TEXT → TERRARIA MOD
Make Terraria mods
with AI
Describe what you want made in one sentence — a weapon, an accessory, a set of armour, a potion, a new mechanic.
ModGod writes the code, draws the sprites and hands back a tModLoader mod that actually loads.
HOW IT WORKS
From one sentence to a working mod.
The item you’ve wanted since your first playthrough. No C#, no sprite sheets, no build setup — three steps from the idea to your Mods folder.
Describe
Pick what type of mod you want: a weapon or item, an accessory, an armour or vanity set, ammunition, a buff or debuff, a potion or consumable, or a game mechanic. Describe it to the agent in simple terms or drop a reference image and it gets to work. Your creativity is its instruction.
Create
ModGod’s agent asks you the follow-up questions it needs to complete the request, then shows you the plan and price before it gets to work. Feel free to iterate. Confirm and pick the asset choices so your mod is exactly like you imagine it. The agent writes all the code, compiles the mod, and tests it against a live Terraria world. If it doesn’t pass, the agent debugs and fixes it. Any build that persistently fails isn’t charged.
Play
Download one .tmod and drop it in tModLoader’s Mods folder, in-game Workshop → Manage Mods → Open Mods Folder takes you straight there (Windows:
Documents\My Games\Terraria\tModLoader\Mods· macOS:~/Library/Application Support/Terraria/tModLoader/Mods· Linux:~/.local/share/Terraria/tModLoader/Mods). Switch it on in Manage Mods, hit Reload Mods, and it’s in your world, no JSON to edit, tModLoader keeps its ownenabled.json. Damage feels off? Say so, and the next version is created while the last one stays in your library.
UNDER THE HOOD
Everything’s handled.
tModLoader native
Built for tModLoader, Terraria’s own mod loader, against the release it names. What comes out is a compiled .tmod, not a snippet you have to assemble.
Sprites you choose
The art comes back as candidates at the dimensions Terraria expects and you pick one — or ask for another round with a note. Anything else the mod needs drawn is made from the sprite you picked, so the set matches.
Balance-aware
Knows where your idea lands in Terraria’s progression and picks its numbers — damage, speed, cost, rarity — from that tier’s band.
Green or it doesn’t ship
Every build compiles, then loads in a headless tModLoader where a test suite checks the mod really registered — its art loaded, its numbers are the agreed ones, everything it needs resolves. One failed check and nothing reaches your library, and a build that never ships costs you nothing but the sprites you picked.
Say it again, better
Tell it what’s wrong and it runs the whole pipeline again. The result lands as the next version; the one before it stays put.
One file, no setup
Download the .tmod from your library and drop it in tModLoader’s Mods folder. No SDK, no compiler, nothing to build — tModLoader is the only thing you need installed.
COMMUNITY MODS
Install what other creators built.
Mods other creators choose to list, every one through the same compile-and-test gate before it can ship. Browsing and downloading need no account; every listing is free to install and free to fork into a mod of your own.
QUESTIONS
Frequently Asked.
Do I need to know how to code?
No. You choose what kind of thing you’re making, then describe it in your own words — that’s the whole requirement. ModGod writes the code and compiles it; you never open an editor.
What kinds of mod can it make?
Seven kinds, and you pick one before you describe it. Weapons and items, with the projectiles they fire. Accessories, wings included. Armour and vanity sets. Ammunition. Buffs and debuffs. Potions and consumables. And game mechanics — a dash, a double jump, a resource that ticks, with the config and keybinds to drive it. What isn’t on the menu today: new creatures — bosses, enemies, town NPCs, pets and mounts — redraws of the ones Terraria already has, new tiles, furniture and biomes, and changes to how the game itself works.
What exactly do I get?
A compiled .tmod — the file tModLoader loads — plus the source it was built from. Download it from your library, drop it in tModLoader’s Mods folder, enable it and start playing. That is the whole install; where the folder is and how enabling works is the next question.
Where does the .tmod go, and do I have to edit anything?
Into tModLoader’s Mods folder. The quickest way there is in-game: Workshop → Manage Mods → Open Mods Folder. By hand, it lives with your saves:
- Windows —
Documents\My Games\Terraria\tModLoader\Mods(inside your OneDrive folder if that is where Documents lives) - macOS —
~/Library/Application Support/Terraria/tModLoader/Mods - Linux —
~/.local/share/Terraria/tModLoader/Mods(Flatpak Steam:~/.var/app/com.valvesoftware.Steam/.local/share/Terraria/tModLoader/Mods)
Nothing to edit. Drop the file in, open Manage Mods, switch the mod on and press Reload Mods — tModLoader writes its own enabled.json when you do, so you never touch it. Same steps on every OS.
Does it work with mods I already have?
It loads alongside them. Mods created here always get internal names distinct from each other, so you can install several of your own side by side. The one clash still possible is with an unrelated mod from somewhere else that happens to use the same internal name — tModLoader won’t enable both, so you run one or the other. And it balances against vanilla Terraria’s progression, not against whatever else you happen to have installed.
Can I change something after it’s built?
Say what’s wrong in plain English — “too strong”, “wrong colour”, “make it cost more to craft” — and it creates the whole thing again: fresh art to pick from, fresh compile, fresh in-game test. It arrives as the next version in your library, and the old one stays where it is.
Can I create one right now?
Type the prompt now — submitting carries it into the workshop, where you sign in, confirm what kind of thing it is if you haven’t already, and send. Working out the plan with ModGod is free; the build itself is paid in credits, and you see the exact price before you confirm it. The public market is readable by anyone.
Console or mobile?
Not yet. tModLoader is PC-only, so ModGod is too. If that changes, ModGod follows it.
Who owns what it makes?
You do. Keep it private in your library, flip one toggle to list it in the public market, or hand the .tmod to a friend — it’s your mod.
Your idea is
already a mod.
Pick the kind, type the sentence.
Start buildingPLANNING IS FREE · BUILDS ARE PRICED IN CREDITS