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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`
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.
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?
An error occurred while loading InnoVault v1.9.12
The mod(s) and any dependencies have been automatically disabled.
System.ArgumentException: Cannot create an instance of Coralite.Content.Items.LandOfTheLustrousSeries.BaseGemWeaponProj`1[T] because Type.ContainsGenericParameters is true.
Yes, my friend, I think your world must have many mechanical structures, because this update rewrote the network code, specifically optimizing network packet handling for worlds with a large number of mechanical structures. It just so happens that this part of the functionality has some issues. Thanks for your reminder, which prompted me to conduct more tests to identify this problem.
Show me your game logs from steamapps\common\tModLoader\tModLoader-Logs, specifically client.log and server.log.
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hummmmmmmmm, I can't provide a more direct solution, but I'm sure the issue is that your server is using an outdated mod file, which conflicts with the newer online version because it's a manually compiled file. You can troubleshoot based on this idea, such as checking whether your server files have been successfully updated. Hope you get it resolved :)
Your InnoVault is self-compiled, but you're using an older version of the source code, while the Workshop version is 1.9.1, which is higher than the one you compiled. Because of this, TML won't let you load it.
To fix this, delete the InnoVault.tmod file from your Mods folder and use the Workshop version instead :)
Finding Mods...
InnoVault v1.8.8 was recently built, but was not selected to load because the subscribed workshop copy (v1.9.1) is newer.
Either update build.txt and rebuild the mod or temporarily unsubscribe from the mod. (see server.log for full trace)
An error occurred while loading InnoVault v1.9.1
The mod(s) and any dependencies have been automatically disabled.
InnoVault v1.8.8 was recently built, but was not selected to load because the subscribed workshop copy (v1.9.1) is newer.
Either update build.txt and rebuild the mod or temporarily unsubscribe from the mod.
Show me your error log :)
The mod is developed using the latest version of TML. Please ensure that your server is running the latest version of TML, as a recent update has iterated the version of MonoMod.Utils. This change prevents InnoVault, developed on the new TML version, from running on servers with an outdated TML installation.
напиши может 5 поставлю
Please refer to HoCha113's comment (October 26 of last month)
And I quote:
"Innovault 1.2 is unable to update to 1.3 due to issues with the auto update feature in the T-Mod Loader app itself."
Solution:
Please unsubscribe Innovault and resubscribe to the mod then see if it works.
I need 1.3!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!