tModLoader

tModLoader

InnoVault
105 Comments
HoCha113  [author] Oct 7 @ 12:18pm 
@aoioiobit
yep
aoioiobit Oct 7 @ 12:53am 
Has this mod been updated? I saw that this mod was updated to 1.9.70 today but i might be missunderstanding cuz im not that really familiar with steam
aoioiobit Oct 5 @ 3:47am 
sounds good. finally, i can play tmodloader again
HoCha113  [author] Oct 5 @ 3:34am 
@aoioiobit
Yes, I’ll try to fix it. Although I haven’t been able to reproduce the issue on my end, I can use a safer copy-based iteration in the API, which should prevent this kind of collection access conflict. I’ll release a patch for this soon.
aoioiobit Oct 5 @ 1:57am 
tell me if you are trying to fix the problem so i wont feel i get ghosted
aoioiobit Oct 4 @ 11:24pm 
im not sure that is ai right or nah since im not a programmer at all
aoioiobit Oct 4 @ 11:23pm 
It just crashed randomly. The Auto Heal mod, as its name implies, automatically uses a healing potion when my HP gets low enough. ai said "AutoHealMod.AutoHealCode.PostUpdateBuffs() was running. This suggests that the AutoHealMod was performing its function, likely scanning your inventory to find and use a healing potion.

At the same time, InnoVault.GameSystem.PlayerRebuildLoader.CanUseItem() was also running. This shows that the InnoVault mod was checking your items for its own purposes.

The crash occurred because AutoHealMod was likely trying to use (and thus remove) an item from your inventory while InnoVault was actively trying to look at all of the items in that same inventory."
HoCha113  [author] Oct 4 @ 7:20am 
@aoioiobit
How did you trigger this error?
aoioiobit Oct 4 @ 5:03am 
seems like your mod is incompatible with https://steamcommunity.com/sharedfiles/filedetails/?id=2811781981 . can you fix it?
aoioiobit Oct 4 @ 5:03am 
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
at Terraria.ModLoader.CombinedHooks.CanUseItem(Player player, Item item) in tModLoader\Terraria\ModLoader\CombinedHooks.cs:line 61
at Terraria.Player.QuickHeal_GetItemToUse() in tModLoader\Terraria\Player.cs:line 3915
at AutoHealMod.AutoHealCode.PostUpdateBuffs() in AutoHealMod\AutoHealCode.cs:line 23
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
diamondeyes2004 Sep 26 @ 6:48pm 
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  [author] Sep 23 @ 11:33am 
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  [author] Sep 23 @ 11:13am 
....Atherius?
natsudragneel Sep 23 @ 10:42am 
it breaks atherius now
fosforum1 Sep 19 @ 1:42pm 
This mod for some reason doesn't like Verdant's bumblebees
dedsoulz23 Sep 12 @ 6:42pm 
I cant seem to update innovault to 1.9.57 in order to run calamity mod overhaul
cMoNbrUh Sep 8 @ 9:39am 
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 Sep 6 @ 6:32pm 
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 Aug 30 @ 1:29am 
Oh, it's okay. It'll be fine after reloading
UUG Aug 30 @ 1:25am 
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 Aug 22 @ 4:33pm 
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 Aug 22 @ 9:33am 
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* Jul 21 @ 1:46pm 
Oh, its that so. Thank you!
HoCha113  [author] Jul 21 @ 12:56pm 
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  [author] Jul 21 @ 12:19pm 
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* Jul 21 @ 10:24am 
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 Jul 21 @ 9:19am 
It's also breaking down on me at 41.2 percent, please fix it :nw_mikey:
Pomidorow8 Jul 21 @ 9:18am 
I have the same problem with 41.2% stopping
</3 Jul 21 @ 5:36am 
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  [author] Jul 21 @ 4:04am 
@*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* Jul 21 @ 3:35am 
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  [author] Jul 17 @ 11:23am 
@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 Jul 17 @ 10:31am 
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  [author] Jul 16 @ 12:23am 
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  [author] Jul 15 @ 11:57pm 
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 Jul 15 @ 1:34am 
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 Jun 26 @ 10:05pm 
这个模组有啥用啊
不是辰sir吖 Jun 25 @ 3:02pm 
为什么此mod无法下载,并显示下载损坏?
Cot Hunter May 27 @ 2:27pm 
game crash bro after update
HoCha113  [author] May 27 @ 12:31pm 
@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 May 27 @ 12:23pm 
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  [author] May 13 @ 8:22am 
@Harusan
Take a look at the specific situation
rijeka May 10 @ 2:10pm 
no sound after update, music is still working, other sounds not
loid.- May 9 @ 8:26pm 
how do I fix this shit bruh
loid.- May 9 @ 8:13pm 
I cant play bruh
RedBird May 9 @ 12:45am 
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 May 7 @ 12:39pm 
after patch all working tysm):steamhappy:
HoCha113  [author] May 7 @ 12:31pm 
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 May 7 @ 12:05pm 
Dude I just wanna play calamity overhaul please fix your fucking mod:steamsad::steamsad: