A mod to make and play Terraria mods. Supports Terraria 1.4 (and earlier) installations
This report summarizes scanner evidence for tModLoader/tModLoader, a C# project with 5,720 GitHub stars. SynthScan examined 192,521 lines of code across 1668 source files, recording 932 pattern matches distributed across 10 syntactic categories. The legacy adjusted pattern signal is 4.6 (Low pattern signal); it is not an authorship estimate.
Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.
Use each vector to guide manual verification of the underlying findings.
Can maintainers explain intent, assumptions, and trade-offs? 929 finding(s).
Are imports declared and package/API names verified? 1 finding(s).
Are wrappers, guards, and repeated structures necessary? 2 finding(s).
Which changes need focused human review? 932 finding(s).
This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.
Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.
This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.
The scanner identified 932 distinct pattern matches across 10 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. 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 configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.
| 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/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 | …leMod/Content/Projectiles/ExamplePiercingProjectile.cs | 1 | using ExampleMod.Content.Items; | COMMENT |
| LOW | …leMod/Content/Projectiles/ExamplePiercingProjectile.cs | 21 | // 3. Override OnHitNPC: If not immune, when it hits it manually set an immune other than 10 | 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/Tools/ExampleGolfClub.cs | 21 | ItemID.Sets.CanBePlacedOnWeaponRacks[Type] = true; | COMMENT |
| LOW | ExampleMod/Content/Items/Tools/ExampleGolfClub.cs | 41 | Item.SetShopValues(ItemRarityColor.Green2, Item.buyPrice(0, 10)); | 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 | ExampleMod/Common/Systems/LanguageSubstitutionSystem.cs | 41 | 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 | 81 | private int _crit = 0; | COMMENT |
| LOW | patches/tModLoader/Terraria/Projectile.TML.cs | 101 | public int OriginalArmorPenetration { get; set; } | COMMENT |
| LOW | patches/tModLoader/Terraria/Projectile.TML.cs | 201 | COMMENT | |
| LOW | patches/tModLoader/Terraria/Recipe.TML.cs | 81 | COMMENT | |
| LOW | patches/tModLoader/Terraria/Recipe.TML.cs | 241 | /// </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 |
| 835 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 | 342 | /// <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 | 334 | /// 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 | 608 | /// <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 | 476 | //TODO: Add code to utilize the saved configs | COMMENT |
| MEDIUM | …ches/tModLoader/Terraria/ModLoader/UI/UIModPackItem.cs | 489 | //TODO: Add code to utilize the saved configs | COMMENT |
| MEDIUM | patches/tModLoader/Terraria/ID/ProjAIStyleID.cs | 80 | /// Note that projectiles using <see cref="Sets.Explosive" /> will utilize much of the custom logic corresponding to th | 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 | 367 | // 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("18013fe58e2b64be3ed0d7b7161c6800"); // 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 | 108 | /// 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 | 118 | /// 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 | solutions/Legacy Files/ZipAndMakeExecutable.py | 62 | print("Something went wrong") | CODE |
| MEDIUM | …amPageLocalization/UpdateStorePageLocalizationFiles.py | 41 | print("Error: Corresponding LongDescription file not found.") | 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 |
|---|---|---|---|---|
| LOW | …oader/Terraria/release_extras/LaunchUtils/BashUtils.sh | 11 | # Check if a program is present or not | COMMENT |