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The Archer Potion Pack forces overlays/clears the Arrow Potion, Rage Potion, Anger Potion, and Ammo Reserve Potion and applies the abilities of these four potions, but in reality the Arrow Potion is only cleared and does not take effect properly. Create a situation: after drinking four bottles of medicine separately, and then drinking a Archer potion pack, the bow panel will be lowered instead. Only lite and dragonlens were used in the tests
Archer/Ranger combination overrides all components of it and makes player immune to their respective buffs, so you can't stack both Ranged Combination and Archery potion effects.
但事实上,两把武器的面板是一样的。药剂包中箭术药水没有正确生效
If we have two weapons with the same panel, one is a bow and the other is a gun. Since the potion pack contains Archery potions, the bow panel after drinking the potion pack should be higher than the gun.
But in fact, the panels on both weapons are the same. Archery potion does not work correctly in the potion pack
[23:17:34.435] [.NET TP Worker/WARN] [tML]: Silently Caught Exception:
System.ArgumentException: Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. IComparer: 'System.Comparison`1[System.Int32]'.
at System.Collections.Generic.ArraySortHelper`1.Sort(Span`1 keys, Comparison`1 comparer)
at System.Collections.Generic.List`1.Sort(Comparison`1 comparison)
at Terraria.UI.ItemSorting.ItemSortingLayers.<>c.<.cctor>b__39_34(ItemSortingLayer layer, Item[] inv, List`1 itemsToSort) in tModLoader\Terraria\UI\ItemSorting.cs:line 694
at Terraria.UI.ItemSorting.SetupWhiteLists() in tModLoader\Terraria\UI\ItemSorting.cs:line 828
at Terraria.ModLoader.ModContent.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModContent.cs:line 375
at Terraria.ModLoader.ModLoader.Load(CancellationToken token) in tModLoader\Terraria\ModLoader\ModLoader.cs:line 134
at Terraria.ModLoader.ModLoader.<>c__DisplayClass48_0.<BeginLoad>b__0() in tModLoader\Terraria\ModLoader\ModLoader.cs:line 112
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
"BossChecklist",
"AtmosphericLava",
"AmmoTool",
"CalamityFlamethrowers",
"StarsAbove",
"SortingFolders",
"StructureHelper",
"CatalystMod",
"BTitles",
"BetterBlending",
"CalValEX",
"LookMod",
"SerousCommonLib",
"ColoredDamageTypes",
"ParticleLibrary",
"AutoHealMod",
"EnchantedGlint",
"BossHealthBar",
"HighFPSSupport",
"CameraMods",
"RecipeBrowser",
"RainOverhaul",
"ImprovedTorches",
"DialogueTweak",
"SkippysWaves",
"WingSlotExtra",
"LootBeams",
"BetterZoom",
"HPAware",
"Lights",
"miningcracks_take_on_luiafk",
"CalamityAmmo",
"SylaResourcePackLib",
"SummonsUI",
"CalamityHunt",
"Luminance",
"ClamityMusic",
"Clamity",
"WombatQOL",
"Remnants",
"InventoryDrag",
"MagicStorage",
"SubworldLibrary",
"InnoVault",
"CalamityMod",
"CalamityModMusic",
"CalamityOverhaul",
"ImproveGame",
"TerrariaAmbience",
"PetsOverhaul",
"RealisticSky",
"PrettyRarities"
I am noticing now it is an incompatibility with one of them as it works fine by itself, I feel daft not realising