A mod to make and play Terraria mods. Supports Terraria 1.4 (and earlier) installations
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).
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.
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.
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.
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.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | reworking_todo.txt | 1 | //Things that need to be done after initial patches are fixed. | COMMENT |
| LOW | reworking_todo.txt | 21 | //This includes tile counts and banner buffs. | COMMENT |
| LOW | patching_todo.txt | 1 | //Rartrin: | COMMENT |
| LOW | patching_todo.txt | 21 | //Mirsario: | COMMENT |
| LOW | ExampleMod/Content/ExampleRecipes.cs | 61 | // When you're done, call this to register the recipe. | COMMENT |
| LOW | ExampleMod/Content/NPCs/Worm.cs | 41 | /// <summary> | COMMENT |
| LOW | ExampleMod/Content/NPCs/Worm.cs | 121 | /// </summary> | COMMENT |
| LOW | ExampleMod/Content/NPCs/Worm.cs | 141 | public int MinSegmentLength { get; set; } | COMMENT |
| LOW | ExampleMod/Content/NPCs/Worm.cs | 161 | /// </summary> | COMMENT |
| LOW | ExampleMod/Content/NPCs/Worm.cs | 181 | /// Spawns a body or tail segment of the worm. | COMMENT |
| LOW | ExampleMod/Content/NPCs/ExampleCritter.cs | 21 | /// </summary> | COMMENT |
| LOW | ExampleMod/Content/NPCs/ExampleCritter.cs | 41 | /// This causes the frog statue to spawn this NPC 50% of the time | COMMENT |
| LOW | ExampleMod/Content/NPCs/ExampleCritter.cs | 221 | public override void SetStaticDefaults() { | COMMENT |
| LOW | ExampleMod/Content/NPCs/ExamplePerson.cs | 321 | COMMENT | |
| LOW | ExampleMod/Content/NPCs/MinionBoss/MinionBossBody.cs | 181 | COMMENT | |
| LOW | ExampleMod/Content/Tiles/ExampleAnimatedGlowmaskTile.cs | 21 | // This changes a Framed tile to a FrameImportant tile | COMMENT |
| LOW | ExampleMod/Content/Tiles/ExampleAnimatedTile.cs | 21 | COMMENT | |
| LOW | ExampleMod/Content/Buffs/AnimatedBuff.cs | 41 | // Other stuff you can do in this hook | COMMENT |
| LOW | ExampleMod/Content/DamageClasses/ExampleDamageClass.cs | 41 | knockbackInheritance: 0f | COMMENT |
| LOW | …/Content/Projectiles/ExamplePaperAirplaneProjectile.cs | 21 | Projectile.DamageType = DamageClass.Ranged; // Set the damage type to ranged damage. | COMMENT |
| LOW | …Mod/Content/Projectiles/ExampleShortswordProjectile.cs | 81 | COMMENT | |
| LOW | …leMod/Content/Projectiles/ExamplePiercingProjectile.cs | 1 | using ExampleMod.Content.Items; | COMMENT |
| LOW | …leMod/Content/Projectiles/ExamplePiercingProjectile.cs | 21 | // Ex: Arkhalis: Sets it to 5 | COMMENT |
| LOW | …nt/Projectiles/ExampleSwingingEnergySwordProjectile.cs | 41 | // 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.cs | 161 | COMMENT | |
| LOW | ExampleMod/Content/Items/ExamplePaperAirplane.cs | 21 | // Item.useTime = 17; | COMMENT |
| LOW | …Content/Items/Accessories/ExampleStatBonusAccessory.cs | 41 | // - Adding 5 flat damage. | COMMENT |
| LOW | ExampleMod/Content/Items/Tools/ExampleHook.cs | 61 | COMMENT | |
| LOW | ExampleMod/Content/Items/Placeable/ExampleGem.cs | 1 | using ExampleMod.Content.Tiles; | COMMENT |
| LOW | ExampleMod/Content/Items/Armor/ExampleCostume.cs | 1 | using ExampleMod.Common.Players; | COMMENT |
| LOW | ExampleMod/Old/ExampleMod.cs | 41 | COMMENT | |
| LOW | ExampleMod/Old/ExampleConfig.cs | 21 | // This file contains 2 real ModConfigs (and also a bunch of fake ModConfigs showcasing various ideas). One is set to C | COMMENT |
| LOW | ExampleMod/Old/NPCs/DeathAnimation.cs | 81 | public override void FindFrame(int frameHeight) { | COMMENT |
| LOW | ExampleMod/Old/Items/PrefixChanceGlobalItem.cs | 41 | } | COMMENT |
| LOW | ExampleMod/Old/Items/ExampleDrawTooltips.cs | 61 | //line.isModifier = false; | COMMENT |
| LOW | …pleMod/Common/UI/ResourceOverlay/VanillaLifeOverlay.cs | 121 | // "context" contains information used to draw the resource | COMMENT |
| LOW | ExampleMod/Common/GlobalNPCs/BuffImmuneGlobalNPC.cs | 21 | // This example does 2 things. | COMMENT |
| LOW | ExampleMod/Common/Players/SimpleModPlayer.cs | 1 | using ExampleMod.Common.Players; | COMMENT |
| LOW | …eMod/Common/Systems/SimpleDataAtParticularLocations.cs | 1 | using Microsoft.Xna.Framework; | COMMENT |
| LOW | …rter/tModPorter.Tests/TestData/GenBaseTest.Expected.cs | 41 | // not-yet-implemented | COMMENT |
| LOW | patches/tModLoader/Terraria/Projectile.TML.cs | 41 | => GlobalProjectile.TryGetGlobal(type, EntityGlobals, out result); | COMMENT |
| LOW | patches/tModLoader/Terraria/Projectile.TML.cs | 81 | /// On spawn, if this projectile was fired from a weapon, this value has the total critical strike chance of the weapon | COMMENT |
| LOW | patches/tModLoader/Terraria/Recipe.TML.cs | 81 | /// <summary> | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 21 | public readonly ushort X; | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 41 | /// Whether there is a tile at this position. Check this whenever you are accessing data from a tile to avoid getting d | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 61 | public bool HasActuator { get => Get<TileWallWireStateData>().HasActuator; set => Get<TileWallWireStateData>().HasActua | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 81 | /// The <see cref="Slope"/> and <see cref="IsHalfBlock"/> of this tile combined, which can be changed by hammering.<br/ | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 101 | public bool BottomSlope => Slope == SlopeType.SlopeUpLeft || Slope == SlopeType.SlopeUpRight; | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 121 | public ref short TileFrameX => ref Get<TileWallWireStateData>().TileFrameX; | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 141 | /// The random style number the tile at this position has, which is random number between 0 and 2 (inclusive).<br/> | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 161 | /// The <see cref="PaintID"/> the wall at this position is painted with. Is <see cref="PaintID.None"/> if not painted.< | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 181 | /// <summary> | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 201 | /// </summary> | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 221 | /// </summary> | COMMENT |
| LOW | patches/tModLoader/Terraria/Tile.TML.cs | 241 | /// Legacy/vanilla equivalent is <see cref="anyWire()"/>. | COMMENT |
| LOW | patches/tModLoader/Terraria/Item.TML.cs | 61 | COMMENT | |
| LOW | patches/tModLoader/Terraria/Item.TML.cs | 81 | public void NetStateChanged() => NetStateVersion++; | COMMENT |
| LOW | patches/tModLoader/Terraria/Item.TML.cs | 101 | public bool useTurnOnAnimationStart { get; set; } | COMMENT |
| LOW | patches/tModLoader/Terraria/Item.TML.cs | 121 | COMMENT | |
| LOW | patches/tModLoader/Terraria/Item.TML.cs | 221 | /// <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… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | ExampleMod/Content/Tiles/ExampleAnimatedGlowmaskTile.cs | 25 | // Use this to utilize an existing template | COMMENT |
| MEDIUM | ExampleMod/Content/Tiles/ExampleAnimatedTile.cs | 35 | // Use this to utilize an existing template | COMMENT |
| MEDIUM | …ampleMod/Content/Projectiles/ExampleCloneProjectile.cs | 56 | // Essentially, using ? and : is a glorified and shortened method of creating a simple if statement in | COMMENT |
| LOW | ExampleMod/Old/Projectiles/ExampleLaser.cs | 34 | // Are we at max charge? With c#6 you can simply use => which indicates this is a get only property | COMMENT |
| MEDIUM | …GameNotification/ExampleJoinWorldInGameNotification.cs | 79 | // - we utilize the calculated opacity and scale values. | COMMENT |
| MEDIUM | …/tModLoader/Terraria/DataStructures/TileRestingInfo.cs | 37 | /// Offset applied to the final anchor position. Use with caution, vanilla does not utilize it! | COMMENT |
| MEDIUM | patches/tModLoader/Terraria/ModLoader/GlobalNPC.cs | 218 | /// <para/> Essentially, modders implementing damage over time debuffs should subtract from <see cref="NPC.lifeRegen"/> | COMMENT |
| MEDIUM | patches/tModLoader/Terraria/ModLoader/ModNPC.cs | 341 | /// <para/>Essentially, modders implementing damage over time debuffs should subtract from <see cref="NPC.lifeRegen"/> | COMMENT |
| MEDIUM | …hes/tModLoader/Terraria/ModLoader/ILocalizedModType.cs | 9 | /// The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mod | COMMENT |
| MEDIUM | …hes/tModLoader/Terraria/ModLoader/ILocalizedModType.cs | 9 | /// The category used by this modded content for use in localization keys. Localization keys follow the pattern of "Mod | COMMENT |
| MEDIUM | patches/tModLoader/Terraria/ModLoader/Mod.cs | 333 | /// The <see href="https://github.com/tModLoader/tModLoader/wiki/Expert-Cross-Mod-Content">Expert Cross Mod Content Gui | COMMENT |
| MEDIUM | patches/tModLoader/Terraria/ModLoader/ModTile.cs | 607 | /// <br/><br/> Code in HitWire, RightClick, or SwitchTiles could call <see cref="Wiring.HitSwitch"/> followed by <c>Net | COMMENT |
| MEDIUM | …ches/tModLoader/Terraria/ModLoader/UI/UIModPackItem.cs | 470 | //TODO: Add code to utilize the saved configs | COMMENT |
| MEDIUM | …ches/tModLoader/Terraria/ModLoader/UI/UIModPackItem.cs | 483 | //TODO: Add code to utilize the saved configs | COMMENT |
| MEDIUM | patches/tModLoader/Terraria/ID/ProjAIStyleID.cs | 77 | /// Note that projectiles using <see cref="ProjectileID.Sets.Explosive"/> will utilize much of the custom logic corresp | COMMENT |
| MEDIUM | patches/tModLoader/Terraria/ID/SetFactory.TML.cs | 136 | /// <para/> Essentially, the sets will be merged and share the same data. The default value must still be consistent be | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | ExampleMod/Content/NPCs/ExampleTravelingMerchant.cs | 380 | // This uses some fairly advanced C# to avoid being excessively long, so make sure you learn the language before trying | COMMENT |
| MEDIUM | ExampleMod/Content/Tiles/ExampleOre.cs | 37 | // 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.cs | 21 | /// This example is purely for demonstration purposes only, it will not work in multiplayer. This should also not be co | COMMENT |
| LOW | ExampleMod/Common/GlobalNPCs/EmotePickerGlobalNPC.cs | 26 | // Don't forget to return base method because we don't want to override the emote totally | COMMENT |
| LOW | patches/tModLoader/Terraria/ModLoader/ModPlayer.cs | 247 | /// <para/> Don't forget to check if your armor set is active. | COMMENT |
| LOW | patches/tModLoader/Terraria/ModLoader/ModPlayer.cs | 258 | /// <para/> Don't forget to check if your armor set is active. | COMMENT |
| LOW | …ModLoader/Terraria/ModLoader/Engine/InstallVerifier.cs | 51 | gogHash = ToByteArray("efccd835e6b54697e05e8a4b72d935cd"); // Don't forget to update CheckExe above | CODE |
| LOW | patches/tModLoader/Terraria/ID/ItemID.TML.cs | 34 | /// <br/> Don't forget to use the <see cref="BossBag"/> set in conjunction with this one. | COMMENT |
| LOW | patches/tModLoader/Terraria/ID/ItemID.TML.cs | 107 | /// If you want your catching tool to be able to catch the Underworld's lava critters, don't forget to use the <see cr | COMMENT |
| LOW | patches/tModLoader/Terraria/ID/ItemID.TML.cs | 117 | /// Don't forget to use the <see cref="CatchingTool"/> set in conjunction with this one. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | patches/tModLoader/Terraria/ID/SetFactory.TML.cs | 237 | /// Manually registers a named ID set. This is typically done through the <c>Terraria.ID.XID.Sets.Factory.CreateNamedSe | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …eAssist/tModCodeAssist.CodeFixes/Resources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | tModCodeAssist/tModCodeAssist/Resources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | ExampleMod/Old/UI/VanillaItemSlotWrapper.cs | 14 | // I've added basic functionality for validating the item attempting to be placed in the slot via the validItem Func. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | ExampleMod/Common/Systems/ChestItemWorldGen.cs | 31 | // We need to check if the current chest is the Frozen Chest. We need to check that it exists and has the TileType a | COMMENT |
| LOW | …ModLoader/Terraria/ModLoader/Engine/InstallVerifier.cs | 231 | // TODO: This will fake install terraria, leading to errors. We need to check if Terraria is actually installed. | COMMENT |
| LOW | setup/Core/Utilities/HookGenerator.cs | 283 | bool obsolete = method.HasCustomAttribute("System.ObsoleteAttribute"); // Do we need to check if error is tr | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | …tions/documentation/generateAndPublishDocumentation.sh | 42 | # Create a clean working directory for this script. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | solutions/Legacy Files/ZipAndMakeExecutable.py | 62 | print("Something went wrong") | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …oader/Terraria/release_extras/LaunchUtils/BashUtils.sh | 11 | # Check if a program is present or not | COMMENT |