Repository Analysis

tModLoader/tModLoader

A mod to make and play Terraria mods. Supports Terraria 1.4 (and earlier) installations

4.8 Likely human-written View on GitHub

Analysis Overview

This report presents the forensic synthetic code analysis of tModLoader/tModLoader, a C# project with 5,475 GitHub stars. SynthScan v2.0 examined 184,994 lines of code across 1634 source files, recording 944 pattern matches distributed across 10 syntactic categories. The overall adjusted score of 4.8 places this repository in the Likely human-written band.

The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).

4.8
Adjusted Score
4.8
Raw Score
100%
Time Factor
2026-07-13
Last Push
5.5K
Stars
C#
Language
185.0K
Lines of Code
1.6K
Files
944
Pattern Hits
2026-07-14
Scan Date
0.00
HC Hit Rate

What These Metrics Mean

Adjusted Score
Primary synthetic code indicator. Raw score normalised per 1,000 lines of code and multiplied by the temporal discount factor. This is the definitive comparative metric — use it to rank repositories by AI authorship density.
Raw Score
The unmodified sum of all severity-weighted, context-multiplied pattern match scores before temporal discounting. Reflects the absolute signal strength independent of when the repository was last active.
Time Factor
The temporal discount multiplier (0–100%) applied to the raw score. Repositories last updated before ChatGPT's launch (Nov 2022) receive a 5% factor. Full signal is only assigned to repositories active in the post-adoption era (Jan 2024+).
Pattern Hits
Total count of individual pattern matches across all files and categories. A high hit count with a low score may indicate a very large codebase with isolated AI snippets; a low count with a high score indicates dense, concentrated AI signatures.
HC Hit Rate
High+Critical pattern hits per file, averaged across the repository. This orthogonal signal catches repositories where a few files are densely packed with high-severity AI tells — a strong indicator even when the normalised score appears moderate due to codebase size.
Lines of Code / Files
Total lines and files analysed. The scanner examines 94 file extensions. These denominators are used to normalise the score, enabling fair comparison between repositories of vastly different sizes.

Score History

Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.

No multi-scan history yet — run the scanner again to build trend data.

Severity Breakdown

Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.

CRITICAL 1HIGH 3MEDIUM 19LOW 921

Directory Score Breakdown

This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.

Pattern Findings

The scanner identified 944 distinct pattern matches across 10 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.

Over-Commented Block908 hits · 783 pts
SeverityFileLineSnippetContext
LOWreworking_todo.txt1//Things that need to be done after initial patches are fixed.COMMENT
LOWreworking_todo.txt21 //This includes tile counts and banner buffs.COMMENT
LOWpatching_todo.txt1//Rartrin:COMMENT
LOWpatching_todo.txt21//Mirsario:COMMENT
LOWExampleMod/Content/ExampleRecipes.cs61 // When you're done, call this to register the recipe.COMMENT
LOWExampleMod/Content/NPCs/Worm.cs41 /// <summary>COMMENT
LOWExampleMod/Content/NPCs/Worm.cs121 /// </summary>COMMENT
LOWExampleMod/Content/NPCs/Worm.cs141 public int MinSegmentLength { get; set; }COMMENT
LOWExampleMod/Content/NPCs/Worm.cs161 /// </summary>COMMENT
LOWExampleMod/Content/NPCs/Worm.cs181 /// Spawns a body or tail segment of the worm.COMMENT
LOWExampleMod/Content/NPCs/ExampleCritter.cs21 /// </summary>COMMENT
LOWExampleMod/Content/NPCs/ExampleCritter.cs41 /// This causes the frog statue to spawn this NPC 50% of the timeCOMMENT
LOWExampleMod/Content/NPCs/ExampleCritter.cs221 public override void SetStaticDefaults() {COMMENT
LOWExampleMod/Content/NPCs/ExamplePerson.cs321COMMENT
LOWExampleMod/Content/NPCs/MinionBoss/MinionBossBody.cs181COMMENT
LOWExampleMod/Content/Tiles/ExampleAnimatedGlowmaskTile.cs21 // This changes a Framed tile to a FrameImportant tileCOMMENT
LOWExampleMod/Content/Tiles/ExampleAnimatedTile.cs21COMMENT
LOWExampleMod/Content/Buffs/AnimatedBuff.cs41 // Other stuff you can do in this hookCOMMENT
LOWExampleMod/Content/DamageClasses/ExampleDamageClass.cs41 knockbackInheritance: 0fCOMMENT
LOW…/Content/Projectiles/ExamplePaperAirplaneProjectile.cs21 Projectile.DamageType = DamageClass.Ranged; // Set the damage type to ranged damage.COMMENT
LOW…Mod/Content/Projectiles/ExampleShortswordProjectile.cs81COMMENT
LOW…leMod/Content/Projectiles/ExamplePiercingProjectile.cs1using ExampleMod.Content.Items;COMMENT
LOW…leMod/Content/Projectiles/ExamplePiercingProjectile.cs21 // Ex: Arkhalis: Sets it to 5COMMENT
LOW…nt/Projectiles/ExampleSwingingEnergySwordProjectile.cs41 // But, for this case, we want the projectile to continue to live so we can have the visuals of the swing.COMMENT
LOW…Content/Projectiles/Rockets/ExampleRocketProjectile.cs161COMMENT
LOWExampleMod/Content/Items/ExamplePaperAirplane.cs21 // Item.useTime = 17;COMMENT
LOW…Content/Items/Accessories/ExampleStatBonusAccessory.cs41 // - Adding 5 flat damage.COMMENT
LOWExampleMod/Content/Items/Tools/ExampleHook.cs61COMMENT
LOWExampleMod/Content/Items/Placeable/ExampleGem.cs1using ExampleMod.Content.Tiles;COMMENT
LOWExampleMod/Content/Items/Armor/ExampleCostume.cs1using ExampleMod.Common.Players;COMMENT
LOWExampleMod/Old/ExampleMod.cs41COMMENT
LOWExampleMod/Old/ExampleConfig.cs21 // This file contains 2 real ModConfigs (and also a bunch of fake ModConfigs showcasing various ideas). One is set to CCOMMENT
LOWExampleMod/Old/NPCs/DeathAnimation.cs81 public override void FindFrame(int frameHeight) {COMMENT
LOWExampleMod/Old/Items/PrefixChanceGlobalItem.cs41 }COMMENT
LOWExampleMod/Old/Items/ExampleDrawTooltips.cs61 //line.isModifier = false;COMMENT
LOW…pleMod/Common/UI/ResourceOverlay/VanillaLifeOverlay.cs121 // "context" contains information used to draw the resourceCOMMENT
LOWExampleMod/Common/GlobalNPCs/BuffImmuneGlobalNPC.cs21 // This example does 2 things.COMMENT
LOWExampleMod/Common/Players/SimpleModPlayer.cs1using ExampleMod.Common.Players;COMMENT
LOW…eMod/Common/Systems/SimpleDataAtParticularLocations.cs1using Microsoft.Xna.Framework;COMMENT
LOW…rter/tModPorter.Tests/TestData/GenBaseTest.Expected.cs41 // not-yet-implementedCOMMENT
LOWpatches/tModLoader/Terraria/Projectile.TML.cs41 => GlobalProjectile.TryGetGlobal(type, EntityGlobals, out result);COMMENT
LOWpatches/tModLoader/Terraria/Projectile.TML.cs81 /// On spawn, if this projectile was fired from a weapon, this value has the total critical strike chance of the weaponCOMMENT
LOWpatches/tModLoader/Terraria/Recipe.TML.cs81 /// <summary>COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs21 public readonly ushort X;COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs41 /// Whether there is a tile at this position. Check this whenever you are accessing data from a tile to avoid getting dCOMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs61 public bool HasActuator { get => Get<TileWallWireStateData>().HasActuator; set => Get<TileWallWireStateData>().HasActuaCOMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs81 /// The <see cref="Slope"/> and <see cref="IsHalfBlock"/> of this tile combined, which can be changed by hammering.<br/COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs101 public bool BottomSlope => Slope == SlopeType.SlopeUpLeft || Slope == SlopeType.SlopeUpRight;COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs121 public ref short TileFrameX => ref Get<TileWallWireStateData>().TileFrameX;COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs141 /// The random style number the tile at this position has, which is random number between 0 and 2 (inclusive).<br/>COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs161 /// The <see cref="PaintID"/> the wall at this position is painted with. Is <see cref="PaintID.None"/> if not painted.<COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs181 /// <summary>COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs201 /// </summary>COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs221 /// </summary>COMMENT
LOWpatches/tModLoader/Terraria/Tile.TML.cs241 /// Legacy/vanilla equivalent is <see cref="anyWire()"/>.COMMENT
LOWpatches/tModLoader/Terraria/Item.TML.cs61COMMENT
LOWpatches/tModLoader/Terraria/Item.TML.cs81 public void NetStateChanged() => NetStateVersion++;COMMENT
LOWpatches/tModLoader/Terraria/Item.TML.cs101 public bool useTurnOnAnimationStart { get; set; }COMMENT
LOWpatches/tModLoader/Terraria/Item.TML.cs121COMMENT
LOWpatches/tModLoader/Terraria/Item.TML.cs221 /// <br/><br/>This particular overload uses a Vector2 instead of X, Y, Width, and Height to determine the actual spawn COMMENT
848 more matches not shown…
AI Slop Vocabulary16 hits · 46 pts
SeverityFileLineSnippetContext
MEDIUMExampleMod/Content/Tiles/ExampleAnimatedGlowmaskTile.cs25 // Use this to utilize an existing templateCOMMENT
MEDIUMExampleMod/Content/Tiles/ExampleAnimatedTile.cs35 // Use this to utilize an existing templateCOMMENT
MEDIUM…ampleMod/Content/Projectiles/ExampleCloneProjectile.cs56 // Essentially, using ? and : is a glorified and shortened method of creating a simple if statement inCOMMENT
LOWExampleMod/Old/Projectiles/ExampleLaser.cs34 // Are we at max charge? With c#6 you can simply use => which indicates this is a get only propertyCOMMENT
MEDIUM…GameNotification/ExampleJoinWorldInGameNotification.cs79 // - we utilize the calculated opacity and scale values.COMMENT
MEDIUM…/tModLoader/Terraria/DataStructures/TileRestingInfo.cs37 /// Offset applied to the final anchor position. Use with caution, vanilla does not utilize it!COMMENT
MEDIUMpatches/tModLoader/Terraria/ModLoader/GlobalNPC.cs218 /// <para/> Essentially, modders implementing damage over time debuffs should subtract from <see cref="NPC.lifeRegen"/>COMMENT
MEDIUMpatches/tModLoader/Terraria/ModLoader/ModNPC.cs341 /// <para/>Essentially, modders implementing damage over time debuffs should subtract from <see cref="NPC.lifeRegen"/> COMMENT
MEDIUM…hes/tModLoader/Terraria/ModLoader/ILocalizedModType.cs9 /// The category used by this modded content for use in localization keys. Localization keys follow the pattern of "ModCOMMENT
MEDIUM…hes/tModLoader/Terraria/ModLoader/ILocalizedModType.cs9 /// The category used by this modded content for use in localization keys. Localization keys follow the pattern of "ModCOMMENT
MEDIUMpatches/tModLoader/Terraria/ModLoader/Mod.cs333 /// The <see href="https://github.com/tModLoader/tModLoader/wiki/Expert-Cross-Mod-Content">Expert Cross Mod Content GuiCOMMENT
MEDIUMpatches/tModLoader/Terraria/ModLoader/ModTile.cs607 /// <br/><br/> Code in HitWire, RightClick, or SwitchTiles could call <see cref="Wiring.HitSwitch"/> followed by <c>NetCOMMENT
MEDIUM…ches/tModLoader/Terraria/ModLoader/UI/UIModPackItem.cs470 //TODO: Add code to utilize the saved configsCOMMENT
MEDIUM…ches/tModLoader/Terraria/ModLoader/UI/UIModPackItem.cs483 //TODO: Add code to utilize the saved configsCOMMENT
MEDIUMpatches/tModLoader/Terraria/ID/ProjAIStyleID.cs77 /// Note that projectiles using <see cref="ProjectileID.Sets.Explosive"/> will utilize much of the custom logic correspCOMMENT
MEDIUMpatches/tModLoader/Terraria/ID/SetFactory.TML.cs136 /// <para/> Essentially, the sets will be merged and share the same data. The default value must still be consistent beCOMMENT
Slop Phrases10 hits · 18 pts
SeverityFileLineSnippetContext
LOWExampleMod/Content/NPCs/ExampleTravelingMerchant.cs380 // This uses some fairly advanced C# to avoid being excessively long, so make sure you learn the language before tryingCOMMENT
MEDIUMExampleMod/Content/Tiles/ExampleOre.cs37 // Example of how to enable the Biome Sight buff to highlight this tile. Biome Sight is technically intended to show "COMMENT
MEDIUM…ampleMod/Content/Items/Weapons/HitModifiersShowcase.cs21 /// This example is purely for demonstration purposes only, it will not work in multiplayer. This should also not be coCOMMENT
LOWExampleMod/Common/GlobalNPCs/EmotePickerGlobalNPC.cs26 // Don't forget to return base method because we don't want to override the emote totallyCOMMENT
LOWpatches/tModLoader/Terraria/ModLoader/ModPlayer.cs247 /// <para/> Don't forget to check if your armor set is active.COMMENT
LOWpatches/tModLoader/Terraria/ModLoader/ModPlayer.cs258 /// <para/> Don't forget to check if your armor set is active.COMMENT
LOW…ModLoader/Terraria/ModLoader/Engine/InstallVerifier.cs51 gogHash = ToByteArray("efccd835e6b54697e05e8a4b72d935cd"); // Don't forget to update CheckExe aboveCODE
LOWpatches/tModLoader/Terraria/ID/ItemID.TML.cs34 /// <br/> Don't forget to use the <see cref="BossBag"/> set in conjunction with this one.COMMENT
LOWpatches/tModLoader/Terraria/ID/ItemID.TML.cs107 /// If you want your catching tool to be able to catch the Underworld's lava critters, don't forget to use the <see crCOMMENT
LOWpatches/tModLoader/Terraria/ID/ItemID.TML.cs117 /// Don't forget to use the <see cref="CatchingTool"/> set in conjunction with this one.COMMENT
Hallucination Indicators1 hit · 15 pts
SeverityFileLineSnippetContext
CRITICALpatches/tModLoader/Terraria/ID/SetFactory.TML.cs237 /// Manually registers a named ID set. This is typically done through the <c>Terraria.ID.XID.Sets.Factory.CreateNamedSeCOMMENT
Synthetic Comment Markers2 hits · 15 pts
SeverityFileLineSnippetContext
HIGH…eAssist/tModCodeAssist.CodeFixes/Resources.Designer.cs3// This code was generated by a tool.COMMENT
HIGHtModCodeAssist/tModCodeAssist/Resources.Designer.cs3// This code was generated by a tool.COMMENT
AI Response Leakage1 hit · 8 pts
SeverityFileLineSnippetContext
HIGHExampleMod/Old/UI/VanillaItemSlotWrapper.cs14 // I've added basic functionality for validating the item attempting to be placed in the slot via the validItem Func.COMMENT
Verbosity Indicators3 hits · 4 pts
SeverityFileLineSnippetContext
LOWExampleMod/Common/Systems/ChestItemWorldGen.cs31 // We need to check if the current chest is the Frozen Chest. We need to check that it exists and has the TileType aCOMMENT
LOW…ModLoader/Terraria/ModLoader/Engine/InstallVerifier.cs231 // TODO: This will fake install terraria, leading to errors. We need to check if Terraria is actually installed.COMMENT
LOWsetup/Core/Utilities/HookGenerator.cs283 bool obsolete = method.HasCustomAttribute("System.ObsoleteAttribute"); // Do we need to check if error is trCODE
Self-Referential Comments1 hit · 3 pts
SeverityFileLineSnippetContext
MEDIUM…tions/documentation/generateAndPublishDocumentation.sh42# Create a clean working directory for this script.COMMENT
Excessive Try-Catch Wrapping1 hit · 2 pts
SeverityFileLineSnippetContext
MEDIUMsolutions/Legacy Files/ZipAndMakeExecutable.py62 print("Something went wrong")CODE
Redundant / Tautological Comments1 hit · 2 pts
SeverityFileLineSnippetContext
LOW…oader/Terraria/release_extras/LaunchUtils/BashUtils.sh11# Check if a program is present or notCOMMENT