tModLoader

tModLoader

Blovesbudder Aug 3, 2023 @ 12:20pm
Skeletron Crash
So myself and a group of friends are doing a Master mode Calamity play through and for some reason we are experiencing a crash after Skeletron dies. Its something to do with is aftermath as the kill itself that doesn't crash, its some sort of world effect. This crashes the game in single player but crashed the server in multiplayer. And a test in another master mode world the game didn't crash.

I attempted to do a work around by saving and quitting after killing him with an op character and now the world now crashes upon loading. I'll provide our mod list and world seed if anyone can help.

Mods: MrPlauge's Authentic Races, Cheat Sheet, Which Mod Is This From, Census, Auto Reforge, Atmospheric Torches, Calamity, Calamity Music, Recipe Browser, Begone Evil, Boss Checklist, Calamity Flamethrowers, Fancy Lighting, Ore Excavator, Lights and Shadows, and Compare Item Stats.

World Seed: 3.3.1.25598453

I dunno if its a code error, some sort of other error. Its weird.

Edit: It does have to do with Calamity, as disabling Calamity does fix it. My friend and I have noticed discrepancies too. As some of Skeletron's aftermath unlocks did unlock without him being dead. These being Ancient Treasure chests could be opened, and the merchant selling Journyman bait but no Titan potions.
Last edited by Blovesbudder; Aug 3, 2023 @ 12:35pm
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Showing 1-4 of 4 comments
LuckyDucky Aug 3, 2023 @ 12:24pm 
i hear it happening all around its calamity being fugged
owjames Aug 5, 2023 @ 3:54pm 
I've just had the exact same issue. Unloaded and reloaded each mod to see which one was doing it and it was definitely calamity - but only on the world that i had just killed skeletron in. Very goofy pls fix i just started a rogue play through
S'Keel Eaton Aug 8, 2023 @ 2:07am 
Originally posted by owjames:
I've just had the exact same issue. Unloaded and reloaded each mod to see which one was doing it and it was definitely calamity - but only on the world that i had just killed skeletron in. Very goofy pls fix i just started a rogue play through
Same
JustAGreenCircle Aug 12, 2023 @ 2:04am 
this could be one of two issues, i will briefly explain the two, just know that one is preventable (or fixable with backups), and one is newer, and unfixed

one has something to do with the chests in the abyss, if you have interacted with one prior to skeletron, then once you defeat him the game crashes

it is preventable by using backups to go before killing the bone boy, breaking every abyss chest you have interacted with, and then killing skeletron, or just not interacting with one before skeletron

the other, the one i'm struggling with, is to do with abyss gravel walls being randomly updated
you can see which you have in the client logs:
\Steam\steamapps\common\tModLoader\tModLoader-Logs\client.txt

if, at the bottom it says this:
[Main Thread/WARN] [tML]: Silently Caught Exception: System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values. (Parameter 'Function called with a bad style argument') at Terraria.ObjectData.TileObjectData.GetTileData(Int32 type, Int32 style, Int32 alternate) in tModLoader\Terraria\ObjectData\TileObjectData.cs:line 4683 at Terraria.ModLoader.TileLoader.CheckModTile(Int32 i, Int32 j, Int32 type) in tModLoader\Terraria\ModLoader\TileLoader.cs:line 313 at Terraria.WorldGen.TileFrame(Int32 i, Int32 j, Boolean resetFrame, Boolean noBreak) in tModLoader\Terraria\WorldGen.cs:line 60694 at CalamityMod.Walls.AbyssGravelWall.RandomUpdate(Int32 i, Int32 j) in CalamityMod\Walls\AbyssGravelWall.cs:line 22 at Terraria.ModLoader.WallLoader.RandomUpdate(Int32 i, Int32 j, Int32 type) in tModLoader\Terraria\ModLoader\WallLoader.cs:line 255 at Terraria.WorldGen.UpdateWorld_UndergroundTile(Int32 i, Int32 j, Boolean checkNPCSpawns, Int32 wallDist) in tModLoader\Terraria\WorldGen.cs:line 53649 at Terraria.WorldGen.UpdateWorld_Inner() in tModLoader\Terraria\WorldGen.cs:line 52653 at Terraria.WorldGen.UpdateWorld() in tModLoader\Terraria\WorldGen.cs:line 52563 at Terraria.Main.DoUpdateInWorld(Stopwatch sw) in tModLoader\Terraria\Main.cs:line 15096 at Terraria.Main.DoUpdate(GameTime& gameTime) in tModLoader\Terraria\Main.cs:line 14516 at Terraria.Main.Update(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 14054 at Microsoft.Xna.Framework.Game.Tick() in D:\a\tModLoader\tModLoader\FNA\src\Game.cs:line 546 at Microsoft.Xna.Framework.Game.RunLoop() in D:\a\tModLoader\tModLoader\FNA\src\Game.cs:line 878 at Microsoft.Xna.Framework.Game.Run() in D:\a\tModLoader\tModLoader\FNA\src\Game.cs:line 419 at Terraria.Program.RunGame() in tModLoader\Terraria\Program.cs:line 266 at Terraria.Program.LaunchGame_(Boolean isServer) in tModLoader\Terraria\Program.cs:line 240 at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs) in tModLoader\Terraria\Program.cs:line 215 at Terraria.MonoLaunch.Main_End(String[] args) in tModLoader\Terraria\MonoLaunch.cs:line 71 at Terraria.MonoLaunch.<>c__DisplayClass1_0.<Main>b__0() in tModLoader\Terraria\MonoLaunch.cs:line 57 at System.Threading.Thread.StartCallback()

pay close attention to the line:
at CalamityMod.Walls.AbyssGravelWall.RandomUpdate(Int32 i, Int32 j) in CalamityMod\Walls\AbyssGravelWall.cs:line 22

then you have the (as of right now) unfixable one.

if it looks different, specifically the line i told you about, then you have the chest issue, and can use backups to solve your issue
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Date Posted: Aug 3, 2023 @ 12:20pm
Posts: 4