Create a simple sword with your local coding agent. Follow each step, check it in your game and pick up where you left off.
Source-reviewed 2026-10-05 · ModLab in-game test pending
This is a guided project, not a prebuilt mod download. You need your own game, tModLoader and a coding agent. Agent usage may cost money; paid asset generation is not needed for the starter project.
Loading your local project…
STEP 1 OF 6
Check your environment
Record the versions you actually run before creating anything.
Launch tModLoader from your own game library. Record the Terraria version shown by this loader, its tModLoader version and release branch.
Check your coding agent can find Universal Modder. If you installed the CLI, run um --help in the terminal your agent uses.
Run an unmodified test world first. A working base game is your starting point.
What success looks like
tModLoader opens a test world and my agent can find the toolkit.
Read or copy the step prompt manually
Save & start your project above to record checkpoints.
Find your next check
These checks narrow down possible causes; they do not automatically diagnose every error. No logs are uploaded to ModLab.
Sources and scope
The starter project and build route follow official tModLoader documentation. Universal Modder provides the agent toolkit; its larger Terraria example is a separate upstream project. Instructions must be checked against your installed loader version. Checkpoints are your reports, not tests performed by ModLab.