tModLoader

tModLoader

InnoVault
96 条留言
aoioiobit 9 月 29 日 上午 7:22 
Unhandled exception. System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
at InnoVault.GameSystem.PlayerRebuildLoader.CanUseItem(Item item) in InnoVault\GameSystem\PlayerRebuildLoader.cs:line 486

Bro, someone told me innovault is the reason that made my game crashed. i played calamity with entropy and catalyst. Hope it will be fixed soon
diamondeyes2004 9 月 26 日 下午 6:48 
Does this mod have any conflicts with Fargo's souls? My game keeps despawning the Deviantt boss whenever their AI is on eternity mode. And when I check the log it says that Innovault is the mod that despawned her.
HoCha113  [作者] 9 月 23 日 上午 11:33 
It's fixed, and it can now be loaded with Atherius. The reason was that a certain class in Atherius tried to call the `NewDust` function to spawn particles during the game's loading phase, which triggered InnoVault's Dust Hook that hadn't been loaded yet (possibly to load some special content). But I still have to complain: Why are there always developers trying to call weird things during the loading phase... Shouldn't that kind of stuff be accessed within a world by default? At least wait until `SetupContent` is finished.
HoCha113  [作者] 9 月 23 日 上午 11:13 
....Atherius?
natsudragneel 9 月 23 日 上午 10:42 
it breaks atherius now
fosforum1 9 月 19 日 下午 1:42 
This mod for some reason doesn't like Verdant's bumblebees
dedsoulz23 9 月 12 日 下午 6:42 
I cant seem to update innovault to 1.9.57 in order to run calamity mod overhaul
cMoNbrUh 9 月 8 日 上午 9:39 
there is a bug occur with 'The Ultimate Infinite Star' mod which using InnoVault as dependent after your new update.
System.Collections.Generic.KeyNotFoundException: The given key 'ThisTianFaAndWuJingMod.Content.Particles.PRT_RTSpark' was not present in the dictionary.

I can provide the client.log for you to debug the issue.
Sleep-deprived Necrozma 9 月 6 日 下午 6:32 
So this mod, for some reason, makes it so that my only lighting options are color and white (I play terraria on a gaming computer and both options make my game really laggy) is there a reason for that?
UUG 8 月 30 日 上午 1:29 
Oh, it's okay. It'll be fine after reloading
UUG 8 月 30 日 上午 1:25 
The latest update makes the screen turn blue and white when I enter the game, but the UI can still be displayed normally
High_Tier_Kamodo 8 月 22 日 下午 4:33 
ok I am not sure if it is this mod exactly but I wonder if this mod is bugged cuz I can't summon some bosses they just dissapear once I spawn them like right in front of me and I have no idea why
High_Tier_Kamodo 8 月 22 日 上午 9:33 
when i try to summon the astrageldon boss or infernum moon lord the bosses just despawn for no reason. I checked the logs and it had something to do with this mod so I think there might be a bug there
*UTS!Hearys* 7 月 21 日 下午 1:46 
Oh, its that so. Thank you!
HoCha113  [作者] 7 月 21 日 下午 12:56 
I've diagnosed the issue: when a world contains no entities, it may incorrectly trigger a network timeout. This does not cause real errors and is considered a false positive. A patch will be released shortly.
HoCha113  [作者] 7 月 21 日 下午 12:19 
By the God Emperor... I just ran some unit tests... I tried as many common mod combinations as I could, all using the online versions from the Steam Workshop — and everything worked fine...
Well, now I'm wondering what UTS!Hearys had enabled during his last test. He mentioned that even with only InnoVault enabled, the loading still got stuck at 41%, but I just couldn’t reproduce it on my side...My hair is falling out again. Shit.
*UTS!Hearys* 7 月 21 日 上午 10:24 
Unfortunately, it didn't work. But thanks for the advice!
I tried disabling all mods except this one, but the world still wouldn't load completely, even if I created a new one. I didn't notice anything special in the logs either.
I still don't understand what was going on, but it turns out that this mod is only required for the mod I disabled, so... maybe that's the issue. Or maybe not. But that's the situation
Puro 7 月 21 日 上午 9:19 
It's also breaking down on me at 41.2 percent, please fix it :nw_mikey:
Pomidorow8 7 月 21 日 上午 9:18 
I have the same problem with 41.2% stopping
</3 7 月 21 日 上午 5:36 
Uh, I have the same problem with 41.2% stopping, but I dont have High Fps or Realistic Sky mod, also do not have Lights & Shadows. How can I create the log to send it?
HoCha113  [作者] 7 月 21 日 上午 4:04 
@*UTS!Hearys*
After checking your client logs, I noticed a data overflow error related to ReceiveExtraAI, which passed through the Realistic Sky Mod and High FPS Support Mod. This error likely disrupted the effective transmission of network data. These mods may not be the root cause, but I recommend reducing or disabling them to see if it helps.
*UTS!Hearys* 7 月 21 日 上午 3:35 
I have a problem with the full loading of the world in multiplayer mode. At the beginning of the appearance in the world, the loading reaches 41.2% and stops, giving an error about incomplete loading and "unstable" internet.
There are no problems with the internet, checked by me and my friend, who also created the world. I deleted the mods according to the log, but nothing changed.
I really ask for help. Here is the log: https://drive.google.com/drive/folders/1pe0zYDpUnYeNr5wR05_PUVfJ-2UqXY5O?usp=sharing
HoCha113  [作者] 7 月 17 日 上午 11:23 
@Effishently
I and others around me haven’t encountered this issue so far. The mod uses multithreaded loading, so under extreme performance conditions (such as loading very large worlds or huge save data), it might cause high CPU usage.
Does the CPU usage stay high continuously? If possible, could you share your system specs and describe the situation in more detail? That would help me create optimization updates for players with different hardware configurations.
Effishently 7 月 17 日 上午 10:31 
For some reason using this maxes out my cpu, not sure why. I play with calamity enabled and It works fine without this mod
HoCha113  [作者] 7 月 16 日 上午 12:23 
System.NullReferenceException: Object reference not set to an instance of an object.
at CalamityEntropy.Content.Tiles.AzMinerTP.ReceiveData(BinaryReader reader, Int32 whoAmI) in CalamityEntropy\Content\Tiles\AzafureMinerTile.cs:line 339
at InnoVault.TileProcessors.TileProcessorNetWork.TileProcessorInstanceDoReceiveData(TileProcessor tileProcessor, BinaryReader reader, Int32 whoAmI) in InnoVault\TileProcessors\TileProcessorNetWork.cs:line 177

问题确实来自灾熵,我在和开发组协商解决
HoCha113  [作者] 7 月 15 日 下午 11:57 
这个加载缓冲提醒并没有改变实际逻辑,只是让以前网络差的人发现自己同步不了了
SADPRINCESS 7 月 15 日 上午 1:34 
这个mod更新导致灾厄拓展mod灾熵出现在进入世界后一个齿轮一直在屏幕下方转的问题,在多人模式尤为严重
3120166273 6 月 26 日 下午 10:05 
这个模组有啥用啊
不是辰sir吖 6 月 25 日 下午 3:02 
为什么此mod无法下载,并显示下载损坏?
Cot Hunter 5 月 27 日 下午 2:27 
game crash bro after update
HoCha113  [作者] 5 月 27 日 下午 12:31 
@Crimeer
Perhaps we can shift our perspective—could this be an issue specific to the Entropy mod? You should consider reporting it to the Entropy development team; they encountered a similar problem a long time ago.
Crimeer 5 月 27 日 下午 12:23 
bro your mod breaks the lighting in the game, I play with my friend who has a weak PC and because of the entropy update your mod was added which does not allow you to change the lighting type to retro
HoCha113  [作者] 5 月 13 日 上午 8:22 
@Harusan
Take a look at the specific situation
弐瓶 勉 5 月 10 日 下午 2:10 
no sound after update, music is still working, other sounds not
loid.- 5 月 9 日 下午 8:26 
how do I fix this shit bruh
loid.- 5 月 9 日 下午 8:13 
I cant play bruh
RedBird 5 月 9 日 上午 12:45 
您好,为什么我打了这个mod之后瑟银npc的话全变成脚本行类似的玩意了了,同时部分武器的描述也是
Coctek 5 月 7 日 下午 12:39 
after patch all working tysm):steamhappy:
HoCha113  [作者] 5 月 7 日 下午 12:31 
The issue has been resolved. It was a rather unique conflict situation. InnoVault's new feature, VaultLoad.LoadenByTypeAsset, attempts to iterate through the fields of other enabled mods, while Project tRU has weak reference interactions with some mods it needs to modify language for. Players can enable Project tRU without enabling those specific mods, but because of the weak references in Project tRU, the code tries to load mods that aren’t enabled, leading to the issue encountered by Russian players. I wouldn’t have been able to identify this problem without the error log provided by the players — it was a pretty unexpected error.
baten_remen 5 月 7 日 下午 12:05 
Dude I just wanna play calamity overhaul please fix your fucking mod:steamsad::steamsad:
zurgoff 5 月 7 日 下午 12:05 
The problem can indeed be solved by reinstalling the mod, but after restarting the game, the situation will repeat itself
DiaDem 5 月 7 日 上午 11:30 
bro just update it again, I had the same preblem, if it is still not working than just resubscribe the mod in steam or subscribe if you weren't.
Coctek 5 月 7 日 上午 11:08 
i have crashes too:steamsad:
HoCha113  [作者] 5 月 7 日 上午 10:39 
@Sweety
Please provide the error log — everything runs fine on my end. You can find the log in the file located at:
`steamapps\common\tModLoader\tModLoader-Logs\client.log`
Sweety 5 月 7 日 上午 10:37 
After updating the mod does not work, the game crashes with an error
HoCha113  [作者] 5 月 4 日 上午 2:01 
This is an interesting topic. In one of my worlds where I placed over ten thousand mechanical structures — around 8,000 pipe tiles and several thousand generators and turrets — the cumulative byte count shown when entering multiplayer was over 300,000. That’s roughly the same amount of network data generated during a multiplayer boss fight.
The issue is that, since all of that data gets sent at once when loading into the server, players with weaker network connections might experience noticeable lag or delay. As for optimization, one possible improvement could be batching the data and sending it in chunks to avoid hitting a big network spike all at once.
HoCha113  [作者] 5 月 4 日 上午 1:55 
@Wyneus
You're absolutely right — when entering a multiplayer world, InnoVault has the client request data for all mechanical structures in the world (like turrets and pipes). Since the world technically runs only on the server, the client needs to sync all that data — positions, energy levels, contents, etc. — to ensure everything functions properly in multiplayer.
This network activity does come with some overhead, and what you're seeing is the cumulative packet load from the mod. The more mechanical structures your world has, the higher that number will naturally be. Usually, though, this stays within acceptable limits and doesn’t noticeably affect gameplay.
Have you and your friends been running into network performance issues? Like maybe some heavy lag right after joining a world because all the sync traffic hits at once?
Wyneus 5 月 3 日 下午 10:14 
Hello, you can somehow reduce the load in multiplayer in your mod, because when you play with several mods, as soon as you create a world and if you press Win + F8, you can see that this mod loads the world very much, the names of the mods show after pressing the same keys for the second time. Please respond.