tModLoader

tModLoader

Rise of Ages
179 Comments
Serork  [author] 12 Aug @ 6:31am 
@Decode.exe. thank you i will check it out!
Decode.exe. 12 Aug @ 2:59am 
hey author...
So i was wanting to start a play-through and finally found the issue I was talking about earlier.

Its incompatibility with the "advanced world generation" mod - a setting in the config called "overhauled world gen". It causes the "backwoods" step in worldgen to start but just hang indefinitely with no progress what-so-ever. Granted, this was tested on larger world parameters (x2 of large world) but still, with this option in AWG turned off it works.

I believe mods like Calamity when using AWG needs its overhauled worldgen on larger world generation to function correctly... So some may not be able to use your mod in the play-through because of this.
Serork  [author] 9 Aug @ 8:09am 
@Decode.exe. no problems!
Decode.exe. 9 Aug @ 3:44am 
@Serok, While its true that its processes dont appear on world gen previewer, everything appears fine. I'm sorry for the false issue :steamfacepalm:
Decode.exe. 5 Aug @ 1:44am 
@ITS REAL : I use double the default large world gen size in all my tests. Mayhaps there is other things to config to work around it? But the issues were still strange when checked on world gen previewer.
Serork  [author] 4 Aug @ 12:16pm 
@Decode.exe. whats the size you are using? last time i checked it was all good
Decode.exe. 4 Aug @ 11:34am 
Tested: This mod is currently incompatible with advanced world gen it seems. On world gen previewer, its processes dont even show up.

I don't leave this message as something annoying for the mod author, but rather for people suffering with a similar issue.
Serork  [author] 4 Aug @ 3:10am 
@Coolperson5733 thanks for playing the mod! im pretty sure yes
Coolperson5733 3 Aug @ 7:42pm 
I am really enjoying this mod so far and I have been wondering if future updates come out, will I need to create a new world.
Skelly Topson 3 Aug @ 8:42am 
Quick update: Creating a copy of the world file and changing its name in-game fixed the trees!
Skelly Topson 3 Aug @ 8:14am 
Sure! The full modlist:
Boss Checklist
Magic Storage
Serous Common Lib
Autofish
OreExcavator
PersistBuffs
PersistentSummons
Recipe Browser
Rise of Ages
peege/on  [author] 3 Aug @ 8:04am 
@Skelly Topson don't worry that's just herobrine! (not sure what happened, would be helpful to see the full mod list)
Skelly Topson 3 Aug @ 7:53am 
Hey, loving the mod! Just have one concern with it:
Was playing a server with my boyfriend using this mod and other QoL such as veinminer, recipe browser, magic storage and boss checklist. Thing is, just as I was closing the server for the day, Eye of Cthulhu spawned and I closed it. When we opened the world one day after, all Backwood trees became patches of lava???
Serork  [author] 22 Jul @ 10:19am 
@暗香 i will take a look! thanks for reporting
暗香 22 Jul @ 7:48am 
But I added a lot of mods, mainly Calamity and some of its subsidiary mods, the mod for the Fa Dog, and some basic auxiliary mods
暗香 22 Jul @ 7:45am 
And there is a very strange point. When playing in the masochistic mode of Calamity and Fagou, there will be a bug that the boss is invincible when fighting the Slime God in the masochistic mode. But after I turned off this mod and created a new map, there was no problem. It's very strange.
暗香 22 Jul @ 7:36am 
okok,Using a crystal tower to teleport to the surface terrain will cause a direct crash. Second, the Mage Flame Set Hat will turn some mage weapons into a state of no mana consumption when they are full of mana. Third, the Death Resurrection Potion will be infinitely resurrected when the lazy mod is stacked 30 times and continuously generated, and the 60-second resurrection time is gone.
Serork  [author] 22 Jul @ 4:28am 
@暗香 use english please
暗香 22 Jul @ 2:55am 
使用晶塔传送到地表地形会导致直接崩溃
branvan09 19 Jul @ 2:57pm 
this mod is probably gona get me to my 3k tmod hours the backwoods looks so good oml
ModdedNostalgia 18 Jul @ 1:53pm 
This mod is gonna bring me over 200 lol we ball
Serork  [author] 6 Jul @ 5:21am 
@Georg check the latest update!
Georg 5 Jul @ 1:04pm 
Why Dryad doesn't appearing still unactive!?
I'm kill Eye of Cthulhu and not happend!
Serork  [author] 1 Jul @ 4:17pm 
@TrueCorruption check out the recipe browser. steam may have already updated the mod for you
TrueCorruption 1 Jul @ 12:43pm 
how do I, help @Serork?
what re the step to do it. i tried updating all my mods. whats the latest verson of it?
Serork  [author] 30 Jun @ 1:35pm 
@TrueCorruption check out the update!
TrueCorruption 30 Jun @ 1:00pm 
The druid class isnt in my recipe browser, help?
Serork  [author] 26 Jun @ 9:51am 
@Rovetown fixed!
Skip985 25 Jun @ 6:00pm 
I believe the luminous flowers should be farther spread apart. They are everywhere and they grow so quick.
Serork  [author] 25 Jun @ 4:06am 
@Rovetown can you send me the logs please?
Rovetown 25 Jun @ 1:45am 
I have this mod crashing when i try to change the config, just clicking on the entry of the mod crashes my game with osme out of bounds error that makes no sense (so my guess is its something different that falsely triggers an out of bounds error) - many mods installed but none that alter the mod/cinfig menu at all
Big and Will Be Bad Wolf 24 Jun @ 8:43am 
does anyone have a list of mods they know that crash when combined with this one?
Skip985 23 Jun @ 12:22pm 
ah ok, that was what I was curios of
Serork  [author] 23 Jun @ 7:45am 
@Skip985 what do you mean? no the mercurium ore does not overlap the vanilla ores
Skip985 22 Jun @ 8:52pm 
does the murcurium Ore overwrite part of the actual or the blocks touching the ore?
Serork  [author] 21 Jun @ 3:46am 
@calkinskeyes fixed i hope. thank you for the report
Serork  [author] 20 Jun @ 8:23am 
@Skip985 damaging roa backwoods enemies
Serork  [author] 20 Jun @ 8:23am 
@calkinskeyes what mods do you have enabled?
calkinskeyes 19 Jun @ 12:00pm 
On multiplayer it seems to crash upon entering the Backwoods. This is only with QOL mods.
Skip985 19 Jun @ 10:27am 
I like how it generates, also what causes the grim defenders to aggro and come out of their green state?
Serork  [author] 18 Jun @ 1:56am 
@Dire Wolfheart maybe we will change its shape, who knows :)
Dire Wolfheart 17 Jun @ 1:47pm 
I like this mod so far during my playthrough, the generation of the backwoods is a little off-putting as it just generates as a big block and usually takes part of the jungle, which i assume is intended. But I can't wait to see if any hardmode stuff is added later down the line, and maybe more bosses and stuff.
Serork  [author] 17 Jun @ 7:59am 
@Skip985 thanks for reporting! are there any other issues?
Skip985 16 Jun @ 1:31pm 
There is another bug I need to report. If you break the backwoods grass block with a pickax to turn it into regular dirt and there are backwoods vines under it then the vines will drop blocks of dirt. Breaking the vines directly with the pickaxe or with an attack doesn't cause this though.
Serork  [author] 16 Jun @ 3:32am 
@Skip985 great catch! should be fixed in the next update
Skip985 15 Jun @ 8:15pm 
Very good mod though, really like it so far
Skip985 15 Jun @ 8:14pm 
This mod seems to cause a bug where torches wont break underwater when water falls on them and the same for wooden platforms when lava falls on them
Serork  [author] 15 Jun @ 2:54am 
sorry for update spams, there were a lot more remnants compatibility issues than i expected. sorry again!
Serork  [author] 15 Jun @ 1:45am 
@thistledown, little mousedoll the compatibility update is out!
Serork  [author] 13 Jun @ 2:52am 
@Suzuran i will take a look!