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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
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 :)