tModLoader - Mirsario
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.

tModPorter by Chik3r and Chicken-Bones
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.

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.

'Item Use Rework' - Proper Implementation by Chicken-Bones, DarioDaf, ThomasThePencil, einarmo, rjmarzec, and Mirsario
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.

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)

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.

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.

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.

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.

PickAmmo Rework + better Shoot mechanics by ThomasThePencil and Chicken-Bones
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.

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.)

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.

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.

Summary:
void SendExtraAI(Projectile projectile, BitWriter bitWriter, BinaryWriter binaryWriter)
void ReceiveExtraAI(Projectile projectile, BitReader bitReader, BinaryReader binaryReader)

Recipe Ordering by Ishigh
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.

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.

MonoMod-related Fixes
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!

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.

Reload Mods button changes by jackbondpreston
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

When will 1.4-stable become the default branch?
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.

How do I switch to the preview versions of TML?
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.

When will 1.4 TML be 64-bit???
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.

I have a 32-bit OS, will it be supported?
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.
Tad the Lost Explorer - pathgames
https://store.steampowered.com/app/1966690/Tad_the_Lost_Explorer_and_the_Emerald_Tablet/

True to the film, funny, loaded with tons of affectionate nods to the movie and humor. The game development studio Gammera Nest has just published a teaser which offers some first clues of what Tad the Lost Explorer will be about, the official videogame that adapts the third film of the adventures of the charismatic explorer, created by Enrique Gato.



In addition, players can already include in their wishlists this title, which will initially be available on PlayStation and Steam, it promises hours of entertainment for both, IP followers and their parents.



In this installment, true to the plot of the film, Tad's quest to become a famous archaeologist, leads him to stick his nose into a place where no one should ever have gone.

As a result, some of his best friends suffer the effect of a terrible curse that can only be reversed by finding the Emerald Tablet, an ancient relic created by a sorcerer to challenge the pharaoh`s power.

With this premise, Gammera Nest studio, in collaboration with Mediaset Games and PS Talents, has developed a fun game that combines adventure, exploration, puzzles and platforms, which are the best elements used in the film.

This game stands out for its variety, alternating open 3D scenarios (Veracruz, Chicago, Paris, Egypt), which can be fully explored, as well 2D platform levels, where the player skills will be essential. It should also be noted the game graphics quality (design and animations), which are very close to the film.

Featured content:
  • Purest Tad Stones narrative style.
  • 3D scenarios which the player can freely explorate, these levels are full of adventures and collectibles.
  • 2D level action, try to demonstrate your skill playing as Tad with the controllers.
  • Countless nods to the movie and surprises.






Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

Update 2 Unstable 3 has arrived! Just like Unstable 1 and 2, this patch adds a ton bug fixes and improvements, but most importantly, new content!

Some of the highlights of this patch are the brand new death/ghost mechanics, the Reliquary, Crylithium Firepits, vessels, clouds, and a ton of bug fixes and other QoL changes.

Next up, Unstable 4 will be "the big one" you've all been waiting for, and easily one of the most requested features of all time. The beta release of ... achievements! 👀 Just keep in mind, I may not be able to officially enable them until full Update 2 release on the main branch. But the system will be in place, and usable.

As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy!

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Previous Update 2 Unstable Change Logs:
Update 2 Unstable 1
Update 2 Unstable 2

Update 2 Unstable 3 Change Log

Reliquary and The Dead
  • New Building: The Reliquary. You can store bound souls at the reliquary, binding the ghost to the general area, and maintaining their vessel.
  • New Resources: Empty and Filled Eerie Vessels. Empty Vessels are made by the Occultists in the Reliquary with 1 iron and 1 gold.
  • Occultists can now "capture souls", when a villager or doggo dies, they will go to their corpse and "capture" the soul, placing it in an Eerie Vessel and take the Vessel to the reliquary to store and maintain for future resurrections.
  • Added all of the perks, job data and speed reductions for capturing souls where required.
  • Ghost no longer wander to random buildings.
  • Ghost now always try to hover around their vessel, or body.
  • New Resource: Ghost Dust, can be freely sold to Catjeet Provisioners. Who knows what they want with it though.
  • Ghosts not bound to a body or a vessel will eventually leave the map forever, when they do a ton of essence is released and they'll drop some ghost dust.
  • Completely rebalanced when ghosts fade in and out of view.
  • Doggos and Doofy Doggos ghosts now fade in significantly more frequently.
  • Doggos and Doofy Doggos ghosts are much less likely to leave the world forever.
  • Bound ghosts are 10 times more likely to appear at night.
  • Increased durability of god dust by 5x, the same as the new ghost dust resource.
  • Mobs now decay 20 times slower.

UI Improvements
  • Increased the intensity of the mouse cursor light.
  • Camp placement window now renders on the left side of the UI when the minimap is opened.
  • Sound and music controls now have 25 volume levels rather than 10.
  • Edge scrolling values in the settings menu now uses "O" instead of "[]" for the visual bar.
  • Main menu messages now have random colors.
  • "Mob rings" no longer appear when you mouse over dead mobs.
  • Added a resource arrow under the mouse when you grab resources.
  • The UI will no longer claim you can refine a resource at a building that can't carry it or its materials, even though the worker is allowed to refine that material.
  • Fixed several UI issues related to the new Essence Altars and Reliquary.

Miscellaneous Changes
  • Clouds!
  • Rations now require cooked meat rather than raw.
  • Rations food value increased from 100 to 120.
  • Initial spawn in villagers now spawn in pre-equipped with one ration and one water bottle.
  • Initial spawn in now spawns in cooked meat rather than raw.
  • Improved how range and corruption resistance is generated by buildings, offering more consistent results. (And in many cases, increasing range)
  • New Building: Crylithium Firepits. Crylithium Firepits cannot be crossed by ghosts (Like Crylithium Walls), and provide more range than their regular Firepit counterparts.
  • Wind and temp variations are now calculated instantly on load of a new game.
  • Flowers spawn chance is now 10 times slower.
  • Essence buildup (for flower spawning mechanics) is now 3 times slower.
  • Changed Terminate Animal Pregnancy to Tending Animals in preparation for new tending mechanics.
  • "Wiser Elders" perk now also influences faith sharing.
  • Elders sharing faith now provides a small amount of XP
  • Flowers can now be dissolved or cleared for a small amount of essence.
  • Mobs now make cracking/squishy sounds when they decay.
  • Mobs now "pop" when poked a bit too many times, are dissolved with the dissolve spell or their soul is captured by an occultist.

Bug Fixes
  • Fixed a bug that could cause the migration system to crash the game if no valid coordinates were found based on the angle of entry.
  • Fixed a bug where the faith calculations were reversed, causing blessed children to be born more often.
  • Fixed a bug that could reduce the amount of spawn in resources and villagers at the start of the game if the camp is too enclosed.
  • Fixed a minor bug in the courier delivery AI that could make an AI misfire and deliver resources a golem could not carry.
  • Fixed a bug that can cause the new flower system to crash the game if flowers attempted to generate along the edges of the map.
  • Fixed an issue where flower generation would crash the game if the flower tilesets were never loaded.
  • Fixed a typo in one of the death messages.
  • Fixed several data map font rendering glitches, mostly related to debug and dev tool views.
  • Fixed a crash when you use a mouse with more than 10 buttons, and press any button over button #10.
  • Fixed a minor issue where on >1080p displays sometimes the game window would launch overlapping the Window's start bar.
  • Miscellaneous Storage no longer claims to recommend a Bowyer and Rock Tumbler before building.
  • Drones no longer show work progress bars.
  • "God XP jingle" stops playing when you exit the main menu.
  • Fixed a bug where 2 resources could spawn in the same spot during initial spawn in, possibly crashing the game shortly after.
Hunt Down The Freeman - M3SA
the source code was update to vs2022 and the default settings is debug and i forgot to change it, it's fixed now sorry. i keep forgetting that hdtf gained traction and there's more than five people on the m3sa branch uwu sorry lmao
Jun 1, 2022
JANITOR BLEEDS - ThogeTG
In this update:

- fixed couple of gameplay bugs in the backyard area
- added more loading screen tip texts
Jun 1, 2022
Straya - Ayrtech
- Temp fix for falling through world in Coober Pedy mines.
Smooth Operators - andreas
Finally, finally, finally!

The demo of Smooth Operators 2 is now released and available to download and play. It's almost a full vertical slice of the full experience.

There are three game modes available in the demo;
Normal Career - One client campaign
Hard Career - Two client campaign
Sandbox - Three clients, everything is unlocked


All game modes only allow play until day 35, which is roughly an hour or two of gameplay. Another restriction is that the demo won't allow creation or export of Scenarios.

There might still be some bugs in the game, so please use the Demo feedback forum in the community pages and/or my Discord to report them, and i'll do my best to fix them as soon as possible!

Anyways, i really hope you enjoy the demo, and i'll see you in the forums! =)

So head on over to Smooth 2 store page!
Grim Horde - Red Koi Box
Dear followers, players and wishlisters, all hail the Grim Lords!
The Grim Horde will be unleashed just after the Steam Next Fest.

Early Access on the 21st of June.

The principle is as simple as it is effective: play the demo, wishlist the game if you want to support us, and -at the launch- buy the early access version if you feel like playing a more complete and complex experience. Nothing more, nothing less.

Thanks to our amazing community we are confident that the new experience will be improved overall.



Join the Horde, and embrace the Grim.
Star Trek Timelines - WRG_Shan
Greetings, Captains,

First off, we'd like to apologize for the delay in announcing this week’s event, you know the saying “when it rains, it pours” - it is that kind of week. We’re getting back on track and we hope to resume our normal cadence very soon. We appreciate your patience, and support.

Let’s start Players’ Month with something unusual ..: Airlock Extravaganza
From today, Wednesday, June 1, until Tuesday, June 7, respectively around noon ET, get 25% more Honor from crew dismissal.

We hope that you are enjoying the latest addition to the Star Trek franchise as much as we do, and that you’ll look forward to our giveaway!

Enterprise Pike Giveaway(not live yet)

We’re celebrating Star Trek: Strange New Worlds, and Players’ Month with the release of Enterprise Pike.

Tomorrow, Thursday, June 2, at 1am ET (5:00 UTC), you will be able to get:
- a free copy from our giveaway pack that will be available in the Time Portal
- three additional copies by participating in our special Endurance Objective Event

Both will be available until Friday, July 1. (1am ET/5:00 UTC for the Objective Event - around noon ET (16:00 UTC) for the giveaway pack)

Meditative T’Pol
Stats are now in line with what we intended them to be, you will notice a boost.
The apostrophe in T’Pol was changed to be consistent with the apostrophe that is generally used in game.



Thank you for playing,

The STAR TREK TIMELINES Team
Lock 'n Load Tactical Digital: Core Game - Metcalf
- Heroes of the Bitter Harvest: Enemy at the Gates released.
- Battle of Bloody Gulch: fixed the AI being backwards for who is attacking vs. defending for this scenario's vic condition.
- Scenario Editor: the unit attribute 'Start Towed' no longer checks the towing vehicle's carrying capacity (this was making the Jeep in the scenario Bridge at Chef du Pont unable to tow the 57mm ATG).
- Heroes of the Bitter Harvest: fixed missing counter graphic for Soviet Flamethrower.
...