tModLoader

tModLoader

InnoVault
62 Comments
mécanisme May 10 @ 2:10pm 
no sound after update, music is still working, other sounds not
Lloyddd May 9 @ 8:26pm 
how do I fix this shit bruh
Lloyddd 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
Ярик Лазерный 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:
zurgoff May 7 @ 12:05pm 
The problem can indeed be solved by reinstalling the mod, but after restarting the game, the situation will repeat itself
DiaDem May 7 @ 11:30am 
bro just update it again, I had the same preblem, if it is still not working than just resubscribe the mod in steam or subscribe if you weren't.
Ярик Лазерный May 7 @ 11:08am 
i have crashes too:steamsad:
HoCha113  [author] May 7 @ 10:39am 
@Sweety
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`
Sweety May 7 @ 10:37am 
After updating the mod does not work, the game crashes with an error
HoCha113  [author] May 4 @ 2:01am 
This is an interesting topic. In one of my worlds where I placed over ten thousand mechanical structures — around 8,000 pipe tiles and several thousand generators and turrets — the cumulative byte count shown when entering multiplayer was over 300,000. That’s roughly the same amount of network data generated during a multiplayer boss fight.
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.
HoCha113  [author] May 4 @ 1:55am 
@Wyneus
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?
Wyneus May 3 @ 10:14pm 
Hello, you can somehow reduce the load in multiplayer in your mod, because when you play with several mods, as soon as you create a world and if you press Win + F8, you can see that this mod loads the world very much, the names of the mods show after pressing the same keys for the second time. Please respond.
ChucSon May 1 @ 7:09am 
tysm im contacted him too
HoCha113  [author] May 1 @ 7:02am 
It looks like the issue is related to Coralite. I’ll get in touch with the author (hopefully he's awake by now).
ChucSon May 1 @ 7:00am 
its still there:
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.
HoCha113  [author] May 1 @ 6:51am 
I’ve applied a hotfix to resolve the network issue I mentioned earlier. Please make sure you're using version 1.9.12.
ChucSon May 1 @ 6:46am 
after update this have some conflict with coralite mod
HoCha113  [author] May 1 @ 5:46am 
@Fikyva
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.
HoCha113  [author] May 1 @ 5:24am 
@Fikyva
Show me your game logs from steamapps\common\tModLoader\tModLoader-Logs, specifically client.log and server.log.
Fikyva May 1 @ 4:21am 
this update broke multiplayer
HoCha113  [author] May 1 @ 2:28am 
I released version 1.9.10, which includes significant performance optimizations. In extreme environments, such as when you place thousands of turrets or pipeline structures in your world, older versions might only achieve 30 to 40 FPS in such mechanically intensive scenarios. However, version 1.9.10 can maintain a stable 160 FPS (of course, you need to disable frame skipping for high refresh rates), offering over 400% performance improvement in extreme conditions. I believe this will allow players who love industrial builds to construct more and denser mechanical structures without restraint.
Wyneus Apr 29 @ 7:03am 
Hello, is there any way to reduce the burden of this mod on the world? Please respond.
robocapolit Mar 23 @ 10:41am 
bien le mod
s
HoCha113  [author] Mar 4 @ 12:02am 
@blowfart!
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 :)
blowfart! Mar 3 @ 11:55pm 
Everything is from my workshop collection. I just paste my collection number and all my mods in that collection transfer over to bisect hosting. I deleted the innovault file and restarted the server. It just said the same thing.
HoCha113  [author] Mar 3 @ 10:54pm 
@blowfart!
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 :)
blowfart! Mar 3 @ 10:36pm 
[Workshop]: Moving InnoVault : (3338554501) to Mods folder
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.
HoCha113  [author] Mar 3 @ 9:59pm 
@blowfart!
Show me your error log :)
blowfart! Mar 3 @ 9:07pm 
what am I supposed to do if my old server wont run the new versions of innovault? It says I need 1.8.8
Lecher Mar 1 @ 7:58am 
add zoologist sex
Piedrusco48 Feb 28 @ 4:42pm 
sex
EXARITE Feb 28 @ 12:59pm 
hi!
HoCha113  [author] Feb 11 @ 4:23am 
@Koo
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.
Koo Feb 11 @ 2:55am 
breaks on servers as of latest update
toomanysocks Dec 16, 2024 @ 6:57pm 
yes
thegronkgrinder Dec 3, 2024 @ 3:15pm 
How do you turn it to 1.4? I need it so I can play Calamity Overhaul.
mr.freeman Nov 23, 2024 @ 10:03am 
на русском
напиши может 5 поставлю
AboutToWalk Nov 19, 2024 @ 2:24pm 
To those who are about to ask for 1.3

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.
痴人丶凌小路 Nov 18, 2024 @ 9:49pm 
1.3 ! ! !
luckymucky270 Nov 17, 2024 @ 8:42am 
help i need 1.3:steamhappy:
luckymucky270 Nov 17, 2024 @ 8:41am 
where tf is 1.3
无敌涛魔王 Nov 17, 2024 @ 5:39am 
where is 1.3?????????????????
I need 1.3!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
AncientCHGH Nov 16, 2024 @ 9:52pm 
Where is 1.3?
不想白给了 Nov 16, 2024 @ 4:50am 
WE NEED 1.3
是小胡呀 Nov 16, 2024 @ 4:07am 
How to get 1.3?:steamthumbsup:
bruh_duuude Oct 27, 2024 @ 2:33pm 
thanks it was able to get fixed