Terraria Overhaul is a massive mod for Terraria that focuses on increasing overall enjoyment of the game, via improving aspects such as: combat looks, feel, & mechanics, movement, camera, ambience, and even the entire soundtrack.
This version is around 80%+ done. It's missing many features from the 1.3 version, but what's currently implemented is much superior to the old versions.
Click here to see a mostly-full comparison list for feature parity between v4.x and v5.0.
Below is a step by step instruction for that. It only assumes that you know at least how to use command prompts, shells, or terminals. You should.
- Get TModLoader from Steam or GitHub.
- Get Git from git-scm or from a Linux package manager. Most defaults suffice in the installer.
- Get the .NET 8 SDK.
- Clone the mod into:
- Windows:
%userprofile%/Documents/My games/Terraria/tModLoader/ModSources - Linux:
~/.local/share/Terraria/tModLoader/ModSources - MacOS:
~/Users/USERNAME/Library/Application Support/Terraria/tModLoader/ModSourcesThe git command for that would begit clone https://github.com/Mirsario/TerrariaOverhaul -b dev, wheredevis the branch you want to clone.
- Windows:
- Only needed once: Open TModLoader, and navigate to the
Workshop -> Develop Modsscreen, so that TML generates an important targets file. Then you just close it. - Build the mod by running
dotnet build -c Releasein the cloned folder. Omit-c Releaseif you are developing or want to debug issues.
That's all. Use git pull to pull new commits, and git reset origin/dev --hard to force-reset your local repository.
All code files in this repository have license headers.
Most of the original code being provided under the GNU General Public License 3.0.
Exceptions: Utilities/FastNoiseLite.cs (MIT).
All of the art, audio, and other non-code assets belong to their respective owners and are used non-commercially either with a permission, a royalty-free license, or with various modifications & trust in the holiness of videogame modding. No copyright infringements and no commercial use are intended.
Thank you to the following contributors for helping improve the mod for everyone!
If you would like to contribute, first of all thank you, and as for second, please read the following:
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This is a creative human-made work, created as a skill showcase among other things. Please respect the effort of prior contributors, and make your code and/or assets on your own, without use of agentic AI.
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The
#developmentDiscord channel is public for all, feel free to ask anything there. -
Namespaces are limited to 3 elements, counting the root.
ModName.Core.(Area)contains engine-like functionality, usually mod-agnostic.ModName.Common.(Area)contains general mod logic, including that which is meant to be used by content.ModName.Content.(Area)contains game content, be it JSON-like data or TML-style code.ModName.Utilities.(|XNA|Terraria)contains utilities organized by their dependencies, always meant to be mod-agnostic.- The area does not organize code files by what types they contain, but what game design area they represent, or which
Commonconcept they accompany (e.g. the mop being placed inContent/Decals).
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Code files are split and merged based on the heuristic of "would X ever be of use without Y?". Large code files are good!
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Build the mod before making commits that contain content changes, in order to run the localization file regeneration task.
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Respect the whitespace, make sure that your editor does not introduce
tabs vs spacesand\n vs \r\nfights.
