Mini Albert
Eye of Cthulhu
Blue, you should host a poll saying what the next update should be about. Like json support?....... But in all honesty, people just want the old 1.2.4.1 mods back. I mean, everyone misses Exxo Avalon, Thorium, Necro, etc.
Honestly, I'd rather have tModLoader itself (c#) be more complete. Meaning, HOOKS BABY! We want moar hooks!Blue, you should host a poll saying what the next update should be about. Like json support?....... But in all honesty, people just want the old 1.2.4.1 mods back. I mean, everyone misses Exxo Avalon, Thorium, Necro, etc.
The Mythical Dagger
Skeletron
Sorry for posting both here and on Discord, but... Whenever I have attempted to build/compile a mod (This is OS X El Capitan by the way), I get an error that says the following:
However, when I update to a newer version of Mono (To get an updated mscorlib.dll), I get a runtime error, saying it can't find the directory for Mono 4.0.2. So I took the mscorlib from the patched "Terraria.app" and replaced it with the Mono 4.0.2 corlib, and vice-versa, and tested all possible corlib combos, and it would always give me either a compile or a runtime error (I assumed this would work since earlier it was saying it "wasn't in sync [with the Mono framework]", and I am typically able to solve these issues on my own, but this one is over my head
).
So I assume that the answer to my question would be, to install a specific Mono version, and if so, which one?
(0,0) : error : Corlib not in sync with this runtime: expected corlib version 117, found 111.
(0,0) : error : Loaded from: /Users/Tyler/Library/Application Support/Steam/steamapps/common/Terraria/Terraria.app/Contents/MacOS/mscorlib.dll
(0,0) : error : Download a newer corlib or a newer runtime at http://www.mono-project.com/download.
However, when I update to a newer version of Mono (To get an updated mscorlib.dll), I get a runtime error, saying it can't find the directory for Mono 4.0.2. So I took the mscorlib from the patched "Terraria.app" and replaced it with the Mono 4.0.2 corlib, and vice-versa, and tested all possible corlib combos, and it would always give me either a compile or a runtime error (I assumed this would work since earlier it was saying it "wasn't in sync [with the Mono framework]", and I am typically able to solve these issues on my own, but this one is over my head
So I assume that the answer to my question would be, to install a specific Mono version, and if so, which one?
Mini Albert
Eye of Cthulhu
Then you better, HOOK that idea! *Gets banned from the fourm* xD
gui10pow
Skeletron Prime
hey! In my game the spawn rate is lesser in the tmodloader 0.6 (example: in blood moon only 7 bloody zombies appeared and 3 dripplers, no one the groom and no one The bride) . It's only in my game?
If this had support for tAPI mods, this would be called tAPI, not tModLoader. Please try to understand that there's a reason tAPI was discontinued (too hard to update to 1.3), and that this same reason is exactly why tModLoader doesn't support tAPI mods. I'm trying to keep development of tModLoader focused; otherwise, it will end up with a bunch of unfinished miscellaneous stuff everywhere, with no direction in anything.Blue, you should host a poll saying what the next update should be about. Like json support?....... But in all honesty, people just want the old 1.2.4.1 mods back. I mean, everyone misses Exxo Avalon, Thorium, Necro, etc.
So, Terraria has this weird system of launching on Mac/Linux with Mono that makes it so that the runtime compiler doesn't work. So basically you'll have to precompile the mod into a dll file the same way you would make a normal program, then use those to build the mod instead of your actual source. There's more information in the noCompile part of the build.txt documentation.Sorry for posting both here and on Discord, but... Whenever I have attempted to build/compile a mod (This is OS X El Capitan by the way), I get an error that says the following:
However, when I update to a newer version of Mono (To get an updated mscorlib.dll), I get a runtime error, saying it can't find the directory for Mono 4.0.2. So I took the mscorlib from the patched "Terraria.app" and replaced it with the Mono 4.0.2 corlib, and vice-versa, and tested all possible corlib combos, and it would always give me either a compile or a runtime error (I assumed this would work since earlier it was saying it "wasn't in sync [with the Mono framework]", and I am typically able to solve these issues on my own, but this one is over my head).
So I assume that the answer to my question would be, to install a specific Mono version, and if so, which one?
Looks like someone needs to sacrifice to RNGesushey! In my game the spawn rate is lesser in the tmodloader 0.6 (example: in blood moon only 7 bloody zombies appeared and 3 dripplers, no one the groom and no one The bride) . It's only in my game?
The Mythical Dagger
Skeletron
Ok, so I am apparently installing something wrong. I have pre-compiled the mod into a dll, and it still gives the same error. Do I need to package the referenced libraries in with the mod itself? Or am I just being an idiot and forgetting something obvious?So, Terraria has this weird system of launching on Mac/Linux with Mono that makes it so that the runtime compiler doesn't work. So basically you'll have to precompile the mod into a dll file the same way you would make a normal program, then use those to build the mod instead of your actual source. There's more information in the noCompile part of the build.txt documentation.
You made sure to set noCompile to true in build.txt, right?Ok, so I am apparently installing something wrong. I have pre-compiled the mod into a dll, and it still gives the same error. Do I need to package the referenced libraries in with the mod itself? Or am I just being an idiot and forgetting something obvious?![]()
The Mythical Dagger
Skeletron
Yes, I should have everything I need, according to your above help and build.txt documentation
Wait a minute, is this error when you build the mod, or when it's reloading after you build it?Yes, I should have everything I need, according to your above help and build.txt documentation
The Mythical Dagger
Skeletron
When I build the mod
That's weird, when noCompile is set to true then the mod builder shouldn't be touching anything related to Mono at all. Does the same thing happen when you build without reloading?When I build the mod
The Mythical Dagger
Skeletron
Yes, I'm not exactly sure what I even could have done, besides maybe installing something wrong?
Installation couldn't have gone wrong; literally all it does is copy the tModLoader files. The key here is that you're getting compile errors, when the compiler shouldn't be called in the first place.Yes, I'm not exactly sure what I even could have done, besides maybe installing something wrong?
oops. I must have been half asleep. Make sure you have a build.txt from now on.Hey, im back in dev ^^
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you might edit the name on the mod browser "Terranova by Hex" into "Terranova by Hek"![]()
blu3lp
Terrarian
what can i do with the LightBeam mod from ModBrowser??????????????????????????????????????????????
Good question, according to Google translate of this site: http://vk.com/sunpixelgroupwhat can i do with the LightBeam mod from ModBrowser??????????????????????????????????????????????
"1) Get the legendary essence of light and make unique items and armor
2) Kill the Guardian of Light, 3 brothers protect light credo
In fashion there are about 80 content "
-- so yeah...dunno, there are a bunch of armors and tools though. And a light machine, but I didn't know what it could craft.
http://forums.terraria.org/index.php?forums/released.119/&prefix_id=72can me send same one a link to a mod list (v0.6)?
http://forums.terraria.org/index.php?forums/works-in-progress.120/&prefix_id=72
Also, most of these are in the Mod Browser (in game), which simplifies things.
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