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yep
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.
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."
How did you trigger this error?
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()
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.
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.
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
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.
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
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.
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
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.
Take a look at the specific situation