tModLoader Even More Modifiers Relaunch Beta

the log said:
"
A call target caused an exception error.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Terraria.ModLoader.ModCompile.RoslynCompile(CompilerParameters compileOptions, String[] files)
at Terraria.ModLoader.ModCompile.CompileMod(BuildingMod mod, List`1 refMods, Boolean forWindows, Byte[]& dll, Byte[]& pdb)
at Terraria.ModLoader.ModCompile.Build(BuildingMod mod, IBuildStatus status)
at Terraria.ModLoader.ModCompile.Build(String modFolder, IBuildStatus status)
at Terraria.ModLoader.ModLoader.<>c.<BuildMod>b__72_0(Object _)

Inner Exception:
The file or Assembly "System.Collections.Immutable, Version=1.1.37.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" or any dependence could't be found. The system can not find the stated file.
at Terraria.ModLoader.RoslynWrapper.Compile(CompilerParameters args, String[] files)
"

is there anything to do or any specific need to compile the files into a tmod ?

could to tell me step by step how could make it works ^^.....
Thank you for your prompt reply
 
Even more modifiers works great with KRPG. I wasn't aware that reforging doesn't work, but that doesn't stop you from finding items with EMM mods on them. :D

Still worth using for sure.

True but I don't like wasting materials all to much

That does sound like an issue, I also probably know the cause. I am trying to get in contact with Kalciphoz.

another mod dev you should try to get in touch with is BlushieMagic or try to find a fix but crafting threw the crafting heart storage container won't yeild EMM modded weapons, Magic Storage still works as intended though witch is good
 
the log said:
"
A call target caused an exception error.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Terraria.ModLoader.ModCompile.RoslynCompile(CompilerParameters compileOptions, String[] files)
at Terraria.ModLoader.ModCompile.CompileMod(BuildingMod mod, List`1 refMods, Boolean forWindows, Byte[]& dll, Byte[]& pdb)
at Terraria.ModLoader.ModCompile.Build(BuildingMod mod, IBuildStatus status)
at Terraria.ModLoader.ModCompile.Build(String modFolder, IBuildStatus status)
at Terraria.ModLoader.ModLoader.<>c.<BuildMod>b__72_0(Object _)

Inner Exception:
The file or Assembly "System.Collections.Immutable, Version=1.1.37.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" or any dependence could't be found. The system can not find the stated file.
at Terraria.ModLoader.RoslynWrapper.Compile(CompilerParameters args, String[] files)
"

is there anything to do or any specific need to compile the files into a tmod ?

could to tell me step by step how could make it works ^^.....
Thank you for your prompt reply
Check this
 
Ty this solved the "Inner Exception" called bug.... but dont the error above^^....

its still:

A call target caused an exception error.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Terraria.ModLoader.ModCompile.RoslynCompile(CompilerParameters compileOptions, String[] files)
at Terraria.ModLoader.ModCompile.CompileMod(BuildingMod mod, List`1 refMods, Boolean forWindows, Byte[]& dll, Byte[]& pdb)
at Terraria.ModLoader.ModCompile.Build(BuildingMod mod, IBuildStatus status)
at Terraria.ModLoader.ModCompile.Build(String modFolder, IBuildStatus status)
at Terraria.ModLoader.ModLoader.<>c.<BuildMod>b__72_0(Object _)
 
@Jofairden

So, it appears I made a false correlation between gaining curse immunity and not taking damage from the "but you are cursed" modifier. It was just my regen overtaking the amount of damage received from the curse. At that point you no longer see the damage taken. It is merely removed from your total regen.

I attributed the cessation of the damage to curse immunity.

Though, it certainly would be a nice feature now. :D
 
Would it be possible to add modifiers that affect stats that are added in by other mods?

Also I got so excited when I found out this mod was brought back to life, I've been following it for a long time now
 
It would seem that Dinger is correct. It appears that throwing weapons aren't able to be reforged currently.
 
I feel like Rare and Legendary are a tad too common. I get rare/legendary almost every other item I craft and it doesn't feel right. Also im finding it incredibly annoying in the early game where the best tools you can make at the time become cursed. I feel like there should be some type of early game (before tinker) ramshackle workshop or something that allows you to reforge things to the limit of rare quality. Im not good at balancing but at a percentage of like [65%common 30%uncommon 5%rare]
 
It seems like the tinker won't reforge throwing weapons
It would seem that Dinger is correct. It appears that throwing weapons aren't able to be reforged currently.
Any item that stacks isn't supported at this time
. This is because it is virtually impossible to implement proper stacking behaviour.

Would it be possible to add modifiers that affect stats that are added in by other mods?

Also I got so excited when I found out this mod was brought back to life, I've been following it for a long time now
Yes, though the intent is that the other mods add these modifiers themselves. The system is fully open for other mods.

I feel like Rare and Legendary are a tad too common. I get rare/legendary almost every other item I craft and it doesn't feel right. Also im finding it incredibly annoying in the early game where the best tools you can make at the time become cursed. I feel like there should be some type of early game (before tinker) ramshackle workshop or something that allows you to reforge things to the limit of rare quality. Im not good at balancing but at a percentage of like [65%common 30%uncommon 5%rare]
You are right. This is because not long ago, I increased the chances of rolling modifiers lines. So right now it is very easy to get 3 or 4 lines, making it very easy to hit those rarities. Nothing is set in stone yet, this rework is still very much a WIP, so it was primarily done for testing purposes.
 
I was curious. Is summons damage based solely on the item that summoned them or affected by the weapon you are currently wielding? I ask this since the on hit damage modifiers (such as cursed inferno) are applied based on the weapon currently being wielded. Also how are summons affected by the damage during day and night modifiers? Is their current damage "snap shot" when they are summoned or does it actually adjust? Also does velocity affect summoned creatures damage as well?

Thank you.
If a summon item has increased damage, like +20% damage, then those minions summoned deal that more damage. You are right about on hit effects (like giving debuff), though that is not intended. If the summon item however rolls that, then the mobs summoned should be able to apply it, but not based on the weapon you are holding. Damage during day or night functions like any other modifier, and only alters the weapon it rolled on. The on hit debuff modifier is the only one misbehaving here. Velocity damage would work, but it's snapshot. So you'd have to summon them at a high velocity for full effect.
 
Any item that stacks isn't supported at this time
. This is because it is virtually impossible to implement proper stacking behaviour.

I was attempting to reroll an ice boomerang. I should have mentioned what I was attempting to reroll in the previous post.

Though, I'm suspecting it a larger problem overall. I noticed some people posting about not being able to reforge throwing weapons in the Path of Modifiers thread as well.
 
I was attempting to reroll an ice boomerang. I should have mentioned what I was attempting to reroll in the previous post.

Though, I'm suspecting it a larger problem overall. I noticed some people posting about not being able to reforge throwing weapons in the Path of Modifiers thread as well.
Yeah again, because we as modders can't control stacking behaviour yet, so this is really hard to do.
 
Yeah again, because we as modders can't control stacking behaviour yet, so this is really hard to do.

When you say stacking behavior, do you mean stackable items? Or does that refer to something in coding?

Also, does that mean it is normal to not be able to reforge throwing weapons when using mods?

Just making sure I understand rather than just thinking I understand. Thank you. :D
 
When you say stacking behavior, do you mean stackable items? Or does that refer to something in coding?

Also, does that mean it is normal to not be able to reforge throwing weapons when using mods?
Yes, yes (unfortunately throwing is left out, once AGAIN .. lmao)
 
so im a noob when it comes to c# i extract the mod using the in-game UI and go to build it again and it gives me error CS1002, any idea why?
thanks in advance, and sorry if this is a stupid question.
 

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so im a noob when it comes to c# i extract the mod using the in-game UI and go to build it again and it gives me error CS1002, any idea why?
thanks in advance, and sorry if this is a stupid question.
There is no need to extract, you can get the official source here. It has a clone or download- > download ZIP option
 
There is no need to extract, you can get the official source here. It has a clone or download- > download ZIP option
so that fixes one problem but another has come up i now have this going on
Exception has been thrown by the target of an invocation.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Terraria.ModLoader.ModCompile.RoslynCompile(CompilerParameters compileOptions, String[] files)
at Terraria.ModLoader.ModCompile.CompileMod(BuildingMod mod, List`1 refMods, Boolean forWindows, Byte[]& dll, Byte[]& pdb)
at Terraria.ModLoader.ModCompile.Build(BuildingMod mod, IBuildStatus status)
at Terraria.ModLoader.ModCompile.Build(String modFolder, IBuildStatus status)
at Terraria.ModLoader.ModLoader.<>c.<BuildMod>b__72_0(Object _)

Inner Exception:
Could not load file or assembly 'System.Collections.Immutable, Version=1.1.37.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
at Terraria.ModLoader.RoslynWrapper.Compile(CompilerParameters args, String[] files)

Inner Exception:
An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence)
at System.Reflection.Assembly.LoadFile(String path)
at Terraria.ModLoader.ModCompile.<>c__DisplayClass22_0.<RoslynCompile>b__0(Object o, ResolveEventArgs args)
at System.AppDomain.OnAssemblyResolveEvent(RuntimeAssembly assembly, String assemblyFullName)
thanks for the help also i already have System.Collections.Immutable.dll from https://github.com/blushiemagic/tModLoader/wiki/Intermediate-modding-with-c#6
so im out of ideas after googling this
 
Last edited:
so that fix one problem but another has come up i now have this going on
Exception has been thrown by the target of an invocation.
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at Terraria.ModLoader.ModCompile.RoslynCompile(CompilerParameters compileOptions, String[] files)
at Terraria.ModLoader.ModCompile.CompileMod(BuildingMod mod, List`1 refMods, Boolean forWindows, Byte[]& dll, Byte[]& pdb)
at Terraria.ModLoader.ModCompile.Build(BuildingMod mod, IBuildStatus status)
at Terraria.ModLoader.ModCompile.Build(String modFolder, IBuildStatus status)
at Terraria.ModLoader.ModLoader.<>c.<BuildMod>b__72_0(Object _)

Inner Exception:
Could not load file or assembly 'System.Collections.Immutable, Version=1.1.37.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. Operation is not supported. (Exception from HRESULT: 0x80131515)
at Terraria.ModLoader.RoslynWrapper.Compile(CompilerParameters args, String[] files)

Inner Exception:
An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.
at System.Reflection.RuntimeAssembly.nLoadFile(String path, Evidence evidence)
at System.Reflection.Assembly.LoadFile(String path)
at Terraria.ModLoader.ModCompile.<>c__DisplayClass22_0.<RoslynCompile>b__0(Object o, ResolveEventArgs args)
at System.AppDomain.OnAssemblyResolveEvent(RuntimeAssembly assembly, String assemblyFullName)
thanks for the help also i already have System.Collections.Immutable.dll from https://github.com/blushiemagic/tModLoader/wiki/Intermediate-modding-with-c#6
so im out of ideas after googling this
You need to unblock files prior to installing tML.
 
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