World editor terraria

World editor terraria

Terraria «Сборник редактора карт TEdit [TheRevez]»

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Terraria «Сборник редактора карт TEdit [TheRevez]»

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Описание и инструкции

Архив включает в себя 4 версии редактора TEdit, начиная с версии программы 3.11 для Terraria 1.3.5 и заканчивая последней версии 4.0.0 beta12 для Terraria 1.4+

Сборник TEdit для абсолютно любой версии игры Terraria

Редактирование карт

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Примечания для пользователей:

3 версии программы(за исключением версии для Terraria 1.3.5) нестабильны, поскольку находятся в стадии разработки.

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На изображении версия программы 3.11*

Вопросы, которые могут возникнуть

— Как мне сделать так, чтобы всё показывалось с игровыми текстурами, а не цветом? — После первого запуска программы можно спокойно её закрыть, открыть игру, выбрать нужный мир, зайти на него и после выйти(из игры тоже), очередной запуск редактора будет отображать текстуры(можно будет отключить в соответствующих параметрах)

Базовый курс обучения работы с программой

Курс расчитан на частичный функционал программы 3.11 beta.

Самые верхние 5 кнопок— категории функций работы с файлами(картой).

Вкладка File

Вкладка Edit

Вкладка Edit даёт нам функционал работы с действиями в программе, отмену шагов(действий) назад или вперёд, удаление области, выделение области, копирование и вставку.

Вкладка Display

Вкладка Plugins

Вкладка Plugins включает в себя функции, которые смогут выполнить определённое действие с помощью.программы, неся конечный результат:

Вкладка Help

Вкладка Help содержит в себе открытие программного лога, открытие Wiki, обновления, скачать новые XML данные, сведения о программе.

Панель инструментов (слева)

В левом окне программы чётко видно иконки инструментов, давайте выясним, что же они значат.

Инструменты для создания объектов на экране

Конфигурация мира и его пропорции или «панель справа»

Ниже, видно 7 различных вкладок, подробнее о них:

На этом, базовый курс обучения по программе закончен.

TEdit/Terraria-Map-Editor

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README.md

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World editor terraria

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TEdit has a ton of variables you can edit under the world parameters tab, but it isn’t immediately obvious what all of them do. What’s treeX0, anyway? But it’s not just that; many backgrounds don’t show up in the editor, and of those that do, they will display incorrectly under certain circumstances. This guide will provide a visual, uh. guide. to all the different tree styles, backgrounds, and. I’m just repeating the overview, aren’t I? Forget it; let’s just go to the next section.

So, we’ve got these meters and numbers for our tree styles, but what do they even do?
For starters, the four tree style values do not correspond to different biome trees. All of these affect normal forest trees. Rather, each number defines tree style stratified by location. This location is determined by the TreeX0, X1, and X2 values. Uh. let me give you an example.

We’ll use the sample values from the image. Our first tree style value dictates style for trees before X0. All trees less than 546 blocks to the right of the world’s left edge will use the first value. Keep in mind that this counts blocks outside of the traversible area. There are approximately 43 blocks on each side of the world that cannot be reached in-game. The next is between X0 and X1, so trees 546-1847 blocks to the right of the world’s left edge will use the second style. The third is between X1 and X2, so 1848-3527 blocks to the right of the world’s left edge will use that value. And the fourth is, you guessed it I hope for trees after X2, or 3528+ blocks right of the world’s left edge. If all treeX values are identical, then only the rightmost tree style value will be used. In this way, you can have four different styles of trees in a single world. The thumbnail for this very guide shows an example of three tree X values in close proximity; by placing tree X values between the trees, all three trees took on different styles. Now, as for the actual styles:

Something important to note is that tree style is not the same as tree variability. You will notice that even with the same tree style, there is variation between the trees of the same style. This can be controlled directly in the editor by placing individual sprites for different parts of the tree, such as the leafy top, or branches. This is what is responsible for the variation in color of Hallowed trees; tree style does not affect it. Trees placed in the editor will automatically convert to the type of tree appropriate for the blocks they are planted on in most cases, as almost all tree types are created using using the same generic tree piece sprites.

Trees can be created ex nihilo in the editor on blocks that don’t normally support trees, or even in midair. If a tree is planted on unsuitable blocks, it will take on the appearance of the least deep suitable block. For example, if you plant a tree on pink ice, and put a block of Crimson grass a few blocks directly below the tree, the tree will be treated as a Crimson tree. Even if the block is buried off-screen, this will still happen. You can also create underground jungle trees that are mostly above the surface by planting their base barely underground, and then making them very tall.

Be aware that invalid trees are rather. unstable. Updating blocks next to them, such as by digging, cutting with an axe, or even merely cutting grass, will cause the trees to update as well, and promptly disintegrate. If you wish to place invalid trees and prevent them from being easily destroyed, you will need to prevent vegetation from growing nearby. You could, for example, clutter the ground nearby with deco sprites, or put down blocks that can’t grow any vegetation at all (including herbs). This will also happen to other invalid sprites, such as jungle plants placed on non-jungle blocks, etc.

Trees styles look slightly different as of the 1.4 update, however, tree styles are now visible in the editor with the most recent update to TEdit. As such, I won’t be reprinting those images here. The rules for how tree styles are determined and stratified should remain the same.

You may notice options at the bottom of the World Properties tab labelled «Tree 1/2/3/4 Tops». These allow you to modify regional forest tree styles for the tops and branches of trees, specifically. These do not show up in the editor, and while they can be used to spice up tree styles, some of the results can be a little. wonky. Since they only affect forest trees, changing to another forest style is rather pointless.

Tree tops are as follows:
0 = Forest 0 | 1 = Forest 1 | 2 = Forest 2 | 3 = Forest 3
4 = Forest 4 | 5 = Forest 5 | 6 = Jungle 1 (irregular)
7 = Boreal 0 | 8 = Underground Jungle (irregular)
9 = Mushroom | 10 = Palm Tree
31, 51, 71, 72, and 73 CRASHES THE GAME

Boreal trees change style based on the chosen tundra background (the number next to ‘Snow BG’). Two of the tree styles are heavily dominant; only Snow BG 0 and 3 have tree sprites unique to them.

Rich Mahogany (jungle) trees also change based on the chosen background of their respective surface biome. Because there are only two backgrounds for the surface jungle, While the 1.4 update raised the number of jungle backgrounds to five, it appears that there are still only two jungle tree styles. except for the underground style. All jungle trees below depth zero take on the underground style, which cannot be changed.

Underground jungle trees will display any parts above depth zero as normal Rich Mahogany trees in the editor, but will appear entirely as underground trees in-game.

Giant mushroom stalks can be placed as a separate sprite in the editor, but this isn’t necessary, since trees placed on mushroom grass automatically are treated as giant mushrooms.

You can change the background for surface biomes (and underground, I’ll get to that in a bit) with the BG tabs at the bottom of ‘world parameters’. These backgrounds do not show up in the editor, so you will have to change each one, save, enter the game, see how it looks, if you don’t like it change it again, see how it looks, wonder if you liked the first one better, you can’t remember how the first one looked, change it back, now you can’t remember how the second one looked, create an image reference guide so it will never happen to you again, realize you could post it on Steam to help out other people too, realize you’re projecting, get to the point.

Most of these were taken using the in-game camera feature. The camera will record the world-specific background type, rather than a generic. So, if you take a picture with the forest background on, it will record the forest background specific to your world. Some biomes, such as the ocean or hybrid deserts can’t be recorded. Due to the asynchronous scrolling of certain background aspects, those images may contain some. irregularities. Clouds generally appear at random, and are not an inherent part of any given background.

In previous versions of TEdit, Forest backgrounds were controlled directly with the Forest BG tab. As of this writing, they are now effectively controlled by the Tree 4 BG tab, with Tree 2 BG and 3 BG appearing non-functional. It seems that these were intended to allow custom layering of different background parts, but the feature is not fully realized. Perhaps in a future update this functionality will change. For now, Tree 4 BG is your main point of control for forest backgrounds, and the others can be safely ignored.

PC A Guide to TEdit 3

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ahamling27

Empress of Light

A Guide to TEdit 3 ​

Getting Started
First you need to make sure you have the latest version of TEdit. It’s constantly being updated so go here to get the latest version. You should see a list of files and the top most file will always be the most up-to-date version.

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At the top of TEdit is the Menu Bar. Under File you can select New, Open, Save, Save-As, or Exit. Edit has Undo, Redo, Copy, Paste, a check box for Paste Empty Tiles, and Delete. The Display menu has toggles for hiding or showing the various layers of the loaded world. The Plugins drop-down is a menu for just that, plugins. Finally, the Help menu is only there to tease you; currently it has four commands, Wiki, Update, Download New XML Data, and About. We’ll get more in-depth with some of the menu options down below, but for the most part, they are pretty self explanatory.

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The first eight buttons on the toolbar are pretty self explanatory and most can all be found under the File and Edit menus. I won’t go into much detail about these buttons except for the New button. Clicking New lets you create a new blank world with a custom width and height. The width and height can be anything from 200 blocks to the limits of a large world. There are two other sliders, Surface Level sets the level of the dirt surface and Bedrock Level sets the level the dirt stops and stone starts. The stone layer will then go all the way down to the Hell layer. The Hell layer can not be removed though and it’s somewhere between 175-200 blocks depending on the size of your map. Even smaller than a Small sized map will still have some 180 blocks of hell. Keep in mind though, that a generated world in TEdit will only generate a dirt and stone layer. There is no actual hell, just the background wall of hell.

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The bottom nine buttons are the meat of the tools and therefore deserve a thorough explanation.

Masks and Masking
Masking is changing a certain tile and/or wall from one type to another, without changing any surrounding tiles and/or walls. In the example below, I want to paint mud over dirt, but I want to keep the sand from turning into mud.

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The Mask Mode has three options to it. Disable Mask turns masking off. Edit Empty Tiles is a little confusing. If you have a complete empty space void of tiles and walls, you can paint there with Edit Empty Tiles selected. If you only have tiles painted and you select Edit Empty Tiles for the wall mask, you will still be painting walls behind the tiles because the wall space is empty. Conversely if you select Edit Empty Tiles for the tile mask and have a bunch of walls drawn, you will still be able to paint over those walls with tiles. Remember they work independently of each other. If you are super confused at this point, just play around with tiles and walls with different masking tools and you will get the hang of it pretty quickly.

Edit Matching Tiles is what the example above shows. The Mask selected under Edit Matching Tiles will be the only tile/wall that can be painted/drawn/filled over. Masks work with all the painting tools, the Pencil, the Brush, and the Fill Tool. This is a great tool for when you build something but hate the color you used. Built a giant green tower but now want it blue? Just select blue brick as your tile, enable Edit Matching Tiles then select green brick as the mask. If you make the size of the brush like 200 by 5 you can paint that green brick blue in seconds. You could even set a mask for the background walls and change the tiles and walls in a single swipe of the brush.

Display and Plugins
Under Display in the Menu Bar, you can change what is being displayed in the main editing window. Your options are Show Textures, Show Grid, Show Walls, Show Tiles, Show Liquid, Show Wires, and Show Points. They are all pretty self explanatory and in the picture below you can see what it looks like when you deselect Show Tiles.

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Simple Ore Generator does exactly what it implies. If you generate a world in TEdit you get a pretty plain dirt and stone world. Once it’s generated though, you can add ore and other tiles using the Simple Ore Generator. In the picture below you can see from left to right I’m adding in new ores and even mud, clay, and sand. The generator is meant for ores but can actually generate any tile and they’ll be in shapes and sizes like ore would be found. Here’s a picture of the generator in action, each subsequent frame is another ore, tile, or liquid being added to the map, and if you ask me, it’s pretty good at what it does.

There are many more plugins in the latest TEdit, so play around with them as this guide only covers the first couple that were released in TEdit 3.

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World Properties Tab
The World Properties Tab in the Utilities side bar contains some useful variables that you can customize to make your world unique. I’ll break this up into two sections, the top half and bottom half of the World Properties tab. Here’s what the top half looks like:

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Starting from the top, World Name is whatever you want to name your world. Your worlds folder always has maps labeled world1, world2, etc. Making the world name unique will help you pick it out quicker and stop you from opening the wrong map. Next up is the World Id and currently you can not edit this. Not much is known about this number as BinaryConstruct has no idea what it actually does.

Up next is a check mark for Blood Moon. Enabling this will cause your world to spawn a Blood Moon when it’s loaded the next time. Under that is a slider for the Moon Phase. You can change this from a value of 0 to 7. Terraria has a moon cycle just like the real moon, it goes from a new moon to full moon and back again.

Up next is the time of day. A slider that is colored to match the lighting of the game can be set to whatever time you want. The check box below it determines if it is day time or night time.
The Surface Level and Bedrock Level sliders are up next. They are the same sliders that are in TEdit’s World Generator. They change the topmost dirt surface level and the level where the dirt meats the stone level. Adjusting these sliders also adjusts the default background walls underground. This can be useful when you want to get rid of background walls and let some light in deep underground for a custom adventure map. You can always fill in your own dirt walls if needed underground as well. Furthermore, if you pull the sliders all the way to the right(the highest values) the default background walls will be completely removed. I believe they are hidden behind the default hell background that cannot be altered or removed.

The next section contains a couple check boxes and two sliders. Checking the Meteor box will cause a Meteor to spawn at the next appropriate time after the world is loaded into Terraria. The Difficulty check box can turn your world into a Hardmode world. Keep in mind that TEdit doesn’t add hallow or corruption into your map, so just checking this box will flag it as hardmode but if you want hallow and a larger corruption biome you must add those tiles in yourself. Although Wyverns and other non-biome specific hardmode enemies will spawn after this box is checked. The next slider determines how many Altars have been smashed. This can be set from 0-3. This determines how many of the new ores are generated, but since these are enabled in an editor and not in-game, the new ores won’t be generated. Orbs smashed works the same except it counts how many Shadow Orbs have been smashed. If you set this to anything but 0 you then have a chance for a Meteorite to spawn.

The Bosses Downed section contains all the bosses and whether they have been defeated or not. If the Eye of Cthulhu(EoC) is checked, the game will allow the Dryad to spawn and move in with you, but if it is deselected the EoC has a chance to spawn naturally if your character meets the right criteria. If Eater of Worlds(EoW) is checked, I don’t believe there is any difference, except that if you haven’t defeated the EoC yet the Dryad can spawn and move in with you. If you check Skeletron, the old man will be removed from your map and you can access the dungeon. You can even load up a map that has defeated Skeletron and deselect this box, doing that can enable the Old Man to come back and you will be able to fight Skeletron again at the dungeon entrance. If Clowns is checked the Clothier will start selling the clown costume. If Frost Legion is checked and you load the map during the holiday season, Santa Claus will move into a spare room. Finally, if Goblin Invasion is checked the Goblin Tinkerer will spawn on the map for you to save.

Here is the bottom half of the World Properties tab:

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These sections deal almost entirely with NPC’s, with the Invasion Type being the exception. NPC’s Saved are boxes that will cause the respected NPC to be able to spawn in the map. Checking these will allow you to place them in homes you made. Now, the really cool part. If you don’t have the NPC’s Saved boxes checked, and you add one of those NPC’s to the map they will sit there all bound up, ready to be saved! This is really neat for custom map makers. You now have the option to set these 3 NPC’s in your map, ready to be saved.

Invasion Type will add an invasion to your map when you load the map up in Terraria. Currently there are two options, Frost Legion and Goblin Invasion. Actually enabling Frost Legion will spawn their invasion regardless of whether it’s the Holiday Season or not. Invasion size will set the size of the invasion you can have as little as 1 enemy or 1000 enemies. Oddly enough there is a setting for 0 enemies. Invasion X Target sets where the invaders start coming from, not where they migrate too. The invasions will always migrate towards the natural spawn point of the map. If you set the natural spawn point far away from the center of the map, you might have a hard time getting the invasions to show up. Both invasions prefer to invade closer to the center of the map.

The next section is where you can name each NPC and add them to the map if they haven’t naturally spawned yet. When adding them for the first time TEdit will set them at your spawn point. You can always change this with the Pointer Tool.

Clipboard Tab
The Clipboard Tab saves everything you copy here. There are three options on top, Empty Clipboard, Import Schematic or Image, and Import False Color Image. With a check box for Paste Empty Tiles. If you deselect Paste Empty Tiles, you can paste objects and leave out the empty space. If this is checked, the empty space will get pasted, overwriting whatever you are pasting over. It’s very helpful for pasting structures into new maps without disturbing the area around the structure.

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Empty Clipboard is pretty self explanatory, except that in the build I was using and the most current version as of the day this was published, it was greyed out and unusable. You can always just click Remove under any clip in the clipboard to remove them anyway.

Import Schematic or Image is a very useful tool for map makers. Underneath each clip you can click Export and that allows you to save clippings outside of the editor to be imported into another world or just saved for a later date. You can also share Schematics and there are a couple threads on TerrariaOnline.com that have shematics people are sharing.

Import Schematic or Image also allows you to import an image that uses the same color scheme as TEdit as a schematic. The editor will convert the color of the image into the appropriate tile. This works if you take a screenshot of something in the editor and then load it in as a schematic. Watch out for scaling problems though, depending on the scale of the image, it might not scale exactly the same as the way it was made to be. The image imported must be a 24 bit PNG as well.

Import False Color Image is something that I don’t fully understand. It’s complicated but if you must know how it works I will point you to the official TEdit Wiki here. That link should explain it to you, and if you still don’t understand it, don’t worry.

More Information
You can go here for a complete list of Shortcuts and Keybindings. There are lots of shortcuts from clearing selections, to zooming in and out if you don’t have a scroll wheel on your mouse.

You can also go here to learn how TEdit manages your save files. TEdit makes it’s own backups of worlds edited through TEdit and you can go there to learn more about that.

More information can always be found at the official TEdit Wiki here. The wiki is a little outdated, but most tools work as mentioned and only the newest features of TEdit 3 are left out. More importantly, just messing around with TEdit will teach you the most about how it works. Sure TEdit has some quirks, and there might be a few bugs here and there, but overall TEdit is an amazing tool with some awesome potential to make some great maps.

Of course, none of this would be possible with out the awesome work of BinaryConstruct for developting such an awesome tool. Big thanks to Aimeryan who works on the TEdit Wiki and Kyphis who works on schematics. Big thanks to SineSwiper for his work on XML settings and Heathtech for his work on Wall, Tile, and Tree textures.

To submit bug reports, please do so on the Github page or in BC’s TEdit 3 thread here.

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README.md

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Do you enjoy TEdit, and would you like to show your support? Every donation is appreciated and helps keep development going, servers online and ad free. Thank you for considering becoming a patron. Patreon

About

TEdit – Редактор Карт Terraria 3.7

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С программой Редактор карт Terraria TEdit вы с лёгкостью сможете создать свои постройки на карте или же саму карту.
Перед редактированием карты не забудьте создать бэкап

Esc – Очистить буфер отмены или убрать выделение
A – Стрелка/курсор (Для редактирования сундуков и изменения табличек)
B – Кисть (Рисование тайлов, стен, проводов и водыPainting tiles, walls, wires and liquid)
F – Заливка (Заполняет тайлы и/или стены)
E – Карандаш (Рисование тайлов, стен, проводов и воды)
R – Пипетка ( При нажатии ЛКМ берёт тайл/стену, при нажатии ПКМ берёт маску тайла/маску стены)
P – Точка (Создаёт спаун, подземелье и дома NPC)
S – Выделение (Выделить зону для постройки или копирования)
T – Спрайт (Поставить спрайт (таблички, сундуки, факелы, столы и др.) из листа спрайтов)
Z – Включить Ластик (Включает стирающий режим для ведра, карандаша и кисти)

Вики – Если вы не можете понять, как использовать инструменты, то почитайте вики! (english only)

Скачать редактор карт TEdit v3.10.18105.184:

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readme.md

Terraria web editor

Terraria world file editor in browser

— supports maps from 1.3.5.3 to 1.4.2.3

Feel free to contribute 🌳

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About

✏️ 🌳 Terraria map editor, in a web browser.

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Terraria – Map Editor Mode (On-Going)

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This guide will explain the Terraria Map Editor. DO NOT use this during Multiplayer Mode.

System Requirements

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Required:

For Sprite Viewing:

Non-steam versions of Terraria will not be supported

If you don’t have Terraria installed on the PC you are using there will be no sprite visualization, but the application should still work if you meet the other requirements.

Note: Some older integrated graphics chipsets (old netbooks/laptops) may not work with XNA. TEdit may or may not work with these older integrated graphics chipsets.

Getting Started

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Warning: Back-up your files before you edit anything!

Downloading TEdit: Link

Loading up the Editor:

To load up the editor, if using Windows you can find it under All Programs in the Start Menu, under TEdit. You can also start the program from the folder it was installed in, it should be named TEditXna.

Moving around in the Editor:

To pan (move around) the view of your world use the scrollbars located at the bottom and side, or hold down the middle mouse button and move your mouse around, or use the arrow keys Shortcuts and Keybindings.

To zoom in or out of the map roll you mouse wheel. You can also use Ctrl+= and Ctrl+- (these are the keys above and to the right of “P” on a Qwerty keyboard). The zooming will occur at the position of your cursor and won’t occur at all if the cursor is not within the bounds of the world display.

Next Steps:

Now that you have the editor up, you will probably want to check out The Building Blocks of Terraria, the Menubar, the Toolbar, and Information Bar pages. At some point you will also want to check out the World Properties page and learn what can be done there to help shape your world. The Clipboard page will help you out if you want to learn how to use schematics.

The Building Blocks of Terraria

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Background Walls:

Background walls are the walls that are present in the background of a house, dungeon, in the dirt layer above the surface (>0ft), etc. For a house to be considered a house (for NPCs to move in, to stop mob spawns, and to set a bed) player-placed background walls must be present. Background walls are on their own layer and interfere with nothing else.

Tiles:

Tiles are the blocks that make up the world. They differ from sprites in that they are always of size 1×1 (the brush tool can paint multiple tiles at a time though) and are usually “solid”, completely inhibiting movement. However, actuators can be used to make tiles non-solid too by toggling the tile to an “inactive” state.

Liquids:

Liquids partially inhibit movement by slowing down the player when moving through them. Note that lava can destroys many sprites and is dangerous to the player.

As mentioned in the intro, in the editor you can place liquids in places they normally would not be and they will stay there. However, once you load up the map in the game they will adhere to gravity and fall down if they can, as well as destroying things if lava (where applicable). If you want them to stay where you placed them in the editor you must also contain them there as you would in game.

As mentioned, liquids can only be painted where there are no tiles. You can not overwrite tiles with liquids in the editor – you must erase the tiles first. However, liquids will draw over other liquids.

Sprites:

Sprites take on the roles of objects in the game rather than pieces of the terrain; tables, chairs, trees, flowers, etc. This means they tend to act like they are in the background and do not inhibit movement.

Mechanically they exist on the same layer as tiles and liquids, meaning they can not “share” space with tiles (or indeed, other sprites), but unlike tiles they can share space with a liquid.

Wire:

There are (currently!) three differently coloured wires; red, blue, green. Each type of wire is on its own layer and does not interfere with each other (although they can visually obscure each other). They can be placed anywhere without restrictions both in the editor and Terraria and they do not adhere to gravity.

Wires have distance limitations when connecting things, so keep that in mind. (limitations of 2000 units)

Actuators:

Actuators can be used to toggle the state of a tile (but not sprites). This makes the tile they are placed on non-solid when toggled (using wire and a switch of some form). They exist on a separate layer to anything else and can be placed with no restrictions, just like wires.

Points:

Points are a little different than the rest. You won’t see points in Terraria because they are invisible. Nevertheless, points are just as important and they can be used to shape your world in different ways.

Points refer to the location on the map that something happens. This may be the point where the nurse sleeps. It may be the point where the dungeon starts. It could even be the point where your friends enter the world for the first time to fall to their death, er, start off their adventures.

Menubar

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The menubar is located at the top left of the editor.

File:

The file menu has your usual file related functions; New, Open, Save, Save As, and Exit. Some of these functions are also on the Toolbar and have Shortcuts and Keybindings.

New Function:

The seed is not used at the current time but will likely in the future be used for map generation (rather than the bland map that is currently created). The height and width simply determine how big your world is. Surface level is the height at which 0ft is determined, this being important for plant related properties and creatures. Bedrock level is the height at which the dirt background changes into the stony background and carries with it related properties as well (enemies etc).

Currently the New function is most useful if you are going to completely customise your map; it is synonymous of a blank canvas. However, it can also be helpful with troubleshooting as the new map will be of the same version as TEdit which may differ to a new map created in Terraria itself.

Other Functions:

Save saves the changes you have made (if any). If you do not have the autosave option enabled make sure to regularly save your map.

Save As is a more specialised save function that allows you to save as a different file, useful for making different versions of the same map.

Enable Autosave is as it sounds; it turns on the autosave option. The editor should automatically save every so often, like every 5 minutes or something similar.

On Startup Check Updates does what it says (it checks for updates on startup…), while the Check For Updates option can be used to manually check for updates.

Exit quits the program.

Edit:

The Edit menu is full of basic functions like Undo, Redo, Copy, Paste, Delete. These functions are also on the toolbar and have shortcuts.

Undo reverts last change you made (or the last redo). The undo function can be used multiple times in a row to revert multiple changes. Useful.

Redo reverts the undo.

Copy temporarily saves the selection you have (using the Selection Tool) to the Clipboard. You can then paste from the clipboard or using the paste function. You can make a permanent copy by exporting the selection as a schematic to use in other maps or even to send to other people. Check the clipboard page for more information on this.

Paste will paste the copied selection/schematic. There is an option for pasting empty tiles/walls/wires/liquids located in the clipboard for some control over what is pasted.

Delete will delete EVERYTHING in the selection. This is much faster than manually erasing each layer (tile/sprite, wall, liquid, wire). Check out The Building Blocks of Terraria for more information on tiles, sprites, points, etc.

Display:

This menu has the “Show..” functions; Show Textures, Show Grid, Show Walls, Show Tiles, Show Liquids, Show Wires, and Show Points.

Show Textures can be toggled to go between Terraria textures and TEdit solid colour textures at high zoom.

Show Grid can be toggled to display or hide the grid that is shown when at high zoom. This is helpful when building projects that require precise measurements.

Show Walls, Tiles, Liquids, and Wires functions can be toggled to display or hide walls, tiles, liquids or wires. This is useful for taking building projects a layer at a time or simply making sure you are nor missing things out (walls in particular!).

Show Points can be toggled to show or hide points. Points are explained on The Building Blocks of Terraria page.

Plugins:

The plugins menu will likely grow over time as new plugins are developed. Currently, the plugins that come with the program are the Settle Sand plugin and the Simple Ore Generator plugin.

The Settle Sand plugin will basically settle sand. That is, the plugin will make sand “fall” to the lowest unit of empty space below it, as it would normally in Terraria.

The Simple Ore Generator plugin creates rings of whatever tile is currently selected (use the picky or pencil/brush tool to select the tile type) pretty abundantly throughout your world below the surface level. Its pretty simple and ugly, but it does generate ore! That is, if you have ore selected as your tile… and not dirt.

Help:

The help menu has links for various things – including this wiki! The log can be helpful in troubleshooting issues, so be sure to copy and paste it into said issues to help BinaryConstruct.

Toolbar

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The tool section is located on the left of the editor.

Arrow Tool:

Shortcuts and Keybindings: A

With the arrow tool selected it is impossible to make any accidental changes to the map and it should only display a 1×1 template. This make the arrow tool useful for getting information from individual tiles via the Information Bar, which is displayed in the bottom left corner.

With the arrow tool selected you can also right-click on chests and signs to see what is inside and edit them. See the Chest Editor page for more details.

Selection Tool:

Shortcuts and Keybindings: S

When using this tool you can select a section of the map (as a rectangle) by holding down left-click. If you want to clear the rectangle you can do so by right-clicking somewhere on the map while the selection tool is selected or using Ctrl+D.

Picker Tool:

This tool “picks” things you click on. Things include tiles, walls, and liquids. Oddly, you can “pick” sprites too but they won’t be placable with the sprite tool but instead with the pencil or brush! Probably a bug to be squashed.

If you right-click on things it will pick them for the mask.

The picker tool uses the Paint Mode Tray to show what you have picked.

Pencil Tool:

Shortcuts and Keybindings: E

The pencil tool paints only one tile at a time. This makes it exceptionally useful for painting fine details or irregular shapes.

If you hold down left click you will have free drawing; i.e. you can draw in any way you like. If you hold down right click you can draw a straight horizontal line, perfect for bridges, tunnels, buildings, etc. If you hold down left and right click at the same time you can draw vertical straight lines.

The pencil tool uses the Paint Mode Tray to select what you paint.

Brush Tool:

Shortcuts and Keybindings: B

The brush tool can paint a wide area of blocks.
Like the pencil tool, straight lines can be drawn horizontally (right click)
and vertically (left click + right click). The brush tool uses the Paint Mode Tray to select what you paint and the Size Tray to select the size and shape of your brush strokes.

Fill Tool

Shortcuts and Keybindings: F

The fill tool replaces tiles/walls/liquids/empty space with other tiles/walls/liquids. Currently, you can do a contiguous fill. This means that all tiles/walls/liquids/whatever of the type you have clicked on will be replaced as long as there is a connection to the original.

You can also use the selection tool to contain a fill action.
The fill tool use the Paint Mode Tray to select what to paint.

Point Tool:

Shortcuts and Keybindings: P

This tool places points on the map by chooses the point from the drop down menu and left-clicking on the map where you want it. The points that the tool places look like this on the map:

The spawn point is where people first load up (if they have not set a bed). This tool is useful if your town is not near the default spawn point, or if you are doing a custom map and want them to start in a particular place. Make sure it is not placed on/near any tiles you wish to keep however, since the game destroys any tiles (but not sprites or walls) that are located at the spawn point when someone enters the game there.

The dungeon point is where the dungeon is located. I am not sure what exactly that does (the terrain determines the enemy type but perhaps for dungeons you also need the dungeon point?). I know it used to mean where the Old Man patrolled but he seemingly has his own point now. Best put this point at the start of the dungeon (if you have one).

The NPC points are the points where those NPCs sleeps at night and tends to patrol during the day. The NPC points will appear in the dropdown menu only as appropriate, i.e., if you have no nurse there isn’t much point in having her point in the menu (no pun intended).

The Old Man point is particularly useful as you can have him spawn in or near an arena you have built especially to fight his alter ego. He could even have his own room in your base if you so choose, but I wouldn’t recommend talking to him at night!

Sprite Placer Tool:

Shortcuts and Keybindings: T

The sprite placer tool is used with the //needs link// on the right of the editor to place sprites.

Morph Tool:

The morph tool will change whatever it is used on into the biome that is selected in the dropdown menu. It will only paint over existing tiles/walls and not empty spaces. It will only change certain types of types of tiles/walls, leaving things like ore untouched. Edge tiles will be converted into grass if applicable.

The tool will work differently at different heights. Try it out! Note that if you create enough of a biome the music will change to that biome type and monsters of that biome will spawn.

The morph tool uses the Size Tray to select the size and shape of your brush strokes.

Active Tray

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The active tray is what appears at the top when you select a tool. Most tools will use the Paint Mode Tray and some will also use the Size Tray. The sprites tool will use the Sprites Tray.

Paint Mode Tray:

In the top left of the tray is the eraser toggle. When this is toggled on (gold background) you will erase whatever paint mode type you currently have selected instead of painting.

Below the eraser is the Paint Mode dropdown menu. This is where you can select between painting tiles, walls, tiles and walls at the same time, wire, or liquids.

To the right of the tray you will see the current Tile/Wall boxes if appropriate, or the liquid options.

Size Tray:

As you can probably tell, this tray determines the size of the painting template. This is used for the brush and morph tools.

The Width row is for determining the horizontal size, or the magnitude of the x-axis for those familiar with such things. The numbers refer to the number of blocks. A single dirt block would have a width of 1. Twenty dirt blocks side-by-side would have a width of 20. You can either type the number in and click somewhere else on the tray (enter doesn’t work), or use the slider.

The Height row is for determining the vertical size, or the magnitude of the y-axis. The numbers work the same way as they do for the width.

At the end of both of these rows is the “Square Width and Height” toggle. This toggle is defaulted to on (gold background) and will make the height and the width always be the same number, thus producing a square template. If you turn it off you can change the width and height independently of each other.

The Outline row turns your solid shape into a hollowed-out shape, with the thickness of the solid border being the number shown. The box at the end of the row is the toggle for turning this feature on/off.

Other:

The point tool uses just a simple dropdown menu. There isn’t much to say about this other than that the dropdown menu for the point tool will show only what makes sense at that time – i.e., No nurse? No option to move the nurse. See the World Properties page for adding NPCs.

The morph tool does use the Size tray but it does not use the Paint Mode tray. Instead it has a dropdown menu to choose from what you want to paint.

Information Bar

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Starting from the left, the Information Bar comprises of the Position Box, the Tile Box, the Wall Box, the Extra Box, and the Frame Box.

Position Box:

This box gives information on the current position of the cursor on the map. The first number is the x-axis co-ordinate and the second number is the y-axis co-ordinate. The top-left is 0,0.

Tile Box:

The Tile Box gives you information on which tile type is located underneath the cursor.

Wall Box:

The Wall Box gives you information on which wall type is located underneath the cursor.

Extra box:

The Extra Box gives you information on whether there is a liquid and/or wire located underneath the cursor. The number next to a liquid is the amount of liquid in that block, where 255 represents a full block of liquid.

Frame Box:

The Frame Box gives information about the framing of the tile beneath the cursor. This is useful for the developers but not so much for the users of the editor.

World Properties

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If you do not see the world properties panel (located on the right-hand side of the editor) you may have to click the utilities button (also located on the right) to make it ‘pop out’.

World Name and ID:

The world name is simply whatever you called your world. It used to be the case that just editing this would allow you change your world name and it would stay that way. However, in one of the Terraria patches this changed.

To change the world name now, change this world name in TEdit and then use Save As and save the file with the exact same new name. This works for most people.

Regarding the world id, this is purely informative. It is not editable because we’re not entirely sure what it does… although it is possibly the seed that was used to create the original terrain (and thus changing it now would be useless anyhow since the map generation is already complete).

Moon Phase:

If you look carefully you will notice the in game moon changes each night from new moon to full moon and back! This option changes the current moon; maybe your custom map is werewolf themed?

Additionally, if you check the Blood Moon checkbox the next night you are in game will be a blood moon.

The “Is Eclipse” option starts a solar eclipse once you enter the game in Terraria (it may need to be day or wait for the next day, not tested).

Time

This scale represents the time of day/night it is in game. Move it to where you desire. The Is Day Time checkbox allows you to switch between whether the slider represents day or night, and the slider background will change to show this. The slider basically represents a 12-hour period; that period could be the day period or it could be the night period, based on whether the checkbox is ticked or not.

Rain

This scale represents the length of time rain will go on for.

Note: Currently, it seems checking or unchecking the box does not start or stop the rain. You can stop the rain by reducing its time, but there does not seem to be a way to start it; even if you adjust the scale accordingly.

Clouds

Can be used in conjunction with rain. Consists of two scales, one for the number of clouds seen in the background (possibly affecting brightness from the background); and another scale for the wind speed/direction (direction needs to be confirmed).

Smashed Orbs:

When 3 Shadow Orbs are smashed the Eater of Worlds comes after you, apparently he prefers to eat pesky heroes instead of worlds these days! Also, some events require a shadow orb to have been smashed.

Spawn Meteor:

Like the blood moon, next night you are in game say goodbye to your house. No no that will never happen. Spawn that meteor, go ahead.

Surface and Bedrock Level:

This setting lets you choose the y-coordinate (that is, the vertical height) where the world layers begin. The Surface Level is “Level” height in the game; above it is the surface world. Between the surface and bedrock is the Underground layer; it is the brown background area with inset stones that can not be removed (normally). The Bedrock is the top of the Cavern layer; it is the grey background area with inset stones that also can not be removed.

This setting could be useful in a totally underground map, or for one that had little underground, or for anything else that a creative soul can come up with!

Bosses Downed:

These options tell the game if that boss has been killed or not. Some in game events are based on this, like certain NPCs moving in, chance for Cthulhu to show up, etc. Also, if Skeletron is dead the Old Man won’t show up at the dungeon point and you can’t fight him again… unless you revive him with the editor!

NPC’s Saved:

Like the Bosses Downed options, these tell the game if you have “saved” the NPCs listed. If they are not currently saved they will appear in the world in the appropriate places. If they are saved then this will not happen. You can add the NPCs individually from the //need link// NPC Names panel.

Goblin Invasion:

The Invasion options are for goblin related mischief. The Invasion Type can be set to 0 or 1 and represents if there is an invasion or not.

The Invasion Size can range from 0 to 1000 in the editor. This represents how many goblins are left in the invasion. Set it to the number of goblins you wish to fight. Note that because of the way the game handles goblin invasions this number won’t be exact, and you’ll probably end up with a small minus number after the invasion is finished. This is normal and nothing to be worried about.

Invasion Position specifies the x-coordinate (the horizontal point) at which the invasion will focus on. Usually this is set at the original spawn point. This can be useful to change because this is usually where you will build a house with your NPCs in, and may want to fight the invasion at an arena you have prepared somewhere else.

Clipboard

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Note: If you do not see the clipboard (located on the right-hand side of the editor) you may have to click the utilities button (also located on the right) to make it ‘pop out’.

Empty Clipboard:

This button removes all loaded schematics. Handy!

Import Schematic:

Schematic packs can be found all over the Terraria Online forums.

Schematic Viewing Area:

Schematics are stored here temporarily when you press Ctrl+C while using the selection tool.

You can export the schematics to make permanent saves of them (and share them with others) by clicking on the Export button located underneath the schematic portrait.

You can paste the schematic by clicking the Paste button underneath the schematic, or using Ctrl+V to paste the last schematic in the copy history.

If you want to paste multiple copies of the same schematic you can use Ctrl+V to do this rapidly. If using Ctrl+V brings up the wrong schematic try clicking the paste button for the right schematic; the one you want paste. This will place it as the last item in the copy history making Ctrl+V paste that instead.

You can also remove individual schematics from the clipboard by clicking the remove button.

False Color Schematics

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False Color Schematics:

File Format: 24 bit PNG Image
False color png uses color channels to store tile data, so you can add liquid, walls, wires etc. Note, the importer will ignored sprite tile ids and other tile ids that require UV coordinates.

Channel Data:

Red: Tile ID (0 = dirt, etc) – accepts 0-149
Green: Wall ID – accepts 0-32
Blue: Liquid Level – accepts 0-255
Alpha: Flags

Alpha Channel:

Alpha channel is used to store tile flags, e.g. is active (there is a brick here), is lava, and has wire.

The bitmask for the alpha byte is as follows:

0x80 (10000000) = Always on, so you can see stuff
0x40 (01000000) = IsActive (tile has a brick)
0x20 (00100000) = IsLava
0x10 (00010000) = Has Wire

Chest Editor

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The Chest utility tab is used for editing the contents of storage containers.

The first column is the quantity, the second column is the prefix and the third column is the item.

Ambiguous prefixes are differentiated as (A)ccessory, (C)ommon weapon or (R)anged weapon prefixes.

Save saves any changes you’ve made to the contents of the chest, but it does not save the world! Cancel discards any changes you’ve made.

Shortcuts and Keybindings

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General shortcuts (may be adding to settings in a later release, for now are fixed)

Tool keybindings (can be changed in settings.xml):

These keybindings may be changed by editing your settings.xml file.

Settings

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You may customize the default settings of TEdit by editing the settings.xml file.

Shortcut Keys:

For example:

By changing the “A” in the example above, you can change the shortcut key for the Arrow tool to another key.

Tools:

The default settings for different Tools are defined in the lines between …

Paint Mode:

Valid Paint Modes are Tile, Wall, TileAndWall, Wire, and Liquid.
Tiles, Walls, Masks

You can change the default Tiles, Walls and Masks by changing the bolded values above. You can get those values by looking at the dropdowns within the tool.

For example, Tile 0 is Dirt Block and Wall 0 is the Sky. You can change the Tile to Stone Block by changing the Tile value from to 1, and the Wall to Wood Wall by changing the Wall value to 4.

Mask Mode:

By default, Tile and Wall Masks are disabled. You can change the setting by changing the Mode:

The values can be Off (Disable Mask), Empty (Edit Empty Tiles) or Tile (Edit Matching Tiles).

Brush:

You can change the default brush size by editing the bolded values above.

You can change the default brush shape by editing the Shape value. Valid values are Square and Round.

How TEdit manages Saving and Backups

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Saving and Backups:

This page is for those that want information on how TEdit manages saving and backups.

When you save from TEdit, before overwriting any files, it copies the existing worldname.wld file to worldname.TEdit. Once the TEdit backup has been made it will then overwrite the original.

Here are some steps showing the process.

Key:

Before Editing

Open in TEdit

Save in TEdit

Save a second time, or more, in TEdit

Open in Terraria

World editor terraria

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For Sprite Viewing:
Terraria must be installed using Steam. If not, the data files must be in your steam folder, normally
64bit, program files (x86)\Steam\steamapps\common\Terraria\content folder.
32bit, program files\Steam\steamapps\common\Terraria\content folder.

Non-steam versions of Terraria will not be supported

If you don’t have Terraria installed on the PC you are using there will be no sprite visualization, but the application should still work if you meet the other requirements.

Note: Some older integrated graphics chipsets (old netbooks/laptops) may not work with XNA. TEdit may or may not work with these older integrated graphics chipsets.

Warning: Back-up your files before you edit anything!

Loading up the Editor:
To load up the editor, if using Windows you can find it under All Programs in the Start Menu, under TEdit. You can also start the program from the folder it was installed in, it should be named TEditXna.

Moving around in the Editor:
To pan (move around) the view of your world use the scrollbars located at the bottom and side, or hold down the middle-mouse button and move your mouse around, or use the arrow keys Shortcuts and Keybindings.

To zoom in or out of the map roll you mouse wheel. You can also use Ctrl+= and Ctrl+- (these are the keys above and to the right of «P» on a Qwerty keyboard). The zooming will occur at the position of your cursor and wont occur at all if the cursor is not within the bounds of the world display.

Next Steps:
Now that you have the editor up, you will probably want to check out the The Building Blocks of Terraria, the Menubar, the Toolbar, and Information Bar pages. At some point you will also want to check out the World Properties page and learn what can be done there to help shape your world. The Clipboard page will help you out if you want to learn how to use schematics.

Background Walls:
Background walls are the walls that are present in the background of a house, dungeon, in the dirt layer above the surface (>0ft), etc. For a house to be considered a house (for npcs to move in, to stop mob spawns, and to set a bed) player-placed background walls must be present. Background walls are on their own layer, and interfere with nothing else.

Tiles:
Tiles are the blocks that make up the world. They differ from sprites in that they are always of size 1×1 (the brush tool can paint multiple tiles at a time though) and are usually «solid», completely inhibiting movement. However, actuators can be used to make tiles non-solid too by toggling the tile to an «inactive» state.

Liquids:
Liquids partially inhibit movement by slowing down the player when moving through them. Note that lava can destroys many sprites and is dangerous to the player.

As mentioned in the intro, in the editor you can place liquids in places they normally would not be and they will stay there. However, once you load up the map in the game they will adhere to gravity and fall down if they can, as well as destroying things if lava (where applicable). If you want them to stay where you placed them in the editor you must also contain them there as you would in game.

Sprites:
Sprites take on the roles of objects in the game rather than pieces of the terrain; tables, chairs, trees, flowers, etc. This means they tend to act like they are in the background and do not inhibit movement.

Mechanically they exist on the same layer as tiles and liquids, meaning they can not «share» space with tiles (or indeed, other sprites), but unlike tiles they can share share space with a liquid.

Wire:
There are (currently!) three differently coloured wires; red, blue, green. Each type of wire is on its own layer and does not interfere with each other (although they can visually obscure each other). They can be placed anywhere without restrictions both in the editor and Terraria and they do not adhere to gravity.

Wires have distance limitations when connecting things, so keep that in mind. (limitations of 2000 units)

Actuators:
Actuators can be used to toggle the state of a tile (but not sprites). This makes the tile they are placed on non-solid when toggled (using wire and a switch of some form). They exist on a separate layer to anything else and can be placed with no restrictions, just like wires.

Points:
Points are a little different than the rest. You wont see points in Terraria because they are invisible. Nevertheless, points are just as important and they can be used to shape your world in different ways.

Points refer to the location on the map that something happens. This may be the point where the nurse sleeps. It may be the point where the dungeon starts. It could even be the point where your friends enter the world for the first time to fall to their death, er, start off their adventures.

The menubar is located at the top left of the editor.

File:
The file menu has your usual file related functions; New, Open, Save, Save As, and Exit. Some of these functions are also on the Toolbar and have Shortcuts and Keybindings.

The seed is not used at the current time but will likely in the future be used for map generation (rather than the bland map that is currently created). The height and width simply determine how big your world is. Surface level is the height at which 0ft is determined, this being important for plant related properties and creatures. Bedrock level is the height at which the dirt background changes into the stony backgound and carries with it related properties as well (enemies etc).

Currently the New function is most useful if you are going to completely customise your map; it is synonymous of a blank canvas. However, it can also be helpful with troubleshooting as the new map will be of the same version as TEdit which may differ to a new map created in Terraria itself.

Save saves the changes you have made (if any). If you do not have the autosave option enabled make sure to regularly save your map.

Save As is a more specialised save function that allows you to save as a different file, useful for making different versions of the same map.

Enable Autosave is as it sounds; it turns on the autosave option. The editor should automatically save every so often, like every 5 minutes or something similar.

On Startup Check Updates does what it says (it checks for updates on startup. ), while the Check For Updates option can be used to manually check for updates.

Exit quits the program.

Edit:
The Edit menu is full of basic functions like Undo, Redo, Copy, Paste, Delete. These functions are also on the toolbar and have shortcuts.

Undo reverts last change you made (or the last redo). The undo function can be used multiple times in a row to revert multiple changes. Useful.

Redo reverts the undo.

Copy temporarily saves the selection you have (using the Selection Tool) to the Clipboard. You can then paste from the clipboard or using the paste function. You can make a permanent copy by exporting the selection as a schematic to use in other maps or even to send to other people. Check the clipboard page for more information on this.

Paste will paste the copied selection/schematic. There is an option for pasting empty tiles/walls/wires/liquids located in the clipboard for some control over what is pasted.

Delete will delete EVERYTHING in the selection. This is much faster than manually erasing each layer (tile/sprite, wall, liquid, wire). Checkout The Building Blocks of Terraria for more information on tiles, sprites, points, etc.

Display:
This menu has the «Show..» functions; Show Textures, Show Grid, Show Walls, Show Tiles, Show Liquids, Show Wires, and Show Points.

Show Textures can be toggled to go between Terraria textures and TEdit solid colour textures at high zoom.

Show Grid can be toggled to display or hide the grid that is shown when at high zoom. This is helpful when building projects that require precise measurements.

Show Walls, Tiles, Liquids, and Wires functions can be toggled to display or hide walls, tiles, liquids or wires. This is useful for taking building projects a layer at a time or simply making sure you are nor missing things out (walls in particular!).

Show Points can be toggled to show or hide points. Points are explained on The Building Blocks of Terraria page.

Plugins:
The plugins menu will likely grow over time as new plugins are developed. Currently, the plugins that come with the program are the Settle Sand plugin and the Simple Ore Generator plugin.

The Settle Sand plugin will basically settle sand. That is, the plugin will make sand «fall» to the lowest unit of empty space below it, as it would normally in Terraria.

The Simple Ore Generator plugin creates rings of whatever tile is currently selected (use the picky or pencil/brush tool to select the tile type) pretty abundantly throughtout your world below the surface level. Its pretty simple and ugly, but it does generate ore! That is, if you have ore selected as your tile. and not dirt.

The tool section is located on the left of the editor.

Arrow Tool:
Shortcuts and Keybindings: A
With the arrow tool selected it is impossible to make any accidental changes to the map and it should only display a 1×1 template. This make the arrow tool useful for getting information from individual tiles via the Information Bar, which is displayed in the bottom left corner.

With the arrow tool selected you can also right-click on chests and signs to see what is inside and edit them. See the Chest Editor page for more details.

Selection Tool:
Shortcuts and Keybindings: S
When using this tool you can select a section of the map (as a rectangle) by holding down left-click. If you want to clear the rectangle you can do so by right-clicking somewhere on the map while the selection tool is selected or using Ctrl+D.

Picker Tool:
This tool «picks» things you click on. Things include tiles, walls, and liquids. Oddly, you can «pick» sprites too but they wont be placable with the sprite tool but instead with the pencil or brush! Probably a bug to be squashed.

If you right-click on things it will pick them for the mask.

The picker tool uses the Paint Mode Tray to show what you have picked.

Pencil Tool:
Shortcuts and Keybindings: E

The pencil tool paints only one tile at a time. This makes it exceptionally useful for painting fine details or irregular shapes.

If you hold down left click you will have free drawing; i.e. you can draw in any way you like. If you hold down right click you can draw a straight horizontal line, perfect for bridges, tunnels, buildings, etc. If you hold down left and right click at the same time you can draw vertical straight lines.

The pencil tool uses the Paint Mode Tray to select what you paint.

Brush Tool:
Shortcuts and Keybindings: B

The brush tool can paint a wide area of blocks.
Like the pencil tool, straight lines can be drawn horizontally (right click)
and vertically (left click + right click). The brush tool uses the Paint Mode Tray to select what you paint and the Size Tray to select the size and shape of your brush strokes.

Fill Tool
Shortcuts and Keybindings: F
The fill tool replaces tiles/walls/liquids/emptyspace with other tiles/walls/liquids. Currently, you can do a contiguous fill. This means that all tiles/walls/liquids/whatever of the type you have clicked on will be replaced as long as there is a connection to the original.

You can also use the selection tool to contain a fill action.
The fill tool use the Paint Mode Tray to select what to paint.

Point Tool:
Shortcuts and Keybindings: P
This tool places points on the map by chooses the point from the drop down menu and left-clicking on the map where you want it. The points that the tool places look like this on the map:

The spawn point is where people first load up (if they have not set a bed). This tool is useful if your town is not near the default spawn point, or if you are doing a custom map and want them to start in a particular place. Make sure it is not placed on/near any tiles you wish to keep however, since the game destroys any tiles (but not sprites or walls) that are located at the spawn point when someone enters the game there.

The dungeon point is where the dungeon is located. I am not sure what exactly that does (the terrain determines the enemy type but perhaps for dungeons you also need the dungeon point?). I know it used to mean where the Old Man patrolled but he seemingly has his own point now. Best put this point at the start of the dungeon (if you have one).

The NPC points are the points where those NPCs sleeps at night and tends to patrol during the day. The NPC points will appear in the dropdown menu only as appropriate, i.e., if you have no nurse there isn’t much point in having her point in the menu (no pun intended).

The Old Man point is particularly useful as you can have him spawn in or near an arena you have built especially to fight his alter ego. He could even have his own room in your base if you so choose, but I wouldn’t recommend talking to him at night!

Sprite Placer Tool:
Shortcuts and Keybindings: T
The sprite placer tool is used with the //needs link// on the right of the editor to place sprites.

Morph Tool:
The morph tool will change whatever it is used on into the biome that is selected in the dropdown menu. It will only paint over existing tiles/walls and not empty spaces. It will only change certain types of types of tiles/walls, leaving things like ore untouched. Edge tiles will be converted into grass if applicable.

The tool will work differently at different heights. Try it out! Note that if you create enough of a biome the music will change to that biome type and monsters of that biome will spawn.

The morph tool uses the Size Tray to select the size and shape of your brush strokes.

The active tray is what appears at the top when you select a tool. Most tools will use the Paint Mode Tray and some will also use the Size Tray. The sprites tool will use the Sprites Tray.

Paint Mode Tray:
In the top left of the tray is the eraser toggle. When this is toggled on (gold background) you will erase whatever paint mode type you currently have selected instead of painting.

Below the eraser is the Paint Mode dropdown menu. This is where you can select between painting tiles, walls, tiles and walls at the same time, wire, or liquids.

To the right of the tray you will see the current Tile/Wall boxes if appropriate, or the liquid options.

Size Tray:
As you can probably tell, this tray determines the size of the painting template. This is used for the brush and morph tools.

The Width row is for determining the horizontal size, or the magnitude of the x-axis for those familiar with such things. The numbers refer to the number of blocks. A single dirt block would have a width of 1. Twenty dirt blocks side-by-side would have a width of 20. You can either type the number in and click somewhere else on the tray (enter doesn’t work), or use the slider.

The Height row is for determining the vertical size, or the magnitude of the y-axis. The numbers work the same way as they do for the width.

At the end of both of these rows is the «Square Width and Height» toggle. This toggle is defaulted to on (gold background) and will make the height and the width always be the same number, thus producing a square template. If you turn it off you can change the width and height independently of each other.

The Outline row turns your solid shape into a hollowed-out shape, with the thickness of the solid border being the number shown. The box at the end of the row is the toggle for turning this feature on/off.

The morph tool does use the Size tray but it does not use the Paint Mode tray. Instead it has a dropdown menu to choose from what you want to paint.

Starting from the left, the Information Bar comprises of the Position Box, the Tile Box, the Wall Box, the Extra Box, and the Frame Box.

Position Box:
This box gives information on the current position of the cursor on the map. The first number is the x-axis co-ordinate and the second number is the y-axis co-ordinate. The top-left is 0,0.

Tile Box:
The Tile Box gives you information on which tile type is located underneath the curso

Wall Box:
The Wall Box gives you information on which wall type is located underneath the cursor.

Extra box:
The Extra Box gives you information on whether there is a liquid and/or wire located underneath the cursor. The number next to a liquid is the amount of liquid in that block, where 255 represents a full block of liquid.

Frame Box:
The Frame Box gives information about the framing of the tile beneath the cursor. This is useful for the developers but not so much for the users of the editor.

If you do not see the world properties panel (located on the right-hand side of the editor) you may have to click the utilities button (also located on the right) to make it ‘pop out’.

World Name and ID:
The world name is simply whatever you called your world. It used to be the case that just editing this would allow you change your world name and it would stay that way. However, in one of the Terraria patches this changed.

To change the world name now, change this world name in TEdit and then use Save As and save the file with the exact same new name. This works for most people.

Regarding the world id, this is purely informative. It is not editable because we’re not entirely sure what it does. although it is possibly the seed that was used to create the original terrain (and thus changing it now would be useless anyhow since the map generation is already complete).

Moon Phase:
If you look carefully you will notice the ingame moon changes each night from new moon to full moon and back! This option changes the current moon; maybe your custom map is werewolf themed?

Additionally, if you check the Blood Moon checkbox the next night you are ingame will be a blood moon.

The «Is Eclipse» option starts a solar eclipse once you enter the game in Terraria (it may need to be day or wait for the next day, not tested).
Time

This scale represents the time of day/night it is ingame. Move it to where you desire. The Is Day Time checkbox allows you to switch between whether the slider represents day or night, and the slider background will change to show this. The slider basically represents a 12-hour period; that period could be the day period or it could be the night period, based on whether the checkbox is ticked or not.
Rain

This scale represents the length of time rain will go on for.

Note: Currently, it seems checking or unchecking the box does not start or stop the rain. You can stop the rain by reducing its time, but there does not seem to be a way to start it; even if you adjust the scale accordingly.
Clouds

Can be used in conjunction with rain. Consists of two scales, one for the number of clouds seen in the background (possibly affecting brightness from the background); and another scale for the wind speed/direction (direction needs to be confirmed).

Smashed Orbs:
When 3 Shadow Orbs are smashed the Eater of Worlds comes after you, apparently he prefers to eat pesky heroes instead of worlds these days! Also, some events require a shadow orb to have been smashed.

Spawn Meteor:
Like the blood moon, next night you are ingame say goodbye to your house. No no that will never happen. Spawn that meteor, go ahead.

Surface and Bedrock Level:
This setting lets you choose the y-coordinate (that is, the vertical height) where the world layers begin. The Surface Level is «Level» height in the game; above it is the surface world. Between the surface and bedrock is the Underground layer; it is the brown background area with inset stones that can not be removed (normally). The Bedrock is the top of the Cavern layer; it is the grey background area with inset stones that also can not be removed.

This setting could be useful in a totally underground map, or for one that had little underground, or for anything else that a creative soul can come up with!

Bosses Downed:
These options tell the game if that boss has been killed or not. Some ingame events are based on this, like certain NPCs moving in, chance for Cthulhu to show up, etc. Also, if Skeletron is dead the Old Man wont show up at the dungeon point and you can’t fight him again. unless you revive him with the editor!

NPC’s Saved:
Like the Bosses Downed options, these tell the game if you have «saved» the NPCs listed. If they are not currently saved they will appear in the world in the appropriate places. If they are saved then this will not happen. You can add the NPCs individually from the //need link// NPC Names panel.

Goblin Invasion:
The Invasion options are for goblin related mischief. The Invasion Type can be set to 0 or 1 and represents if there is an invasion or not.

The Invasion Size can range from 0 to 1000 in the editor. This represents how many goblins are left in the invasion. Set it to the number of goblins you wish to fight. Note that because of the way the game handles goblin invasions this number wont be exact, and you’ll probably end up with a small minus number after the invasion is finished. This is normal and nothing to be worried about.

Invasion Position specifies the x-coordinate (the horizontal point) at which the invasion will focus on. Usually this is set at the original spawn point. This can be useful to change because this is usually where you will build a house with your npcs in, and may want to fight the invasion at an arena you have prepared somewhere else.

Note: If you do not see the clipboard (located on the right-hand side of the editor) you may have to click the utilities button (also located on the right) to make it ‘pop out’.

Empty Clipboard:
This button removes all loaded schematics. Handy!

Schematic packs can be found all over the Terraria Online forums but a popular thread is: http://www.terrariaonline.com/threads/share-your-schematics.74035/

Schematic Viewing Area:
Schematics are stored here temporarily when you press Ctrl+C while using the selection tool.

You can export the schematics to make permanent saves of them (and share them with others) by clicking on the Export button located underneath the schematic portrait.

You can paste the schematic by clicking the Paste button underneath the schematic, or using Ctrl+V to paste the last schematic in the copy history.

If you want to paste multiple copies of the same schematic you can use Ctrl+V to do this rapidly. If using Ctrl+V brings up the wrong schematic try clicking the paste button for the right schematic; the one you want paste. This will place it as the last item in the copy history making Ctrl+V paste that instead.

You can also remove individual schematics from the clipboard by clicking the remove button.

False Color Schematics:
File Format: 24 bit PNG Image
False color png uses color channels to store tile data, so you can add liquid, walls, wires etc. Note, the importer will ignored sprite tile ids and other tile ids that require UV coordinates.

Alpha Channel:
Alpha channel is used to store tile flags, e.g. is active (there is a brick here), is lava, and has wire. The bitmask for the alpha byte is as follows:
0x80 (10000000) = Always on, so you can see stuff
0x40 (01000000) = IsActive (tile has a brick)
0x20 (00100000) = IsLava
0x10 (00010000) = Has Wire

The Chest utility tab is used for editing the contents of storage containers.

The first column is the quantity, the second column is the prefix and the third column is the item.

Ambiguous prefixes are differentiated as (A)ccessory, (C)ommon weapon or (R)anged weapon prefixes.

Save saves any changes you’ve made to the contents of the chest, but it does not save the world! Cancel discards any changes you’ve made.

General shortcuts (may be adding to settings in a later release, for now are fixed)

Ctrl+A: Select All
Ctrl+D: Clear Selection
DEL: Delete everything in the selection
Ctrl+C: Copy
Ctrl+V: Paste
Ctrl+Z: Undo
Ctrl+Y: Redo
Ctrl+S: Save
Ctrl+O: Open
Esc: Clear current paste buffer or clear selection
Up Arrow: Pans Up
Down Arrow: Pans Down
Left Arrow: Pans Left
Right Arrow: Pans Right
Ctrl+=: Zoom In
Ctrl+-: Zoom Out

Tool keybindings (can be changed in settings.xml):
A: Arrow (Chest and Sign Editing)
B: Brush (Painting tiles, walls, wires and liquid)
F: Fill (Bucket fill tiles and/or walls)
E: Pencil (Painting tiles, walls, wires and liquid)
R: Picker (Left click picks tile/wall, right click picks tile mask/wall mask)
P: Point (Places spawn, dungeon and npc homes)
S: Selection (Select and area for editing or copying)
T: Sprite (Place a sprite from the sprite list)
Z: Toggle Eraser (Toggles erase mode for bucket, pencil and brush)

X: Swap (Swaps Tiles/Walls & Masks, Liquids based on current Paint Mode;
also Shift-X when in Tile & Wall mode)

These keybindings may be changed by editing your settings.xml file.

You may customize the default settings of TEdit by editing the settings.xml file.

By changing the «A» in the example above, you can change the shortcut key for the Arrow tool to another key.

Valid Paint Modes are Tile, Wall, TileAndWall, Wire and Liquid.
Tiles, Walls, Masks

You can change the default Tiles, Walls and Masks by changing the bolded values above. You can get those values by looking at the dropdowns within the tool.

For example, Tile 0 is Dirt Block and Wall 0 is the Sky. You can change the Tile to Stone Block by changing the Tile value from to 1, and the Wall to Wood Wall by changing the Wall value to 4.

Mask Mode:
By default, Tile and Wall Masks are disabled. You can change the setting by changing the Mode:

The values can be Off (Disable Mask), Empty (Edit Empty Tiles) or Tile (Edit Matching Tiles).

You can change the default brush size by editing the bolded values above.

You can change the default brush shape by editing the Shape value. Valid values are Square and Round.

Saving and Backups:
This page is for those that want information on how TEdit manages saving and backups.

When you save from TEdit, before overwriting any files, it copies the existing worldname.wld file to worldname.TEdit. Once the TEdit backup has been made it will then overwrite the original.

Here are some steps showing the process.

Key:
Italic indicates a non-edited file
Bold indicates an edited file
Underline indicates a file re-saved via Terraria

Terraria World map editor for 1.4.1 | TEdit Map Viewer

Terraria world map editor is one of the most awaited item for Terraria fans. With the help of map editor you can create the world as per you like. This means you can move or add or delete items and parts as you want.

So today we will look at the Terraria map editor with mods, how to use it, troubleshooting and how to get most from it.

How to install/use Terraria world map editor?

It is recommended to take the back of your game before you proceed to any installation.

Download Terraria World Map editor

App NameTedit
App Size3.20 Mb
Version4.2.7
AuthorBinaryConstruct
CompatibilityTerraria 1.4.1
PlateformWindows (32/64 bit)
Last Updated25/3/2021

Requirements for Terraria world map editor

When you will open the map editor you will find the tool bar on the left hand side. It consist of tons of options. You will get tools like Arrow tool, Selection tool, Picker tool, Pencil tool, Brush tool, Fill tool, Point tool, Sprite placer tool and Morph tool. Play around these tools for a while this will help you to crate Terraria world.

You can use these shortcuts:

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You will find all general options like open the file, save, save as, edit etc. You can also enable the auto save option when you are creating your world.

Download Terraria World Map editor Beta Version

If you wish you can download Beta version of map editor. For those who does not know the difference between beta version and stable version:

In stable software release you are find all things working perfect. No lag or any other error in stable version as it releases for public.

On the other hand in Beta version which is not released for public, you get the chance to test new features. So it is not the final release you may find some bugs. It doesn’t mean it is not usable. It works well but you may find some errors.

The good thing is you can download and test the new features of beta version now. If you wish you can provide your feedback to the developers to improve the software further.

Just download Terraria World map editor beta file from the below link:

Terraria World/Map editor FAQs

1. I am unable to run the Terraria world Map viewer.
2. Blank window after running latest world Map viewer mod.

* If you are facing this problem then uninstall the software. Restart you PC and then install the Map viewer again. This should solve your problem.

3. How to replace all blocks with other blocks with Terraria world map editor?

* To replace all blocks in Terraria with the help of world editor is easy. With the help of Brush too you can achieve this. All you need to select the item from Paint Mode Tray then set the width and height to maximum. Zoom out your world and with the help of brush tool paint the world as you want.

4. How to add a world in Terraria world map editor?

* You need just one step to add a world in world editor. Find Terraria game folder by default it will under Documents then My Games then open the Terraria folder. You will see world folder in it. Go back to world editor go to file then open and select the world you want to edit.

cokolele/terraria-map-editor

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readme.md

Terraria web editor

Terraria world file editor in browser

— supports maps from 1.3.5.3 to 1.4.2.3

Feel free to contribute 🌳

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#>git clone https://github.com/cokolele/terraria-map-editor
#>npm install
(if you can fix unexpected config errors yourself:
#>npm audit fix
#>npm update
)
#>git submodule init
#>git submodule update
go to /node_modules/parcel-bundler/src/transforms/babel/env.js @line 54 and change the line to

(changing getEnvPlugins options for babel to import only used polyfills)
#>npm start

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Spazmatism

Heya, Im a long time lover of t-edit but havent been on recently.. So much so, I never play my maps, I just make make make haha! I have just updated to the newest version and now when im 100% zoomed in the sprites and textures arent showing like they used to, everything is just color coded blocks.. It was super handy to be able to get an object preview, especially if it was a newly released item but now i have to spam them all in to a map and then load it to see what they look like. Having to hover over a tile to remember specifically what furniture tile it is makes decorating your house really hard! Ive reverted to putting all the items in a chest and then placing them in game.

Also used to use the overlapping sprites to put a plant in to a loot pot etc for some cool effects but Im guessing thats impossible now

Was this changed because of this «glitch»?

Have tried reverting back to the version i had before i updated (3.4/3.6 maybe?) thinking I could just go back to using that but now none of my worlds will open in anything older than the most current version, even though they were created a year or two ago

Thanks for any info!

Bleh, i thought this was a purposeful dev change and it didnt even occur to me that it was part of 751 because it was loading the color blocks, not just an empty screen and I had no pop up error messages. But after two days of trying everything and accidentally finding the «show textures» option i figured it must be a tech issue. Tried switching to the integrated driver on the offchance and problem solved.

Was really scratching my head as to why you would remove the textures hahahaha!

TEdit / Terraria-Map-Editor Goto Github PK

C# 97.90% PowerShell 0.09% HTML 2.00%

Terraria-Map-Editor’s Introduction

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Do you enjoy TEdit, and would you like to show your support? Every donation is appreciated and helps keep development going, servers online and ad free. Thank you for considering becoming a patron. Patreon

Terraria-Map-Editor’s People

Contributors

Stargazers

Watchers

Forkers

Terraria-Map-Editor’s Issues

Checkbox selection

I am finding that the checkboxes are not being that responsive, i.e. not checking/unchecking when being clicked.

The very edges of the checkbox seems to be the best bet at using (checking/unchecking) them, whereas clicking towards the middle often has no affect at all. The checkboxes have the blue highlighting effect and this seems to affect whether they can be used; when its blue the checkbox can be used, when its grey it can not (even if you are within the bounds of the checkbox). Seems to lose the highlighting somehow as you go towards the middle. Also, the checkbox area seems to extend a good distance to the right of the actual checkbox as if its getting stretched. Could be a resolution issue perhaps (I use 1920×1080 widescreen).

Exception Thrown

Steps to reproduce:

framed entites (sprites) are not handled and blocked from being overwritting

This applies to trees, vines, chests, shadow orbs, furniture, etc

Spawn tile picker

not sure if it’s on purpose (and I haven’t looked into the specifics of world saving/loading) but the «spawn tile» property in world info is grayed out and un-editable.

Is there a reason for this? Because I was under the impression that the non-bed spawnpoint of a world was not something the rest of the world hinged on, and one could change the spawnpoint theoretically for a server or something.

Suggestion Mouse Wheel Zoom

What about making mouse wheel zooms into the pixel where the mouse is located at? and zooms out from the location away?
Would make the handling more easy.

Copy, Paste, Import and Export

It would be nice to have a clipboard that you can use to copy & paste an area or blocks.

For example, I made a spawn area on one map. I want to just copy the whole thing to another map.
Or I made a nice pixel art. I want to just copy it to somewhere else on the map.
It would be even better if you can save a small schematic that you can load anytime and paste.

Spawn Point Picker Tool

Tool to place important points, such as spawn, npc locations, dungeon entrance, etc

Related issues :
#17 Spawn tile picker

Also, this will validated locations on saving and prompt or move them to a valid location

Water mask doesn’t work at all.

The map editor seems to treat water spots as being empty, giving the side effect of the water mask not working.

Bucket Fill

In terms of using the paint bucket, I’d like to see an unrestricted version of being able to fill an entire area with a certain piece of earth in just a single click, instead of having to use the rectangular selection to fill in an area. Custom mapmakers like myself would be quite overjoyed in seeing that ability being unrestricted, as using the Pencil and Paintbrush can be very tedious when working on a map.

Highlighting button choice

Loving the new prerelease of v2!

I would like to ask if you could possible make the current button choice more obvious. Its possible I’ll get used to it as is, but at the moment takes a second or two to work out whether I have pencil, brush, or something else. Same with the eraser (which is an excellent idea by the way!). Also, the cursor choice doesn’t change the visual to a cursor (although functionally it works, i.e. it doesn’t paint).

Rectangle tool breaking the editor

As the title says, use of the rectangle tool in the v2 prerelease is breaking the editor. Once you use the rectangle tool you can’t paint or erase using the pencil or brush, whether its a wall, tile, or liquid.

EDIT: Actually, its not breaking it at all. I found out the rectangle tool makes it so only what you do within the rectangle is affected. You can clear the rectangle using right click while having the rectangle tool selected.

Walls and Blocks

At the moment, having ‘paint’ unchecked for the walls and blocks causes you to remove existing walls/blocks when using the tools. This makes it time consuming to change a backing wall for a structure already built, as you can’t just use the rectangle & fill method as this will remove/change the blocks as well, and you have to be careful using the pencil or brush not to make a mistake.

Perhaps you could make it so having ‘paint’ unchecked instead of removing tiles of that kind it simply means you don’t alter tiles of that kind. As a replacement, add in an empty/remove option to the drop-down menu.

Mouse over tile type

Pretty much what I’m looking to add is a request for tooltips or an info pane or something showing what tile type is under the mouse. maybe down with the X/Y coordinates?

Launch?

Problem loading world map after editing.

After I have edited the world map in my single player game. I get the following error after Terraria has finished initializing the world «System.IndexOutOfRangeException: Index was outside the bounds of the array, at Terraria.WorldGen.loadWorld0». The only option is to go back. Each time I try and load this edited map I get this exact same error. I have checked the file sizes on the edited and the original backup. Edited is 91.5MB, Original 91.6MB. Would this cause a problem?

Sign Text resetting

Here’s the bug.
Each time I use editor, it resets all sign texts.

Probably that’s because sign editor is not completed yet in latest release

Pixel offset for tool/viewer is off

Probably a rounding issue somewhere.

Downloads are now labeled by version! Download TEditX.X.X.X.zip instead of TEditLatest.zip

So you can download archived versions!

TEditLatest.zip now only contains README.txt which says:
You probably downloaded this file by mistake or an incorrect link from a 3rd party.
Please look at the downloads here and select the version you want! (Probably the most recent one at the top, check the upload dates)
http://github.com/BinaryConstruct/Terraria-Map-Editor/downloads

Set NPC spawn points

This request is perhaps out of bounds of the map editor, but might be possible?

I’m wondering about npc editting within a map. I noticed the npc tab and got thinking. The chest tab allows you to edit chest contents. Could the npc tab be made to allow you to edit npcs?

At the moment there are four types of npc:
Guide: Displays information in a message box.
Nurse: Heals health (so a stat change) for a cost.
Merchant/Arms/Demo/Clothier/Dryad: Sells items from respective and individual inventories.
Old Man: Spawns a boss when clicked on (under certain conditions).

Would it be possible to spawn an npc at a certain place on a map (so painted there as such)? Would it be possible to give it a custom sprite and name? Could it use one of the existing functions the current npcs have but slightly modified (different inventory, different monster spawned, etc)?

A lot of questions, a lot of work! Makes me eager to go learn C# and have a go at it myself!

In-game textures

Low priority, but I’d love to see an option to toggle showing the blocks using the in-game textures (only when the zoom level is high enough of course)

This would be great for generating screenshots without having to drop torches all over XD

Mask for dirt also accepts air

Load bug

Don’t know how I missed this with how long I’ve been using the editor! Only noticed because editing the wiki made me wonder what would happen.

Similarly, trying to save when you have no world open will cause a crash (why you would do this is beyond me though!).

Somewhat related, will the ‘save as’ function be reintroduced? Writing this part in the wiki atm.

Snap grid, shapes and lines

For those of us with unsteady hands, or used to graphing/grid paper for drawing, this feature would be most appreciated. When trying to make a series of 16×16 blocks, it’s rather annoying to have to constantly make SURE I’m not one pixel off, or have the mouse move JUST enough when I click to offset my work. I caught a mistake in my project far too late thanks to this, and as a result, have had to scrap the entire map. An entire day’s work, gone. Not to sound like an angry ranter: but for those of us who want precision in our map editing, a grid system and ability to snap the cursor to the grid would be a GODSEND.

A grid display would, preferably, be customizable, IE: 2×2 grid, 2×3 grid, 16×16 grid, etc, with the ability to snap the drawing tools like the brush to the grid. (Preferably with snap options that would allow for 1 block of spacing as well. IE, so you can put multiple 16×16 blocks together, but each block is still 16×16, instead of say, connecting two 16x16s and ending up with a 31×16)

Another nice set of tools would be those you find in most painting apps: lines, shapes, etc. Trying to draw a straight line with a pencil tool on a mouse is near impossible unless you have the world’s steadiest hand, so a way to draw them easily would be wonderful.

«Save As» does not show Save dialog

I’m not sure if it’s acting as a flat Save or not doing anything at all, but Save As is not asking for the new filename

Underwater objects

As of 1.0.1.5, most (or all?) objects under water are displayed as «Water(255)» in the status bar. If that isn’t fixed in v2 already, please look into it. I noticed this while looking into what the unknown new things are.

Torch and other «sprites» Placement

If you paint in a torch with the editor that isn’t attached to a surface the game wont load the map (it gets stuck at tile something 1%). I noticed this when I tried to add in a line of torches, some of which were not attached to anything. After several tries loading the map ingame, I removed the offending torches in the editor and all was well.

Would you be able to catch this problem while people are using the editor to stop them making the same mistake? Or require the torch has something to be attached to when being painted in (and removed if something it was attached to is also removed).

Tiles and sprites

Could you seperate these out? There are quite a lot of each, so it could be handy for future additions. Also, sprites can share space with liquids which tiles can not do, although sprites can not share with tiles.

There are however a few odd balls like torches and cobwebs which I’m not sure which they would fall into. I’m not sure they can share space with liquids as putting a liquid over them ingame causes them to drop.

P.S. Made some changes to the wiki and saved them. Going to carry on making changes. Tell me if anything I done is incorrect, missing, or needs further expanding on.

Incomplete Chest List

The list of chests is incomplete. Not all chests in the world are listed.

Brush template size losing value on switching to pencil

If you set a template size (say 49×82) when using the brush tool, upon switching to the pencil tool the size switches to 1×1 (as you would expect). Going back to the brush tool afterwards the size reverts to the minimum/default of 2×2.

Would it be possible to save the last used size of the brush tool? I find myself often switching to the pencil to make a quick correction or change, then back to the brush and having to set the size again.

Note: Currently the arrow tool makes no change on the template size at all, as mentioned in another issue. If the arrow tool template gets change to 0x0 when switched to (so as not to show a template), the same problem could be caused that the pencil currently does, unless the fix accommodated for that. On the other hand, if the arrow tool merely hides the template this shouldn’t be an issue, as long as selecting another tool re-displays the template!

Right-click to move

Seeing as right-clicks are currently unused, you could greatly improve general handling by implementing a «hold right MB to grab and move the map around» function. Very useful if you’re zoomed in.

Download?

Will the download be back up? I’ve been looking for something like this, and I was disappointed to find out it 404’d.

Chest clicking

Maybe add the ability to alt+click on a chest in the map editor and it pulls it up on the chest ListBox.

Vacation

Heads up, I’ll be out of town without computers or internet for a week or so. I’ll try and post updates when I can, but don’t expect too much.

I will try to address issues up to #15 before then though.

Dungeon Entrance / Old Man

Noticed the dungeon entrance is greyed out (uneditable). Am I right in assuming this is where the Old Man spawns? If so, would be awesome if it can be edited! Current old man spawn point doesn’t suit my custom map.

By the way, the editor is much appreciated, thanks for putting in your time and effort!

Note: The hover-over text for the furnace is displaying as Furnance, unsure if this intended or not. Also applies to the hellforge (displayed as UnderworldFurnance).

Walls and walls

Writing the wiki, I realised how confusing it can be to explain the difference between (background) wall editing and the (border) wall option underneath width/height.

Could the text labels for these be renamed respectively to background and border?

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

Fill patterns

Example, fill 30% stone, 20% obsidian, 50% dirt.

It should always total 100% and have the option of layered, random or sequential patterns.

Chest list improvement

right now it looks like you’ve got a plain ListBox showing a list of the chests, which works, but it might be a good upgrade (after more important issues, lol) to switch to a ListView in details view with clickable column headers to allow sorting the chests by ID, X or Y separately. this will be especially handy when/if object editing gets added down the road 🙂

Dropdowns not wide enough

The dropdowns for selecting which tile are too narrow, cutting off the names of many of the tiles.

This makes it impossible to tell apart the «UndergroundJung» ones

Zoom fine control

Maybe this is already planned for v2, since it was in the first version, but here’s the deal: Implement some kind of greater control about zoom, mainly so you can jump to «clean» values like 200%, 300% etc. easily.
Either by letting us manually enter zoom percentage like before or maybe by snapping through predefined values (25, 50, 100 % per mouse wheel click). Or, well, any other method you can come up with.

Something else to consider would be shortcuts (or buttons) to x2, x4, x8 zoom.

Only appeared to work twice, then no longer launches.

Well, in all technicality, it DOES launch, but then crashes several minutes later. I was only able to use the Map Editor only twice. Is there something wrong with my computer, or a fault in the Map Editor?

Copy/Paste parts of the map

The reason I googled my way here was because I’m trying to transfer my house between worlds, so I don’t have to make a new structure every time Blue decides to add new stuff to newly generated worlds in every single patch.

I was thinking maybe that a way to do this would be to load two worlds and use the rectangle selection tools to transfer chunks from one map to the other one, including chests and placed items, not just blocks.

Thanks and keep up the good work!

The wiki needs some content. If anyone wants to help, it should be editable. For screenshots and images, put a link to its current URL and I’ll move it to my host. Thanks in advance!

Straight-line tool

I really like the world editor but I believe there should be a tool for drawing straight lines! I’m not very good at keeping my mouse steady :X

Saving Problem

When ever i go to save or save as, it says, ‘saving’ then it takes forever, and by that i mean the first one i tried to save didnt finish after waiting over 3 hours.
HELP

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

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World editor terraria

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For Sprite Viewing:
Terraria must be installed using Steam. If not, the data files must be in your steam folder, normally
64bit, program files (x86)\Steam\steamapps\common\Terraria\content folder.
32bit, program files\Steam\steamapps\common\Terraria\content folder.

Non-steam versions of Terraria will not be supported

If you don’t have Terraria installed on the PC you are using there will be no sprite visualization, but the application should still work if you meet the other requirements.

Note: Some older integrated graphics chipsets (old netbooks/laptops) may not work with XNA. TEdit may or may not work with these older integrated graphics chipsets.

Warning: Back-up your files before you edit anything!

Loading up the Editor:
To load up the editor, if using Windows you can find it under All Programs in the Start Menu, under TEdit. You can also start the program from the folder it was installed in, it should be named TEditXna.

Moving around in the Editor:
To pan (move around) the view of your world use the scrollbars located at the bottom and side, or hold down the middle-mouse button and move your mouse around, or use the arrow keys Shortcuts and Keybindings.

To zoom in or out of the map roll you mouse wheel. You can also use Ctrl+= and Ctrl+- (these are the keys above and to the right of «P» on a Qwerty keyboard). The zooming will occur at the position of your cursor and wont occur at all if the cursor is not within the bounds of the world display.

Next Steps:
Now that you have the editor up, you will probably want to check out the The Building Blocks of Terraria, the Menubar, the Toolbar, and Information Bar pages. At some point you will also want to check out the World Properties page and learn what can be done there to help shape your world. The Clipboard page will help you out if you want to learn how to use schematics.

Background Walls:
Background walls are the walls that are present in the background of a house, dungeon, in the dirt layer above the surface (>0ft), etc. For a house to be considered a house (for npcs to move in, to stop mob spawns, and to set a bed) player-placed background walls must be present. Background walls are on their own layer, and interfere with nothing else.

Tiles:
Tiles are the blocks that make up the world. They differ from sprites in that they are always of size 1×1 (the brush tool can paint multiple tiles at a time though) and are usually «solid», completely inhibiting movement. However, actuators can be used to make tiles non-solid too by toggling the tile to an «inactive» state.

Liquids:
Liquids partially inhibit movement by slowing down the player when moving through them. Note that lava can destroys many sprites and is dangerous to the player.

As mentioned in the intro, in the editor you can place liquids in places they normally would not be and they will stay there. However, once you load up the map in the game they will adhere to gravity and fall down if they can, as well as destroying things if lava (where applicable). If you want them to stay where you placed them in the editor you must also contain them there as you would in game.

Sprites:
Sprites take on the roles of objects in the game rather than pieces of the terrain; tables, chairs, trees, flowers, etc. This means they tend to act like they are in the background and do not inhibit movement.

Mechanically they exist on the same layer as tiles and liquids, meaning they can not «share» space with tiles (or indeed, other sprites), but unlike tiles they can share share space with a liquid.

Wire:
There are (currently!) three differently coloured wires; red, blue, green. Each type of wire is on its own layer and does not interfere with each other (although they can visually obscure each other). They can be placed anywhere without restrictions both in the editor and Terraria and they do not adhere to gravity.

Wires have distance limitations when connecting things, so keep that in mind. (limitations of 2000 units)

Actuators:
Actuators can be used to toggle the state of a tile (but not sprites). This makes the tile they are placed on non-solid when toggled (using wire and a switch of some form). They exist on a separate layer to anything else and can be placed with no restrictions, just like wires.

Points:
Points are a little different than the rest. You wont see points in Terraria because they are invisible. Nevertheless, points are just as important and they can be used to shape your world in different ways.

Points refer to the location on the map that something happens. This may be the point where the nurse sleeps. It may be the point where the dungeon starts. It could even be the point where your friends enter the world for the first time to fall to their death, er, start off their adventures.

The menubar is located at the top left of the editor.

File:
The file menu has your usual file related functions; New, Open, Save, Save As, and Exit. Some of these functions are also on the Toolbar and have Shortcuts and Keybindings.

The seed is not used at the current time but will likely in the future be used for map generation (rather than the bland map that is currently created). The height and width simply determine how big your world is. Surface level is the height at which 0ft is determined, this being important for plant related properties and creatures. Bedrock level is the height at which the dirt background changes into the stony backgound and carries with it related properties as well (enemies etc).

Currently the New function is most useful if you are going to completely customise your map; it is synonymous of a blank canvas. However, it can also be helpful with troubleshooting as the new map will be of the same version as TEdit which may differ to a new map created in Terraria itself.

Save saves the changes you have made (if any). If you do not have the autosave option enabled make sure to regularly save your map.

Save As is a more specialised save function that allows you to save as a different file, useful for making different versions of the same map.

Enable Autosave is as it sounds; it turns on the autosave option. The editor should automatically save every so often, like every 5 minutes or something similar.

On Startup Check Updates does what it says (it checks for updates on startup. ), while the Check For Updates option can be used to manually check for updates.

Exit quits the program.

Edit:
The Edit menu is full of basic functions like Undo, Redo, Copy, Paste, Delete. These functions are also on the toolbar and have shortcuts.

Undo reverts last change you made (or the last redo). The undo function can be used multiple times in a row to revert multiple changes. Useful.

Redo reverts the undo.

Copy temporarily saves the selection you have (using the Selection Tool) to the Clipboard. You can then paste from the clipboard or using the paste function. You can make a permanent copy by exporting the selection as a schematic to use in other maps or even to send to other people. Check the clipboard page for more information on this.

Paste will paste the copied selection/schematic. There is an option for pasting empty tiles/walls/wires/liquids located in the clipboard for some control over what is pasted.

Delete will delete EVERYTHING in the selection. This is much faster than manually erasing each layer (tile/sprite, wall, liquid, wire). Checkout The Building Blocks of Terraria for more information on tiles, sprites, points, etc.

Display:
This menu has the «Show..» functions; Show Textures, Show Grid, Show Walls, Show Tiles, Show Liquids, Show Wires, and Show Points.

Show Textures can be toggled to go between Terraria textures and TEdit solid colour textures at high zoom.

Show Grid can be toggled to display or hide the grid that is shown when at high zoom. This is helpful when building projects that require precise measurements.

Show Walls, Tiles, Liquids, and Wires functions can be toggled to display or hide walls, tiles, liquids or wires. This is useful for taking building projects a layer at a time or simply making sure you are nor missing things out (walls in particular!).

Show Points can be toggled to show or hide points. Points are explained on The Building Blocks of Terraria page.

Plugins:
The plugins menu will likely grow over time as new plugins are developed. Currently, the plugins that come with the program are the Settle Sand plugin and the Simple Ore Generator plugin.

The Settle Sand plugin will basically settle sand. That is, the plugin will make sand «fall» to the lowest unit of empty space below it, as it would normally in Terraria.

The Simple Ore Generator plugin creates rings of whatever tile is currently selected (use the picky or pencil/brush tool to select the tile type) pretty abundantly throughtout your world below the surface level. Its pretty simple and ugly, but it does generate ore! That is, if you have ore selected as your tile. and not dirt.

The tool section is located on the left of the editor.

Arrow Tool:
Shortcuts and Keybindings: A
With the arrow tool selected it is impossible to make any accidental changes to the map and it should only display a 1×1 template. This make the arrow tool useful for getting information from individual tiles via the Information Bar, which is displayed in the bottom left corner.

With the arrow tool selected you can also right-click on chests and signs to see what is inside and edit them. See the Chest Editor page for more details.

Selection Tool:
Shortcuts and Keybindings: S
When using this tool you can select a section of the map (as a rectangle) by holding down left-click. If you want to clear the rectangle you can do so by right-clicking somewhere on the map while the selection tool is selected or using Ctrl+D.

Picker Tool:
This tool «picks» things you click on. Things include tiles, walls, and liquids. Oddly, you can «pick» sprites too but they wont be placable with the sprite tool but instead with the pencil or brush! Probably a bug to be squashed.

If you right-click on things it will pick them for the mask.

The picker tool uses the Paint Mode Tray to show what you have picked.

Pencil Tool:
Shortcuts and Keybindings: E

The pencil tool paints only one tile at a time. This makes it exceptionally useful for painting fine details or irregular shapes.

If you hold down left click you will have free drawing; i.e. you can draw in any way you like. If you hold down right click you can draw a straight horizontal line, perfect for bridges, tunnels, buildings, etc. If you hold down left and right click at the same time you can draw vertical straight lines.

The pencil tool uses the Paint Mode Tray to select what you paint.

Brush Tool:
Shortcuts and Keybindings: B

The brush tool can paint a wide area of blocks.
Like the pencil tool, straight lines can be drawn horizontally (right click)
and vertically (left click + right click). The brush tool uses the Paint Mode Tray to select what you paint and the Size Tray to select the size and shape of your brush strokes.

Fill Tool
Shortcuts and Keybindings: F
The fill tool replaces tiles/walls/liquids/emptyspace with other tiles/walls/liquids. Currently, you can do a contiguous fill. This means that all tiles/walls/liquids/whatever of the type you have clicked on will be replaced as long as there is a connection to the original.

You can also use the selection tool to contain a fill action.
The fill tool use the Paint Mode Tray to select what to paint.

Point Tool:
Shortcuts and Keybindings: P
This tool places points on the map by chooses the point from the drop down menu and left-clicking on the map where you want it. The points that the tool places look like this on the map:

The spawn point is where people first load up (if they have not set a bed). This tool is useful if your town is not near the default spawn point, or if you are doing a custom map and want them to start in a particular place. Make sure it is not placed on/near any tiles you wish to keep however, since the game destroys any tiles (but not sprites or walls) that are located at the spawn point when someone enters the game there.

The dungeon point is where the dungeon is located. I am not sure what exactly that does (the terrain determines the enemy type but perhaps for dungeons you also need the dungeon point?). I know it used to mean where the Old Man patrolled but he seemingly has his own point now. Best put this point at the start of the dungeon (if you have one).

The NPC points are the points where those NPCs sleeps at night and tends to patrol during the day. The NPC points will appear in the dropdown menu only as appropriate, i.e., if you have no nurse there isn’t much point in having her point in the menu (no pun intended).

The Old Man point is particularly useful as you can have him spawn in or near an arena you have built especially to fight his alter ego. He could even have his own room in your base if you so choose, but I wouldn’t recommend talking to him at night!

Sprite Placer Tool:
Shortcuts and Keybindings: T
The sprite placer tool is used with the //needs link// on the right of the editor to place sprites.

Morph Tool:
The morph tool will change whatever it is used on into the biome that is selected in the dropdown menu. It will only paint over existing tiles/walls and not empty spaces. It will only change certain types of types of tiles/walls, leaving things like ore untouched. Edge tiles will be converted into grass if applicable.

The tool will work differently at different heights. Try it out! Note that if you create enough of a biome the music will change to that biome type and monsters of that biome will spawn.

The morph tool uses the Size Tray to select the size and shape of your brush strokes.

The active tray is what appears at the top when you select a tool. Most tools will use the Paint Mode Tray and some will also use the Size Tray. The sprites tool will use the Sprites Tray.

Paint Mode Tray:
In the top left of the tray is the eraser toggle. When this is toggled on (gold background) you will erase whatever paint mode type you currently have selected instead of painting.

Below the eraser is the Paint Mode dropdown menu. This is where you can select between painting tiles, walls, tiles and walls at the same time, wire, or liquids.

To the right of the tray you will see the current Tile/Wall boxes if appropriate, or the liquid options.

Size Tray:
As you can probably tell, this tray determines the size of the painting template. This is used for the brush and morph tools.

The Width row is for determining the horizontal size, or the magnitude of the x-axis for those familiar with such things. The numbers refer to the number of blocks. A single dirt block would have a width of 1. Twenty dirt blocks side-by-side would have a width of 20. You can either type the number in and click somewhere else on the tray (enter doesn’t work), or use the slider.

The Height row is for determining the vertical size, or the magnitude of the y-axis. The numbers work the same way as they do for the width.

At the end of both of these rows is the «Square Width and Height» toggle. This toggle is defaulted to on (gold background) and will make the height and the width always be the same number, thus producing a square template. If you turn it off you can change the width and height independently of each other.

The Outline row turns your solid shape into a hollowed-out shape, with the thickness of the solid border being the number shown. The box at the end of the row is the toggle for turning this feature on/off.

The morph tool does use the Size tray but it does not use the Paint Mode tray. Instead it has a dropdown menu to choose from what you want to paint.

Starting from the left, the Information Bar comprises of the Position Box, the Tile Box, the Wall Box, the Extra Box, and the Frame Box.

Position Box:
This box gives information on the current position of the cursor on the map. The first number is the x-axis co-ordinate and the second number is the y-axis co-ordinate. The top-left is 0,0.

Tile Box:
The Tile Box gives you information on which tile type is located underneath the curso

Wall Box:
The Wall Box gives you information on which wall type is located underneath the cursor.

Extra box:
The Extra Box gives you information on whether there is a liquid and/or wire located underneath the cursor. The number next to a liquid is the amount of liquid in that block, where 255 represents a full block of liquid.

Frame Box:
The Frame Box gives information about the framing of the tile beneath the cursor. This is useful for the developers but not so much for the users of the editor.

If you do not see the world properties panel (located on the right-hand side of the editor) you may have to click the utilities button (also located on the right) to make it ‘pop out’.

World Name and ID:
The world name is simply whatever you called your world. It used to be the case that just editing this would allow you change your world name and it would stay that way. However, in one of the Terraria patches this changed.

To change the world name now, change this world name in TEdit and then use Save As and save the file with the exact same new name. This works for most people.

Regarding the world id, this is purely informative. It is not editable because we’re not entirely sure what it does. although it is possibly the seed that was used to create the original terrain (and thus changing it now would be useless anyhow since the map generation is already complete).

Moon Phase:
If you look carefully you will notice the ingame moon changes each night from new moon to full moon and back! This option changes the current moon; maybe your custom map is werewolf themed?

Additionally, if you check the Blood Moon checkbox the next night you are ingame will be a blood moon.

The «Is Eclipse» option starts a solar eclipse once you enter the game in Terraria (it may need to be day or wait for the next day, not tested).
Time

This scale represents the time of day/night it is ingame. Move it to where you desire. The Is Day Time checkbox allows you to switch between whether the slider represents day or night, and the slider background will change to show this. The slider basically represents a 12-hour period; that period could be the day period or it could be the night period, based on whether the checkbox is ticked or not.
Rain

This scale represents the length of time rain will go on for.

Note: Currently, it seems checking or unchecking the box does not start or stop the rain. You can stop the rain by reducing its time, but there does not seem to be a way to start it; even if you adjust the scale accordingly.
Clouds

Can be used in conjunction with rain. Consists of two scales, one for the number of clouds seen in the background (possibly affecting brightness from the background); and another scale for the wind speed/direction (direction needs to be confirmed).

Smashed Orbs:
When 3 Shadow Orbs are smashed the Eater of Worlds comes after you, apparently he prefers to eat pesky heroes instead of worlds these days! Also, some events require a shadow orb to have been smashed.

Spawn Meteor:
Like the blood moon, next night you are ingame say goodbye to your house. No no that will never happen. Spawn that meteor, go ahead.

Surface and Bedrock Level:
This setting lets you choose the y-coordinate (that is, the vertical height) where the world layers begin. The Surface Level is «Level» height in the game; above it is the surface world. Between the surface and bedrock is the Underground layer; it is the brown background area with inset stones that can not be removed (normally). The Bedrock is the top of the Cavern layer; it is the grey background area with inset stones that also can not be removed.

This setting could be useful in a totally underground map, or for one that had little underground, or for anything else that a creative soul can come up with!

Bosses Downed:
These options tell the game if that boss has been killed or not. Some ingame events are based on this, like certain NPCs moving in, chance for Cthulhu to show up, etc. Also, if Skeletron is dead the Old Man wont show up at the dungeon point and you can’t fight him again. unless you revive him with the editor!

NPC’s Saved:
Like the Bosses Downed options, these tell the game if you have «saved» the NPCs listed. If they are not currently saved they will appear in the world in the appropriate places. If they are saved then this will not happen. You can add the NPCs individually from the //need link// NPC Names panel.

Goblin Invasion:
The Invasion options are for goblin related mischief. The Invasion Type can be set to 0 or 1 and represents if there is an invasion or not.

The Invasion Size can range from 0 to 1000 in the editor. This represents how many goblins are left in the invasion. Set it to the number of goblins you wish to fight. Note that because of the way the game handles goblin invasions this number wont be exact, and you’ll probably end up with a small minus number after the invasion is finished. This is normal and nothing to be worried about.

Invasion Position specifies the x-coordinate (the horizontal point) at which the invasion will focus on. Usually this is set at the original spawn point. This can be useful to change because this is usually where you will build a house with your npcs in, and may want to fight the invasion at an arena you have prepared somewhere else.

Note: If you do not see the clipboard (located on the right-hand side of the editor) you may have to click the utilities button (also located on the right) to make it ‘pop out’.

Empty Clipboard:
This button removes all loaded schematics. Handy!

Schematic packs can be found all over the Terraria Online forums but a popular thread is: http://www.terrariaonline.com/threads/share-your-schematics.74035/

Schematic Viewing Area:
Schematics are stored here temporarily when you press Ctrl+C while using the selection tool.

You can export the schematics to make permanent saves of them (and share them with others) by clicking on the Export button located underneath the schematic portrait.

You can paste the schematic by clicking the Paste button underneath the schematic, or using Ctrl+V to paste the last schematic in the copy history.

If you want to paste multiple copies of the same schematic you can use Ctrl+V to do this rapidly. If using Ctrl+V brings up the wrong schematic try clicking the paste button for the right schematic; the one you want paste. This will place it as the last item in the copy history making Ctrl+V paste that instead.

You can also remove individual schematics from the clipboard by clicking the remove button.

False Color Schematics:
File Format: 24 bit PNG Image
False color png uses color channels to store tile data, so you can add liquid, walls, wires etc. Note, the importer will ignored sprite tile ids and other tile ids that require UV coordinates.

Alpha Channel:
Alpha channel is used to store tile flags, e.g. is active (there is a brick here), is lava, and has wire. The bitmask for the alpha byte is as follows:
0x80 (10000000) = Always on, so you can see stuff
0x40 (01000000) = IsActive (tile has a brick)
0x20 (00100000) = IsLava
0x10 (00010000) = Has Wire

The Chest utility tab is used for editing the contents of storage containers.

The first column is the quantity, the second column is the prefix and the third column is the item.

Ambiguous prefixes are differentiated as (A)ccessory, (C)ommon weapon or (R)anged weapon prefixes.

Save saves any changes you’ve made to the contents of the chest, but it does not save the world! Cancel discards any changes you’ve made.

General shortcuts (may be adding to settings in a later release, for now are fixed)

Ctrl+A: Select All
Ctrl+D: Clear Selection
DEL: Delete everything in the selection
Ctrl+C: Copy
Ctrl+V: Paste
Ctrl+Z: Undo
Ctrl+Y: Redo
Ctrl+S: Save
Ctrl+O: Open
Esc: Clear current paste buffer or clear selection
Up Arrow: Pans Up
Down Arrow: Pans Down
Left Arrow: Pans Left
Right Arrow: Pans Right
Ctrl+=: Zoom In
Ctrl+-: Zoom Out

Tool keybindings (can be changed in settings.xml):
A: Arrow (Chest and Sign Editing)
B: Brush (Painting tiles, walls, wires and liquid)
F: Fill (Bucket fill tiles and/or walls)
E: Pencil (Painting tiles, walls, wires and liquid)
R: Picker (Left click picks tile/wall, right click picks tile mask/wall mask)
P: Point (Places spawn, dungeon and npc homes)
S: Selection (Select and area for editing or copying)
T: Sprite (Place a sprite from the sprite list)
Z: Toggle Eraser (Toggles erase mode for bucket, pencil and brush)

X: Swap (Swaps Tiles/Walls & Masks, Liquids based on current Paint Mode;
also Shift-X when in Tile & Wall mode)

These keybindings may be changed by editing your settings.xml file.

You may customize the default settings of TEdit by editing the settings.xml file.

By changing the «A» in the example above, you can change the shortcut key for the Arrow tool to another key.

Valid Paint Modes are Tile, Wall, TileAndWall, Wire and Liquid.
Tiles, Walls, Masks

You can change the default Tiles, Walls and Masks by changing the bolded values above. You can get those values by looking at the dropdowns within the tool.

For example, Tile 0 is Dirt Block and Wall 0 is the Sky. You can change the Tile to Stone Block by changing the Tile value from to 1, and the Wall to Wood Wall by changing the Wall value to 4.

Mask Mode:
By default, Tile and Wall Masks are disabled. You can change the setting by changing the Mode:

The values can be Off (Disable Mask), Empty (Edit Empty Tiles) or Tile (Edit Matching Tiles).

You can change the default brush size by editing the bolded values above.

You can change the default brush shape by editing the Shape value. Valid values are Square and Round.

Saving and Backups:
This page is for those that want information on how TEdit manages saving and backups.

When you save from TEdit, before overwriting any files, it copies the existing worldname.wld file to worldname.TEdit. Once the TEdit backup has been made it will then overwrite the original.

Here are some steps showing the process.

Key:
Italic indicates a non-edited file
Bold indicates an edited file
Underline indicates a file re-saved via Terraria

World editor terraria

So, heres the thing. This is my first modded playthrough ever, and the issue is, i have a house I like. I use it in all my playthroguhs, and just use TEdit to copy it between the worlds.

The issue however, is with modding, it adds in some biomes. Hell crags, the abyssal depths, ect. (calamity, thorium, tremor) and when my modded world is loaded in map viwers, or TEdit, those biomes become just empty areas of nothing, as do all the ore spawns and such.

My worry is this. Will editing and saving my world in Tedit remove those biomes? Because if im saving it in TEdit, and Tedit has those areas as open space, won’t they jsut be saved as open space and effectively kill my world?

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

But someone confirm me reguarding TEdit Mod support, I could be wrong.

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

But someone confirm me reguarding TEdit Mod support, I could be wrong.

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

It will remove them. I’ve mentioned it in a few places. Tedit makes it a vanilla world because it only pulls from vanilla resources. If you save you’ll have to start over or use a backup.

In Theory you could edit the settings and put the mod resources in the right spots and it MIGHT be able to utilize mod content. Never seen anyone do it. You’d have to move files and then edit the settings.xml which is likely a pain in the bottom and would take some time. You’d have to do it for each mod you used. It would take way more time than what’s needed to build it legitimately most likely.

If materials are the issue, just spawn some. If you’re going to ‘cheat’ by tediting the building in anyways, theres no real difference between that and spawning the materials and building it by hand.

Standalone [1.4.3] Terrasavr, web-based inventory editor

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

YellowAfterlife

Official Terrarian

Terrasavr is a web-based inventory and profile editor.
Being web-based means that you don’t have to download it, and it will work for PC/Mac/Linux flawlessly.

If you’d like to take a look without further ado, here goes:

(also check out my blog or Twitter. I make games and other things.)

If something doesn’t work, always try Flash version first.

If application does not run, or does not seem to have any effect, try the following steps in order:

In short, it’s a stylish editor which works right in browser. Looks like this (357K GIF @ IMGUR):

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

You can tweak stats, change colours, manage items, change prefixes.

To make decisions easier, Terrasavr will also display full information about items upon hover:

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Also you can search for items. This works nicely and there’s pagination:

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Of course, sometimes it’s hard to remember everything, so there’s also a «library» of commonly needed item sets:

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So one could say that it’s pretty good, right?

A list of things that I thought you may want to know:

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README.md

Character data editing

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World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

Code is available under the General Public License v3.0

Free Software, Hell Yeah!

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Terraria-Map-Editor’s Issues

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

«Save As» does not show Save dialog

I’m not sure if it’s acting as a flat Save or not doing anything at all, but Save As is not asking for the new filename

The wiki needs some content. If anyone wants to help, it should be editable. For screenshots and images, put a link to its current URL and I’ll move it to my host. Thanks in advance!

Chest clicking

Maybe add the ability to alt+click on a chest in the map editor and it pulls it up on the chest ListBox.

Torch and other «sprites» Placement

If you paint in a torch with the editor that isn’t attached to a surface the game wont load the map (it gets stuck at tile something 1%). I noticed this when I tried to add in a line of torches, some of which were not attached to anything. After several tries loading the map ingame, I removed the offending torches in the editor and all was well.

Would you be able to catch this problem while people are using the editor to stop them making the same mistake? Or require the torch has something to be attached to when being painted in (and removed if something it was attached to is also removed).

Copy/Paste parts of the map

The reason I googled my way here was because I’m trying to transfer my house between worlds, so I don’t have to make a new structure every time Blue decides to add new stuff to newly generated worlds in every single patch.

I was thinking maybe that a way to do this would be to load two worlds and use the rectangle selection tools to transfer chunks from one map to the other one, including chests and placed items, not just blocks.

Thanks and keep up the good work!

Dropdowns not wide enough

The dropdowns for selecting which tile are too narrow, cutting off the names of many of the tiles.

This makes it impossible to tell apart the «UndergroundJung» ones

In-game textures

Low priority, but I’d love to see an option to toggle showing the blocks using the in-game textures (only when the zoom level is high enough of course)

This would be great for generating screenshots without having to drop torches all over XD

framed entites (sprites) are not handled and blocked from being overwritting

This applies to trees, vines, chests, shadow orbs, furniture, etc

Straight-line tool

I really like the world editor but I believe there should be a tool for drawing straight lines! I’m not very good at keeping my mouse steady :X

Brush template size losing value on switching to pencil

If you set a template size (say 49×82) when using the brush tool, upon switching to the pencil tool the size switches to 1×1 (as you would expect). Going back to the brush tool afterwards the size reverts to the minimum/default of 2×2.

Would it be possible to save the last used size of the brush tool? I find myself often switching to the pencil to make a quick correction or change, then back to the brush and having to set the size again.

Note: Currently the arrow tool makes no change on the template size at all, as mentioned in another issue. If the arrow tool template gets change to 0x0 when switched to (so as not to show a template), the same problem could be caused that the pencil currently does, unless the fix accommodated for that. On the other hand, if the arrow tool merely hides the template this shouldn’t be an issue, as long as selecting another tool re-displays the template!

Downloads are now labeled by version! Download TEditX.X.X.X.zip instead of TEditLatest.zip

So you can download archived versions!

TEditLatest.zip now only contains README.txt which says:
You probably downloaded this file by mistake or an incorrect link from a 3rd party.
Please look at the downloads here and select the version you want! (Probably the most recent one at the top, check the upload dates)
http://github.com/BinaryConstruct/Terraria-Map-Editor/downloads

Walls and Blocks

At the moment, having ‘paint’ unchecked for the walls and blocks causes you to remove existing walls/blocks when using the tools. This makes it time consuming to change a backing wall for a structure already built, as you can’t just use the rectangle & fill method as this will remove/change the blocks as well, and you have to be careful using the pencil or brush not to make a mistake.

Perhaps you could make it so having ‘paint’ unchecked instead of removing tiles of that kind it simply means you don’t alter tiles of that kind. As a replacement, add in an empty/remove option to the drop-down menu.

Set NPC spawn points

This request is perhaps out of bounds of the map editor, but might be possible?

I’m wondering about npc editting within a map. I noticed the npc tab and got thinking. The chest tab allows you to edit chest contents. Could the npc tab be made to allow you to edit npcs?

At the moment there are four types of npc:
Guide: Displays information in a message box.
Nurse: Heals health (so a stat change) for a cost.
Merchant/Arms/Demo/Clothier/Dryad: Sells items from respective and individual inventories.
Old Man: Spawns a boss when clicked on (under certain conditions).

Would it be possible to spawn an npc at a certain place on a map (so painted there as such)? Would it be possible to give it a custom sprite and name? Could it use one of the existing functions the current npcs have but slightly modified (different inventory, different monster spawned, etc)?

A lot of questions, a lot of work! Makes me eager to go learn C# and have a go at it myself!

Snap grid, shapes and lines

For those of us with unsteady hands, or used to graphing/grid paper for drawing, this feature would be most appreciated. When trying to make a series of 16×16 blocks, it’s rather annoying to have to constantly make SURE I’m not one pixel off, or have the mouse move JUST enough when I click to offset my work. I caught a mistake in my project far too late thanks to this, and as a result, have had to scrap the entire map. An entire day’s work, gone. Not to sound like an angry ranter: but for those of us who want precision in our map editing, a grid system and ability to snap the cursor to the grid would be a GODSEND.

A grid display would, preferably, be customizable, IE: 2×2 grid, 2×3 grid, 16×16 grid, etc, with the ability to snap the drawing tools like the brush to the grid. (Preferably with snap options that would allow for 1 block of spacing as well. IE, so you can put multiple 16×16 blocks together, but each block is still 16×16, instead of say, connecting two 16x16s and ending up with a 31×16)

Another nice set of tools would be those you find in most painting apps: lines, shapes, etc. Trying to draw a straight line with a pencil tool on a mouse is near impossible unless you have the world’s steadiest hand, so a way to draw them easily would be wonderful.

Saving Problem

When ever i go to save or save as, it says, ‘saving’ then it takes forever, and by that i mean the first one i tried to save didnt finish after waiting over 3 hours.
HELP

Launch?

Underwater objects

As of 1.0.1.5, most (or all?) objects under water are displayed as «Water(255)» in the status bar. If that isn’t fixed in v2 already, please look into it. I noticed this while looking into what the unknown new things are.

Zoom fine control

Maybe this is already planned for v2, since it was in the first version, but here’s the deal: Implement some kind of greater control about zoom, mainly so you can jump to «clean» values like 200%, 300% etc. easily.
Either by letting us manually enter zoom percentage like before or maybe by snapping through predefined values (25, 50, 100 % per mouse wheel click). Or, well, any other method you can come up with.

Something else to consider would be shortcuts (or buttons) to x2, x4, x8 zoom.

Dungeon Entrance / Old Man

Noticed the dungeon entrance is greyed out (uneditable). Am I right in assuming this is where the Old Man spawns? If so, would be awesome if it can be edited! Current old man spawn point doesn’t suit my custom map.

By the way, the editor is much appreciated, thanks for putting in your time and effort!

Note: The hover-over text for the furnace is displaying as Furnance, unsure if this intended or not. Also applies to the hellforge (displayed as UnderworldFurnance).

Highlighting button choice

Loving the new prerelease of v2!

I would like to ask if you could possible make the current button choice more obvious. Its possible I’ll get used to it as is, but at the moment takes a second or two to work out whether I have pencil, brush, or something else. Same with the eraser (which is an excellent idea by the way!). Also, the cursor choice doesn’t change the visual to a cursor (although functionally it works, i.e. it doesn’t paint).

Fill patterns

Example, fill 30% stone, 20% obsidian, 50% dirt.

It should always total 100% and have the option of layered, random or sequential patterns.

Rectangle tool breaking the editor

As the title says, use of the rectangle tool in the v2 prerelease is breaking the editor. Once you use the rectangle tool you can’t paint or erase using the pencil or brush, whether its a wall, tile, or liquid.

EDIT: Actually, its not breaking it at all. I found out the rectangle tool makes it so only what you do within the rectangle is affected. You can clear the rectangle using right click while having the rectangle tool selected.

Suggestion Mouse Wheel Zoom

What about making mouse wheel zooms into the pixel where the mouse is located at? and zooms out from the location away?
Would make the handling more easy.

Incomplete Chest List

The list of chests is incomplete. Not all chests in the world are listed.

Spawn tile picker

not sure if it’s on purpose (and I haven’t looked into the specifics of world saving/loading) but the «spawn tile» property in world info is grayed out and un-editable.

Is there a reason for this? Because I was under the impression that the non-bed spawnpoint of a world was not something the rest of the world hinged on, and one could change the spawnpoint theoretically for a server or something.

Checkbox selection

I am finding that the checkboxes are not being that responsive, i.e. not checking/unchecking when being clicked.

The very edges of the checkbox seems to be the best bet at using (checking/unchecking) them, whereas clicking towards the middle often has no affect at all. The checkboxes have the blue highlighting effect and this seems to affect whether they can be used; when its blue the checkbox can be used, when its grey it can not (even if you are within the bounds of the checkbox). Seems to lose the highlighting somehow as you go towards the middle. Also, the checkbox area seems to extend a good distance to the right of the actual checkbox as if its getting stretched. Could be a resolution issue perhaps (I use 1920×1080 widescreen).

Exception Thrown

Steps to reproduce:

Mask for dirt also accepts air

Vacation

Heads up, I’ll be out of town without computers or internet for a week or so. I’ll try and post updates when I can, but don’t expect too much.

I will try to address issues up to #15 before then though.

Copy, Paste, Import and Export

It would be nice to have a clipboard that you can use to copy & paste an area or blocks.

For example, I made a spawn area on one map. I want to just copy the whole thing to another map.
Or I made a nice pixel art. I want to just copy it to somewhere else on the map.
It would be even better if you can save a small schematic that you can load anytime and paste.

Chest list improvement

right now it looks like you’ve got a plain ListBox showing a list of the chests, which works, but it might be a good upgrade (after more important issues, lol) to switch to a ListView in details view with clickable column headers to allow sorting the chests by ID, X or Y separately. this will be especially handy when/if object editing gets added down the road 🙂

Walls and walls

Writing the wiki, I realised how confusing it can be to explain the difference between (background) wall editing and the (border) wall option underneath width/height.

Could the text labels for these be renamed respectively to background and border?

Only appeared to work twice, then no longer launches.

Well, in all technicality, it DOES launch, but then crashes several minutes later. I was only able to use the Map Editor only twice. Is there something wrong with my computer, or a fault in the Map Editor?

Pixel offset for tool/viewer is off

Probably a rounding issue somewhere.

Problem loading world map after editing.

After I have edited the world map in my single player game. I get the following error after Terraria has finished initializing the world «System.IndexOutOfRangeException: Index was outside the bounds of the array, at Terraria.WorldGen.loadWorld0». The only option is to go back. Each time I try and load this edited map I get this exact same error. I have checked the file sizes on the edited and the original backup. Edited is 91.5MB, Original 91.6MB. Would this cause a problem?

Spawn Point Picker Tool

Tool to place important points, such as spawn, npc locations, dungeon entrance, etc

Related issues :
#17 Spawn tile picker

Also, this will validated locations on saving and prompt or move them to a valid location

Load bug

Don’t know how I missed this with how long I’ve been using the editor! Only noticed because editing the wiki made me wonder what would happen.

Similarly, trying to save when you have no world open will cause a crash (why you would do this is beyond me though!).

Somewhat related, will the ‘save as’ function be reintroduced? Writing this part in the wiki atm.

Right-click to move

Seeing as right-clicks are currently unused, you could greatly improve general handling by implementing a «hold right MB to grab and move the map around» function. Very useful if you’re zoomed in.

Water mask doesn’t work at all.

The map editor seems to treat water spots as being empty, giving the side effect of the water mask not working.

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

Tiles and sprites

Could you seperate these out? There are quite a lot of each, so it could be handy for future additions. Also, sprites can share space with liquids which tiles can not do, although sprites can not share with tiles.

There are however a few odd balls like torches and cobwebs which I’m not sure which they would fall into. I’m not sure they can share space with liquids as putting a liquid over them ingame causes them to drop.

P.S. Made some changes to the wiki and saved them. Going to carry on making changes. Tell me if anything I done is incorrect, missing, or needs further expanding on.

Mouse over tile type

Pretty much what I’m looking to add is a request for tooltips or an info pane or something showing what tile type is under the mouse. maybe down with the X/Y coordinates?

Bucket Fill

In terms of using the paint bucket, I’d like to see an unrestricted version of being able to fill an entire area with a certain piece of earth in just a single click, instead of having to use the rectangular selection to fill in an area. Custom mapmakers like myself would be quite overjoyed in seeing that ability being unrestricted, as using the Pencil and Paintbrush can be very tedious when working on a map.

Download?

Will the download be back up? I’ve been looking for something like this, and I was disappointed to find out it 404’d.

Sign Text resetting

Here’s the bug.
Each time I use editor, it resets all sign texts.

Probably that’s because sign editor is not completed yet in latest release

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TEdit

Описание

Access a standalone editor for the in-game maps of the Terraria action-adventure sandbox game. Work with the standard assets and import new materials for integration, check the integrity and playability of the modified elements. Save and integrate maps with the main game.

Версия 3.10.17116.209 TEdit предоставлена бесплатно на нашем архиве. Наш встроенный антивирус просканировал эту закачку и признал ее как надежную для скачивания.

Версии 3.6, 3.5 и 3.4 наиболее популярны среди пользователей. По умолчанию названия для установочного файла TEdit.exe или TEditXna.exe и т.д.

Это бесплатное ПО устанавливается на Windows XP/Vista/7/8/10/11, 32-бит версию. Эта бесплатная программа принадлежит Binary Construct. Размер файла пакета для установки 1.7 MB. ПО принадлежит к категории Игры, а точнее к подкатегории Инструменты.

Мы предлагаем оценить другие программы, такие как EVEMon, Snes9x или Nile, которые часто используются вместе с TEdit.

Прогрузить Всю Карту в Террарии

Прогрузить всю карту в террарии

Как открыть консоль в игре Террария?

Если вы запустили свой сервер, то вам нужно после этого запустить файл под названием «TerrariaServer.exe». После этого консоль можно будет открыть с помощью клавиши «Enter».

Как работать с Tedit?

Выбираешь в верхнем меню все параметры блока (стена, жидкость, ластик, вид), потом делаешь на карте все. Спрайты (не блоки, а именно ставящиеся предметы по типу колдовского стола или бутона Плантеры) через sprites, там в поиске вводишь, выбираешь, потом через опцию sprite слева ставишь на карту.

Как быстро открыть карту в Террарии?

Как открыть всю карту в Terraria

Самый простой способ — просто пробежать всю карту. Но это очень трудно, ведь чем дальше вы отходите от первоначальной точки возрождения тем сильнее становятся мобы. Если не хотите убивать на это много времени можете просто воспользоваться сторонними программами, типа трейнеров.

Как легко найти Плантеру?

Плантера призывается в подземных джунглях после убийства всех 3-х механических боссов (до версии 1.2.3 — после убийства одного любого механического босса): Близнецов, Уничтожителя и Скелетрона Прайма. Чтобы призвать её, нужно сломать Бутон плантеры в подземных джунглях с помощью кирки/бура.

Как убрать миникарту

Если Вам мешает миникарта, либо она пропала и Вы хотите её видеть, нажмите в английской раскладке букву “M” (в русской раскладке “Ь”, она же мягкий знак). При нажатии на кнопку карта пропадает/появляется.

Как использовать консоль Террария?

Как призвать босса в Террарии с помощью команды?

Для призывания босса существует большое количество различных команд. Допустим Если вы хотите призвать босса глаз Ктулху без приманки, то необходимо прописать — /eye [Кол-во]. Если вы хотите позвать босса Пожирателя миров также без приманки, то необходимо прописать — /eater [Кол-во].

Как выдать себе Зенит в Террарии?

Зенит (Zenith) создается на орихалковой (orichalcum anvil) или мифриловой (mythril anvil) наковальне. В качестве ингредиентов — 9 разных мечей, которые объединяются в один: Терра-меч (Terra Blade) — создается объединением Истинного Экскалибура (True Excalibur) и Истинной грани ночи (True Night’s Edge);

Как редактировать карты в Террарии?

Горячие клавиши редактора карт Террария:

Что такое TEdit?

Компонент (TEdit) представляет из себя поле ввода-редактирования строки символов. … Используется в программе для доступа к компоненту и его свойствам, в частности для доступа к тексту, введенному в поле редактирования. Text. Текст, находящийся в поле ввода и редактирования.

Что такое опорные слова пример?
Что такое опорные слова примеры?
Что такое опорные слова?
Что такое орфограммы в корне слова?
Что такое основа слова в русском языке?
Что такое овраг простыми словами?
Что такое овуляция у женщин простыми словами?
Что такое озоновый слой простыми словами?
Что такое песня без слов 5 класс?
Что такое песня без слов Википедия?

Прогрузить всю карту в террарии

Список команд в игре Terraria

/kick [Ник Игрока] [Причина] — кикнуть игрока с сервера.

/ban [Ник Игрока] [Причина] — забанить игрока.

/unban [Ник Игрока] — разбанить игрока.

/ban [ip] [Причина] — забанить игрока по ip.

/unban [ip] — разбанить игрока по ip.

— сохранение карты сервера.

— закрытие сервера с сохранением.
— закрытие сервера без сохранения.

— вызывает Падение Метеорита на карту.

/fullmэтот сайт — включает Полнолуние.

— включает Кровавую Луну.

— включает Солнечное затмение

/time day — включает Рассвет.

/time noon — включает Полдень.

/time dusk — включает Полночь.

/time night — включает Ночь.

/spawnmob [id] [кол-во] — спавнит монстра по id.

— призывает Армию Гоблинов.

/eye [Кол-во] — призывает босса Глаз Ктулху без приманки.

/eater [Кол-во] — призывает босса Пожиратель Миров без приманки и биома «Порча».

/skeletron [Кол-во] — призывает босса Скелетрон без Данжа и Старика.

/twins [Кол-во] — призывает босса Близнецы без приманки.

/skeletronp [Кол-во] — призывает босса Скелетрон Прайм без приманки.

/destroyer [Кол-во] — призывает босса Уничтожитель без приманки.

/hardcore — призывает все боссов из игры,кроме Стены Плоти.

/i [id] — выдаёт вещи по id.

/slap [Ник Игрока] [Урон] — наносит урон игроку,ник которого вы написали вместо с командой. Если в «Уроне» написать 999 или 9999,то указанный игрок сразу же умрёт. Полезно.

/who — показывает версию TShock,кол-во игроков в цифрах и ники игроков,которые сейчас играют на сервере.

/antibuild — включить глобальную защиту всего мира от установки/удаления блоков обычными игроками.

/help [Страница] — просмотр команд.

/motd — показывает то сообщение,которое находится в файле motd.txt.

/rules — показывает то сообщение,которое находится в файле rules.txt (правила).

/setwarp [Название] — создаёт варп с названием,которое вы написали вместе с командой.

/warp [Название] — телепортирует вас на варп,название которого вы написали вместе с командой.

/delwarp [Название] — удаляет тот варп,название которого вы написали вместе с командой.

/warp list — показывает список всех варпов.

/region — показывает все команды,связанные с приватом.

/region set [1/2] — создаёт точку для привата.

/region define [Название Региона] — создаёт тот регион,название которого вы написали вместе с командой.

/region allow [Ник Игрока] [Название Региона] — добавляет в указанный регион указанного игрока.

/region name — показывает название региона. *После ввода команды стукните чем-нибудь по блоку.

/region delete [Название Региона] — удаляет указанный регион.

/region protect [Название Региона] [true/false] — ставит/убирает защиту у указанного региона. *True — включить защиту, False — выключить.

/tp [Ник Игрока] — телепортирует Вас к указанному игроку.

/tphere [Ник Игрока] — телепортирует к Вам указанного игрока.

/tphere all — телепортирует к Вам всех игроков.

/annoy [Ник Игрока] [Время в секундах] — портит настроение указанному игроку. Столь полезно!

/setspawn — ставит точку спавна игроков там,где Вы сейчас стоите.

/spawn — телепортирует Вас на спавн карты.

Прогрузить всю карту в террарии

Карта для игры Terraria Builder’s Workshop

Популярная игра в стиле песочницы — Terraria, созданная в 2011 американской студией Re-Logic, не зря завоевала любовь пользователей. Игра разработана как для персональных компьютеров, так и для мобильных устройств и игровых приставок. Она немного напоминает другую, не менее популярную игру — Майнкрафт.

Карта для игры Terraria со всеми предметами — это очень нужный инструмент для тех, кто играет в эту игру, это практически взломаная версия террарии. Она представляет собой двумерный, очень многообразный мир, который можно изменять на свое усмотрение. Вы можете здесь делать что угодно — куда угодно перемещаться, собирать полезные вещи, добывать драгоценности и уничтожать врагов. Игра дает большие возможности для исследования, приключений, поиска кладов с драгоценностями и поединков с неприятелями. Ваши враги здесь — это слизни, зомби и прочие неприятные личности.

ВНИМАНИЕ! Рекомендуется остановить свой выбор именно на том, чтобы скачать именно карту builders workshop terraria, так как в любительских сохранениях SaveGame могут быть поврежденные вирусом файлы, и это может представлять серьезную угрозу для вашего компьютера или мобильного устройства.

Игра не ограничивает возможности для поиска и исследований, и полностью поглощает игрока. В эту игру можно играть, не отрываясь, долгие часы напролет. В Terraria поражает многообразие инструментов. И многие игроки не хотят тратить время на исследования и генерирование предметов, а используя карту вещей, сразу воспользоваться самыми желанными и мощными инструментами. Для этого карта вещей и существует.

Карта Terraria может быть двух видов:

Как и для чего использовать карту

Карта игры создается пользователем (любителем или профессионалом) для того, чтобы облегчить игрокам прохождение. Также она дает возможность получить тот или иной предмет или инструмент без особых усилий. Поэтому очень многие игроки стремятся найти ее и скачать на свой компьютер или гаджет.

В карте игры Builder’s Workshop можно найти все возможные предметы.

Скачать карту игры terraria builder’s workshop можно на многих сайтах игровой тематики. Но часто полноценно использовать ее для игры не рекомендуется, поскольку многие файлы представлены пользователю только для того, чтобы познакомиться с тем или иным предметом, или инструментом и испытать его. Создатели дают возможность только для ознакомления потому, что не хотят лишать пользователя желания самому проводить исследования и искать пути прохождения.

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terrariaВсе предметы в сундуках

Видео-инструкция по установке

Наглядное пособие как устанавливать карту террария со всеми вещами на данном видео

Скачать карту со всеми вещами террария 1.4, 1.4.1, 1.4.2, 1.4.3

Builder’s Workshop для 1.3.5.3

Скачать для Андроид All items 1.4 Mobile

Как установить карту в Террарию

Итак, Builder’s Workshop или Journey — это файл сохраненной игры. Он доступен на многих ресурсах в интернете, но к выбору ресурса для того, чтобы скачать terraria карту со всеми вещами надо подходить осторожно, чтобы не подхватить вирус из сайтов-злоумышленников.

Часто карта скачивается в виде архива, тогда нужно разархивировать файлы в указанную папку.
Terraria карта со всеми вещами на Android тоже доступна для скачивания на нашем ресурсе.
Напоминаем, что важно правильно выбрать сайт для скачивания. Советуем доверять только крупным раскрученным интернет-ресурсам, а также сайтам, где весь контент посвящен этой игре, либо другим подобным играм в интернете, или крупные известные сайты игровой тематики.

Отзывы пользователей

Прогрузить всю карту в террарии

Террария: как установить карту?

Террария — двухмерная песочница с огромным случайно генерируемым миром, полным сокровищ и монстров, секретов и тайн. Исследовать его можно вечно, каждый раз отыскивая новые скрытые пещеры или острова в небесах. Но самое прекрасное в Террарии то, что мир в ней можно изменять: вырубать деревья, образовывать равнины, осушать озера. Разумеется, есть возможность и строить дома, поместья и целые замки из древесины, камня и других добытых тяжким трудом материалов.

Кто-то способен лишь на простенькие коморки, похожие больше на склад, а у кого-то получается возводить настоящие шедевры, копируя иногда реально существующие здания. На возведение огромных сооружений могут уйти часы, а результат способен поразить даже самых вредных скептиков, считающих, что Террария не предназначена для творчества. Тем, кто хочет опробовать плоды чужого труда, рекомендуется скачать и установить карту на игру Террария

Это не является читерством, не займет много времени и не повредит вашим сохранениям или игре в целом. Все, что должно быть соблюдено и совпадать — версия клиента. На нашем сайте есть карты разной направленности, которые позволили бы вам лучше изучить этот таинственный двумерный мир, опробовать все открывающиеся в нем возможности и стать гораздо опытнее.

Процесс установки карты

На самом деле не очень трудно и самому разобраться, как установить карту на Террарию, но во избежание досадных ошибок лучше изучить данный гайд до конца. Для начала придется отыскать карту, которая будет удовлетворять всем требованиям игрока. Сделать это можно и на нашем сайте тоже. Обычно они хранятся на серверах в архивах, чтобы занимать меньше пространства на жестком диске. Внутри вы отыщете файл с расширением *.wld, что является явным сокращением от английского слова world — мир.

Какие бывают карты в террарии?

Не менее востребованы и карты с красивыми дворцами, подземельями, лабиринтами и миниатюрными данжами, позволяющими почувствовать себя так, будто проходишь вовсе не Terraria, а какую-то более сложную игру. Кто-то качает их, чтобы оценить прекрасную работу автора, а кому-то хочется пощекотать себе нервы новыми опасными приключениями.

Download Terraria Inventory Editor 1.4 | Best Terraria Editor

Terraria Inventory Editor 1.4 is one of the most searchable items on the internet and gaming forums. Today you will get all the information about Terraria inventory editor and how to get most from it. After Today’s tutorial, Terraria will be not the same for you. It will give the new look to your character in gameplay.

Basically, Inventory editor is a software or a web-based application that let you customize your character in Terrraria. You can not only change the skin or hair color. It is like to mod Terraria. It will also give you the option to play with the look of your armor and other items.

Unfortunately, there is not an official inventory editor available. But luckily we have some good options to choose from.

Today we will look at the two ways to customize the Terraria player. First one is software that you can install on your computer. The second option is a web-based(a website) that gives you the ability to save character on your computer.

Before doing any changes make sure you take backup and save it on your computer.

1. Terraria Inventory Editor 1.4 Download

To start with inventory software. First, you need to download the ZIP file. Extract the file anywhere on your computer.

App NameTerraria Inventory Editor PC
App VersionV7.0.0
PlatformWindows
Size16 MB
Updated on16/08/2022

Download

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

Here you have 4 Tabs Stats, Looks, Inventory, Buffs.

Stats

The first option is stats. In this option, you will get options like Name, Difficulty, Skin variant, Angler Quests, Tax money, Health, and Mana. You are free to use any of these options as you wish.

Looks

The second Tab is looks. Here you will get options like Hair color, Eye color, Skin color, Shirt color, Under shirt color, Pants color, and Shoe color. For example, you want to change the hair color.

Simply click on looks tab then hair color and you can able to change the color. Interestingly you can see a preview as you make changes to your character. The other option to change of gameplay to use Terraria texture pack for PC.

Terraria Inventory

Under the inventory tab, you will find Amor, Amor Dyes, Inventory, Coin Purse, Ammo, Equipment, Equipment dyes, Piggy Bank and Safe.

By clicking the (+) icon before any item will open other options. You will be able to customize your character in many ways as you want.

Terraria Buffs

Under the buffs tab, you will find various options to customize the buff and to set the max time as you want.

When you are happy with the look of your player just click on save the player.

Now go back to Terraria. Click on single player or multiplayer. You will find you customize character there. Click on play icon under your player and you are ready to go.

2. Terrasavr Online inventory editor Web base

The second option for inventory editor is a website http://yal.cc. This website has two versions. You can go with Adobe flash player or HTML 5 version. On this website, you will get almost all options as we discussed earlier.

Here you get 133 hairstyles. Other than that you get options like health, Mana, 3 modes: softcore, Medium core, Hardcore.

Furthermore other options like gender, Extra accessory for export mode, cloth style, Hair color, Skin color, eyes, shirt, Pants, and Shoes.

You can see the preview of your player instantly. When you happy with your changes simply click on save the player. This will let you save the modified player to your local computer.

Just start the game and you will find your mod player in a menu of your game. Click on play and enjoy Terraria gameplay.

Feature of Terraria Inventory Editor and Terrasavr

At this point, you know about Terraria Inventory editor. So I am going to tell you about its features. It has options like player editor, Terraria save editor, Item editor, Item spawner, Character creator, Item hack and Terraria modifiers.

Terraria player editor

It is one of the main features of Terrasavr. With the help of Terraria player editor, you can import your character in the editor. This player editor is fully combustible and it can give the desired look to your character.

Terraria save editor

Save editor work save your character. There are a lot of options in the inventory editor. When you use it the first time it will become tough to understand the options. Save editor is also an important part of it.

Terraria Item editor

After importing your player into inventory editor and changing its look. Next step you may want to edit inventory for the specific play. So Terraria Item editor is the best choice for this task.

Terraria Item spawner

Item spawner comes handy when you want to spawn items. It works on Terrasavr. When you click on inventory then on the right-hand side you will find the “Library” option. From here you can simply type the item name and spawn that particular item or multiple items.

Terraria Character creator

As the name suggests it will create your gaming player. You just need to save a new player from the game. Then import it to the inventory editor. After that, you can create your character as you want. From the look to its inventory its all up to you how you want to use Terraria Character creator.

Terraria Item Hack

Item hack works as almost the same as the item spawner. You can add some extra mods as per their comparability to take advantage of Terraria Item hack.

How to Install and use Terraria Inventory Editor/Terrasavr

We are providing you a zip file. Before to begin the installation for Inventory editor 1.4, First you need to unzip the file. You can use any software you want to unzip the file.

If Terraria Inventory Editor/Terrasavr is not working check the below points:

Terraria Inventory Editor FAQs

How to download Terraria inventory editor 1.3.5.3 for Mac/iOS?

There is no official or unofficial Inventory available to download for Mac. You can use any web-based Inventory editor to create your character. You can try Terraria IPA mod for iOS.

How to download Terraria inventory editor 7.3?

The latest Inventory 7.0.0 is available to download and it is compatible with Terraria 1.3.5.3. Unfortunately, its author ended support for it. But you can still download it here. It may ask for a password, try ‘forums.terraria.org’

How to use terrasavr on Windows and Mac OS?

It is very simple to use Terrasav on Windows and Mac. For Windows operating system you have 2 options. First, you can install Inventory editor on your PC from above link and you can follow the instructions. Second, you can use a web base Terrasavr for both Windows and Mac OS.

How to download Terraria inventory editor/Terrasavr for PS4?

The simple answer to PS4 inventory editor download is no. It has a reason as it needs to rewrite some codes from both Terraria and Sony. Which is not happening at the moment. You can visit our blog again to get any future update on it.

How Terrasavr works in Terraria?

Terrasav work as all other software works. It let you customize your character. Import, save and export of character as you want. But before going to use it make sure you have a backup of your game.

How to add items with Terrasavr 1.4?

When you open Terrasavr in the first row you will see options like Look, Buffs, Stat, and inventory. Under inventory, you will get the options to add items in Terrasavr. You can add items as per your requirement.

How to add buffs in Terrasavr?

How to put a Terrasavr player into game?

After customizing your character save it in your game folder. Start Terraria and you will get terrasavr player in the game. If it’s not there then close the game, restart your PC and open the game again.

Does Terraria Inventory editor work with mods?

Yes, inventory editor works with mods. It is a Terraria character editor. It gives a desired look to your player. It has nothing to do with Terraria mods.

Can I use Terrasavr offline?

Yes, you can use Terrasavr offline (from this page) but it works on windows only. For Mac you need to use online Terrasavr.

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README.md

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World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

THIS IS AN ALTERED VERSION OF TEdit!

This version replaces the ‘Replace All’plugin with a ‘Randomize all Tiles’ one instead;

The plugin essentially changes the world’s ’tile palette’.

In short, it automates the world process found in this video here:

TEdit 4 now supports Terraria Journey’s End.

About

TEdit, but replaces the plugin ‘Replace all’ with ‘Randomize all’

TEdit / Terraria-Map-Editor Goto Github PK

C# 97.93% PowerShell 0.10% HTML 1.97%

Terraria-Map-Editor’s Introduction

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World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terraria

Do you enjoy TEdit, and would you like to show your support? Every donation is appreciated and helps keep development going, servers online and ad free. Thank you for considering becoming a patron. Patreon

Terraria-Map-Editor’s People

Contributors

Stargazers

Watchers

Forkers

Terraria-Map-Editor’s Issues

Sign Text resetting

Here’s the bug.
Each time I use editor, it resets all sign texts.

Probably that’s because sign editor is not completed yet in latest release

Problem loading world map after editing.

After I have edited the world map in my single player game. I get the following error after Terraria has finished initializing the world «System.IndexOutOfRangeException: Index was outside the bounds of the array, at Terraria.WorldGen.loadWorld0». The only option is to go back. Each time I try and load this edited map I get this exact same error. I have checked the file sizes on the edited and the original backup. Edited is 91.5MB, Original 91.6MB. Would this cause a problem?

framed entites (sprites) are not handled and blocked from being overwritting

This applies to trees, vines, chests, shadow orbs, furniture, etc

Dungeon Entrance / Old Man

Noticed the dungeon entrance is greyed out (uneditable). Am I right in assuming this is where the Old Man spawns? If so, would be awesome if it can be edited! Current old man spawn point doesn’t suit my custom map.

By the way, the editor is much appreciated, thanks for putting in your time and effort!

Note: The hover-over text for the furnace is displaying as Furnance, unsure if this intended or not. Also applies to the hellforge (displayed as UnderworldFurnance).

Copy/Paste parts of the map

The reason I googled my way here was because I’m trying to transfer my house between worlds, so I don’t have to make a new structure every time Blue decides to add new stuff to newly generated worlds in every single patch.

I was thinking maybe that a way to do this would be to load two worlds and use the rectangle selection tools to transfer chunks from one map to the other one, including chests and placed items, not just blocks.

Thanks and keep up the good work!

Load bug

Don’t know how I missed this with how long I’ve been using the editor! Only noticed because editing the wiki made me wonder what would happen.

Similarly, trying to save when you have no world open will cause a crash (why you would do this is beyond me though!).

Somewhat related, will the ‘save as’ function be reintroduced? Writing this part in the wiki atm.

Bucket Fill

In terms of using the paint bucket, I’d like to see an unrestricted version of being able to fill an entire area with a certain piece of earth in just a single click, instead of having to use the rectangular selection to fill in an area. Custom mapmakers like myself would be quite overjoyed in seeing that ability being unrestricted, as using the Pencil and Paintbrush can be very tedious when working on a map.

Rectangle tool breaking the editor

As the title says, use of the rectangle tool in the v2 prerelease is breaking the editor. Once you use the rectangle tool you can’t paint or erase using the pencil or brush, whether its a wall, tile, or liquid.

EDIT: Actually, its not breaking it at all. I found out the rectangle tool makes it so only what you do within the rectangle is affected. You can clear the rectangle using right click while having the rectangle tool selected.

Highlighting button choice

Loving the new prerelease of v2!

I would like to ask if you could possible make the current button choice more obvious. Its possible I’ll get used to it as is, but at the moment takes a second or two to work out whether I have pencil, brush, or something else. Same with the eraser (which is an excellent idea by the way!). Also, the cursor choice doesn’t change the visual to a cursor (although functionally it works, i.e. it doesn’t paint).

Snap grid, shapes and lines

For those of us with unsteady hands, or used to graphing/grid paper for drawing, this feature would be most appreciated. When trying to make a series of 16×16 blocks, it’s rather annoying to have to constantly make SURE I’m not one pixel off, or have the mouse move JUST enough when I click to offset my work. I caught a mistake in my project far too late thanks to this, and as a result, have had to scrap the entire map. An entire day’s work, gone. Not to sound like an angry ranter: but for those of us who want precision in our map editing, a grid system and ability to snap the cursor to the grid would be a GODSEND.

A grid display would, preferably, be customizable, IE: 2×2 grid, 2×3 grid, 16×16 grid, etc, with the ability to snap the drawing tools like the brush to the grid. (Preferably with snap options that would allow for 1 block of spacing as well. IE, so you can put multiple 16×16 blocks together, but each block is still 16×16, instead of say, connecting two 16x16s and ending up with a 31×16)

Another nice set of tools would be those you find in most painting apps: lines, shapes, etc. Trying to draw a straight line with a pencil tool on a mouse is near impossible unless you have the world’s steadiest hand, so a way to draw them easily would be wonderful.

Vacation

Heads up, I’ll be out of town without computers or internet for a week or so. I’ll try and post updates when I can, but don’t expect too much.

I will try to address issues up to #15 before then though.

«Save As» does not show Save dialog

I’m not sure if it’s acting as a flat Save or not doing anything at all, but Save As is not asking for the new filename

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

Download?

Will the download be back up? I’ve been looking for something like this, and I was disappointed to find out it 404’d.

Incomplete Chest List

The list of chests is incomplete. Not all chests in the world are listed.

Dropdowns not wide enough

The dropdowns for selecting which tile are too narrow, cutting off the names of many of the tiles.

This makes it impossible to tell apart the «UndergroundJung» ones

Water mask doesn’t work at all.

The map editor seems to treat water spots as being empty, giving the side effect of the water mask not working.

Exception Thrown

Steps to reproduce:

Missing objects/tiles

Some objects are not able to be placed, but can be found:
-Altars
-Shadow Orbs
-Furniture

Spawn tile picker

not sure if it’s on purpose (and I haven’t looked into the specifics of world saving/loading) but the «spawn tile» property in world info is grayed out and un-editable.

Is there a reason for this? Because I was under the impression that the non-bed spawnpoint of a world was not something the rest of the world hinged on, and one could change the spawnpoint theoretically for a server or something.

Saving Problem

When ever i go to save or save as, it says, ‘saving’ then it takes forever, and by that i mean the first one i tried to save didnt finish after waiting over 3 hours.
HELP

Spawn Point Picker Tool

Tool to place important points, such as spawn, npc locations, dungeon entrance, etc

Related issues :
#17 Spawn tile picker

Also, this will validated locations on saving and prompt or move them to a valid location

In-game textures

Low priority, but I’d love to see an option to toggle showing the blocks using the in-game textures (only when the zoom level is high enough of course)

This would be great for generating screenshots without having to drop torches all over XD

Right-click to move

Seeing as right-clicks are currently unused, you could greatly improve general handling by implementing a «hold right MB to grab and move the map around» function. Very useful if you’re zoomed in.

Launch?

Mask for dirt also accepts air

Walls and Blocks

At the moment, having ‘paint’ unchecked for the walls and blocks causes you to remove existing walls/blocks when using the tools. This makes it time consuming to change a backing wall for a structure already built, as you can’t just use the rectangle & fill method as this will remove/change the blocks as well, and you have to be careful using the pencil or brush not to make a mistake.

Perhaps you could make it so having ‘paint’ unchecked instead of removing tiles of that kind it simply means you don’t alter tiles of that kind. As a replacement, add in an empty/remove option to the drop-down menu.

Chest list improvement

right now it looks like you’ve got a plain ListBox showing a list of the chests, which works, but it might be a good upgrade (after more important issues, lol) to switch to a ListView in details view with clickable column headers to allow sorting the chests by ID, X or Y separately. this will be especially handy when/if object editing gets added down the road 🙂

Downloads are now labeled by version! Download TEditX.X.X.X.zip instead of TEditLatest.zip

So you can download archived versions!

TEditLatest.zip now only contains README.txt which says:
You probably downloaded this file by mistake or an incorrect link from a 3rd party.
Please look at the downloads here and select the version you want! (Probably the most recent one at the top, check the upload dates)
http://github.com/BinaryConstruct/Terraria-Map-Editor/downloads

Straight-line tool

I really like the world editor but I believe there should be a tool for drawing straight lines! I’m not very good at keeping my mouse steady :X

Checkbox selection

I am finding that the checkboxes are not being that responsive, i.e. not checking/unchecking when being clicked.

The very edges of the checkbox seems to be the best bet at using (checking/unchecking) them, whereas clicking towards the middle often has no affect at all. The checkboxes have the blue highlighting effect and this seems to affect whether they can be used; when its blue the checkbox can be used, when its grey it can not (even if you are within the bounds of the checkbox). Seems to lose the highlighting somehow as you go towards the middle. Also, the checkbox area seems to extend a good distance to the right of the actual checkbox as if its getting stretched. Could be a resolution issue perhaps (I use 1920×1080 widescreen).

Copy, Paste, Import and Export

It would be nice to have a clipboard that you can use to copy & paste an area or blocks.

For example, I made a spawn area on one map. I want to just copy the whole thing to another map.
Or I made a nice pixel art. I want to just copy it to somewhere else on the map.
It would be even better if you can save a small schematic that you can load anytime and paste.

Brush template size losing value on switching to pencil

If you set a template size (say 49×82) when using the brush tool, upon switching to the pencil tool the size switches to 1×1 (as you would expect). Going back to the brush tool afterwards the size reverts to the minimum/default of 2×2.

Would it be possible to save the last used size of the brush tool? I find myself often switching to the pencil to make a quick correction or change, then back to the brush and having to set the size again.

Note: Currently the arrow tool makes no change on the template size at all, as mentioned in another issue. If the arrow tool template gets change to 0x0 when switched to (so as not to show a template), the same problem could be caused that the pencil currently does, unless the fix accommodated for that. On the other hand, if the arrow tool merely hides the template this shouldn’t be an issue, as long as selecting another tool re-displays the template!

Set NPC spawn points

This request is perhaps out of bounds of the map editor, but might be possible?

I’m wondering about npc editting within a map. I noticed the npc tab and got thinking. The chest tab allows you to edit chest contents. Could the npc tab be made to allow you to edit npcs?

At the moment there are four types of npc:
Guide: Displays information in a message box.
Nurse: Heals health (so a stat change) for a cost.
Merchant/Arms/Demo/Clothier/Dryad: Sells items from respective and individual inventories.
Old Man: Spawns a boss when clicked on (under certain conditions).

Would it be possible to spawn an npc at a certain place on a map (so painted there as such)? Would it be possible to give it a custom sprite and name? Could it use one of the existing functions the current npcs have but slightly modified (different inventory, different monster spawned, etc)?

A lot of questions, a lot of work! Makes me eager to go learn C# and have a go at it myself!

Only appeared to work twice, then no longer launches.

Well, in all technicality, it DOES launch, but then crashes several minutes later. I was only able to use the Map Editor only twice. Is there something wrong with my computer, or a fault in the Map Editor?

Tiles and sprites

Could you seperate these out? There are quite a lot of each, so it could be handy for future additions. Also, sprites can share space with liquids which tiles can not do, although sprites can not share with tiles.

There are however a few odd balls like torches and cobwebs which I’m not sure which they would fall into. I’m not sure they can share space with liquids as putting a liquid over them ingame causes them to drop.

P.S. Made some changes to the wiki and saved them. Going to carry on making changes. Tell me if anything I done is incorrect, missing, or needs further expanding on.

Fill patterns

Example, fill 30% stone, 20% obsidian, 50% dirt.

It should always total 100% and have the option of layered, random or sequential patterns.

Underwater objects

As of 1.0.1.5, most (or all?) objects under water are displayed as «Water(255)» in the status bar. If that isn’t fixed in v2 already, please look into it. I noticed this while looking into what the unknown new things are.

Torch and other «sprites» Placement

If you paint in a torch with the editor that isn’t attached to a surface the game wont load the map (it gets stuck at tile something 1%). I noticed this when I tried to add in a line of torches, some of which were not attached to anything. After several tries loading the map ingame, I removed the offending torches in the editor and all was well.

Would you be able to catch this problem while people are using the editor to stop them making the same mistake? Or require the torch has something to be attached to when being painted in (and removed if something it was attached to is also removed).

Suggestion Mouse Wheel Zoom

What about making mouse wheel zooms into the pixel where the mouse is located at? and zooms out from the location away?
Would make the handling more easy.

The wiki needs some content. If anyone wants to help, it should be editable. For screenshots and images, put a link to its current URL and I’ll move it to my host. Thanks in advance!

Walls and walls

Writing the wiki, I realised how confusing it can be to explain the difference between (background) wall editing and the (border) wall option underneath width/height.

Could the text labels for these be renamed respectively to background and border?

Zoom fine control

Maybe this is already planned for v2, since it was in the first version, but here’s the deal: Implement some kind of greater control about zoom, mainly so you can jump to «clean» values like 200%, 300% etc. easily.
Either by letting us manually enter zoom percentage like before or maybe by snapping through predefined values (25, 50, 100 % per mouse wheel click). Or, well, any other method you can come up with.

Something else to consider would be shortcuts (or buttons) to x2, x4, x8 zoom.

Mouse over tile type

Pretty much what I’m looking to add is a request for tooltips or an info pane or something showing what tile type is under the mouse. maybe down with the X/Y coordinates?

Pixel offset for tool/viewer is off

Probably a rounding issue somewhere.

Chest clicking

Maybe add the ability to alt+click on a chest in the map editor and it pulls it up on the chest ListBox.

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Terraria → Файлы → Редакторы

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Terraria — приключенческая песочница с элементами платформера и видом сбоку. Вам предстоит отправиться в красочный мир, где вы сможете. Подробнее

Редакторы Terraria

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TEdit 1.3.5.3

Если вы хотите облегчить прохождение Terraria, то можете воспользоваться нашим файловым архивом. Здесь собраны только проверенные и работоспособные файлы для игр, которые можно скачать бесплатно.

При скачивании файлов нужно обратить внимание на версию игры, для которой он предназначен. Трейнеры для игр, например, не всегда совместимы со всеми версиями игры, так как разработчики, выпуская обновления, могут менять архитектуру игры и принципы работы тех или иных ее механик. Обычно версия, с которой совместим файл, указывается прямо в его названии.

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darthmorf

Moderator

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This is a TEdit world

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This is a normal world. Please help me resolve this issue, thank you very much!

iamnguyen

Terrarian

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Attachments

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Archolm

Terrarian

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Nakano15

Terrarian

Well, while trying to create a mod, I made a horrible editor for room layout creation, which burned my eyes when trying to use it.
I then remembered of this tool, and now I wonder if I could use it to help me make room layouts for it.

My idea was of creating a plugin, so I can select the room bounds, then make it export the tile infos necessary of the room to a text form, and then place it on the room settings, but. How do I make a plugin for Tedit?

The documentations spotlights really well plugins made for it, but doesn’t mentions how to make one.

Edit:. Oh yeah, I forgot to tell: The search box isn’t working for walls. No matter what I type there, it is unable to find the walls I look for.

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xXCrypticNightXx

Terrarian

Well, while trying to create a mod, I made a horrible editor for room layout creation, which burned my eyes when trying to use it.
I then remembered of this tool, and now I wonder if I could use it to help me make room layouts for it.

My idea was of creating a plugin, so I can select the room bounds, then make it export the tile infos necessary of the room to a text form, and then place it on the room settings, but. How do I make a plugin for Tedit?

The documentations spotlights really well plugins made for it, but doesn’t mentions how to make one.

Edit:. Oh yeah, I forgot to tell: The search box isn’t working for walls. No matter what I type there, it is unable to find the walls I look for.

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Nakano15

Terrarian

Hey, that actually may be helpful. Beside there’s something I want to ask now, but I doubt you’ll be able to answer me:
What is the point of a plugin system, if the plugin is built in the program?

Edit:. Since I was unable to build the TEdit with the tool, I had to use a workaround for that.
I discovered that exporting templates to png allows me to export the map design in different colors based on the tiles and walls, which will be extremelly useful for what I’ll use it for.
I’ll try using that on my mod for now.

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xXCrypticNightXx

Terrarian

Hey, that actually may be helpful. Beside there’s something I want to ask now, but I doubt you’ll be able to answer me:
What is the point of a plugin system, if the plugin is built in the program?

Edit:. Since I was unable to build the TEdit with the tool, I had to use a workaround for that.
I discovered that exporting templates to png allows me to export the map design in different colors based on the tiles and walls, which will be extremelly useful for what I’ll use it for.
I’ll try using that on my mod for now.

Glad you found something that worked for you!

UTINKA/Terraria-Map-Editor

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README.md

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Terraria Map Editor, TEdit, is a stand alone, open source map editor for Terraria. It lets you edit maps just like (almost) paint!

Tested to support Terraria (v1.3.2.1) world files (173).

This code may use partial or whole code, images or other items from the following sources:

Terraria: 6 best map viewers to find hidden secrets

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Part of the fun and sense of wonder in Terraria is due, in part, to the massive procedurally generated maps that are different with every run. This encourages players to explore and discover the secrets of a particular stage. No two runs are the same — but with that, you might become overwhelmed with what to do and where to go. If you don’t have much time to play or are simply just unsure of what lies around the next corner and want to be prepared, we recommend you download a Terraria map viewer.

A map viewer is a piece of external, third-party software that reveals the entirety of the map you’re on, by reading your save. These programs aren’t endorsed or affiliated with Terraria’s developer Re-Logic, but are extremely useful and are recommended if you’re stuck. Of course, you can opt to explore blindly, which is kind of the idea. But it’s nice to know there’s always the option to use a map reader for assistance.

Map viewers are only compatible with the PC version of Terraria at this time, as there is no way for them to read saves from other devices like PS4 or Xbox One. Currently, there are several Terraria map viewers out there, but a handful of them are widely popular. They all have the same basic functions but include different bells and whistles for you to make use of. They’re all free to use, but many of them include an option to donate, so you can contribute if you so choose.

In this guide, we’ll run through some of the most popular map viewers, their features, and information on how to use them properly. It’s also worth mentioning that certain map viewers have corrupted a small percentage of users’ save files, so it’s always recommended to create a backup before using. The other thing to note is that certain viewers aren’t compatible with the most current version of Terraria (1.4.0.5). We’ll mention which version each map viewer supports.

Here are the best Terraria map viewers.

Recommended reading:

MoreTerra

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MoreTerra is a simple map viewer that allows you to export a full PNG of the map you’re on. It’s a simple-to-use program that allows you to crop the image, draw on it, and even pinpoint specific chests with the click of a button. It also gives you the ability to see Shadow Orbs, Gold, and Diamonds. This is one of the lesser-used map viewers, but that doesn’t mean it isn’t useful. It is compatible with the 1.3.5 version of Terraria, and you can download it here.

Omnitool

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If you’re looking for more of a robust offering, featuring world backups and custom-made world generators, Omnitool might be for you. This Terraria map viewer is available in 12 languages, including German, Italian, Japanese, and Spanish, and is an open-source piece of software. It’s a convenient map viewer that also enables you to export PNGs of your maps. It allows for multiple different plugins to be used with it, making it an extremely versatile option. It can generate Planetoids, Flatworlds, and PvP Dungeon Arenas. Omnitool is compatible with Terraria version 1.3.4.3 and can be downloaded here.

TEdit

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Looking for an easy way to edit maps? TEdit is the software for you. It boasts an easy-to-use map editor, comparing it to Paint, wherein you can draw on the stage to make adjustments. It, too, is open source and gives you the ability to alter various world settings like the locations of chests, the time, and dungeon placements. In fact, not only can you change the placements of such items, but you can completely make your own. This map viewer is definitely aimed at the creative types and can be downloaded here. It is compatible with the 1.4 version of Terraria.

Terrafirma

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Simplicity is the focus of Terrafirma, so if you want to jump in without all the extra stuff, you should give this Terraria map viewer a try. You can use it to pan and zoom across maps, with the ability to view the contents of chests and even highlight specific resources. This is perfect for gathering the materials for crafting items. Make sure you click Use Textures when utilizing this map viewer so you can take in the beautiful pixel art. Terrafirma can be downloaded here and corresponds with Terraria version 1.4.0.5.

TerraMap

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Some users have experienced corrupted save files when using some map viewers. While this isn’t common, it’s a scary thought. Fortunately, TerraMap is a read-only piece of software that’s safe to use and will not damage your saves. It’s intuitive to use, giving you the options to zoom, pan, and locate specific items you might be looking for. As with most map viewers, you’re able to export a PNG of your map when you’re finished. There’s also a web browser option that does much of the same things as the downloadable version, which you can use here. The full downloadable version can be acquired here and supports Terraria version 1.4.0.4.

Terraria Map Editor

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This Terraria map viewer is arguably the easiest to use since you don’t need to download anything. You can use the aptly titled Terraria Map Editor from the comfort of your browser by clicking here. While it isn’t as full-fledged as some of the other entries on this list, it’s a great piece of software for users who are new to using map viewers. Despite it being quite basic, it has dozens and dozens of options on the right sidebar, featuring a ton of information about the current map you’ve loaded. And even if you haven’t loaded in a specific map of yours, you can generate a random one and play with the settings. Once you’re comfortable, you can move to some of the more complicated editors, but this is an ideal one to start with. It supports the 1.4.0.4 version of Terraria.

World editor terraria

Terraria web editor

Terraria world file editor in browser

— supports maps from 1.3.5.3 to 1.4.2.3

Feel free to contribute 🌳

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#>git clone https://github.com/cokolele/terraria-map-editor
#>npm install
(if you can fix unexpected config errors yourself:
#>npm audit fix
#>npm update
)
#>git submodule init
#>git submodule update
go to /node_modules/parcel-bundler/src/transforms/babel/env.js @line 54 and change the line to

(changing getEnvPlugins options for babel to import only used polyfills)
#>npm start

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Unleasher

Terrarian

Hi, I might be doing something wrong, but the latest link from http://www.binaryconstruct.com/downloads/ downloads a zip file named 3.9 which when opened, asks for an update and is named (on top of the screen) as 3.8.

Is it just named incorrectly or is it 3.8?

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enigmaquip

Terrarian

Unleasher

Terrarian

Thank you, it is working

Im still learning how to mess around with it, and will watch the video to see if I can get some tips as well, but since I’m leaving for a while I will just drop this question:
I am trying to make a section of my world Corruption safe by making a 6-block wide hellevator, surrounded by a 3-block wood wall. However, I was wishing to remove everything in this path except for walls, wires, and such, which I am not entirely sure that selecting and pressing DEL will do. Is there a better way to do that? Or is the select+delete button good for that?
Is there a place where I can see my selection in Width x Height? Or to type the selection start and final pixel?

Thanks again and sorry if this is not the correct place to ask this

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TSGE (Terraria Save Game Editor)

TSGE (which stands for ‘Terraria Save Game Editor’) is a save game editor that allows players to modify their save game files (profiles) and adjust their characters. TSGE supports and targets the latest version of Terraria, currently: 1.2.1.2

What can TSGE do?

TSGE is a FULL save game editor. It can edit all parts of a save game file.

TSGE can edit the following:

And much much more as TSGE continues to update and grow!

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Vagrant

Terrarian

I have re-installed Tedit after a long-long time, like since before 1.2.

You see, I made an adventure map about 5 years ago. I’ve replayed it tonight and the 1.2 Terraria update kinda broke it. I need to update my map.

When I load it up in the latest Tedit beta, an error message pops up saying my world version is outdated and also a lot of technical stuff I don’t quite get (see attachment).

When I save the world and try to load it up in Terraria, it says «World load failed.»

I can still play with it in Terraria If I don’t open and save the map in TEdit.

Isn’t there a way I could make a giant template of the world and copy it into a newer world version? Any suggestions on how to fix this snag would be appreciated.

Attachments

thejaxster

Skeletron

I have re-installed Tedit after a long-long time, like since before 1.2.

You see, I made an adventure map about 5 years ago. I’ve replayed it tonight and the 1.2 Terraria update kinda broke it. I need to update my map.

When I load it up in the latest Tedit beta, an error message pops up saying my world version is outdated and also a lot of technical stuff I don’t quite get (see attachment).

When I save the world and try to load it up in Terraria, it says «World load failed.»

I can still play with it in Terraria If I don’t open and save the map in TEdit.

Isn’t there a way I could make a giant template of the world and copy it into a newer world version? Any suggestions on how to fix this snag would be appreciated.

Hello, I downloaded your map from Curse, loaded it into Terraria 1.321, looked around a bit, interesting by the way, then loaded it into version 3.8.16204.124 of TEdit, looked around and saved it. All seems good!

Just make sure your versions match, Terraria 1.32x with TEdit 3.8x and Terraria 1.31x with TEdit 3.7x.

Download TEdit 1.4 – Terraria Map Editor

TEdit or also known as Terraria Map Editor is an open-source map editor for Terraria games. Creating and editing Terraria maps is made as simple as using the paint app. It is one of the simplest and easiest ways to build or customize the existing Terraria maps.

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You can create endless world versions that can be enjoyed by every Terraria player. Express your artistic ideas through TEdit without having to learn complicated controls and downloading hard-to-understand apps.

How to download TEdit?

Follow the simple instructions given below to get TEdit Terraria Map Editor working on your device. Before downloading this app you should backup your world and player files (not necessary but recommended).

How to create or edit a map using TEdit?

As mentioned earlier it lets you edit maps almost like paint. Doesn’t matter if you are a pro or an inexperienced individual, you can start editing without any instructions or guide.

On the editing screen, you will have a checkered background on which you are able to draw, color, and create a unique world of living things. The best part about this software is that you don’t have to work on multiple windows as all the necessary options are there on the main window.

All the editing brushes, selection tools, color pallets, etc will be within your reach all the time. There might be some drop-down lists of options to select from. But they are the only hidden options on the whole software.

Is TEdit Terraria Map Editor safe?

You must keep your world files backed up in case you ever mess something up because it is not yet compatible with the latest update.

Can you place platforms in TEdit?

You need to use the sprite tool and search for the platform on the sprite tab to choose the kind of platform you want. Depending on whether the platform is attached/stairs etc you have to choose the correct form of platform.

How do I add a sprite to TEdit?

First, you have to open the sprites tab on the right side of the window. Select the sprite you want then click on the sprite placer tool and then click on the place where you want it to be. The Sprite tab on the right side also has a search option.

What is the latest version of Terraria?

In total the game has received 53 updates, not counting the pre-beta stages and the game’s initial release. The latest update is “1.4 Journey’s End”.

Conclusion

TEdit Terraria Map Editor is perfectly designed for Terraria enthusiasts who want to show their designing and artistic skills in the game. Make your own terraria world and enjoy the gameplay with your friends.

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TEdit or also known as Terraria Map Editor is an open-source map editor for Terraria games. Creating and editing Terraria maps is made as simple as using the paint app. It is one of the simplest and easiest ways to build or customize the existing Terraria maps.

Price Currency: USD

Operating System: Windows 7, Windows 10, Windows 11, macOS

Application Category: Games

TEdit does not work #775

Comments

McSan4ez commented May 12, 2016

When you run the program TEdit, it crashes, it gives error and asks to close the program or find a solution on the Internet. Please help, I installed all the programs, I have installed directx 11. Sorry for my English.
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This problem in the newer versions (beta versions), on the first beta version just launched TEdit but when I run the map, it is not displayed, and I can not edit it. Help me please.

The text was updated successfully, but these errors were encountered:

McSan4ez commented May 12, 2016 •

BinaryConstruct commented May 12, 2016

It could be an issue with character encoding on foreign language. I’ll look into the issue, but it could take some time to correct for localization issues.

McSan4ez commented May 13, 2016

Well, I will wait for a response. TEdit I worked before reinstalling windows, but unfortunately I do not remember which version I had TEdit. And the old version (3.5) in my work, but when I choose nothing happens card, not the card is loaded. I run some version 3.6 beta, but when you start Tedit 3.6 no where it should be a map, and when I load a map but it is loaded in the window does not appear, and I can not work with it. Sorry for my english.

McSan4ez commented May 13, 2016

Oh, I tried to start the first TEdit version 3.6 but now even they fly as It was in the screenshot above. 🙁

BinaryConstruct commented May 20, 2016 •

This may have to do with the temp folder for undo/redo. If your windows user name has Unicode characters, it may be the issue. Can you try creating a windows user with only us-english a-z characters, run TEdit when logged in as this user, and see if this resolves the issue?

If not it may be an issue with another folder path that contains Unicode characters.

BinaryConstruct commented May 24, 2016

Could you try version 3.7 and see if there is any improvement?

McSan4ez commented May 26, 2016

Oh, I downloaded the latest version of the TEdit (TEdit 3_BETA_v3.7.16145.0754.zip) and she earned! Thank you for your help.

McSan4ez commented May 26, 2016

I have a question. How to enable texture to TEdit?

BinaryConstruct commented May 26, 2016

You must have the latest version of Terraria through Steam or Gog. Alternatively, you can set the terraria data path in the settings.xml file.

McSan4ez commented May 26, 2016

I have the latest steam version of the game, but the textures do not appear.

McSan4ez commented May 27, 2016

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I have a way to Terraria but the textures don’t appear.

McSan4ez commented Jul 5, 2016

I downloaded a new version, and it worked! Thank you. 🙂

musicus-yn commented Jan 5, 2020

Changing and Switching Worlds

Terraria Worlds

On a Terraria world running on a dedicated server, many of the functions that can be set in the main menu of a single player game are inaccessible.

Instead, these are set by editing configuration files that the server will check before running.

By changing the setting in the configuration files, you can control the following:

Determine what size world the server will create: small, medium, or large.

Determine the difficulty level: normal or expert mode.

Give a newly created world a specific name (beside the default «world»)

Have the server create a fresh unused world

Have the server «switch» worlds and load a different world next time it starts, and by repeating this allow you to switch back and forth between already generated worlds.

Before Using this Guide:

It’s highly recommended that before using this guide, that you start your server and let the server finish starting up. When the server is run for the first time, it will automatically generate many of the files and folders you will need to edit. During this process, the game will automatically generate a default world, which will take several minutes. This default world can be deleted later if you wish to create a world with custom settings.

If the server has never been run, many of files you will need to change will not be present, and this guide will be difficult to follow, and your file manager view will not match many of the screenshots used as examples

Where the Config is Located:

The config file that controls most of the settings in the game is located in the main directory of the Terraria game, viewed by selecting «File Manager» tab on the left side of the control panel.

The file is called serverconfig.txt and is highlighted in the following picture:

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The Worlds Folder:

Also, in the picture below, the worlds folder is highlighted.

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The worlds folder is the default location that the game stores all the «save» files for worlds. These files contain the world map, buildings, containers, and items you’ve created. Player information (your stats and personal inventory) are stored separately from the world information in a different location. You can delete a world without effecting any of your characters, or the character’s inventory.

Editing the Config File:

From the file manager tab in the control panel, select the serverconfig.txt file, and then click the Edit button. It’s highly recommended that you stop the server, and that it not be running when you make any changes to the config files.

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This will open a basic text editor, and display the contents of the serverconfig.txt file, which should look like the picture below:

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On Terraria servers at Nodecraft.com, we have an automated UI built into our server control panel that configures all the world creation settings for our users, and even allows them to create multiple worlds and switch between them easily. Because of this automated system, the config files for Terraria will be dramatically different then the screenshots presented here. The comment lines have been removed, and the settings are directly changed by the UI on the control panel.

Because of this, the specific line numbers referenced in the following sections will only apply to the stock configuration files for Terraria.

The config file has numbered lines down the left side, which makes it more convenient to find specific settings when repeatedly editing the file.

The settings in the config file come in 2 line pairs.

The first line is a comment which describes what the setting does, and in many cases, gives you the actual settings allowed. The second line is the actual setting the game will follow when the server starts next time.

In the config file, any line that begins with a pound sign < # >is a comment, and the game ignores any of the text past the # sign. Placing a # in front of line will cause the game to skip that line, and is referred to as «commenting out» the line.

Some of the settings are optional (like password), and both lines are «commented out». If you want to enable these settings, it is necessary to remove the # from in front of the 2nd line.

Custom Settings for World Generation:

The following settings only take effect when a new world is created. If you change these settings, and then reload an already generated world, they will have no effect.

It is possible to change an already generated Terraria world, using features of TShock for Terraria, but Tshock is incompatible with TmodLoader if you are already playing modded Terraria. It’s much simpler to generate a whole new world. If you’ve already spent considerable time building and playing on a world, don’t delete it! Save it! See the section below on «Switching Between Multiple Worlds».

World Size:

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2 = medium world

Increasing the world size will require more RAM to run the server smoothly. The small world runs fine on 1 GB of RAM, but a medium world will require 2 GB of RAM, while a large world will need 3 GB to run correctly. Generating medium and large size worlds on 1 GB servers will most likely result in severe performance issues that will affect game play.

Difficulty:

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Edit line 23 of the config file, which is normally #difficulty=0

In expert mode, the game is significantly harder: you will take more damage from enemy attacks, special monsters spawn, special items can drop from monsters, and bosses will drop special loot bags with unique items in them. And if we haven’t mentioned before, the game is much harder. Did we mention the game is much harder on Expert Mode? Seriously, we’re not kidding, it’s much harder.

In order for this line to actually take effect, it’s necessary to remove the # from in front of «difficulty» so the line is no longer «commented out». It should look like difficulty=1 when finished editing, to enable Expert Mode.

World Name:

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Edit line 26, of the config file, which is normally #worldname=Terraria

Deleting a Terraria World:

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To get rid of a Terraria world, click on the file manager in the control panel, then click on the «worlds» folder.

And we mean gone. If you delete a world this way, it’s permanently gone. Unless you have backups of the server, there will be no way to restore the worlds.

Characters and the character’s personal inventory are saved completely separately from worlds, and will not be affected by deleting a world. This only includes the items in the character’s hotbar, and inventory. Anything left in any kind of container is part of the world map, and will be deleted along with the world the container is on

Alternative method: Instead of deleting a world, it’s possible to simply rename the world files.

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Repeat this process with the other file ( world.wld.bak ), and the server will cease to «see» those files anymore since their filenames don’t match entries in the config file anymore.

This method is often a safe then deleting files, and you can undo the changes by simply renaming the file again and removed the changes. If the file names exactly match the settings in serverconfig.txt (see next section below), the server will «see» them again, and will load them.

Creating a New Terraria World:

The world that Terraria loads on startup is controlled by lines 4 and 5 in serverconfig.txt

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The default name for the world is «world», and the server will look for the file world.wld in the worlds folder, and load that file if that file already exists.

If the server cannot find this specific filename on line 5 of serverconfig.txt at startup in the «worlds» folder, the server will instead create a whole new world.

Of course, you can always rename the world after it’s created, but changing line 26 does it automatically for you.

So by deleting, moving, or renaming world files in the «worlds» folder, you can make the server generate entirely new worlds. If it cannot find the file name at the end of line 5 in the config file, it will instead make a new world.

Creating Multiple Terraria Worlds:

By using information from the section above, it’s possible to have the server create multiple worlds, each with different settings if you wish (world size, difficulty, etc).

When you run the server and stop it for the first time, the «worlds» folder will look like this example:

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If you make the underlined changes to the serverconfig.txt file:

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Then start and stop the server, your «worlds» folder will look like this example:

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If you make the underlined changes below to the serverconfig.txt file, it will create a third. This time, the size of the world is being set to «large», and the difficulty is being set to «expert».

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When you start the server, it will now create a large size, expert mode world called NewWorldThree.wld

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Switching Between Multiple Worlds:

In the example above, there are now three worlds created in the «worlds» folder:

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PinkPlum

Official Terrarian

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What is it?
TerraCustom allows you to select ores, biomes, backgrounds and all other kinds of graphic styles to create. You can also generate the world with both kinds of alternative ores and biomes (ever wanted a world with crimson and corruption so that you have access to all of the bosses?). You can decide if the world has pyramids or giant trees, yet the worlds created are still random and the generation is based on the original algorithm.

You may download the latest version from the link below but it will work on Terraria v1.2.4.1 ONLY.
You may also view the past specification but it does not guarantee to have all the features in the next update.

Latest version: v1.1.4.1 (does not support Terraria v1.3)
Download link: Download
Backup when the link above is not working): link

Programmers need coffee and pizza. If you are willing to support me by any chance,
Donation link (Thank you!): Donate

I know everyone is craving for update v1.3, but why not play one more world before the update with your favorite ores/biomes/backgrounds etc.? Did you know that Terraria has 14 different backgrounds and 6 kinds of trees in the Forest? You’d better check them out and find your favorite one with this tool.
I made a new tool for PC Terraria called TerraCustom which generates random worlds with custom conditions.

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TerraCustom allows you to select ores, biomes, tree types, moon graphic, backgrounds to create. You can also generate the world with both kinds of alternative ores and biomes (ever wanted a world with crimson and corruption so that you have access to all of the bosses?). You will no longer need to create new worlds again and again until you get your favorite kind of combinations (which lots of you and I have done before haha). You can decide if the world has pyramids or giant trees, yet the worlds created are still random and the generation is based on the original algorithm.

This tool only supports PC Terraria v1.2.4.1.
If you liked my tool and want to see future updates, please support me by donation here.
I would very appreciate and be motivated to work on updates

Latest version: v1.1.4.1
Download link: Download
Download without waiting (also a backup when the link above is not available): link.
Donation link (Thank you!): Donate

I am open to any kind of feedback, questions, bug reports and suggestion.

Thank you for reading the post and enjoy YOUR Terraria worlds!

*New*
v1.1.3: Now You are able to have all kinds of hardmode ores after smashing altars during the game!
*In the Ore Amount option, there is a slide bar that generates alternate hardmode ores in the beginning. Say you choose old ores in Ores option, then setting this slide bar will generate new ores in the map and smashing altars will generate old ores. Yes, these ores generated by this tool will appear in the map even though you are not in the hardmode, so you can mine them if you have a strong pickaxe.

Thanks to Evilgrapez for making a video tutorial on TerraCustom v1.1.2!
View Evilgrapez’s video here.

Thanks to meetyourdemize for making an awesome video showing the features of the tool and how to use it.
View meetyourdemize’s video here.

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Flor3nce2456

Empress of Light

I’ve been trying to use TEdit to convert my world to Journey mode after realising how nice Journey mode actually is. Problem is, every time I try to load my world that contains a build I’m proud of so far, the loading just stops at «Calculating Colors. «. I’ve waited for an hour+ to see if anything changes, but no, it’s just stopped. The program isn’t frozen. I can load fresh worlds, but the world I have a base on just stops mid load.

I tried making another build on a Journey mode world, which loaded into TEdit just fine after generation, but after I finished my main structure, I wanted to import some nice landscape features in because the surface of that world was flat and boring. When I tried to load that into TEdit, I got the same refusal to load past «Calculating Colors. «. It seems as though the more you modify the world in-game, the less likely it is to load in TEdit. Is anyone else having this problem? Am I doing something wrong, or is this just a result of the utility being in beta?

The Atroxious

Terrarian

Samalas

Terrarian

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TheMagicSteak

Terrarian

Hey! Whenever I try to open a world save that has been modified using TEdit, it only says:

«Load failed!»
«No backup found»

The only thing I did is changing the difficulty from Master to Expert mode. Any idea why this is happening?

Tomkeen

Terrarian

Hey! Whenever I try to open a world save that has been modified using TEdit, it only says:

«Load failed!»
«No backup found»

The only thing I did is changing the difficulty from Master to Expert mode. Any idea why this is happening?

Ottana

Terrarian

Samalas

Terrarian

The Atroxious

Terrarian

I upgraded to Beta 6 and I’m still having the issue of loading stopping at «Calculating Colors. » on my worlds. Just an FYI.

As long as I load a fresh world into TEdit it’s fine, but once I have a few hours played on that same world, it won’t load fully.

Samalas

Terrarian

I upgraded to Beta 6 and I’m still having the issue of loading stopping at «Calculating Colors. » on my worlds. Just an FYI.

As long as I load a fresh world into TEdit it’s fine, but once I have a few hours played on that same world, it won’t load fully.

The Atroxious

Terrarian

When they mentioned that mannequins were causing trouble I thought they meant that mannequins were not useable sprites in TEdit.

I. may have started having trouble with my worlds after I put mannequins in them. Maybe.

I just didn’t make the connection.

LOL I feel so dumb.

Thanks man! I really appreciate it.

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Jaredo27

Terrarian

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XGhozt

Terrarian

The Atroxious

Terrarian

Okay, so I did some testing, and apparently it’s not the mannequins. I put mannequins in an empty world, and it had no trouble loading.

I did some more testing, and I found out that it’s the Illuminant Paint that causes this. I had used Illuminant Paint on some things, and once I painted them, the world was unusable. I went back and removed the blocks and items I had painted with this paint in my old unusable worlds, and I was able to get them to load.

Just a heads up to anyone else who can’t load their worlds: Take out anything that you’ve used Illuminant Paint on, and try again.

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RN_FADED

Terrarian

If I click yes, Tedit soon crashes. Is there any way to fix this or do I have to wait for a newer version of Tedit? My world was newly created on release of terraria 1.4.0

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Edit: My world isn’t corrupt, I’ve tested it and it works fine in game.

LordFlufflebuns

Terrarian

This tool needs some serious TLC for the most basic of features.

The zoom is really bad. When you’re zooming in and out, there is a point where certain blocks will disappear due to resolution. That’s expected. However, the issue is when you try to zoom in to avoid that, the zoom goes too far in, making it near impossible to do large-scale copy and pasting.

Why can you not «Fill» with sprites? This makes no sense because the Platforms are sprites, making it so I have to do copy/pasting in order to make world-spanning platform structures.

The copy and paste mechanic is really bad for one simple reason: Leftmost Mouse Positioning. Either I’m doing it wrong, or Copy/Paste is done by pasting down with the pasting point being at the top left corner of whatever you copied. This means if you try to Copy/Paste something that spans the entirety of the screen from left to right (like the previously mentioned platform), you have to paste at the left-side of the screen. This becomes an issue due to the zooming issues because if you are zoomed too far out then the blocks you want to line up with vanish, but the moment you try to zoom in you are suddenly zoomed too far in to be efficient. You also can’t undo a paste, at least mine is not working. THAT is no good.

ALWAYS make your copied items paste down with their center being oriented on your mouse-point, and fix the zoom increment to have more refined zooming. Jumping from 100% to 50% with nothing between covers too much ground.

Also, the whole tool is not very intuitive at all. Why is there such a divide between the Sprites and Tiles? If they need to be separated because of system limitations then fine, but move the stuff at the top of the screen to a space in the right to be with the Sprites. These things need to be organized. Keep the fruit with the fruit and the meat with the meat. Don’t set an apple way off in the distance and the oranges in another place.
And why are they called «Sprites» anyways? At least, why are things like the Platforms in the Sprites tab? Even if they are not considered a tile in the system (I don’t know since I haven’t delved into the code like you have» like the wood blocks are, you can still make it so we see them like that as the users. I would have NEVER considered those to be a «Sprite» because «Sprite» is a term more generally reserved for the more complex images, like character models or items (even though sprite is really just an image).

TEdit

Description

Free Download

Edit your Terraria map in order to allow your originality to be integrated withing your favorite game, without having to wast too much time to actually manage this

What’s new in TEdit 4.9.0:

TEdit or Terraria Map Editor is no more and no less than what its name suggests. In other words, individuals can edit or create maps or biomes as they are more often referred to as if drawing in an application such as Paint. The idea is simple. You’ve got yourself a checkered background upon which you can color, draw, and create a world of living things. This application can satisfy the needs of both, inexperienced individuals and pros.

Something worth mentioning is the fact that you’ll only be dealing with one window, remaining all the options in the application are displayed within that particular window. This means that all instruments such as the selection tools, erasers, and color selectors will be within your reach. There might be a few drop-down lists but those are about the only hidden options in the app.

For Terraria enthusiasts this application should be exactly what they need to express their artistic ideas in the game, while not wasting time with complicated controls or hard-to-understand apps. TEdit is a simple and straightforward application that gives users the ability to create endless world versions to be enjoyed by everyone. Just don’t forget to adjust the world’s properties and select matching sprites to fill in an empty world and bring life to your Terraria gaming experience.

READ THIS FIRST

If the Wiki did not help, fill out this form completely! If you are missing steps to reproduce your issue will be closed. Thank you.

Before Submitting an Issue

Describe the bug
Incorrect/Unclear information found on the Wiki,

In World Component/Actuator
It is possible to place actuator on a sprite which can be usefull for platform and teleporter.

While the Wiki doesn’t explicitely mention it’s impossible to place Actuator on Sprites, It would be nice for it to be mentionned and explained on the wiki.

Steps to reproduce the behavior:

Expected behavior
Platform and teleporter connected to Actuator work as intended
Other Sprites tested (Bookcase, Heavy Workbench, Candelabra, Candle, Chest, Bed, Number Statue) are unaffected
Note, if Selected ‘Actuator/Tile InActive’, Sprite will behave as actuated tile (passtrough[ex, cant stand on bookshelf] and darker) until
first activation where they regain normal behaviour and wont change back to actuated.
Note, Its possible to set sprite to actuated state without placing actuator and to partially actuate a sprite

Screenshots
Add screenshots to help explain your problem.

Desktop (please complete the following information):

Created at 2 months ago

when i open tedit and click on «open» it gives an unhandled exception then crashes. in my attempts to fix it i did two things so far, changed the AltC in the settings to be where terraria is (i have it in d drive), which then caused it to crash upon opening, but from looking at the logs i found that it disliked that pina colada had the n with the little «

» over it so i changed that to a normal n. now were back to crashing when i click «open» to try and select a world.

Steps to reproduce the behavior:

Expected behavior
i click open and it opens a file to select which world i want to edit

Created at 2 months ago

load android map failed
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Created at 3 months ago

Is your feature request related to a problem? Please describe.
No.

Describe alternatives you’ve considered
None.

Additional context
None.

Created at 3 months ago

The Russian translation to the new version of the editor contains errors.
The ones I found are next:

Also, for world seeds:
Drunk World
Good World
Tenth Anniversary
Don’t Starve World
Not The Bees World
Crimson

instead of
«Пьяный» мир
Goo World
Десятилетие
Не голодайте мир
Не мир пчел
Кримзон

->
Пьяный мир
Хороший мир
Десятая годовщина
Мир Don’t Starve
Мир «Только не пчёлы!»
Багрянец

I tried to edit the file myself, but I didn’t figure out how to do it. I hope the one who doing the translation will read and correct it.

Created at 3 months ago

What were you doing when the issue occurred?

TEdit things, in a world where a dog and cat had moved in

Steps to reproduce the issue?

What version of Terraria are you using?

Post relevant contents of log or attach log file (very important):

Possible fix

Add an exception to the sprite drawing so that it properly draws abnormally sized sprites

Other comments

what did I just witness o_O

Created at 3 months ago

Describe the bug
Frequent crashes when saving and exiting a world that has been edited by TEdit. Sometimes crashes randomly when dying or just moving around, but happens most frequently when saving and exiting. DOES NOT HAPPEN 100% OF THE TIME. I don’t how to reproduce it all the time, but the game will crash about 50% of the time when I save and exit.

Steps to reproduce the behavior
Character dies or just save and exit out of world. Game will crash and world does not save. DOES NOT ALWAYS HAPPEN but is very very frequent.

Expected behavior
Game saves and exits normally.

Desktop (please complete the following information):

Here is the world and the player I am currently using: World.and.Player.zip

Created at 3 months ago

Hello, TEdit 4.7.4 here, on a Windows10 PC, Geforce Ti750, system DPI at 125% and not the default 100%, loading a Terraria 1.4.3.6 map, but been observing that behaviour ever since using TEdit, which puts us 6 monts prior.

I wouldn’t call it a bug report, it’s more like a feature/improvement proposition.

If you don’t understand what I mean (I’m not sure I chose the right words), or you don’t face the same issue yourselves, just ask, and I’ll record things on video to illustrate it better.

Context and reproduction:

Root of the issue, it’s just that, prior to zooming in and out, TEdit appears to be arbitrarily deciding where the «middle» will be.

When having a map open in TEdit, when I zoom in or zoom out with the central roller on my mouse, the program does NOT focus the center of the map on a recognizable element. Neither on the location where my mouse pointer was, nor on the location that used to be at the center of my TEdit map display. Zooming out, this makes it very hard to keep track of where is located what we were seeing in close up, two mouse scrolls, and good luck finding it unless it’s a huge structure.
Imagine I have a chest in mind. It’s in the middle of the TEdit vizualization window. I zoom out once, it’s now in the upper left corner. Or bottom right corner. No idea how it’s decided. I zoom out twice, it’s now impossible to predict where the chest is located anymore on the TEdit display.

And yet, there’s some logic with how TEdit handles zoom, I simply do not get which it is.
If I do NOT move my mouse pointer at all, I can alternate full zoom in and zoom out multiple times, we’ll be back to the same location displayed. That location will neither be the former initial location of my mouse pointer, nor the former location of the middle of the TEdit map display, but once the program has decided on what that spot is, alternating zooming in and out will not make us stray off its location.
Same with the «+» and «-» buttons in the left column in the user interface: it’s not a mouse scroll issue, the zoom buttons yield the same results, arbitrarily choosing a new «middle» but then sticking to it.

Feature proposition:

(1) When using the mouse scroll, that zooming in and zooming out are systematically centered on the mouse pointer’ location

(2) When using the UI’s «+» and «-» buttons in the left-side column, that the current middle of the display before hitting those buttons remains the new middle of the screen’s display after zooming.

(Humble apologies, this suggestion took far too long to read, I struggled to find how to express my idea without being too confusing, sorry)

World editor terraria. Смотреть фото World editor terraria. Смотреть картинку World editor terraria. Картинка про World editor terraria. Фото World editor terrariaTerraMap Web

TerraMap Web is a cross-platform, interactive Terraria v1.4.3 world map viewer that loads quickly and lets you pan, zoom, find blocks, ores, items in chests, dungeons, NPCs, etc.

Features

Controls

Top Toolbar

Bottom Toolbar

Background Information

TerraMap uses only a single pixel and color for each block, tile, wall, item, etc. It does not use the game’s textures. For that, I highly recommend the excellent Terrafirma.

It’s built using JavaScript, JQuery, and Bootstrap. It uses Web Workers to do processor-intensive work in the background to improve responsiveness and performance.

I experimented with several different approaches to drawing, and finally ended up using HTML canvas 2d context fillRect method, which is the fastest method on Chrome, my current browser of choice.

This was an education exercise for me. The only real improvements I made over Terrafirma are the combined block/tile/item search, allowing you to search for items in chests, the incremental search forward/backward, and UI improvements.

TEdit / terraria-map-editor-web Goto Github PK

✏️🌳 Terraria map editor, in a web browser.

License: MIT License

JavaScript 89.34% CSS 10.36% HTML 0.18% Dockerfile 0.12%

terraria-map-editor-web’s Introduction

Terraria web editor

Terraria world file editor in browser

— supports maps from 1.3.5.3 to 1.4.2.3

Feel free to contribute 🌳

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Tool for replacing all of 1 tile type with another #372

Comments

Kebabzy commented Oct 3, 2013

I personally believe that with the update to a terraria 1.2 compatible version of TEdit, this is a key feature and would please not only myself, but many TEdit users hoping to play the terraria 1.2 update to the fullest!

Thanks again for the hard work 🙂

The text was updated successfully, but these errors were encountered:

BinaryConstruct commented Oct 3, 2013

I’ll look into this. In the mean time you can accomplish this with by VERY tall, 1px wide brush with the desired ore as the tile type and the ore you wish to replace as the mask. Zoom out and wipe sideways. Using a 1px wide brush will increase performance of the brush algorithm.

Kebabzy commented Oct 3, 2013

Thanks for the help! However, my target is a large world and the maximum 200px high brush is simply too small. This leads to incomplete conversions and other messiness. Any ideas? Ways to increase brush maximum size values? Possibly even a way to brush all in a selected area?

BinaryConstruct commented Oct 4, 2013

I might unlock the max if the other dimension is set to 1px, but as for now that is all I can think of.

Kebabzy commented Oct 4, 2013

That would be great, thanks

Kebabzy commented Oct 4, 2013

when could I have access to this unlock? At the latest update or could I alter a file?

However it would still be much appreciated if a «replace all x tile with y tile» function could be developed. This would be especially helpful in converting the hardmode ores, which are spawned every time a demon alter (or its crimson counterpart) are broken. If the brush tool had to be used to convert the entire map again and again after the hardmode ores are spawned, it would become quite irritating 🙁

I can only hope that the implementation of such a feature is void of complications on your end.

Kebabzy commented Oct 4, 2013

Relating back to the idea of ‘unlocking’ the max dimensions of the brush tool, at the moment you have a maximum of 200 by 200. That is equal to 4000 blocks at any one time. So perhaps instead of having a numerical maximum value for x and y (width and height) you could have the program multiply the set x and y (width and height) values, and if the product of this sum is more than 4000 blocks, an error would occur (so that your original limitations for preserved performance of the brush algorithm).

A message could then pop up stating that «the maximum brush size has been breached, please select a brush size equating to no more than 4000 blocks»

Or alternatively, the y (height) or x (width) value (or even both) could be automatically be set to a value that when multiplied by the opposing value, creates a product of equal or lower value than 4000, or even more simply, back to a default such as 200 x 200. This is actually quite similar to the current method for limiting brush size.

I hope these ideas help you in further developing TEdit, making it even more compatible with the 1.2 update and upgrading the brush tool’s capabilities even further!

Terraria Inventory Editor – Best Editor For Terraria

Table of Contents

Terraria Inventory Editor

When you have a journey mode code, you actually have to go through the effort of capturing or researching every single item. Some might say that Terraria Inventory Editor is a good thing, but for people who just have a Ph.D. in laziness, there’s actually a pretty easy way to get a character that has every single item unlocked from the get-go or from the Gecko.

An inventory editor is a third-party application that permits including or removing objects from the inventory of a local character, and in many cases, editing different character data.

Now for at least one of the drawers of using journey mode was just being able to build whatever you wanted instantly, and for better or worse, it seems perfect.

So you can see in the character, and every single item has been researched. Every single element has been found and used, and you can get every one of them, even illegal gun parts, straight away 30 seconds after generating this character.

Inventory editors are mostly designed for the Desktop version of Terraria. It is strongly recommended to back up the character files before intending to apply any inventory editor type.

This article will show you how to apply these methods; Terrasavr is the easiest one, so let’s get onto it.

Terrasavr

This inventory editor also can be used on Mobile devices.

So the first thing you need to do is search up Terrasavr, so Terrasavr is a very easy terraria inventory editor; let it load, and then there’s pretty much only two or three things you need to do.

First of all, the most important thing name your character; what are you call him? For example, if you call him a Damn Son, then what you need to do? Obviously, change your character to a journey mode character.

Cycling character, let’s just change at the character statistics and let’s chuck it in January and set your health to 400, also 400, and set members of 200.

Because that’s pretty nice having a friendly manner and ice, all you need to do is go into research click unlock all this adds, all 5,000 items to your research confirm it.

Then save flare-up and see you’ve already made one called damn some, but another one you should join up there Damn Son door PLR then recognize that what you’re going to do is drove over there you can see now’s the Damn Son character there.

WinTerrEdit

WinTerrEdit is a Windows-based inventory and character editor. It works as a standalone executable with no dependencies. It changed into examined frequently on Terraria variations after Journey’s End; however, it works on variations.

This editor helps to modify the character’s details, inventory, Piggy Bank, Safe, and a few miscellaneous objects.

Terraria InvEdit

Terraria InvEdit is a Windows-based inventory and character editor, designed to be well suited with Steam. The creator seems to have abandoned it.

The Source code of the application was released for the general public and used to update the editor to work with more modern variations of Terraria.

Things You Can Be Edit

When you enter a terraria inventory world, it will show you the inventory that can help you change your character. When you start to click open player, you select whatever throw a player to your knees.

For this one is snazzy PLR got to make sure they DL or two double clicks that and as you can see it opens up you can edit your health your mana all these sorts of things difficulty the name you can also edit the look. You can change the hair color to like black.

For example, that should be pretty noticeable; it can change inventory, so you got all the options right there, so you would go to inventory. These are all the different slots you can edit.

You might want to give yourself, let’s just look up iron, so iron stuff and a little load it could be it does delay a little bit on the search so click iron short-sword. For example, give it a Terraria prefix, so make it a massive sub spree; fix it. You can also change its text ID. Just click save item when you click off it as you can see it shows that you’ve got the iron short-sword.

Download Terraria Inventory Editor

You want to start by heading over to the terraria forums. In the inventory editor, simply click on the download button right there. It doesn’t download instantly, so after it does this little countdown to click this director link there, and it should start downloading the zip file WinRAR WinZip or whatever so you can extract that.

Once you actually do that, you can just open it up, and the setup is pretty self-explanatory; it’s up to click it double, and you’ll set it up. And you’ll get into the next part, so just in a terraria world with a character.

The Path To Find Your Terraria Inventory Editor in your PC

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So, the way you find your games files for Torah as you go into my documents and you into my games, you should be able to find terraria. Hence, you go into my games, and you go into Terraria, then you want two players.

You should then be able to go in two players and just drag in whatever your character name is the one you’ve generated to see these three that you’ve generated in the last 20 minutes while testing this.

Let’s just drop my games there, and that would be the other way to get to my games, and then under minigames, it’s still doing it. There is a new computer, and then you just drag it there.

You can see that your character is already there; that’s all done; let’s open up terraria and see your character. This works really well and allows you to spawn in items and change your character in many ways.

So the character is so 0 minutes journey mode in say 400 200, and let’s just go into any genuine old-world also go into the game. So you can choose all your weapons you can already do if you’re doing naughty stuff do you want to do, you can make whatever you want to make.

Conclusion

Inventory editor is a very useful trick to take advantage of for those of you who aren’t interested in spending; however long it takes to get every item. You can just get every item, and then you’ve got a maxed out genuine character.

5 Best Terraria map viewers to find hidden secrets

Explore some of the best Terraria map viewers to find treasures

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Terraria proves that 2D games thrive despite today’s ultra-realistic game design philosophy, which most developers have embraced. Terraria’s worlds can be vast, and to unlock their secrets, you will need the help of Terraria map viewers.

With the aid of these third-party programs, you can see the entire randomly generated Terraria map and dissect its secrets, not being able to be stopped even by the Terraria seed viewer console, so make sure to check the information out.

Of course, purists will say that the unknown makes them fun, but with some Terraria map viewers, you can also edit your map to stop corruption from destroying your work of art.

How do I view the whole map in Terraria?

To view the entire map in Terraria, you will need to use the Full-Screen Mode for the map, making a great Terraria world viewer a must!

This will allow the player to move the map without moving their character and also allow you to observe the entire map.

To activate this option, you must use the Toggle Map Style button and switch between portrait, overlay, hidden, and full screen.

To close the full-screen map, simply press the M or inventory keys.

Is there a Terraria map editor?

TEdit is one of the best map editors found on the market, so it has occupied the 1st position in our list.

There is another way to edit your Terraria maps, and that is by using the Terraria map viewer online.

Quick Tip:

Requiring the best game quality while playing Terraria on your PC? You can have that using the browser specially designed for gaming.

Opera GX comes with practical benefits for enhanced browsing like the GX Corner or gaming app integrations. More, it sets limits for your CPU or Network usage for better game performance on Terraria.

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Opera GX

Enlarge your world using this gaming browser and see the entire map on Terraria anytime.

What are the best Terraria map viewers?

TEdit

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TEedit is an extensive Terraria map viewer which allows you to view the entire world by removing the fog-of-war and seeing all the blocks and biomes at once. In addition, you can zoom in to specific areas and see traps, resources, chests, cloud islands, and Crimson / Corruption distribution.

Additionally, as the name implies, you can edit your world with TEdit and change specific properties, like which bosses you’ve defeated, the number of clouds, or the world type.

While TEdit is not known to cause issues, we still recommend you back-up your world before you make any modifications.

You can view all the TEdit releases and download the latest version from here.

MoreTerra

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MoreTerra is a simple Terraria map viewer which will load the world file and output a picture with the fog-of-war removed and all points of interest marked on the map.

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While the output picture is detailed, you cannot zoom in to see all the details from each biome. This tool is designed to give you an overview of the map and analyze the contents.

You can filter chests from the World Information tab and see their location and contents. Additionally, you can set custom markers for people, containers, or specific minerals. This will allow you to hunt down elusive materials needed for crafting.

Terrafirma

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One of the simplest yet most effective Terraria map viewers using seed is Terrafirma. This tool allows you to load a specific world with only a few clicks and view it in its entirety. In addition, you can zoom in to see all the details of the world, including objects, traps, and resources.

Furthermore, you can filter items and highlight them on the map by pressing the shortcut key F2. From here, you can check chests, NPCs, or specific blocks.

TerraMap

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TerraMap allows you to open your Terraria world in two modes: either with the fog-of-war and only seeing the progress you’ve made so far or by selecting All Spoilers, where you can see the entire world.

This Terraria map viewer allows you to browse the world parameters to see which bosses you’ve defeated and all other settings. You can select different entities to show on the map from the Highlight option, including chests, NPCs, minerals, and others.

Remember that selecting multiple items on a large map is computationally intensive, and your CPU must work hard to complete this task. An alternative would be to use the Terraria map viewer tmodloader.

TerraMap Online

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TerraMap online is a version of the Terraria world map viewer for PC. The advantage is that this is a cross-platform Terraia world viewer that retains its PC counterpart’ features.

You will need to navigate to the world file, which is located in C: > Users > [Your Username] > Documents > My Games > Terraria > Worlds.

Terraria is a game chunk-full of surprises, which allows players to explore vast worlds in search of hidden treasures. But even more than that, it is a means for players to express their creativity and, like Minecraft, create works of art with simple blocks.

Is there an item in Terraria that reveals the whole map?

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Yes! If you get the Ancient Master’s Map of the Lost King’s Great Ancestors, it will reveal the entire map, consisting of a 150 radius around the player in Multiplayer mode.

This Terraria seed viewer allows your gameplay to expand considerably.

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This will allow you to quickly choose any other location on the map and even for finding treasures. You can learn more about how this item works and how you can get it.

If you know of other Terraria world map viewers, let us know in the comments section below.

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Frequently Asked Questions

You will need a third-party tool called a Terraria Map Viewer. This list highlights the best 5 programs you can use to view your Terraria world map.

Depending on which Terraria map viewer you use, launch the application and select Open World. Follow the steps in this guide to learn how to use a map viewer.

You can view your seed by opening your Terraria world with a map viewer (for example TerraMap) and going to View > Properties. Here, type seed in the search box and you will see the world seed. All Terraria world viewers featured on this list will allow you to see the world seed.

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Режим «Путешествие» (Journey) в Terraria 1

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В недавнем обновлении разработчики добавили новый режим «Путешествие» (Journey), который позволяет играть в Terraria так, как вы хотите. По сути, это что-то вроде гибкой настройки, где можно сделать игру очень легкой, а персонажа бессмертным. Или наоборот, выставить все настройки сложности на максимум. А еще можно избавить себя от утомительного сбора ресурсов. Также вы можете попасть в секретный мир и получить уникальные штаны.

Как запустить режим «Путешествие» (Journey)

Чтобы запустить режим «Путешествие», вам необходимо создать персонажа со следующей настройкой:

Затем, в меню создания мира, проставьте следующую настройку:

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После вы можете зайти в созданный мир. Сразу обратите внимание, что у вас есть определенный набор предметов:

Самое интересное заключается в панели администратора (открывается на кнопку «C»), позволяющей получить возможности, которые в обычной игре были бы читами. Давайте разберем каждый пункт по порядку.

Как получить много денег и неограниченное количество предметов. Меню дублирования (Duplication Menu) и исследования (Research Menu) на панели администратора

По сути, именно эти две возможности и позволят получить неограниченное количество предметов. Но стоит понимать, что сходу ничего не выйдет. Чтобы получить доступ к бесконечному запасу определенного предмета, необходимо найти его и собрать достаточное количество. Далее откройте меню исследования (Research Menu) и перетащите предмет в ячейку:

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В нашем примере мы поместили 36 геля. Нижняя цифра показывает, сколько всего этого предмета необходимо, чтобы он добавился в базу. Нажав на кнопку «исследовать» (Research), прогресс изучения геля станет «36 из 99». Добавив потом еще 63 единицы этого предмета, он будет доступен в неограниченном количестве в меню дублирования (Duplication Menu). Там и будут появляться все добавленные через меню исследования (Research menu) предметы. Вам лишь останется в меню дублирования (Duplication Menu) выбрать необходимое и перетащить в инвентарь:

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Поэкспериментировав с механиками, мы смогли в один щелчок мыши добавить в инвентарь 100 медных монет, 999 древесины и 999 желудей. Таким образом, можно обеспечить себя всем необходимым без лишних трудозатрат.

Изменение времени (Time Menu) и влияние на погоду (Weather Menu)

Здесь все просто. Меню изменения времени (Time menu) позволит замораживать или ускорять ход времени. Также вы можете моментально поставить утро, полдень, вечер и ночь. Меню погоды (Weather Menu) позволит изменить силу ветра или добавить дождь.

Режим бога и возрождение врагов в персональном меню силы (Personal Power Menu)

Самый первый значок позволяет включить/выключить режим бога (бессмертие). Второй увеличивает диапазон размещения блоков (Placement Range). Третий необходим для настройки возрождения врагов (Enemy Spawn Rate Slider). Можно как отключить, так и повысить этот показатель в 10 раз.

Распространение инфекции и изменение сложности. Последние пункты панели администратора

Первое отключает распространение инфекции (Infection Spread). Второе позволяет выбрать сложность (Enemy Difficulty Slider). При этом игра вас не ограничивает и можно, к примеру, сделать что-то среднее между экспертом и мастером.

Режим путешествия

Режим путешествия — это опция, которую можно выбрать при создании мира или персонажа. Это позволяет игроку использовать разные настройки параметров во время игры, включая настройку сложности. Для персонажей режим путешествия представляет собой сложность, при которой игроки начинают игру с дополнительным снаряжением в отличии от обычных персонажей, а также имеют доступ к меню настроек. Игроки начинают с железным кинжалом, железной киркой, железным топором, железным молотом, посохом зяблика, 100 факелов, 100 веревок и имеют молодые крылья. Молодые крылья эксклюзивны для режима путешествия, но являются единственным эксклюзивным предметом для этого режима. Для миров режим путешествия — это такой же тип мира, как классический, экспертный и мастерский. Персонажи с выбранным режимом путешествия (выбирается при создании персонажа) могут играть только в мирах режима путешествия и не могут играть в мирах классического, экспертного и режима мастера, так же как обычные персонажи не могут играть в мире с режимом путешествия. Боссы в режиме путешествия имеют половину от своего здоровья в обычном режиме, но это можно изменить с помощью ползунка сложности противников, который находится в меню настроек.

Содержание

Меню настроек [ править | править код ]

Меню настроек имеет целый ряд опций для настройки вашего мира в режиме путешествия.

Копирование [ править | править код ]

Исследование [ править | править код ]

Время [ править | править код ]

Позволяет игрокам выбирать время суток из четырёх предоставленных (рассвет, полдень, сумерки и полночь), а также возможность останавливать течение времени и изменять скорость, с которой время течёт, от ×1 до ×24.

Погода [ править | править код ]

Позволяет игроку управлять погодой, двигая специальные ползунки для дождя, которые могут переключить ясное небо в муссон, а также контролировать ветер, позволяя игроку выбирать его направление и скорость. Игрок также может отключить возможность случайного изменения погоды.

Режим Бога [ править | править код ]

Включает или отключает режим Бога. В режиме Бога вы никогда не будете получать урон или отбрасываться врагами, так же вы будете бесконечно долго находиться в воде без дыхания, а магические атаки не будут тратить ману.

Увеличение дистанции установки блоков [ править | править код ]

Переключаемая опция, которая значительно увеличивает расстояние на котором игрок может размещать / уничтожать блоки. По умолчанию эта опция включена в начале каждого мира в режиме путешествия.

Распространение заражения мира [ править | править код ]

Эта опция позволяет остановить распространения таких биомов, как порча, багрянец и освящение.

Настройка сложности врагов [ править | править код ]

Этот слайдер может быть установлен в любом месте в масштабе от 0,5× до 3×, что соответствует сложности игры. Внизу с 0,5x находится режим путешествия, перемещающийся вверх к обычному режиму на 1×, экспертному режиму на 2× и режиму мастера на 3×. Перемещение ползунка активирует все награды, которые можно получить в выбранном режиме сложности. Появление эксклюзивных предметов в режиме эксперта и эксклюзивных предметов в режиме мастера будет зависеть от положения этого ползунка в режиме путешествия.

Настройка частоты появления врагов [ править | править код ]

Эта опция позволяет игроку контролировать скорость появления врагов, перемещая ползунок в диапазоне от 0,10× до 10× нормальной скорости.

Как включить режим бога в террарии

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/register [пароль] — Регистрация.
/login [пароль] — Аутентификация.
/party /p [сообщение] — Отправка сообщения в командный чат.
/me [сообщение] — Отправка сообщения в чат от третьего лица.
/reply /r [сообщение] — Отправка ответного сообщения на шепот.
/help — Помощь по командам сервера.

+ Возможность строить.
+ Возможность использовать краску.
+ Возможность переселять NPC.
+ Использование призывалок.
+ Доступ к Rod of Discort.

/cset — Включение защиты сундука.
/ccset — Отмена выбор сундука для защиты/повторного заполнения/и т.п.
/clock [пароль] — Установка пароля на сундук. Используйте “remove” в качестве пароля для того, чтобы убрать защиту по паролю.
/cpset — Включение публичного статуса сундука.
/crset — Включение статуса регионального расшаривания сундука.
/cunlock — Разблокировка сундука защищенного паролем.
/cunset — Отключение защиты сундука.
/spawn — Телепортация на спавн сервера.
/bosses — Список доступных боссов.
/logout — Выход из учетной записи.
/home — Телепортация на точку возрождения.
/spawn — Телепортация на спавн сервера.
/tpnpc [имя NPC или ID] — Телепортация к указанному NPC.
/password [старый пароль] [новый пароль] — Смена пароля.
/house define — Установка границ и протекция дома.
/house info — Получение информации о владельце дома.
/house resize u/d/l/r [количество блоков] — Увеличить размер границ дома на указанное количество блоков в указанную сторону (u/d/l/r — вверх/вниз/влево/вправо).
/house scan — Отображение границ ближайших домов.
/house setowner [ник игрока или ID] — Добавление полноправного совладельца дома.
/house share [ник игрока или ID] — Добавление совладельца дома.
/house unshare [ник игрока или ID] — Удаление совладельца дома.
/tpa [ник игрока или ID] — Отправка запроса на телепортацию к игроку.
/tpaccept — Принять запрос игрока на телепортацию.
/tpdeny — Отклонить запрос игрока на телепортацию.
/tpautodeny — Автоматически отклонять запросы игроков на телепортацию.
/tpahere [ник игрока или ID] — Запрос на телепортацию другого игрока к себе.
/regionview [имя региона] или /rv [имя региона] – Показ границ региона.
/regionclear или /rc – Удаление всех границ регионов из поля зрения.
/regionviewnear или /rvn – Автоматический показ границ регионов рядом с вами.
/whisper /w [ник игрока или ID] [сообщение] — Отправка приватного сообщения игроку.
/ignore /ig — позволяет игнорировать сообщения /whisper от игрока.
/ig add — добавление в игнор.
/ig del — удаление игрока из игнора.
/ig list [Страница] — вывод игнор листа.
/ig clear — удаление игнор листа.

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+ Резервный слот на сервере.
+ Возможность использовать запрещенные предметы.
+ Игнорирование детектора урона и вставки/удаления большого количества тайлов.
+ Телепортация без оповещения.
+ Возможность создавать неограниченное количество домов
+ Редактирование любых сундуков.

/crefill [время] — Включение статуса повторного заполнения сундука, добавляет задержку для заполнения, если это применимо.
/cinfo — Вывод информации о сундуке.
/ghost — Режим невидимки.
/pd [радиус] — Вывести список снарядов.
/invsee — Вернуть свой инвентарь.
/invsee [ник игрока или ID] — Скопировать инвентарь игрока.
/uploadssc — Загрузить локальный инвентарь персонажа на сервер.
/region name — Вывод имени региона.
/region set1 — Установка первой точки региона.
/region set2 — Установка второй точки региона.
/region define [имя региона] — Создание региона.
/region allow [ник игрока или ID] [имя региона] — Добавление игрока в регион.
/region delete [имя региона] — Удаление региона.
/region remove [ник игрока или ID] [имя региона] — Удаление игрока из региона.
/region info [имя региона] — Вывод информации о регионе.
/ban add [ник игрока] [причина бана] — Бан игрока по нику.
/ban del [ник игрока] — Сянтие бана по нику.
/ban addip [IP игрока] [причина] — Бан игрока по IP.
/ban delip [IP игрока] — Снятие бана по IP.
/ban addtemp [ник игрока] [время] [причина] — Бан игрока на [время].
/kick [ник игрока или ID] — Кик указанного игрока.
/mute add [ник игрока] [Время] — Лишение игрока возможности писать в чат.
/mute del [ник игрока] — Разрешение игроку писать в чат.
/fullmoon — Включение полнолуния.
/bloodmoon — Включение кровавой луны.
/time — Смена времени суток.
/rain — Запуск/остановка дождя.
/sandstorm — Запуск/остановка песчаной бури.
/grow — Выращивание указанного растения на месте, где вы стоите.
/item /i [название предмета или ID] — Выдача предмета себе.
/give /g [ник игрока или ID] [название предмета или ID] — Выдача предмета игроку.
/clear

[радиус] — Очистка территории от предметов, снарядов или NPC в указанном радиусе.
/tp [ник игрока или ID] — Телепортация себя к указанному игроку.
/tphere [имя игрока или ID] — Телепортация игрока к себе.
/tpallow — Разрешение/Запрещение другим телепортироваться к вам.
/tppos [координата X] [координата Y] — Телепортация к указанным координатам.
/butcher — Убийство всех враждебных мобов на сервере.
/buffplayer /gbuff [ник игрока или ID] [бафф] [время] — Наложить бафф на игрока.
/heal [ник игрока или ID] — Исцеление себя или указанного игрока.
/kill [ник игрока или ID] — Убийство указанного игрока.
/slap [ник игрока или ID] [урон] — Нанести урон игроку.
/godmode — Включение неуязвимости.
/warp list — Вывод списка варпов.
/warp [имя варпа] — Добавление, удаление или сокрытие варпа.
/warp send [имя игрока или ID] [имя варпа] — Телепортация игрока на варп.
/userinfo /ui [ник игрока или ID] — Вывод информации по игроку.
/uploadssc — Загружает вашего персонажа на сервер.
/history — Вывод истории изменения блока.

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Команды группы [Moder], за исключением:

— Нет доступа к редактированию чужих сундуков.
— Нет иммунитетов к бану, кику.
— Нет доступа командам: /ban, /kick, /slap, /kill, /ui, /gbuff, /give, /invsee, /uploadssc, /ghost, /cinfo.
— Нет доступа к управлению регионами.
— Нет доступа к редактированию чужих сундуков.

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+ Возможность давать режим бога другим игрокам.
+ Возможность начать вечеринку.
+ Возможность телепортации к любым игрокам.
+ Возможность наносить урон НИПам.
+ Возможность использовать редактор мира.
+ Возможность править любые регионы.
+ Редактирование любых сундуков.

/eclipse — Начать или завершить затмение.
/dropmeteor — Сброс метеора на карту.
/settle — Пересчитывание всех жидкостей.
/userinfo /ui [ник игрока или ID] — Вывод информации по игроку.
/accountinfo [имя пользователя (аккаунта)] — Просмотр информации об аккаунте игрока.
/save — Сохранение карты мира.
/pos — Показ координат текущего местоположения.
/spawnmob /sm [имя моба или ID] [количество] — Спавн указанного количества мобов.
/spawnboss /sb [имя босса или ID] [количество] — Спавн указанного количества боссов.
/invade [тип нашествия] — Вызов нашествия гоблинов/пиратов/марсианского безумия/ледяной луны/тыквенной луны.
/renamenpc [тип НИПа] [новое имя] — Изменение имени НИПов.
/reenact [имя пользователя (аккаунта)] [время] [радиус] — Восстановление всех действий игрока в пределах определенного промежутка времени и радиуса (время задается в формате 0d0h0m0s).
/rollback [ник игрока или ID] [время] [радиус] — Откат всех действий игрока в пределах определенного промежутка времени и радиуса (время задается в формате 0d0h0m0s).

Трейнеры и читы для Terraria

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Трейнер +3

Ctrl + 1 — количество всех предметов в инвентаре равно 100
Ctrl + 2 — зелье без КД
Ctrl + 3 — бессмертие

Установка

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Трейнер +9

Ctrl + F 1— бесконечная жизнь
Ctrl + F 2 — бесконечное кислород
Ctrl + F 3 — бесконечная мана
Ctrl + F 4 — нет урона при падении с любой высоты
Ctrl + F 5 — включить компас
Ctrl + F 6 — враги не могут причинить урон персонажу
Ctrl + F 7 — бесконечные предметы
Ctrl + F 8 — убийства с одного удара
Ctrl + F 9 — режим полёта

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Трейнер +4

F1 — активировать трейнер
F2 — бесконечное здоровье
F3 — бесконечная мана
F4 — бесконечный воздух
F5 — бесконечные предметы

Установка

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Трейнер +9

Ctrl + F 1— бесконечная жизнь
Ctrl + F 2 — бесконечное кислород
Ctrl + F 3 — бесконечная мана
Ctrl + F 4 — нет урона при падении с любой высоты
Ctrl + F 5 — включить компас
Ctrl + F 6 — враги не могут причинить урон персонажу
Ctrl + F 7 — бесконечные предметы
Ctrl + F 8 — убийства с одного удара
Ctrl + F 9 — режим полёта

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Трейнер +6

Num 1 — заморозить жизни 9 (вкл. /выкл.)
Num 2 — максимальное здоровье
Num 3 — максимальная мана
Num 4 — нет урона от падения (вкл. /выкл.)
Num 5 — нет урона от врагов (вкл. /выкл.)
Num 6 — нет урона под водой (вкл. /выкл.)

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Трейнер +4

F1 — активировать трейнер
F2 — бесконечное здоровье
F3 — бесконечная мана
F4 — бесконечный воздух
F5 — бесконечные предметы

Установка

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Трейнер +8

Num 0 — активировать трейнер
Num 1 — бессмертие
Num 2 — бесконечная мана
Num 3 — бесконечный воздух
Num 4 — бесконечные предметы
Num 5 — активировать компас
Num 6 — без урона с любой высоты
Num 7 — неуявзимость
Num 8 — убийства с одного удара
Num 9 — режим полёта

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Hack v4.1.9

Универсальное средство для быстрого получения ресурсов и многого-много другого. Функций великое множество.

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Трейнер +9

Num 0 — активировать трейнер
Num 1 — бесконечное здоровье
Num 2 — бесконечная мана
Num 3 — бесконечный воздух
Num 4 — бесконечные предметы
Num 5 — активировать компас
Num 6 — без урона
Num 7 — неуявзимость
Num 8 — убийства с одного удара
Num 9 — режим полёта

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Трейнер +4

F1 — активировать трейнер
F2 — бесконечное здоровье
F3 — бесконечная мана
F4 — бесконечный воздух
F5 — бесконечные предметы

Установка

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Трейнер +4

Num 0 — активировать трейнер
Num 1 — бесконечное здоровье и мана
Num 2 — бесконечные предметы
Num 3 — режим полёта
Num 4 — без урона от падений

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Трейнер +4

Бесконечное здоровье
Бесконечная мана
Бесконечный воздух
Бесконечные предметы

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Трейнер +4

F1 — активировать трейнер
F2 — бессмертие
F3 — бесконечная мана
F4 — бесконечный кислород
F5 — бесконечные предметы

tModLoader Cheat Sheet

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jopojelly
Retinazer

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Cheat Sheet is a tool for developers and those who just want to play around with any vanilla or mod items/recipes/NPC.

Open to collaboration on GitHub: Cheat Sheet, Recipe Browser

Hotbar:
The main interaction. Designed to stay discrete and out of the way until needed.
Press K (or whatever hotkey you’ve assigned to «Toggle Cheat Sheet Hotbar») or click the button at the bottom center of your screen to view the Cheat Sheet Hotbar to access all the items. Press/Click again to hide it along with the selected item.

NPC Browser:
Click any NPC to spawn it in front of your character. Use categories and search filter to find the NPC you desire.

Recipe Browser:
Click on any Recipe to see details. Use categories and search filter to find the recipe you want. (The standalone Recipe Browser mod has many more features)

Paint Tools:
Click to reveal a a shelf of tools. Think TEdit or photoshop but in-game.

Paint Tools — Schematics Browser:
An online database of Schematics submitted by users. Vote up or down. Don’t upload a lame schematic or you’ll have bad ratings and be unable to submit additional schematics.

Extra Accessory Slots:
Choose between 0 and 6 extra accessory slots. (I know, overkill.) Note that these slots will not have a visual affect on your character. The items in the slots will save with your character. Also note that you can bypass typical accessory limits.

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Mod Extensions:
A special area with buttons from other mods. Currently the following mods implement an extension:

More tools will be added over time.

Latest Download (Cheat Sheet) : Mod Browser, Direct Link, Alt Link
Latest Download (Recipe Browser) : Mod Browser, Direct Link, Alt Link
0.9 Downloads of both: Link

Ideas to implement

Recipe Browser v0.3 released

Recipe Browser v0.2 released

v0.2.5.9 and Recipe Browser v0.1.2.5

v0.2.5.6 and Recipe Browser v0.1.1

Recipe Browser v0.1, a standalone version of just the Recipe tool, released.

Источники:

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