tModLoader

tModLoader

Advanced World Generation
Super Brodawg Mar 28, 2023 @ 10:40pm
World Gen Error with Calamity
Hey there, I know you are experiencing issues with Calamity as a whole but I was wondering if you would be able to trouble shoot this, thanks!


This was tried using world sizes 2x and 3x bigger than large

1st attempt
01:34:52.101] [Main Thread/INFO] [tML]: Growing cacti...
[01:34:53.684] [Main Thread/INFO] [tML]: Clean up...
[01:34:57.051] [Main Thread/INFO] [tML]: Generating structures..Dead Man's Chests...
[01:34:57.201] [Main Thread/INFO] [tML]: Generating structures..Thin Ice...
[01:34:57.334] [Main Thread/INFO] [tML]: Generating structures..Sword Shrines...
[01:34:57.351] [Main Thread/INFO] [tML]: Generating structures..Campsites...
[01:34:57.451] [Main Thread/INFO] [tML]: Generating structures..Explosive Traps...
[01:34:57.576] [WorldGen/WARN] [tML]: Silently Caught Exception:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CalamityMod.Tiles.SunkenSea.EutrophicSand.TileFrame(Int32 i, Int32 j, Boolean& resetFrame, Boolean& noBreak) in CalamityMod\Tiles\SunkenSea\EutrophicSand.cs:line 49
at Terraria.ModLoader.TileLoader.TileFrame(Int32 i, Int32 j, Int32 type, Boolean& resetFrame, Boolean& noBreak) in tModLoader\Terraria\ModLoader\TileLoader.cs:line 708
at Terraria.WorldGen.TileFrame(Int32 i, Int32 j, Boolean resetFrame, Boolean noBreak) in tModLoader\Terraria\WorldGen.cs:line 53306
at Terraria.WorldGen.SquareTileFrame(Int32 i, Int32 j, Boolean resetFrame) in tModLoader\Terraria\WorldGen.cs:line 52558
at Terraria.WorldGen.KillTile(Int32 i, Int32 j, Boolean fail, Boolean effectOnly, Boolean noItem) in tModLoader\Terraria\WorldGen.cs:line 41266
at Terraria.ModLoader.TileLoader.CheckModTile(Int32 i, Int32 j, Int32 type) in tModLoader\Terraria\ModLoader\TileLoader.cs:line 316
at Terraria.WorldGen.TileFrame(Int32 i, Int32 j, Boolean resetFrame, Boolean noBreak) in tModLoader\Terraria\WorldGen.cs:line 54161
at Terraria.WorldGen.TileFrame(Int32 i, Int32 j, Boolean resetFrame, Boolean noBreak) in tModLoader\Terraria\WorldGen.cs:line 57246
at Terraria.WorldBuilding.WorldUtils.TileFrame(Int32 x, Int32 y, Boolean frameNeighbors) in tModLoader\Terraria\WorldBuilding\WorldUtils.cs:line 48
at Terraria.WorldBuilding.Actions.SetTile.Apply(Point origin, Int32 x, Int32 y, Object[] args) in tModLoader\Terraria\WorldBuilding\Actions.cs:line 186
at Terraria.WorldBuilding.ModShapes.All.Perform(Point origin, GenAction action) in tModLoader\Terraria\WorldBuilding\ModShapes.cs:line 15
at Terraria.GameContent.Biomes.MiningExplosivesBiome.Place(Point origin, StructureMap structures) in tModLoader\Terraria\GameContent\Biomes\MiningExplosivesBiome.cs:line 35
at AdvancedWorldGen.BetterVanillaWorldGen.MicroBiomesStuff.MicroBiomes.MakeExplosiveTraps(WorldGenConfiguration configuration) in AdvancedWorldGen\BetterVanillaWorldGen\MicroBiomesStuff\MicroBiomes.cs:line 175
at AdvancedWorldGen.BetterVanillaWorldGen.MicroBiomesStuff.MicroBiomes.ApplyPass() in AdvancedWorldGen\BetterVanillaWorldGen\MicroBiomesStuff\MicroBiomes.cs:line 40
at AdvancedWorldGen.BetterVanillaWorldGen.Replacer.Timer(orig_Apply orig, GenPass self, GenerationProgress progress, GameConfiguration configuration) in AdvancedWorldGen\BetterVanillaWorldGen\Replacer.Hooks.cs:line 105
at DMD<Terraria.WorldBuilding.WorldGenerator::GenerateWorld>(WorldGenerator this, GenerationProgress progress)
at AdvancedWorldGen.BetterVanillaWorldGen.Replacer.ChangeWeights(orig_GenerateWorld orig, WorldGenerator self, GenerationProgress progress) in AdvancedWorldGen\BetterVanillaWorldGen\Replacer.Hooks.cs:line 94
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass10_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 38
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)

2nd attempt
[01:34:58.184] [Main Thread/INFO] [tML]: Generating structures..Living Trees...
[01:34:58.601] [Main Thread/INFO] [tML]: Generating structures..Long Minecart Tracks...
[01:34:59.034] [Main Thread/INFO] [tML]: Generating structures..Standard Minecart Tracks...
[01:35:02.317] [Main Thread/INFO] [tML]: Generating structures..Lava Traps...
[01:35:02.334] [Main Thread/INFO] [tML]: Polluting one of the oceans...
[01:35:04.818] [Main Thread/INFO] [tML]: Growing water plants...
[01:35:09.484] [Main Thread/INFO] [tML]: Disarming broken traps...
[01:35:09.968] [Main Thread/INFO] [tML]: Final clean up...
[01:35:12.168] [Main Thread/INFO] [tML]: Sensibly shuffling gem depth...
[01:35:12.284] [Main Thread/INFO] [tML]: Entombing occult literature...
[01:35:12.468] [Main Thread/INFO] [tML]: Incinerating Azafure...
[01:35:12.482] [WorldGen/ERROR] [tML]: A problem was encountered during world generation
Brimstone Crag
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CalamityMod.World.BrimstoneCrag.GenCrags() in CalamityMod\World\BrimstoneCrag.cs:line 61
at CalamityMod.Systems.WorldgenManagementSystem.<>c.<ModifyWorldGenTasks>b__1_22(GenerationProgress progress, GameConfiguration config) in CalamityMod\Systems\WorldgenManagementSystem.cs:line 169
at AdvancedWorldGen.BetterVanillaWorldGen.Replacer.Timer(orig_Apply orig, GenPass self, GenerationProgress progress, GameConfiguration configuration) in AdvancedWorldGen\BetterVanillaWorldGen\Replacer.Hooks.cs:line 105
at DMD<Terraria.WorldBuilding.WorldGenerator::GenerateWorld>(WorldGenerator this, GenerationProgress progress)
[01:35:12.483] [WorldGen/WARN] [tML]: Silently Caught Exception:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at DMD<Terraria.WorldBuilding.WorldGenerator::GenerateWorld>(WorldGenerator this, GenerationProgress progress)
at AdvancedWorldGen.BetterVanillaWorldGen.Replacer.ChangeWeights(orig_GenerateWorld orig, WorldGenerator self, GenerationProgress progress) in AdvancedWorldGen\BetterVanillaWorldGen\Replacer.Hooks.cs:line 94
at DMD<Terraria.WorldGen::GenerateWorld>(Int32 seed, GenerationProgress customProgressObject)
at DMD<Terraria.WorldGen::do_worldGenCallBack>(Object threadContext)
at AdvancedWorldGen.UI.UiChanger.<>c__DisplayClass10_0.<ThreadifyWorldGen>b__0() in AdvancedWorldGen\UI\UiChanger.cs:line 38
at System.Threading.Thread.StartHelper.Callback(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
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Showing 1-15 of 48 comments
Ishigh  [developer] Mar 29, 2023 @ 8:58am 
Actually when I say there are issues with Calamity, I'm saying this specific issue happens really often when trying to create a larger world, and that there are no other known issues
But it's a bit long
Ishigh  [developer] Mar 29, 2023 @ 9:02am 
Oh, when I think it can also crash just after while generating Brimstone Crags
I'd love it to be fixed, but can't do it without their help, so the fix isn't coming until they decide it should be fixed
Kubii Apr 8, 2023 @ 5:31am 
When using the World Gen Preview mod, I found out that the generation of the Brimstone Crag biome fails near-to to all the time, I don't want to say 100% of the time but after trying to generate 17 worlds, it always stopped generation entirely or crashed the generation altogether. I also found out that the generation of the Sunken Sea also has issues when generating a world larger than 2x, although I found that it sometimes does generate normally. Using said mod to cancel the generation of both of those biomes made me able to generate four 3x sized worlds without any issues (as in 100% success rate). It would be a really cool thing if the team over at Calamity could solve those issues.
Can confirm from my testings, brimstone crag biome generation seems to interfere with the world generation in a larger size. I tried a 12000x4200 world, not that much bigger as I would liked to, but was testing it and faced 3 times the very same issue that brimstone causing an error.

I would love to have a world a bit larger, so I can put down my creations since 2013 into a single world and start a new run over again.

If it is up to calamity (as I also would suspect, since their coordination predefinitions of "what goes where" is on their end), they should consider cooperating with a mod which enables more options for a larger world (it was working with older mods about world generations and such).
Ishigh  [developer] Apr 24, 2023 @ 8:59pm 
You could try to look for an old version of tmodloader, Calamity and AWG
Luchazz May 9, 2023 @ 12:57am 
2
I found a kinda jank way to fix the issue with the brimstone crag. I used the world forge mod to copy and paste the brimstone crag from a normal large world into a xl world that I generated without the brimstone crag. Now the biome works in my xl world.
Ishigh  [developer] May 9, 2023 @ 4:46am 
I'm surprised the chests aren't broken by that
Luchazz May 10, 2023 @ 2:00pm 
The brimstone crag doesn't have any chests to my knowledge.
Immortal Zeki Jun 1, 2023 @ 6:51am 
Just an fyi, the calamity mod wiki says that there are 3 chests at the center of the brimstone so unless they are out of date, then as of June 1st they have chests.
Lord Foog The 2st Jun 3, 2023 @ 5:15pm 
Originally posted by Luchazz:
I found a kinda jank way to fix the issue with the brimstone crag. I used the world forge mod to copy and paste the brimstone crag from a normal large world into a xl world that I generated without the brimstone crag. Now the biome works in my xl world.

I’m happy to report that I managed to enlarge my calamity world by following Luchazz’s method.

I created a 16800x2400 world without the biome, then joined two different brimstone crags together, making a relatively sized biome that looked seamless after some editing. For the chests, I only found two per biome, and they had all the possible unique loot variations according to the wiki. I just had to take out the loot, switch over to world with cloned biomes, pick up and place down the cloned chests to fix them, and put the original loot back in.

I've spent a fair amount of time looking for ways to expand 1.4 calamity worlds, even faced some mockery on their discord server for wanting to do so, “you don’t need a bigger world” and such. This may be the only feasible way to do it. I think you could also make a 3x longer world if you keep the height the same.

Hats off to you Luchazz! Me and my friend can enjoy our first ever modded playthrough the way we want.
Last edited by Lord Foog The 2st; Jun 3, 2023 @ 5:21pm
Honestly this mod would be AMAZING to have work with Calamity, An enormus calamity, thorium etc would would be great.
I hope at one point it works.
Bestty Potter Jul 6, 2023 @ 11:55pm 
This mod still need other mod to play with calamity?
Peter Griffin Jul 27, 2023 @ 12:38am 
Do I need a Brimstone Crag in a world or is there a way I can jury rig it so it doesn't generate? I want a big big world to experience all content and could use some help.
MrHara Aug 3, 2023 @ 3:49am 
Originally posted by Lord Foog The 2st:
Originally posted by Luchazz:
I found a kinda jank way to fix the issue with the brimstone crag. I used the world forge mod to copy and paste the brimstone crag from a normal large world into a xl world that I generated without the brimstone crag. Now the biome works in my xl world.

I’m happy to report that I managed to enlarge my calamity world by following Luchazz’s method.

I created a 16800x2400 world without the biome, then joined two different brimstone crags together, making a relatively sized biome that looked seamless after some editing. For the chests, I only found two per biome, and they had all the possible unique loot variations according to the wiki. I just had to take out the loot, switch over to world with cloned biomes, pick up and place down the cloned chests to fix them, and put the original loot back in.

I've spent a fair amount of time looking for ways to expand 1.4 calamity worlds, even faced some mockery on their discord server for wanting to do so, “you don’t need a bigger world” and such. This may be the only feasible way to do it. I think you could also make a 3x longer world if you keep the height the same.

Hats off to you Luchazz! Me and my friend can enjoy our first ever modded playthrough the way we want.


How did you go about generating a world without just the crag? I've not found a way to skip generation like that.
Manice_Dawnfire Aug 3, 2023 @ 6:08am 
Originally posted by MrHara:
Originally posted by Lord Foog The 2st:

I’m happy to report that I managed to enlarge my calamity world by following Luchazz’s method.

I created a 16800x2400 world without the biome, then joined two different brimstone crags together, making a relatively sized biome that looked seamless after some editing. For the chests, I only found two per biome, and they had all the possible unique loot variations according to the wiki. I just had to take out the loot, switch over to world with cloned biomes, pick up and place down the cloned chests to fix them, and put the original loot back in.

I've spent a fair amount of time looking for ways to expand 1.4 calamity worlds, even faced some mockery on their discord server for wanting to do so, “you don’t need a bigger world” and such. This may be the only feasible way to do it. I think you could also make a 3x longer world if you keep the height the same.

Hats off to you Luchazz! Me and my friend can enjoy our first ever modded playthrough the way we want.


How did you go about generating a world without just the crag? I've not found a way to skip generation like that.

Following what Lord Foog did I used this mod in conjunction with the WorldGen Previewer mod which gives you options to cancel certain bits of world generation to prevent having to deal having world generation cancelled over stuff like the Brimstone Crag.
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