tModLoader

tModLoader

Magic Storage
 This topic has been pinned, so it's probably important
absoluteAquarian  [developer] Aug 13, 2022 @ 7:34am
Bugs / Frequently Asked Questions
Please report bugs to the absoluteAquarian Mods Discord server linked below.
If you don't want to use Discord, there's a bug list Google Document that's also linked below.
Please read the ENTIRE document before reporting any bugs or asking any questions!

Discord server: https://discord.gg/FemPG7eev4
Bugs/FAQ Document: https://pastebin.com/WBki9Eie
(It's specified as a pastebin.com link in order to circumvent Steam's blocking of Google Document links. Sorry!)
Last edited by absoluteAquarian; May 2, 2024 @ 4:53pm
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Showing 166-180 of 280 comments
absoluteAquarian  [developer] Nov 30, 2023 @ 6:17pm 
Originally posted by 🐅Kitty Longtail🐆:
Would it be possible to get a patch/compatibility for the mod Path of Modifiers? The only issue is that Magic Storage's feature "sell duplicate items" cannot identify these item modifiers.

https://steamcommunity.com/sharedfiles/filedetails/?id=3017502881
The menu is being reworked in the next update, but what exactly is going wrong when trying to use this mod and the Sell Duplicates menu?
Originally posted by absoluteAquarian:
Originally posted by 🐅Kitty Longtail🐆:
Would it be possible to get a patch/compatibility for the mod Path of Modifiers? The only issue is that Magic Storage's feature "sell duplicate items" cannot identify these item modifiers.
The menu is being reworked in the next update, but what exactly is going wrong when trying to use this mod and the Sell Duplicates menu?
The mod doesn't recognize the items with modifiers as duplicates. leaving me with multiple duplicates of the same item with different affixes.
Last edited by 🐅Kitty Longtail🐆; Dec 1, 2023 @ 3:17pm
absoluteAquarian  [developer] Dec 1, 2023 @ 11:33am 
Originally posted by 🐅Kitty Longtail🐆:
Originally posted by absoluteAquarian:
The menu is being reworked in the next update, but what exactly is going wrong when trying to use this mod and the Sell Duplicates menu?
The mod doesn't recognize the items with modifiers as duplicates. leaving me with multiple duplicates of the same item with different affixes.
The only way that Magic Storage checks for if an item is a duplicate is by checking the "prefix" variable on it. If that modifiers mod isn't using the already-existing prefix system, then there's not much I can do to fix that.
Originally posted by absoluteAquarian:
Originally posted by 🐅Kitty Longtail🐆:
The mod doesn't recognize the items with modifiers as duplicates. leaving me with multiple duplicates of the same item with different affixes.
The only way that Magic Storage checks for if an item is a duplicate is by checking the "prefix" variable on it. If that modifiers mod isn't using the already-existing prefix system, then there's not much I can do to fix that.
Ah, Rip. The mod replaces the vanilla prefixes with its own as well as adding suffixes and a lot of it, i can understand it'll be hard work to add inn all of them.

One thing that could be a fix however is a new option to sell duplicates based on just the base item alone and try to ignore any prefix/suffix.
Last edited by 🐅Kitty Longtail🐆; Dec 1, 2023 @ 3:17pm
Shadow Wizard Dec 2, 2023 @ 1:16pm 
Hey I have no idea what this means can you please help? When i tried to load my mods this was the error

System.NullReferenceException: Object reference not set to an instance of an object.
at Census.Census.Call(Object[] args) in Census.cs:line 17
at MagicStorage.MagicStorageMod.Load() in MagicStorageMod.cs:line 49
at Terraria.ModLoader.ModContent.<>c.<Load>b__43_0(Mod mod) in tModLoader\Terraria\ModLoader\ModContent.cs:line 292
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction) in tModLoader\Terraria\ModLoader\ModContent.cs:line 377
at Terraria.ModLoader.ModContent.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModContent.cs:line 282
at Terraria.ModLoader.ModLoader.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModLoader.cs:line 127
Last edited by Shadow Wizard; Dec 2, 2023 @ 1:17pm
absoluteAquarian  [developer] Dec 2, 2023 @ 7:28pm 
Originally posted by Shadow Wizard:
Hey I have no idea what this means can you please help? When i tried to load my mods this was the error

System.NullReferenceException: Object reference not set to an instance of an object.
at Census.Census.Call(Object[] args) in Census.cs:line 17
at MagicStorage.MagicStorageMod.Load() in MagicStorageMod.cs:line 49
at Terraria.ModLoader.ModContent.<>c.<Load>b__43_0(Mod mod) in tModLoader\Terraria\ModLoader\ModContent.cs:line 292
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction) in tModLoader\Terraria\ModLoader\ModContent.cs:line 377
at Terraria.ModLoader.ModContent.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModContent.cs:line 282
at Terraria.ModLoader.ModLoader.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModLoader.cs:line 127
This error is mentioned in the document in the original post.
With the portable access items, the pre moonlord ones need to be within range of the original storage heart/interface or within range of a pylon. There are also remote storage access blocks that you can link to the original storage heart. Is there a specific way to use the remote storage access blocks in a similar way to pylons to get effectively infinite range on the portable access or am I limited to post moon lord for true 100% coverage in the world?
absoluteAquarian  [developer] Dec 3, 2023 @ 12:12pm 
Originally posted by 日本語 の かきちらし:
With the portable access items, the pre moonlord ones need to be within range of the original storage heart/interface or within range of a pylon. There are also remote storage access blocks that you can link to the original storage heart. Is there a specific way to use the remote storage access blocks in a similar way to pylons to get effectively infinite range on the portable access or am I limited to post moon lord for true 100% coverage in the world?
The Ultimate portable accesses are the only ones with infinite range. While holding the Basic and Advanced portable accesses, opening the fullscreen minimap shows the access ranges for them, so use that as a reference when placing your pylons.
Last edited by absoluteAquarian; Dec 3, 2023 @ 12:12pm
afkalltime2 Dec 11, 2023 @ 5:55pm 
im having trouble with the mod it says the mod is ment for an early version of tmod ive already checked the pined file on the bugs/faq but nothing worked i thought it was a compatibility issue and tried every mod idividualy they all worked but when i enable all mods it suddently goes back to the version error
Spadiel Dec 14, 2023 @ 5:51pm 
I am having issues trying to mine a Storage Crafting Interface block. I am trying to move my storage system and I can mine any other block but this one from my system. Is there a specific pick level I need to mine this specific block? I am still in pre-hardmode and only had a 100% power pickaxe.

EDIT

I just realized it wasn't being mined because of the crafting stations that were stored in it...
Last edited by Spadiel; Dec 14, 2023 @ 6:05pm
absoluteAquarian  [developer] Dec 14, 2023 @ 6:43pm 
Originally posted by afkalltime2:
im having trouble with the mod it says the mod is ment for an early version of tmod ive already checked the pined file on the bugs/faq but nothing worked i thought it was a compatibility issue and tried every mod idividualy they all worked but when i enable all mods it suddently goes back to the version error
The very top of the document says to ignore the version text. Please read the note about it at the top of the document.
afkalltime2 Dec 14, 2023 @ 7:55pm 
if its about magic storage version and tmodloader version im pretty sure im using the most resent version of both if i could ignore the version mismatch i would but it dosent let me
absoluteAquarian  [developer] Dec 14, 2023 @ 8:42pm 
Originally posted by afkalltime2:
if its about magic storage version and tmodloader version im pretty sure im using the most resent version of both if i could ignore the version mismatch i would but it dosent let me
I said to ignore the version text because the actual error is below it, according to the document. Look for the actual error in the document.
I am having an error that causes the items to sometimes not stack, for example I have 30 stars in one part and 3 stars in another, it is very annoying since it takes away space slots

EDIT: It seems that there is a BIG bug with the Aequus mod, since it seems that it modifies any item on the ground or anything, it adds data that the magic storage deletes when you put the item in, which causes some items to not stack correctly
Last edited by ZeroTwo.exe ( Allkeyshop ) 🗕; Feb 6, 2024 @ 10:47pm
absoluteAquarian  [developer] Feb 7, 2024 @ 12:38am 
Originally posted by 💕ZeroTwo💕:
I am having an error that causes the items to sometimes not stack, for example I have 30 stars in one part and 3 stars in another, it is very annoying since it takes away space slots

EDIT: It seems that there is a BIG bug with the Aequus mod, since it seems that it modifies any item on the ground or anything, it adds data that the magic storage deletes when you put the item in, which causes some items to not stack correctly
Yep, that's exactly the issue. Magic Storage is very strict when checking if items can stack together in order to prevent data loss since the process is automatic, unlike moving items in the main inventory.
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