Smooooth Jazz
Terrarian
The mod browser ain't working. Says the browser server is under heavy load. Would like to download some mods.
Find the required mod in forums.terrariaThe mod browser ain't working. Says the browser server is under heavy load. Would like to download some mods.
Same here.Tmod server under heavy load?
Does anyone know how to fix this?Tmod server under heavy load?
The javid.ddns.net page isn’t workingIn the meantime, you can download mods directly from their mod pages. Some don't have direct downloads available, so feel free to ask about it if that's not currently an option.
I didn't mean the javid.ddns.net page (that's where the mod browser gets its links - of course that doesn't work either).The javid.ddns.net page isn’t working
Your ide will build the windows.dll and the mono.dllfrom your cs files (you'll rename the dll built by the compiler). you'll use one solution configuration fire one, another for the other. Make sure your project is set to build dll.Still trying to build ExampleMod on OSX.
ExampleMod references Microsoft.Xna.Framework, so apparently I need a Windows.dll and a Mono.dll. However, I do not know how to make these files. Are they just reference files to go alongside the ExampleMod.dll, or something different?
I'll keep experimenting in the meantime.
Oh yeah, and one more thing: Windows.dll is supposed to reference a Windows Terraria.exe. Does this mean I cannot use the Terraria.exe that comes with the OSX version?
So what I need to do is set up two configurations:Your ide will build the windows.dll and the mono.dllfrom your cs files (you'll rename the dll built by the compiler). you'll use one solution configuration fire one, another for the other. Make sure your project is set to build dll.
I'm pretty sure the Mac download has TerrariaWindows.exe in its modcompile folder, which you will reference for the configuration that makes the windows.dll.
The project file might just be easier as two separate projects if you don't want to mess around with conditional references
Yes.So what I need to do is set up two configurations:
One, called Windows, references XNA and tModLoaderWindows.exe (or vanilla Terraria.exe from windows version)
The other, called Mono, references FNA and tModLoaderMac.exe (or vanilla Terraria.exe from mac version)
Is this what I need to do?
OK, I did that. Now I'm getting this error when trying to compile the mod in-game:Yes.
Error running mcs: Cannot find the specified file
at Mono.CSharp.CSharpCodeCompiler.CompileFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0
at Mono.CSharp.CSharpCodeCompiler.CompileAssemblyFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0
at System.CodeDom.Compiler.CodeDomProvider.CompileAssemblyFromFile (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0
at Terraria.ModLoader.ModCompile.CompileMod (Terraria.ModLoader.BuildingMod mod, System.Collections.Generic.List`1 refMods, Boolean forWindows, System.Byte[]& dll, System.Byte[]& pdb) [0x00000] in <filename unknown>:0
at Terraria.ModLoader.ModCompile.Build (Terraria.ModLoader.BuildingMod mod, IBuildStatus status) [0x00000] in <filename unknown>:0
at Terraria.ModLoader.ModCompile.Build (System.String modFolder, IBuildStatus status) [0x00000] in <filename unknown>:0
at Terraria.ModLoader.ModLoader+<>c.<BuildMod>b__41_0 (System.Object _) [0x00000] in <filename unknown>:0
Did you set the build.txt to have that nocompile flag?OK, I did that. Now I'm getting this error when trying to compile the mod in-game:
Do you know what this means? (not a rhetorical question )Code:Error running mcs: Cannot find the specified file at Mono.CSharp.CSharpCodeCompiler.CompileFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0 at Mono.CSharp.CSharpCodeCompiler.CompileAssemblyFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0 at System.CodeDom.Compiler.CodeDomProvider.CompileAssemblyFromFile (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0 at Terraria.ModLoader.ModCompile.CompileMod (Terraria.ModLoader.BuildingMod mod, System.Collections.Generic.List`1 refMods, Boolean forWindows, System.Byte[]& dll, System.Byte[]& pdb) [0x00000] in <filename unknown>:0 at Terraria.ModLoader.ModCompile.Build (Terraria.ModLoader.BuildingMod mod, IBuildStatus status) [0x00000] in <filename unknown>:0 at Terraria.ModLoader.ModCompile.Build (System.String modFolder, IBuildStatus status) [0x00000] in <filename unknown>:0 at Terraria.ModLoader.ModLoader+<>c.<BuildMod>b__41_0 (System.Object _) [0x00000] in <filename unknown>:0
Oh, darn! I could've sworn I had! RetryingDid you set the build.txt to have that nocompile flag?