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Jungle Chests
System.Exception: Jungle grass not found for jungle chest !
at AdvancedWorldGen.BetterVanillaWorldGen.Jungle.JungleChests.ApplyPass() in AdvancedWorldGen\BetterVanillaWorldGen\Jungle\JungleChests.cs:line 55
at AdvancedWorldGen.BetterVanillaWorldGen.ControlledWorldGenPass.ApplyPass(GenerationProgress progress, GameConfiguration configuration) in AdvancedWorldGen\BetterVanillaWorldGen\ControlledWorldGenPass.cs:line 27
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
[13:57:04] [WorldGen/WARN] [tML]: Silently Caught Exception:
System.Exception: Jungle grass not found for jungle chest !
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass7_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 61
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
If so, what are the characteristics of the world ?
If not, can you try without other mods or find the other mod that makes the issue to appear ?
That being said I've run into some issues when testing this mod with others starting with this one:
[23:42:43] [Main Thread/INFO] [tML]: Chiseling marble...
[23:42:46] [WorldGen/ERROR] [tML]: A problem was encountered during world generation
Marble
System.ArgumentOutOfRangeException: minValue must be less than maxValue (Parameter 'minValue')
at Terraria.Utilities.UnifiedRandom.Next(Int32 minValue, Int32 maxValue) in tModLoader\Terraria\Utilities\UnifiedRandom.cs:line 83
at Terraria.WorldGen.<>c__DisplayClass362_0.<GenerateWorld>b__25(GenerationProgress progress, GameConfiguration passConfig) in tModLoader\Terraria\WorldGen.cs:line 6868
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
Now this error was occurring when I was using around 130 mods and it didn't matter what size the world was, what seed options I used, or if I went into the vanilla configs and changed the min and max Value along with the option to set whether it grew off of WorldArea or WorldWidth. However, after lowering the amount of mods to only ones that add World Gen features (52), it no longer occured. So maybe one of the mods I was using caused it and I can send you the list that I was using if you need it.
The second error is this:
[17:42:27] [Main Thread/INFO] [tML]: Growing granite...
[17:42:35] [WorldGen/WARN] [tML]: Silently Caught Exception:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Terraria.GameContent.Biomes.GraniteBiome.CleanupTiles(Point tileOrigin, Rectangle magmaMapArea) in tModLoader\Terraria\GameContent\Biomes\GraniteBiome.cs:line 234
at Terraria.GameContent.Biomes.GraniteBiome.Place(Point origin, StructureMap structures) in tModLoader\Terraria\GameContent\Biomes\GraniteBiome.cs:line 61
at Terraria.WorldGen.<>c__DisplayClass362_0.<GenerateWorld>b__26(GenerationProgress progress, GameConfiguration passConfig) in tModLoader\Terraria\WorldGen.cs:line 6909
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass7_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 61
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
This error always occurs when I try to generate a world larger than 3XL (25200X7200). I've tried it with only this mod on, no secret seed options, changing the Min and Max value, and changing the option of WorldArea/WorldWidth/None. No matter what, this will always happen if I set the world width to something like 30000. I'm not too concern about it as 3XL is already big enough as it is, but it is an error so I figure might as well report it.
The third error is this:
[17:56:13] [Main Thread/INFO] [tML]: Creating hornet nests...
[17:56:14] [WorldGen/WARN] [tML]: Silently Caught Exception:
System.Exception: Jungle grass not found for jungle chest !
at AdvancedWorldGen.BetterVanillaWorldGen.Jungle.JungleChests.ApplyPass() in AdvancedWorldGen\BetterVanillaWorldGen\Jungle\JungleChests.cs:line 55
at AdvancedWorldGen.BetterVanillaWorldGen.ControlledWorldGenPass.ApplyPass(GenerationProgress progress, GameConfiguration configuration) in AdvancedWorldGen\BetterVanillaWorldGen\ControlledWorldGenPass.cs:line 27
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass7_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 61
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
This error will always occur when you try to make a world larger than vanilla large (8400x2400) after you've already made one. You'll have exit out of Terraria completely and start it up again to make a new world.
The fourth error is this:
[18:46:26] [WorldGen/WARN] [tML]: Silently Caught Exception:
System.ArgumentOutOfRangeException: minValue must be less than maxValue (Parameter 'minValue')
at Terraria.Utilities.UnifiedRandom.Next(Int32 minValue, Int32 maxValue) in tModLoader\Terraria\Utilities\UnifiedRandom.cs:line 83
at AdvancedWorldGen.BetterVanillaWorldGen.ResetPass.ApplyPass() in AdvancedWorldGen\BetterVanillaWorldGen\ResetPass.cs:line 186
at AdvancedWorldGen.BetterVanillaWorldGen.ControlledWorldGenPass.ApplyPass(GenerationProgress progress, GameConfiguration configuration) in AdvancedWorldGen\BetterVanillaWorldGen\ControlledWorldGenPass.cs:line 27
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass7_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 61
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Thread.StartCallback()
This error will always occur when you try to make the Beach size multiplier a number greater than 2. It will happen no matter the world size, even with this as the only mod loaded, and no changes to the seed.
The fifth and final error (I know finally right?) is this:
[16:12:59] [Main Thread/INFO] [tML]: Placing Gore Nests......
[16:12:59] [WorldGen/WARN] [tML]: Silently Caught Exception:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Aequus.Tiles.GoreNestTile.GenerateHill_SpawnAsh(Int32 x, Int32 y, Boolean kill) in Aequus\Tiles\GoreNestTile.cs:line 518
at Aequus.Tiles.GoreNestTile.GenerateHill_TryToSmoothyGoIntoRegularGeneration(Int32 x, Int32 y, Int32 k, Int32 dir) in Aequus\Tiles\GoreNestTile.cs:line 496
at Aequus.Tiles.GoreNestTile.GenerateSurroundingGoreNestHill(Int32 x, Int32 y) in Aequus\Tiles\GoreNestTile.cs:line 459
at Aequus.Tiles.GoreNestTile.TryGrowGoreNest(Int32 x, Int32 y) in Aequus\Tiles\GoreNestTile.cs:line 375
at Aequus.AequusWorld.<>c.<ModifyWorldGenTasks>b__12_0(GenerationProgress progress, GameConfiguration configuration) in AequusWorld.cs:line 78
at Terraria.GameContent.Generation.PassLegacy.ApplyPass(GenerationProgress progress, GameConfiguration configuration) in tModLoader\Terraria\GameContent\Generation\PassLegacy.cs:line 226
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass7_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 61
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
I'm pretty sure that this is error that can only be fixed by the Aequus devs as this is something that I remember happening to a number mods back when I used play 64 bit 1.3.5. and it had the option of creating XL worlds (16800x4800). Mods like Calamity, Varia, Ultranium, Guardians, Miscellania, etc. used to always have this error when trying to generate their various world gen options in an XL world.
I think most modders don't take in account that some people might try to make worlds larger than vanilla Large (and rightfully so cause that's a lot of space for their only one mod). However, I remember the Calamity team fixed their problem which was caused by the Planetoids but that's about it. I thought I should just inform you about this anyway just in case you could somehow fix it.
With that being said, once again, I appreciate all the work you did and I look forward to any new features you may add to this mod. I forgot to mention that I loved the speed up that you did to World Gen. Although the "Adding mushroom patches" didn't get the memo, the rest did which help me generate a 3XL (25200x7200) world with 52 mods enabled in like 20 minutes.
Now, I await till the big content mods come out (Calamity, Thorium, Shadows of Abaddon, Enigma, Spirit, Ancients Awakened, Split, Elements Awoken, Redemption, Pinkymod, Joost, GRealm, AlchemistNPC, AFK Pets) for 1.4 so I can test the limits once again and hopefully they actually work with the world gen. Although I'm certain any error that will occur will be the same as what Aequus gave.
Thanks for the huge message, I like complete bug reports, (but for the first report, 50 mods is a bit too many, can you reduce it as much as possible please ?)
I'll try to fix the other bugs as soon as possible
Oh dang, didn't know the mushroom pass was taking that long. I should stop comparing it to everything else then.
Also, error #1 came up when I was trying to create a world with 130 mods enabled not 50. When I lowered that number to 52, that error never came up again. Even after I posted that message, I made 5 25200X7200 worlds with 63 mods enabled and the error never occurred. So it's definitely one of the mods that I dropped that caused the issue and I'm going test them one by one today so I'll let you know.
Huh maybe another mod is causing it and I'm overlooking it but I'll attempt that same size with just this mod enabled and see what happens. But as far as exporting the settings, what files do I need to send, the client.log or something else?
EDIT: Another possible error? Not sure if it's cause the beach size is x2 or cause the world is 25200x7200, but the right ocean side of the map just shows a whole bunch of lines, but when you get over to where it is, the ocean is there as it should be along with everything underneath it. Here's how it looks like: https://imgur.com/gallery/xIRPXti
Experiencing the same thing, but on a 16800 wide map. https://i.imgur.com/2Etzjp6.png
-edit-
Nevermind It's just doing it all the time now
https://pastebin.com/k4RcE5F8
https://imgur.com/a/5thZkR3
Maybe because it generates its own terrain in the Crimson?
-Edit-
It's MythMod 100%. Just enabled it, the issue returns. No need to scour my modlist, It's that specific mod.
[WorldGen/ERROR] [tML]: Произошла ошибка во время создания мира
Jungle Chests
System.Exception: Jungle grass not found for jungle chest !
at AdvancedWorldGen.BetterVanillaWorldGen.Jungle.JungleChests.ApplyPass() in AdvancedWorldGen\BetterVanillaWorldGen\Jungle\JungleChests.cs:line 55
at AdvancedWorldGen.BetterVanillaWorldGen.ControlledWorldGenPass.ApplyPass(GenerationProgress progress, GameConfiguration configuration) in AdvancedWorldGen\BetterVanillaWorldGen\ControlledWorldGenPass.cs:line 27
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
[07:54:07] [WorldGen/WARN] [tML]: Бесшумно пойманное исключение:
System.Exception: Jungle grass not found for jungle chest !
at Terraria.WorldBuilding.WorldGenerator.GenerateWorld(GenerationProgress progress) in tModLoader\Terraria\WorldBuilding\WorldGenerator.cs:line 30
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass7_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 61
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
1. I generate worlds with as FEW mods as possible, only enabling them if they need to be enabled for custom biome creation.
2. I have noticed that if you create a world with a ratio that is too far-off from vanilla this jungle grass error tends to get thrown, but most especially it seems to happen when the world is *taller* than normal
3. I have successfully generated a 25200x7200 world without issue, but it took an inordinately long time (even with the overhauled worldgen enabled) and I suspect I could make much larger worlds with similar dimensions if I were willing to wait long enough
4. As with part 1 I also tested to see if this issue happens when generating a world with absolutely nothing but advanced worldgen on and yes, the issue still persists.
Try generating an 8400x8400 world if you want a quick and easy way to run into the issue yourself. For the record, 4200x4200 generates without throwing errors.