tModLoader

tModLoader

InnoVault
71 kommentarer
HoCha113  [ophavsmand] For 9 timer siden 
System.NullReferenceException: Object reference not set to an instance of an object.
at CalamityEntropy.Content.Tiles.AzMinerTP.ReceiveData(BinaryReader reader, Int32 whoAmI) in CalamityEntropy\Content\Tiles\AzafureMinerTile.cs:line 339
at InnoVault.TileProcessors.TileProcessorNetWork.TileProcessorInstanceDoReceiveData(TileProcessor tileProcessor, BinaryReader reader, Int32 whoAmI) in InnoVault\TileProcessors\TileProcessorNetWork.cs:line 177

问题确实来自灾熵,我在和开发组协商解决
HoCha113  [ophavsmand] For 10 timer siden 
这个加载缓冲提醒并没有改变实际逻辑,只是让以前网络差的人发现自己同步不了了
SADPRINCESS 15. juli kl. 1:34 
这个mod更新导致灾厄拓展mod灾熵出现在进入世界后一个齿轮一直在屏幕下方转的问题,在多人模式尤为严重
3120166273 26. juni kl. 22:05 
这个模组有啥用啊
不是辰sir吖 25. juni kl. 15:02 
为什么此mod无法下载,并显示下载损坏?
Cot Hunter 27. maj kl. 14:27 
game crash bro after update
HoCha113  [ophavsmand] 27. maj kl. 12:31 
@Crimeer
Perhaps we can shift our perspective—could this be an issue specific to the Entropy mod? You should consider reporting it to the Entropy development team; they encountered a similar problem a long time ago.
Crimeer 27. maj kl. 12:23 
bro your mod breaks the lighting in the game, I play with my friend who has a weak PC and because of the entropy update your mod was added which does not allow you to change the lighting type to retro
HoCha113  [ophavsmand] 13. maj kl. 8:22 
@Harusan
Take a look at the specific situation
kudou 10. maj kl. 14:10 
no sound after update, music is still working, other sounds not
Lloyddd 9. maj kl. 20:26 
how do I fix this shit bruh
Lloyddd 9. maj kl. 20:13 
I cant play bruh
RedBird 9. maj kl. 0:45 
您好,为什么我打了这个mod之后瑟银npc的话全变成脚本行类似的玩意了了,同时部分武器的描述也是
Coctek 7. maj kl. 12:39 
after patch all working tysm):steamhappy:
HoCha113  [ophavsmand] 7. maj kl. 12:31 
The issue has been resolved. It was a rather unique conflict situation. InnoVault's new feature, VaultLoad.LoadenByTypeAsset, attempts to iterate through the fields of other enabled mods, while Project tRU has weak reference interactions with some mods it needs to modify language for. Players can enable Project tRU without enabling those specific mods, but because of the weak references in Project tRU, the code tries to load mods that aren’t enabled, leading to the issue encountered by Russian players. I wouldn’t have been able to identify this problem without the error log provided by the players — it was a pretty unexpected error.
baten_remen 7. maj kl. 12:05 
Dude I just wanna play calamity overhaul please fix your fucking mod:steamsad::steamsad:
zurgoff 7. maj kl. 12:05 
The problem can indeed be solved by reinstalling the mod, but after restarting the game, the situation will repeat itself
DiaDem 7. maj kl. 11:30 
bro just update it again, I had the same preblem, if it is still not working than just resubscribe the mod in steam or subscribe if you weren't.
Coctek 7. maj kl. 11:08 
i have crashes too:steamsad:
HoCha113  [ophavsmand] 7. maj kl. 10:39 
@Sweety
Please provide the error log — everything runs fine on my end. You can find the log in the file located at:
`steamapps\common\tModLoader\tModLoader-Logs\client.log`
Sweety 7. maj kl. 10:37 
After updating the mod does not work, the game crashes with an error
HoCha113  [ophavsmand] 4. maj kl. 2:01 
This is an interesting topic. In one of my worlds where I placed over ten thousand mechanical structures — around 8,000 pipe tiles and several thousand generators and turrets — the cumulative byte count shown when entering multiplayer was over 300,000. That’s roughly the same amount of network data generated during a multiplayer boss fight.
The issue is that, since all of that data gets sent at once when loading into the server, players with weaker network connections might experience noticeable lag or delay. As for optimization, one possible improvement could be batching the data and sending it in chunks to avoid hitting a big network spike all at once.
HoCha113  [ophavsmand] 4. maj kl. 1:55 
@Wyneus
You're absolutely right — when entering a multiplayer world, InnoVault has the client request data for all mechanical structures in the world (like turrets and pipes). Since the world technically runs only on the server, the client needs to sync all that data — positions, energy levels, contents, etc. — to ensure everything functions properly in multiplayer.
This network activity does come with some overhead, and what you're seeing is the cumulative packet load from the mod. The more mechanical structures your world has, the higher that number will naturally be. Usually, though, this stays within acceptable limits and doesn’t noticeably affect gameplay.
Have you and your friends been running into network performance issues? Like maybe some heavy lag right after joining a world because all the sync traffic hits at once?
Wyneus 3. maj kl. 22:14 
Hello, you can somehow reduce the load in multiplayer in your mod, because when you play with several mods, as soon as you create a world and if you press Win + F8, you can see that this mod loads the world very much, the names of the mods show after pressing the same keys for the second time. Please respond.
ChucSon 1. maj kl. 7:09 
tysm im contacted him too
HoCha113  [ophavsmand] 1. maj kl. 7:02 
It looks like the issue is related to Coralite. I’ll get in touch with the author (hopefully he's awake by now).
ChucSon 1. maj kl. 7:00 
its still there:
An error occurred while loading InnoVault v1.9.12
The mod(s) and any dependencies have been automatically disabled.
System.ArgumentException: Cannot create an instance of Coralite.Content.Items.LandOfTheLustrousSeries.BaseGemWeaponProj`1[T] because Type.ContainsGenericParameters is true.
HoCha113  [ophavsmand] 1. maj kl. 6:51 
I’ve applied a hotfix to resolve the network issue I mentioned earlier. Please make sure you're using version 1.9.12.
ChucSon 1. maj kl. 6:46 
after update this have some conflict with coralite mod
HoCha113  [ophavsmand] 1. maj kl. 5:46 
@Fikyva
Yes, my friend, I think your world must have many mechanical structures, because this update rewrote the network code, specifically optimizing network packet handling for worlds with a large number of mechanical structures. It just so happens that this part of the functionality has some issues. Thanks for your reminder, which prompted me to conduct more tests to identify this problem.
HoCha113  [ophavsmand] 1. maj kl. 5:24 
@Fikyva
Show me your game logs from steamapps\common\tModLoader\tModLoader-Logs, specifically client.log and server.log.
Fikyva 1. maj kl. 4:21 
this update broke multiplayer
HoCha113  [ophavsmand] 1. maj kl. 2:28 
I released version 1.9.10, which includes significant performance optimizations. In extreme environments, such as when you place thousands of turrets or pipeline structures in your world, older versions might only achieve 30 to 40 FPS in such mechanically intensive scenarios. However, version 1.9.10 can maintain a stable 160 FPS (of course, you need to disable frame skipping for high refresh rates), offering over 400% performance improvement in extreme conditions. I believe this will allow players who love industrial builds to construct more and denser mechanical structures without restraint.
Wyneus 29. apr. kl. 7:03 
Hello, is there any way to reduce the burden of this mod on the world? Please respond.
robocapolit 23. mar. kl. 10:41 
bien le mod
s
HoCha113  [ophavsmand] 4. mar. kl. 0:02 
@blowfart!
hummmmmmmmm, I can't provide a more direct solution, but I'm sure the issue is that your server is using an outdated mod file, which conflicts with the newer online version because it's a manually compiled file. You can troubleshoot based on this idea, such as checking whether your server files have been successfully updated. Hope you get it resolved :)
blowfart! 3. mar. kl. 23:55 
Everything is from my workshop collection. I just paste my collection number and all my mods in that collection transfer over to bisect hosting. I deleted the innovault file and restarted the server. It just said the same thing.
HoCha113  [ophavsmand] 3. mar. kl. 22:54 
@blowfart!
Your InnoVault is self-compiled, but you're using an older version of the source code, while the Workshop version is 1.9.1, which is higher than the one you compiled. Because of this, TML won't let you load it.

To fix this, delete the InnoVault.tmod file from your Mods folder and use the Workshop version instead :)
blowfart! 3. mar. kl. 22:36 
[Workshop]: Moving InnoVault : (3338554501) to Mods folder
Finding Mods...
InnoVault v1.8.8 was recently built, but was not selected to load because the subscribed workshop copy (v1.9.1) is newer.
Either update build.txt and rebuild the mod or temporarily unsubscribe from the mod. (see server.log for full trace)
An error occurred while loading InnoVault v1.9.1
The mod(s) and any dependencies have been automatically disabled.
InnoVault v1.8.8 was recently built, but was not selected to load because the subscribed workshop copy (v1.9.1) is newer.
Either update build.txt and rebuild the mod or temporarily unsubscribe from the mod.
HoCha113  [ophavsmand] 3. mar. kl. 21:59 
@blowfart!
Show me your error log :)
blowfart! 3. mar. kl. 21:07 
what am I supposed to do if my old server wont run the new versions of innovault? It says I need 1.8.8
Lecher 1. mar. kl. 7:58 
add zoologist sex
Piedrusco48 28. feb. kl. 16:42 
sex
EXARITE 28. feb. kl. 12:59 
hi!
HoCha113  [ophavsmand] 11. feb. kl. 4:23 
@Koo
The mod is developed using the latest version of TML. Please ensure that your server is running the latest version of TML, as a recent update has iterated the version of MonoMod.Utils. This change prevents InnoVault, developed on the new TML version, from running on servers with an outdated TML installation.
Koo 11. feb. kl. 2:55 
breaks on servers as of latest update
toomanysocks 16. dec. 2024 kl. 18:57 
yes
thegronkgrinder 3. dec. 2024 kl. 15:15 
How do you turn it to 1.4? I need it so I can play Calamity Overhaul.
mr.freeman 23. nov. 2024 kl. 10:03 
на русском
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