tModLoader

tModLoader

Assorted Mod Compatibility
120 Comments
Pixus Apr 24 @ 6:35am 
Noted, and thanks! I'm not sure if I'll upload it as a new mod or not so I can maintain it but we'll see.
Snek  [author] Apr 23 @ 10:59am 
@Pixus That'd be fine by me.
Pixus Apr 23 @ 10:53am 
Been thinking about it and, while I'm not really that proficient in C#, I could probably brush off my old build and/or make a fork of this mod that tries to fix up some of the problems, or at least the whole Thorium and Orchid compat problem. Would that be okay with you?
Awesome265 Apr 22 @ 8:46pm 
Damn, all good! Let me know when you can get it fixed. Overall I like the fixes here.
Snek  [author] Apr 22 @ 7:17am 
@Awesome265 This is an issue with this mod's compatibility between Thorium Mod and Orchid Mod. I unfortunately don't have much time to work on this mod and fix this right now, so you should disable this mod for the time being.
Awesome265 Apr 21 @ 5:24pm 
For some reason the game crashes when used with the Orchid mod. Says something about the shaman class.
FatalError404 Jan 27 @ 5:44pm 
Is it possible that there is compatibility between Flail rework with Calamity or Fargo's?
frosty Jan 11 @ 4:16am 
@Snek is compatibility between remnants world gen and secrets of the shadows world gen possible?

as far as i can tell, so long as either one of the modded ocean biomes (shadow probably) generates on the opposite side it seems like it wouldn't actually have any problems.
(some things obviously don't exist in the world naturally independently of the ocean stuff, like the mushroom cocoon things, but that's probably fine)

it generated with both overlapping on the right side of the world with the jungle three times now
(one of which i disabled micro-dungeons with the seed previewer mod because it kept getting stuck in that spot).

or if you know of how I could at least change that value for myself some way with an existing mod (I've had no luck) so it does that then that would be much appreciated.
Snek  [author] Nov 5, 2024 @ 10:38am 
@Daybroken Hello! Unfortunately, I don't have much time to work on this mod right now. You should be able to safely disable this mod until I get more time to fix it.

@doot_revenant666 If if does, I wasn't aware of it. I wouldn't be surprised with how many cross-mod patches the dev makes, though. I'll look into it whenever I have time to work on this mod again.
Daybroken Nov 4, 2024 @ 7:28am 
@Snek Hello. I'm guessing you know this, but there's an error right now with the mod saying that Assorted Mod Compatibility is not compatible with the current version of TModLoader.

The error I'm getting is "It has been detected that this mod has been designed for TModLoader v2024.4.3.2. However you are using TModLoader v2024.9.3.0"
doot_revenant666 Oct 18, 2024 @ 11:41am 
doesn't MechBR already make it's new mech bosses drop Strange Plating when Thorium is also on?
Snek  [author] Sep 21, 2024 @ 12:58pm 
@Pixus That's strange; disabling compatibility should stop the mod from even trying to load/JIT the file that mentions the MatianBeamer. Oh well -- it'll be fixed for good whenever I finish reworking the mod to not need explicit declarations anymore. Best of luck with the personal build.
@konte1m It's on the to-do list for whenever I get around to it.
Pixus Sep 21, 2024 @ 12:15pm 
@Snek apparently the Orchid mod 1.4.4 beta temporarily removed the Martian Beamer, which explains why it can't load when both mods are active (regardless if Thorium/Orchid mod compatibility is enabled or disabled).
I'm likely going to try and make a personal build for myself to rectify this in the meantime.
konte1m Sep 20, 2024 @ 2:59pm 
constantly praying for you to make the Dormant Dawn support🙏🙏
Snek  [author] Sep 19, 2024 @ 9:17pm 
Not intentional. You should be able to disable Orchid/Thorium compatibility in the config to fix this.
Pixus Sep 19, 2024 @ 8:53am 
I'm not sure if this is intended, but with the Orchid mod 1.4.4 beta and Thorium mod both active, the mod can't load a shaman weapon from the former.

Terraria.ModLoader.Exceptions.JITException:
In RandomModCompat.Content.Modules.OrchidModThoriumModModule.PostSetupContent, Could not load type 'OrchidMod.Shaman.Weapons.Hardmode.MartianBeamer' from assembly 'OrchidMod, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Snek  [author] Jul 7, 2024 @ 7:54am 
Working on both of these, albeit slowly. Thank you for the reports.
Jul 6, 2024 @ 8:50pm 
Specifically System.IndexOutOfRangeException at Terraria.Map.MapHelper.GetMapTileXnaColor(MapTile& tile) in tModLoader\Terraria\Map\MapHelper.cs:line 1680 at RandomModCompat.Common.APIs.TheDepthsAPI.ShaleGemTile.SetStaticDefaults() in RandomModCompat\Common\APIs\TheDepthsAPI.Types.cs:line 59.
Jul 6, 2024 @ 8:22pm 
Throws an error during TModLoader launch because it was built for 2024.4.3.2, whereas current version is 2024.5.3.0. error only appeared after trying to add The Depths to a mod list.
ALookToTheGames Jun 21, 2024 @ 6:49am 
I mean it checking "Disabling IL Edits" work but really wanted the small config for it. :MOMORI_RIDICULE:
ALookToTheGames Jun 21, 2024 @ 6:45am 
Heya @Snek level+ appears to be a bit wonky with your mod, it freezzes your game as it shows -1...kinda literally unplayable :MOMORI_RIDICULE:
Snek  [author] Jun 20, 2024 @ 11:48am 
I have no current plans to, especially if another compatibility mod already does. I might look around in the future and see if I could do something like that mod's changes across more mods, but no promises.
Skudzy Jun 17, 2024 @ 8:38pm 
Hiya Snek!
I am a big fan of the mod, especially love the work you've put into detailing what your mod does, too!
Just had a quick question(i did read the future plans post): Have you considered adding the changes made from the Thorium + Calamity Convergence Mod REDUX? I quite like that mod as well but trimming the mod list is always nice. (I've not seen anything to suggest you've done that already but maybe I missed it)
Thanks for your time :HatHealth:
Snek  [author] Jun 13, 2024 @ 5:26am 
@geniusrobot I’ll add it to the list, though I’m not sure if there’s anything I can do about the lag spikes. Do you have specific examples of issues other issues the two mods have with one another?
@GamMa Thank you! This helps a lot — half of the time I spend on this mod is trying to find stuff like this. That being said, I can’t actually view the Google Sheet. I requested access through Google, may you please grant me it?
GamMa Jun 13, 2024 @ 1:53am 
@Snek
Just at your own pace. ( • ̀ω•́ )
I made a simple table that lists the interactions between MEAC mods and Thorium sheathes:
Google Sheets [docs.google.com]
Not sure if this will help you. I'm not a modder so I can only do something negligible.
_(: 」∠)_
geniusrobot Jun 12, 2024 @ 4:39pm 
not sure if this is possible, but you should fix the problems with dawnmod and calamity, including the frequent lag spikes
Snek  [author] Jun 12, 2024 @ 8:03am 
I'll add MEAC to the to-do list. I really need to get back to adding support to this mod before that list gets even bigger...
I'll go ahead and merge your localization fixes now. Thank you again for localizing the mod!
GamMa Jun 12, 2024 @ 7:47am 
Hi Snek! you update faster than I can write comments. lol
Do you have plans to provide more support for Thorium's sword sheathes?
MEAC mod make a cool changes on some vanilla melee weapons. this causes the sheathes to have no longer work. (same as Melee Effect+ ?)
Anyway, thank you for your great work and hats off to you! (^-^)ゝ
Snek  [author] Jun 12, 2024 @ 6:58am 
Version 1.3.3 has been released. Please see the Change Notes tab above for more details.
JimothyVA May 21, 2024 @ 10:51am 
The sheer amount of work that had to go into this is astounding. Well done.
Snek  [author] May 21, 2024 @ 7:34am 
Version 1.3.2 has been released. Please see the Change Notes tab above for more details.
---
Apologies for taking so long. the Calamity and The Depths crashes should be fixed now.
Грим Арти May 12, 2024 @ 9:59am 
Calamity 2.0.4 breaks this too.
Yulia11 May 11, 2024 @ 2:55am 
Calamity 2.0.4 breaks this too.
solesteam8 Apr 23, 2024 @ 3:22pm 
The depths mod recently updated and in a twist of irony, is now incompatible with this compatibility mod... who would've guessed...
NialMontana Apr 22, 2024 @ 10:17pm 
Unfortunately the new Depths 1.0 update breaks compatibility with this mod. Hopefully you'll be willing to update for it!
NialMontana Apr 14, 2024 @ 10:48am 
Amazing work, glad someones trying to do this! Hope you keep adding more.
Microsoft Word Feb 3, 2024 @ 12:34am 
amazing....
Sangar Feb 2, 2024 @ 10:45am 
Wow, this is an amazing project, keep it up. :D
Snek  [author] Nov 26, 2023 @ 10:05am 
v1.3.1 has been released, fixing a bug and adding a bit of support.
Apologies for the near-complete lack of progress over the last few months, I haven't had much time to work on this mod.
Snek  [author] Nov 25, 2023 @ 8:16am 
Whenever I get time to work on it. It will likely be a while.
Valerii-Albertovich Nov 25, 2023 @ 6:01am 
when thorium and another rpg mod compatibility will out
ClayWarTheOne Nov 12, 2023 @ 6:45am 
Thanks for this, coding cross mod compatibilities probably isn't easy
Lanie Rubyss Nov 8, 2023 @ 12:15pm 
Throwing might easily be just added under Ranged Damage's bonus, Rogue could either go in the same place or could be placed as melee. That's up to interpretation.
Lanie Rubyss Nov 8, 2023 @ 12:07pm 
You can see how it's been done with use of "Colored Damage Types". Thorium applies some of the standard aspects of throwing, which automatically gain a consistent color with other mods that present throwing damage (such as the Final Fantasy mod). Rogue damage however became distinct, designed to bridge somewhere between projectile melee and thrown range. It might be sensible to consider both separately, then. You might get a lot of throwing damage to just work with each other, so a one-and-done thing (minus things like exhaustion, which could simply be one of the inner-circles, like the one for ammo consuming). Rogue, you would really want to consider its own thing, that is how it was designed. Rogue damage sticks out distinctly in code as being nothing about throwing damage, so you might need to treat them separately.
Flockerkill Nov 8, 2023 @ 5:48am 
sadly it does not^^
but thx for the clarification
so i can have hopes for a implementation^^
Snek  [author] Nov 8, 2023 @ 5:43am 
That point specifically refers to (somehow) combining the unique features of Thorium Mod's Thrower class and Calamity Mod's Rogue class (exhaustion, stealth strikes, etc.), as well as expanding those features to other mods' throwing content.
Throwing support for Level+ will be added to the to-do list separately -- I wasn't aware that Level+ didn't intrinsically support throwing.
Flockerkill Nov 8, 2023 @ 12:53am 
i have a question:
is the part of the future plans "Thorium Thrower / Calamity Rogue combination (+ support for other mods' throwing content (Homeward Journey?))."
also including as example level+ scaling?
ContaRandom🏳️‍🌈 Nov 2, 2023 @ 6:50pm 
still think this is one of the most unique mods I've seen here
Snek  [author] Nov 2, 2023 @ 9:14am 
This is the third time you've asked. It's already on the to-do list.
Valerii-Albertovich Nov 2, 2023 @ 9:11am 
Can please you make another rpg mod and thorium compatibility