tModLoader

tModLoader

Remnants
mods causing this mod to fail to generate worlds
jesus christ, it seems this issue applies to loads of mods, way more than i mentioned in my comment, infact too many for a mere comment. so i have gone ahead and tested my entire mod list 1 by 1 sometimes several times, which took hours. all these mods work togheter when remnants is not present

i only play with the most used mods for this test mind you when testing it out. it wont generate any worlds with the following mods atleast when present with standard calamity and the most downloaded addons for it:
ore excavator v0.8.9, storm weaver mod v1.2 (seems to depend from launch to launch), boss checklist v2.2.3.1, dialogue panel rework v1.5.9.2, realistic sky v1.0.24, summoner UI (latest stable release) v1.3.3 (and the required resource pack library), consolaria v2.1.3.2, magic storage v.0.6.0.3 (and its requirement), brain scarf v.01

and i honestly cant be arsed to say the version number of the rest but they're all the latest version and dont work either

enemies drop biome crates, pet overhaul (worked on the first world created but crashes afterwards) + its calamity addon, clamity, clamity music, summoners association (which seems to have ♥♥♥♥♥♥♥ destroy the ability for the mod to generate a world even after disabeling it and removing it and restarting several times), fargos souls mod and its dlc for calamity, canisters, inventory drag, skippy's waves, betterchatbox, can i shimmer this, fancy whips, fargo's enemy modifiers, light and shadowsm heart crystals and life fruit glow

i cant be ♥♥♥♥♥♥♥ asked to test the rest but heres the ones that do work
calamity music, calamity and its addons: ranger expansion, infernum, entropy (+ innovault api) rarities,, hunt of the old god, hypnos in calamity, loot swap, flamethrowers, catalyst. none calamity mods are fargo's mutant mod, the amulet of many minions, subworld library, luminance. and thats all....



And no, this isnt my fault i have been modding games for 10 years and terraria for atleast 3, i know what im doing.
it seems theres a slightly lower chance of the game crashing when i select corruption rather than crimson for world generation, everything is tested on expert large and once on expert medium. there is nothing recorded in logs that would explain the issue or crash. you also often have to totally exit the game after disabling the mods causing issues for world gen to work again, otherwise the game just crashes on generation regardless if they are disabled

your mod seems very cool but also seems to have extreme, almost laughable levels of instability and compatibility issues, the worst i have ever seen on all my years on steam.

i hope you will look into this instead of being so snarky. as it remains now, it takes out too many other mods to be worth using and the stability of any save seems highly questionable
Last edited by Pitlos Tails; Jun 18 @ 7:38am
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Showing 1-9 of 9 comments
and even with those few mods i gave you it will crash if you try to generate a world primarily with crimson, lol lmao. into the trash bin it goes, waste of time
xenofite Jun 18 @ 8:20am 
Whatever it is happening to your game that causes crashes, these mods aren't the cause, how exactly do you think a purely visual mod like heart crystals glow would crash a worldgen process? ♥♥♥♥ if I know, I use quite a portion of the mentioned mods and they have never been an issue.

If I had to guess, It's Infernum, it has been known to cause worldgen crashes almost every other world after 2.0 released. You probably were just running into these crashes caused by Infernum at random and pairing them with whatever mods you happen to disable recently.
xenofite Jun 18 @ 8:37am 
I have just retested all of the mentioned mods on medium worlds with crimson selected and guess what? No crashes at all if you don't enable Infernum, who woulda thunk. They can't possibly cause crashes if they don't change a single thing about worldgen, that's just not how terraria works.
With all due respect, for somebody that has been around in terraria modding for at least three years, no, you don't know what you're doing or what claims you are taking.

I hope this solves whatever problems you had and that you're now able to start a proper remnants playthrough. Now you know what terribly-coded mod you can channel your anger onto (wink wink, it's a calamity addon that starts with an 'I').
Last edited by xenofite; Jun 18 @ 8:39am
Wombat  [developer] Jun 18 @ 6:58pm 
classic xenofite W
Originally posted by xenofite:
I have just retested all of the mentioned mods on medium worlds with crimson selected and guess what? No crashes at all if you don't enable Infernum, who woulda thunk. They can't possibly cause crashes if they don't change a single thing about worldgen, that's just not how terraria works.
With all due respect, for somebody that has been around in terraria modding for at least three years, no, you don't know what you're doing or what claims you are taking.

I hope this solves whatever problems you had and that you're now able to start a proper remnants playthrough. Now you know what terribly-coded mod you can channel your anger onto (wink wink, it's a calamity addon that starts with an 'I').
guess what, still crashes without infernium ♥♥♥♥♥♥♥♥ and did so before i ever added it to begin with. and yes, it does suprise me that purely visual mods crash a mod, but its not the first mdo to have been crashed by visuals. i added all the purely visual mods and it crashed before ever enabling infernium


Originally posted by Wombat:
classic xenofite W
but considering what this tard spends his time doing instead of fixing his mod, its not that much of a suprise

edit: infact i forgot to mention that the mods first crash was just it, calamity and calamity music. it never crashed due to those mods again, mind you. but still. also also, perhaps you should read the description of what this mod says about infernium... it wasnt the golem arena that crashed world gen
Last edited by Pitlos Tails; Jun 19 @ 11:28pm
xenofite Jun 19 @ 11:41pm 
Originally posted by Pitlos Tails:
Originally posted by xenofite:
I have just retested all of the mentioned mods on medium worlds with crimson selected and guess what? No crashes at all if you don't enable Infernum, who woulda thunk. They can't possibly cause crashes if they don't change a single thing about worldgen, that's just not how terraria works.
With all due respect, for somebody that has been around in terraria modding for at least three years, no, you don't know what you're doing or what claims you are taking.

I hope this solves whatever problems you had and that you're now able to start a proper remnants playthrough. Now you know what terribly-coded mod you can channel your anger onto (wink wink, it's a calamity addon that starts with an 'I').
guess what, still crashes without infernium ♥♥♥♥♥♥♥♥ and did so before i ever added it to begin with. and yes, it does suprise me that purely visual mods crash a mod, but its not the first mdo to have been crashed by visuals. i added all the purely visual mods and it crashed before ever enabling infernium


Originally posted by Wombat:
classic xenofite W
but considering what this tard spends his time doing instead of fixing his mod, its not that much of a suprise

edit: infact i forgot to mention that the mods first crash was just it, calamity and calamity music. it never crashed due to those mods again, mind you. but still. also also, perhaps you should read the description of what this mod says about infernium... it wasnt the golem arena that crashed world gen

Don't assume the steam workshop description is the ultimate truth at all times, no, it can get outdated just as easily as any other piece of media, and that's exactly the case here. Infernum used to run fine with Remnants, but after the 2.0 update there seemed to be numerous bug reports about it that can easily be replicated.

Second of all, do you have the Sunken sea rework enabled in Remnants' config menu? If not, that's exactly the reason of your crashes. This feature was added to fix all of the worldgen issues base Cal's sea had. I also don't get the point of insisting that a purely visual mod can and will crash your worldgen process when there are clearly other worldgen-affecting mods enabled in your modpack.
Wombat  [developer] Jun 20 @ 12:27am 
so arrogant
Originally posted by xenofite:
Originally posted by Pitlos Tails:
guess what, still crashes without infernium ♥♥♥♥♥♥♥♥ and did so before i ever added it to begin with. and yes, it does suprise me that purely visual mods crash a mod, but its not the first mdo to have been crashed by visuals. i added all the purely visual mods and it crashed before ever enabling infernium



but considering what this tard spends his time doing instead of fixing his mod, its not that much of a suprise

edit: infact i forgot to mention that the mods first crash was just it, calamity and calamity music. it never crashed due to those mods again, mind you. but still. also also, perhaps you should read the description of what this mod says about infernium... it wasnt the golem arena that crashed world gen

Don't assume the steam workshop description is the ultimate truth at all times, no, it can get outdated just as easily as any other piece of media, and that's exactly the case here. Infernum used to run fine with Remnants, but after the 2.0 update there seemed to be numerous bug reports about it that can easily be replicated.

Second of all, do you have the Sunken sea rework enabled in Remnants' config menu? If not, that's exactly the reason of your crashes. This feature was added to fix all of the worldgen issues base Cal's sea had. I also don't get the point of insisting that a purely visual mod can and will crash your worldgen process when there are clearly other worldgen-affecting mods enabled in your modpack.
yes, yes i do. i tested both with and without the rework, purely visual mods will crash stuff like wrath of the gods plenty with certain visual mods, texzturepacks can crash other mods entirely by themselves. no clue where you got the visuals cant cause crashes from. btw that rework is on by default.
i also didnt say that it wasnt outdated, only what the dev wrote on his page

Originally posted by Wombat:
so arrogant
i agree, you are
Last edited by Pitlos Tails; Jun 23 @ 2:44am
xenofite Jun 23 @ 10:16am 
Idk what to tell you man, there's clearly something else involved in this which is crucial to replicate the crashes you're getting, it's not the visual mods, or at least not JUST the visual mods. I'm not getting these crashes no matter what I do (or at least the crashes that aren't related to just calamity or just remnants), I've also never heard a single bugreport like that ever, you'd think that with 500k subs at least one person would have reported something like that before, knowing how popular the life crystals glow mod is, but nope!
Or you're just bullshiting because you don't want to admit your claims were wrong atp, sorry, that's the only impression I'm getting from this right now.

If the "arrogant and snarky" dev can't take away the cause of the bug from this discussion, how the hell is he supposed to fix it and what's the point of this post in the first place?
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