwiseClone (because you have reference fields which don't change once the item is spawned/loaded) - you can do 'override IsCloneable => true'.
• Added [CloneByReference] attribute for fields that are safe to share between clones (because they’re shared, or not modified after Load/SetDefaults)


[h3]Restoration of Mod Trees Part 1: Re-Forestation by Solxan[/h3]
Porting Notes: #preview-update-log in Discord Summary:
• This re-adds the ModTrees, ModPalmTrees, ModCactus support from 1.3 as they were. Consider this a bug fix PR, not a feature rework/API cleanup
• This does not add 1.4 content unless it was specifically required for these to work
• This is NOT the final PR, and we do expect future breaking changes as outlined in / in support of Issue #1347.


[h3]JIT mods on load and allow extending from types in weak-refs by Chicken-Bones and jopojelly[/h3]
Porting Notes: #preview-update-log in Discord Summary:
All mods will now be Just-In-Time compiled on load. This will detect mods that silently break as tModLoader changes and disable them instead of allowing them to silently cause errors. A side effect of this is that weak referenced Types will cause the mod to fail to load, so mod developers weakly referencing other mods will need to utilize the [JitWhenModsEnabled] attribute to annotate classes, methods, or properties using those Types to bypass this checking. See the details in the Pull Request for more information on this and more advanced situations.

Additionally, we now support inheriting from base classes in weakly referenced mods. Such classes need to be annotated with the [ExtendsFromMod] attribute to inform tModLoader not to attempt to autoload the class. A side effect of this capability is that mods should no longer call Assembly.GetTypes() on other mod assemblies, as this could fail now. They should now use AssemblyManager.GetLoadableTypes(Assembly) to retrieve all Types that should be considered from other mods.


[h3]Re-implemented internal names for AddEquipTexture() and ported the equip methods from Mod to EquipLoader by IbanPlay[/h3]
Porting Notes: #preview-update-log in Discord Summary:
Mod.AddEquipTexture(...) got turned into EquipLoader.AddEquipTexture(...), and it can now be used to register equipment textures through an internal name instead of being locked into using the name of their associated item as an internal name. This also allows mods to register equip textures without needing an item reference, and most importantly, allows them to register multiple equip textures of the same type for the same item.


[h3]Accept dots in HJSON by Ishigh1[/h3]
Summary:
HJSON localization improvements:
• Periods can now be used in keys;
It's now possible to write Mods.YourMod: { } in place of Mods: { YourMod: { } }.
• Arrays item paths are now properly handled as well;
Every array item will now have a period-separated key: AnArray.42.SomethingInsideArrayItem.


[h3]PickAmmo Rework + better Shoot mechanics by ThomasThePencil and Chicken-Bones[/h3]
Porting Notes: #preview-update-log in Discord Summary:
• Ammo damage modifiers are selected based on the DamageClass of the ammo
• Added Mod/GlobalItem.CanChooseAmmo hooks.
• PickAmmo hook now has a StatModifier damage parameter.
• Added AmmoID.Sets IsArrow, IsBullet and IsRocket.


[h3]Allow Guns to shoot with no ammo by DarkLight66[/h3]
Summary:
Adds bool Global/ModItem.NeedsAmmo() hook, allowing for weapons which can shoot their default projectile without ammo under certain conditions (like if you had a free ammo buff.)


[h3]New NPC hover-with-mouse hooks by ThomasThePencil[/h3]
Summary:
• Adds NPC.ShowNameOnHover defaulting to true. Can be changed in SetDefaults or AI to hide the hover mouse text
• Adds Mod/GlobalNPC.ModifyHoverBoundingBox(ref Rectangle boundingBox) for custom hover text rect control.


[h3]NPC Capture-related hook expansion by ThomasThePencil[/h3]
Porting Notes: #preview-update-log in Discord Summary:
• Adds CatchingTool and LavaproofCatchingTool Item Sets for creating new bug net type items
• Greatly enhances the hooks for CatchNPC
• A few changes to existing Catch related hooks to be wary of
• Read more in the PR.


[h3]Add GlobalProjectile Send/ReceiveExtraAI by terrynmuse[/h3]
Summary:
void SendExtraAI(Projectile projectile, BitWriter bitWriter, BinaryWriter binaryWriter)
void ReceiveExtraAI(Projectile projectile, BitReader bitReader, BinaryReader binaryReader)


[h3]Recipe Ordering by Ishigh[/h3]
Porting Notes: #preview-update-log in Discord Summary:
• Added methods to allow control of ordering for recipes, for example keeping modded wood with vanilla wood.
• All mods that call Recipe.Register() or RemoveRecipes will need to be updated and/or rebuilt.


[h3]Fix Item/NPC/Projectile.CloneDefaults duplicating globals by Chicken-Bones[/h3]
Summary:
• Does what it says on the can.
CloneDefaults will fully now initialize the item/npc/projectile as another type, and then restore the mod-x and global-x from the original item type.
• You’re only really meant to call this from ModX.SetDefaults.


[h3]MonoMod-related Fixes[/h3]
Summary:
Fellow code injection abusers and users of mods from them will love to hear this:
We've updated to a dev build of MonoMod (the code injection library we use to allow mod developers to more freely modify the game) to get a fix for a process freeze that could super rarely occur during injections, and discovered that specifically that same fix (tied to an unforeseen change the .NET 6 runtime) has also sped up code injections by over ten times.
Thanks and much love to 0x0ade for making MonoMod and collaborating with us!


[h3]Show New and Updated mods on launch in an info box by direwolf420[/h3]
Summary:
We've added a notification window when you launch to see which subscribed mods have updated since the last time you played. This will help you track when your favorite mods update so you can check them out for new features. This will also help you if a mod is broken and you want to remember to re-enable it when it updates.


[h3]Reload Mods button changes by jackbondpreston[/h3]
Summary:
Mods will now automatically reload when exiting the Mods menu. This has caused some confusion in the past as users did not know they needed to reload mods. This change will help simplify the new user experience.


As well as these pull requests which didn't need large descriptions:

Chicken-Bones: Aggregate loading exceptions across content instances. ThomasThePencil: Dynamic Item Scaling Hook Setnour6: The Grand French Localization Update Solxan: Make ModPacks Compatible with 1.4 and Steam Workshop changes Ishigh: TagCompound TryGet Ved-s: Added this[Point] Tilemap indexer

And the following self-explanatory fixes:

Solxan: Windows high DPI detection fix - Part 2 Solxan: Cleanup Feature for Accidental Uploaded of Mod Source Files Solxan: Fixed a worldgen crash Solxan: Mitigated issues with downloading deleted items in Mod Browser MutanWafflez: Fix AnimationType Bug with ActsLikeTownNPC & ExtraFramesCount ThomasThePencil: Fixed a bug from the damage class rework where ammo knockback was being ignored.

Frequently Asked Questions


[h3]When will 1.4-stable become the default branch?[/h3]
In an hour? In a minute? Maybe it already happened?
The announcement post for that will follow shortly after this one, you won't be able to miss it.

Worry not, 1.3 players - If you wish to stay on TML for Terraria 1.3.5.3 - just select the '1.3-legacy' branch in Steam, using instructions from the answer below.

[h3]How do I switch to the preview versions of TML?[/h3]
To switch to one of the new branches, just do the following: 1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select '1.4-preview' in the drop-down menu on top;
3. Close the window. As before, no passwords are required.

[h3]When will 1.4 TML be 64-bit???[/h3]
It's already 64-bit!
Specifically, it's what's called AnyCPU, but we currently only ship x86_64 natives. In addition to TML being made 64-bit-capable, it has been made to run on a ten years newer runtime (.NET 6+), far newer versions of a better game framework (FNA instead of XNA), and we've even unified what would've been 6 Windows/Linux/Mac Client/Server builds into just one portable release that can be run on every Desktop OS.
Together, all of this yells: performance, consistency, stability, possibilities, and comfort.

[h3]I have a 32-bit OS, will it be supported?[/h3]
We planned to re-add support for 32-bit Windows systems for this update, but didn't make it in time, so it'll arrive later in June or July.

TML 1.4 Alpha 2022 May Stable Update

May's 1.4-stable Alpha release is here, bringing in many essential improvements from April.

Changes' Highlights


The following is a list of the most noteworthy pull requests and commits that have been pushed to 1.4-preview in April, and are now available on the 1.4-stable branch.

[h3]OnSpawn hooks by Mirsario & Itorius[/h3]
Porting Notes: #alpha-update-log in Discord Summary:
(Mod developers will likely want to read the details in the Pull Request, linked above.)

OnSpawn Hooks:
Added the OnSpawn hooks for items, NPCs and projectiles (called when X.NewX gets called). Aside from being usable for basic initialization of these entity types, the hooks provide access to IEntitySource arguments that have been inaccessible for quite too much time.

Modernization:
ModGore and ModDust have been tweaked to streamline the API;
NPCs and Projectiles now only use (improved) cloning for instantiation, CloneNewInstances properties have been removed.

Gore Sources: IEntitySources are now used for instantiation of gores too. Previously there had been an attempt to make them be used for dusts, but collaborators found this to be way too tiresome to deal with.

Entity Source Contexts, Helpers, and Reorganizations ItemSourceID and ProjectileSourceID static classes were removed in favor of new string? Context { get; } properties, which are available on every IEntitySource implementation.

The vanilla helper methods for Players, NPCs, Projectiles, Items have been redone to remove entity-type ties as much as possible.
Most of the renames go like .Get*Source_* -> .GetSource_*.

Changes to entity source classes and helpers can be seen in the full pull request, linked above.


[h3]DamageClass overhaul pt2 by ThomasThePencil[/h3]
Porting Notes: #alpha-update-log in Discord Summary:
• Stat Modifier now has Flat and Base fields
• Added attack speed and armor pen as 'stats' in the damage class system
• Hybrid items which benefit from combinations of stats from other classes are now incorporated into damage class (like whips)
• Crit chance and armor pen are copied onto projectiles on spawn, to fix crit-swapping
• Items can now have armor pen. Item armor pen is added to projectile armor-pen on projectile spawn.
• Attack speed is now an 'item use speed' modifier in the same vein as the other use speed hooks. It affects itemTime, animationTime and reuseDelay equally. This is a deviation from vanilla meleeSpeed which only affected animationTime, causing weird inconsistencies with weapons which had secondary effects under melee speed buffs. See the PR for more details on the vanilla differences. Some (modded) melee weapons could've been slightly buffed.


[h3]Tile "smart interact" fixes/additions, sitting by direwolf420[/h3]
Porting Notes: #alpha-update-log in Discord Summary:
ModTile.HasSmartInteract is now properly called again.
• Added new parameters to HasSmartInteract which are used for conditional checks like vanilla, showcased in ExampleToilet.
• Added new ModTile.ModifySmartInteractCoords hook which is showcased for ExampleBed, ExampleChair, and ExampleToilet, and should also be showcased whenever ExampleDresser gets ported.
• Added new ModTile.ModifySittingTargetInfo hook which is showcased for ExampleChair and ExampleToilet.
• Added new ModTile.ModifySleepingTargetInfo hook which is showcased for ExampleBed.
• Changed the NPC sitting code to account for modded chairs.
• Added NPCID.Sets.CannotSitOnFurniture.
ExampleMod: Updated ExampleChair & ExampleBed examples based on 1.4 changes, added ExampleToilet (both almost the same functionality).
ExampleMod: ExampleChair & ExampleBed now have a highlight texture.


[h3]Buff draw hooks (take 2) by direwolf420[/h3]
Summary:
• Added ModBuff and GlobalBuff hooks: PreDraw, PostDraw, RightClick
• Added summaries to some vanilla methods: Main.TryGetBuffTime, Main.TryRemovingBuff, Main.DrawBuffIcon
• ExampleMod: Added ExampleGlobalBuff.cs, AnimatedBuff.cs; Expanded ExampleDefenseBuff.cs, ExampleBuffPotion.cs, PartyZombie.cs


[h3]Add CanFallThroughPlatforms NPC hook + example, and misc EM localization fixes by direwolf420[/h3]
Examples: ExampleCustomAISlimeNPC.cs Summary:
• Adds a CanFallThroughPlatforms ModNPC & GlobalNPC hook.
• ExampleCustomAISlime: Added CanFallThroughPlatforms examples, fixed localization for the NPC.


[h3]Add NPC Profile System Extension + example by ThomasThePencil[/h3]
Summary:
• Replaces TownNPCName hook with SetNPCNameList and adds global equivalent
• Adds SetTownNPCProfile hook


[h3]Initialization of Workshop Tag code by Solxan[/h3]
Summary:
• Allows TML to add future Workshop Tags
• Adds a handful of preliminary tags to start with, and get feedback from


[h3]Major refactoring, field/property naming & conversions. by Mirsario[/h3]
Commits: #1, #2 Summary:
TML's personal naming conventions were slightly altered again to be closer to the common C# conventions from Microsoft, which are used in XNA and newer parts of Terraria. All non-private fields now use `PascalCase`, leaving `camelCase` only to local variables, method parameters, and private fields.
I went through many (mostly old) TML files and modernized as many as I could.


[h3]Make mods menu aware of outdated mods from the Alpha period by Solxan[/h3]
Summary:
• Players will now see 'Alpha: This Mod is Old, Enable at own risk' in the mods menu for mods built during Alpha period of August 2021 to March 2022
• Players will now see 'Stable: this mod is old, enable at your own risk' for mods that haven't been updated in over a month and could be broken


[h3]Miscellaneous Fixes[/h3]

Ishigh1: Fix #1881 (boulder issue) einarmo: Fix tile placing wands draining inventory Solxan: Fix #2280 (Dressers won't interact properly without a hook)

Earlier Mid-month Fixes


The following fixes have been merged into stable in April, but were not mentioned anywhere on Steam yet:

ExterminatorX99: Fixed held item animations ExterminatorX99: Remove upper bound check on tails direwolf420: Fix credit roll crashing at the end when trying to draw player direwolf420: Fix right clicking unloaded items in dye slots, missing CanStack direwolf420: Fix water lighting in color mode, clarify hook defaults jopojelly: Version-based preprocessor symbols - jopojelly: Fixed mod deletion issues Mirsario: Fixed a vanilla bug with RGB settings resetting on early quits/crashes JamzOhJamz: Fixed a vanilla bug with OGG audio track loop points

Frequently Asked Questions


[h3]How do I switch to the 1.4 Alpha versions?[/h3]
To switch to one of the new branches, just do the following: 1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select either '1.4-stable' or '1.4-preview' in the drop-down menu on top;
3. Close the window. As before, no passwords are required.

[h3]Help! My character can't move![/h3]
Usually, anything like this means that you have an outdated mod, the developer(s) of which have most likely not yet gotten used to our preview systems, which allow them to prepare mod updates in advance before the stable branch is updated.
Disable all your mods, and re-add them one by one to figure out which one is causing the issues.
We're working on adding checks that would prevent enabling mods that use outdated/removed API features. This might be pushed to the stable branch later in the month, in a non-breaking way.

[h3]When will 1.4-stable become the default branch?[/h3]
We're hoping to do that in June, after some changes planned for later in May!
If nothing goes wrong, then that should be the date.
Worry not, 1.3 players - whenever this happens, the 1.3 TML versions will become available through a (new) 1.3-stable Steam Beta branch themselves.

[h3]When will 1.4 TML be 64-bit???[/h3]
It's already 64-bit!
For nerds' eyes only: Specifically, it's what's called AnyCPU, but we currently only ship x86_64 natives. In addition to TML being made 64-bit-capable, it has been made to run on a ten years newer runtime (.NET 6+), far newer versions of a better game framework (FNA instead of XNA), and we've even unified what would've been 6 Windows/Linux/Mac Client/Server builds into just one portable release that can be run on every Desktop OS.
Together, all of this yells: performance, consistency, stability, possibilities, and comfort. ːkag_flexː

[h3]Where can I find out more about the 1.4 Alpha?[/h3]
Be sure to join our Discord server to:
- Find out more info about the Alpha in #alpha-readme and [🤠TML 1.4 ALPHA] channels.
- Be notified about current and future noteworthy changes in 'preview' before they arrive on 'stable', via #alpha-update-log and #collaborators channels.
- Get help with TML issues and TML mod development in #alpha-support and #alpha-modding-help respectively.



This Steam post sure is late, we're still getting used to our new release schedules. ːSBchickenː

Announcing new 1.4 tModLoader preview system



We're happy to announce that the tModLoader 1.4 Alpha experience will now be split between 2 branches - 1.4-preview and 1.4-stable. Most players on stable will be able to play without the fear of tModLoader updates breaking the game and their mods without notice. Each change will get a test period of up to one month, with the usually actively updated preview branch getting frozen for the last 7 days of every month, giving every mod developer time to update their mods and react to new changes, before the preview changes (and mod releases targeting the preview branch) move onto the 1.4-stable branch on the 1st day of each month.

We now encourage all 1.3 mod developers to come and start porting their mods to 1.4! With some concerted effort, feedback and support, we hope to have the next 'stable' release of TML 1.4 (that's coming out in May) be one truly worthy of being called 'stable', just about in time for Terraria 1.4's 2 year anniversary. However, it is necessary to mention that this does not mean the end of the Alpha period, as many changes and improvements are still planned, but we believe that the API is now as if not more usable than 1.3's, and that regardless of the planned changes, the user and developer experiences will now be comfortable enough to facilitate full migration to 1.4.

To switch to one of the new branches, just do the following: 1. Right click on tModLoader in Steam and select 'Properties...', then 'BETAS';
2. Select either '1.4-stable' or '1.4-preview' in the drop-down menu on top;
3. Close the window. As before, no passwords are required.

Be sure to join our Discord server to:
- Find out more info about the Alpha in #alpha-readme and [🤠TML 1.4 ALPHA] channels.
- Be notified about current and future noteworthy changes in 'preview' before they arrive on 'stable', via #alpha-update-log and #collaborators channels.
- Get help with TML issues and TML mod development in #alpha-support and #alpha-modding-help respectively.

v0.11.7.8 Update

tModLoader v0.11.7.8 Changelogs

With the recent 1.4.1.2 release, tModLoader could no longer load the music, causing a wide variety of bugs. This release fixes that. As always, this is not an update with the Journeys End content, that is still being worked on.