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Sometimes it can also be caused by excessive particles during excavations, such as from vines/grass. The error is too generic to tell. You can also try resetting your configs, this should bring the mod back to a normal state where nothing weird goes on.
at DMD<DMD<>?58192481:Terraria.Main:DoDraw>(Main this, GameTime gameTime)
at SyncProxy<System.Void Terraria.Main:DoDraw(Microsoft.Xna.Framework.GameTime)>(Main , GameTime)
at Terraria.Main.Draw_Inner(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 53162
at Terraria.Main.Draw(GameTime gameTime) in tModLoader\Terraria\Main.cs:line 53149
at Microsoft.Xna.Framework.Game. Tick() in D:\a\tModLoader\tModLoader\FNA\src\Game.cs:line 562
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
你 可 以 在 E:\SteamLibrary\steamapps\common\tModLoader\tModLoader-Logs 中 找 到 一 个 名
Main engine crash
X
System.Exception: Fatal Deadlock in FastParallelFor. Tasks Queued: 10, Unfinished: 10, Proc Count: 12
ThreadPool Completed: 131469 (+34), Pending: 72 (-18)
at ReLogic. Threading.FastParallel.For(Int32 fromInclusive, Int32 toExclusive, ParallelForAction callback, Object context) in D:\a\tModLoader\tModLoader\src\tModLoader\ReLogic\Threading\FastParallel.cs:line 106
at Terraria.Graphics.Light.LightingEngine.ProcessScan(Rectangle area) in tModLoader\Terraria\Graphics\Light\LightingEngine.cs:line 115
at Terraria.Graphics.Light.LightingEngine.ProcessArea(Rectangle area) in tModLoader\Terraria\Graphics\Light\LightingEngine.cs:line 89
my workaround for this is to chain place wood platform, and then chain swap what I desired, however is there something I'm missing? if not, may I suggest in adding those functions?
regardless, thank you so much for your time and effort
Both of these features would require a revamp of the system the mod uses to find neighbours. Currently, it is procedural, meaning it looks as it goes, so as to not overwhelm the system. For any other configuration, it would have to index the entire patch, sort it, and then operate on it. This is far less performant on larger excavations.
This being said, it's still a goal of ours, but other things are ahead of it at this time - unfortunately. Thanks for your suggestion - we'll be sure to see it through for you.
The way it would work would be similar to fluid pumps from the buildcraft mod for minecraft, where when you mine it would search for the furthest valid block and then mine it instead of the block you had mined.
As for the English: I don't think you need to apologise at all if English isn't your first language - confusions happen between English speakers constantly as it is =)
Crazy - I did see on the workshop that a new "vein miner" by nil popped up recently, not sure if the space in the name adds enough variation to be considered fair-play, but just in case you missed it =P
There are known issues will Terraria overhaul, and OE. We have submitted a report, but they have not done anything as of yet to fix their hooks that cause issues.
As for block swapping - it is the item you're holding. However, it uses a separate whitelist than the excavation list. Excavations use tiles/walls which you can add by hovering over the tile/wall in the world and using the whitelist keys. Blockswaps and similar activities require you to whitelist the literal item. Hover over the item in your inventory, and use the whitelist keys.
(Sorry I got really angry about this.)
(I watched a few videos and they don't mention them, and I can't find it in the settings.)
The [OE] lines underneath items when I hover over them. I don't really want it there at all.
The line is
[OE] Press 'Keybind' over item to whitelist!
Thanks