Sobek
Terrarian
OK, so I like this mod a lot and I also would like to ask you for some help with something else. I will PM you if that's possible.
Pretty sure harvesting spider walls works already.Spider Nest wall. Maybe. PLS
OfficialBubbleTanks
Terrarian
Love the idea, want the walls for underground corruption/crimson. I think the clentaminator can be used to convert stone walls into them but i dont want to corrupt half my world for a few walls XD
looks like it doesn't. You can ask the 64 bit people if the error message is something they know about.Does this not work with TModLoader 64bit? Got this error when I tried to load it.
[02:01:39] [44/ERROR] [tML]: An error occurred while loading AllTheWalls
It has been detected that this mod was built for tModLoader v0.10.1.1
However, you are using tModLoader v0.10.1.5
The mod(s) have been automatically been disabled.
System.AggregateException: One or more errors occurred. ---> System.AggregateException: One or more errors occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Microsoft.Xna.Framework.Graphics.Texture2D.SetData[T](T[] data)
at Microsoft.Xna.Framework.Graphics.Texture2D.FromStream(GraphicsDevice graphicsDevice, Stream stream)
at Terraria.ModLoader.IO.ImageIO.<>c__DisplayClass8_0.<PngToTexture2DAsync>b__0()
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
at Terraria.ModLoader.Mod.<>c__DisplayClass206_0.<LoadTexture>b__0(Task`1 t)
at System.Threading.Tasks.Task.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModContent.<>c.<Load>b__13_0(Mod mod)
at Terraria.ModLoader.ModContent.LoadModContent(Action`1 loadAction)
at Terraria.ModLoader.ModContent.Load()
at Terraria.ModLoader.ModLoader.Load()
---> (Inner Exception #0) System.AggregateException: One or more errors occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Microsoft.Xna.Framework.Graphics.Texture2D.SetData[T](T[] data)
at Microsoft.Xna.Framework.Graphics.Texture2D.FromStream(GraphicsDevice graphicsDevice, Stream stream)
at Terraria.ModLoader.IO.ImageIO.<>c__DisplayClass8_0.<PngToTexture2DAsync>b__0()
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
at Terraria.ModLoader.Mod.<>c__DisplayClass206_0.<LoadTexture>b__0(Task`1 t)
at System.Threading.Tasks.Task.Execute()
---> (Inner Exception #0) System.NullReferenceException: Object reference not set to an instance of an object.
at Microsoft.Xna.Framework.Graphics.Texture2D.SetData[T](T[] data)
at Microsoft.Xna.Framework.Graphics.Texture2D.FromStream(GraphicsDevice graphicsDevice, Stream stream)
at Terraria.ModLoader.IO.ImageIO.<>c__DisplayClass8_0.<PngToTexture2DAsync>b__0()
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()<---
<---
[02:01:39] [44/INFO] [tML]: Disabling Mod: AllTheWalls
Twsted
Terrarian
I got the same exact error (on June 18th 2019 : 3:35-pm) when using tModLoader v0.10.1.5 - tml FNA 64bit
.
An error occurred while loading AllTheWalls
It has been detected that this mod was built for tModLoader v0.10.1.1
However, you are using tModLoader v0.10.1.5
The mod(s) have been automatically been disabled.
.
An error occurred while loading AllTheWalls
It has been detected that this mod was built for tModLoader v0.10.1.1
However, you are using tModLoader v0.10.1.5
The mod(s) have been automatically been disabled.
SkeleDragon
Terrarian
Is there any chance you could add iron and lead fences? Apparently they are the only fences that don't count as "safe" walls. I tried looking at the code myself but couldn't figure it out
.

ShadowTiger
Duke Fishron
I thought the lead fence did. Hm. I know Khaios and BlueJay build uses the fences, and all make a mention that the Iron Fence doesn't count as a safe wall, but the lead one does. Good news for us, I guess.
SkeleDragon
Terrarian
I was reading around and read that both didn't I'll try the lead ones, but it sucks iron ones don't work.
AGERGO100🌳
Terrarian
Can make a second dungeon wall to make dungeon biome.
The name is G/P/B Dungeon Brick Wall.
The name is G/P/B Dungeon Brick Wall.
The Owler
Living Tree
This is a really cool idea which will help a lot for building, but I kind of want to see the pictures and names of all of the newly obtainable walls. I think that would be quite neat. Thank you!
Last edited:
>>Terrarian<<
Solar Pillar
Hmm, since 1.4 this mod is not useful anymore because you already can obtain these walls trough the Ecto mist.
This mod is updated to 1.4 Steam Workshop::All the Walls
Similar threads
Blocks & Decoration
changes to the protruding parts of walls
- Replies
- 0
- Views
- 30
- Replies
- 0
- Views
- 72
- Replies
- 4
- Views
- 139
- Replies
- 2
- Views
- 160
-
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.