tModLoader

tModLoader

Subworld Library Unofficial Mod Patch
45 Comments
Furina 13 Jul @ 5:26pm 
After enabling the Multiplayer-Fallback cosmic Voyages, I still periodically get the message telling me to enable subworld transit
Rhoenicx  [author] 7 Jul @ 12:07pm 
Anyways good to know you found the cause of the issue. I'll send a message to the Subworld Library developer about this.
Rhoenicx  [author] 7 Jul @ 12:06pm 
I know the about both of these failed messages. The first one on UpdateConnectedClients is a known issue on Subworld Library's side, SLUMP contains a fix for this one. I have currently no idea where the second failed message comes from, it appears to be caused by Subworld Library but don't know where or why exactly...
ODevil 7 Jul @ 3:15am 
Yes, the issue indeed stemmed from the start script.
I actually started the linux server using the manage-tModLoaderServer.sh, which apparently does not play well with Subworlds. After running the server with the regular start-tModLoaderServer.sh I am now able to enter Subworlds on my server.
ODevil 7 Jul @ 1:09am 
The log from the subserver itself only contained this error:
System.Net.Sockets.SocketException : Address already in use

But the log from the main server has the line that you mentioned.
[SubworldLibrary]: FAILED:
[tML]: ILHook Terraria.Netplay::UpdateConnectedClients() added by SubworldLibrary

and

[SubworldLibrary]: FAILED:
[tML]: ILHook Terraria.Netplay::UpdateConnectedClients() added by SLUMP

I have no idea why it fails tho, the exact same server works when I run it on windows. Unless there's a difference in the start scripts...
Rhoenicx  [author] 7 Jul @ 1:00am 
The subserver shouldn't give the message about opening a server with the same address because this should be bypassed and not run.

A scenario like this is only possible when somehow the launch arguments are not applied or one of the injections of Subworld Library failed.

I would suggest checking the log files of the subserver to see if there are any lines that say 'FAILED: '.
ODevil 6 Jul @ 8:16am 
Sadly, this still makes no subworld mod work for me. It seems the issue stems from the server trying to open 2 servers with the same address which creates a conflict.
ODevil 6 Jul @ 8:15am 
@Oe, in the Stars Above server config, enable the "Multiplayer-Fallback Cosmic Voyages" option. A bit counter-intuative, but this enables subworlds.
Oe 5 Jul @ 9:07pm 
A question. My friend and I started a game with Stars Above and installed this patch, but when we started it, it says I need to enable Subworld Transit in the settings. Where is that? Is that the reason my friend isn't seeing my game? We haven't been able to play because of it.
Rhoenicx  [author] 24 Jun @ 11:25am 
Thanks! I hope it keeps working for your group, if you encounter any problem make sure to let me know.
Ibrahim Moizoos 24 Jun @ 10:15am 
You are the greatest human being to probably ever walk the earth? Me and my 3 friends who's server you just fixed all agree to that. thanks!
Rhoenicx  [author] 23 Jun @ 2:08pm 
Form main menu: Workshop => Manage mods => Click the cog icon on any mod => Select TSA => Select server-sided config => the setting is here.
Ibrahim Moizoos 23 Jun @ 10:55am 
How do I access the TSA server-sided mod config to enable Multiplayer Fallback Cosmic Voyages and to enable subworld transit so that I can properly use stars above in multiplayer, I'd really appreciate if you could help me out here I've tried a lot of things and nothing is working
Rhoenicx  [author] 20 Jun @ 5:09am 
For people experiencing stuck loading screens with the message "backing up player file": the subserver hasn't send any response to your client yet. Most likely the subserver crashed or stopped responding, please check the server log files for errors.
Rhoenicx  [author] 20 Jun @ 5:07am 
Make them save their client log after the crash, most likely the error message points to a location in code which caused the crash. Optionally you can share the file with me.
JmWarrior 19 Jun @ 10:26pm 
Got a Main Engine crash for travelling to the eternal garden in WOTG Calamity, someone made a multiplayer fix mod and the Avatar boss works fine, but my friend keeps getting main Engine crash
Rhoenicx  [author] 17 Jun @ 12:55pm 
I expect you're trying to travel to a The Stars Above subworld? If this is the case you can find the setting inside the TSA server-sided mod config, it is called 'Multiplayer-Fallback Cosmic Voyages'
Ibrahim Moizoos 17 Jun @ 11:07am 
It keeps telling me to "enable subworld transit in mod settings" and I for the life of me I cant find out what that is, why, or where to enable this setting that I'm convinced doesn't exist. I checked configs and everything, there's nothing called that.
Rhoenicx  [author] 16 Jun @ 12:02pm 
Thanks for the report, I'll have a look if I can reproduce the issue
ORION 16 Jun @ 6:59am 
endless loading screen for character backup. This only happens to the first player who moves to another world, everyone else can move on without any problem. Mod Stars Above
xwuriiccei 3 Jun @ 5:54pm 
Would this mod help me use the sub worlds from Stars Above or the Sub world from Calamity's Infernum Mode?
Mitsuki20000 24 May @ 10:19am 
Thank you
Rhoenicx  [author] 24 May @ 6:29am 
The workshop page of WoTG also states it is currently not multiplayer compatible. So that means this mod won't be able to make it work, they first need to implement everything properly on their side.

If there are still issues when the above has been done, only then it is worth investigating what goes wrong.
Mitsuki20000 23 May @ 9:16pm 
I see. Thank you for reading my comment. I was curious what was making the mod have issues in multiplayer and if it was just an issue with its use of subworlds.
Rhoenicx  [author] 23 May @ 7:16pm 
Had a quick look at WoTG, seems like the eternal garden subworld crashes during world generation. In the log it says 'index out of bounds' at 'NetSend' of 'TEGoodAppleTree'.

Is this the issue people are experiencing with WoTG? I doubt if Subworld Library is the culprit here, WoTG is notorious for not being multiplayer compatible from what I've heard...
Mitsuki20000 23 May @ 2:16pm 
I haven't experienced this myself, but I've heard online that this mod doesn't patch Wrath of the Gods for multiplayer. Is this something you're aware of? And if so, why is it that that mod causes problems with this mod?
Rhoenicx  [author] 16 May @ 10:26am 
That's unfortunate... would you be able to share more details of the problems you're experiencing? I might be able to create a fix.
ranz kaka 16 May @ 4:34am 
not working :/
Ceaseless Void 10 May @ 1:02pm 
wait.... yoU're telling me... sUbworld library... HAS A PATCH (THIS) TO MAKE IT AT ALL MULTIPLAYER COMPATABLE!?!?
Rhoenicx  [author] 10 May @ 8:29am 
From testing I see that the boss progression of modded bosses is not synchronized with subworlds in singleplayer and multiplayer. There is not much I or the developer of Subworld Library can do about this. It is up to the mod developers to add compatibility for subworlds.
Rhoenicx  [author] 10 May @ 8:07am 
What is the problem with BossChecklist?
Ava J Taylor 9 May @ 3:23pm 
will u add BossChecklist fix?
Rhoenicx  [author] 8 May @ 11:20pm 
So far I've only tested The Stars Above and my own mods, the different results were promising. I expect that it also improves stability for other mods utilising subworlds.

The current patches are based on my fork of Subworld Library, which used to be more stable (but now outdated).
Wyneus 8 May @ 10:18pm 
Hello, could you tell me if there were any problems with the Calamity, Fargo, Calamity Overhaul, Calamity WoG mods?
Peredur Saruin I 8 May @ 6:18pm 
@Dice I hope so too, fingers crossed. This is the decade of tmodding.
Rhoenicx  [author] 8 May @ 11:22am 
Unless you still have the error message I cannot say what might be the cause. If it is strictly with Calamity or WotG it is highly likely that it is caused by an issue on their end.

I tested this patch using my own subworld testing mod and The Stars Above.
Tipoff Giggots 8 May @ 10:59am 
No like it would crash the game with a full error message.
Yea I think I had it backwards and it was calamity.
Rhoenicx  [author] 8 May @ 3:06am 
And with crash upon entering you mean that your client is stuck on the loading screen?

The reset of boss progress sounds like a different issue. This could be caused by a mod. I know Calamity (WotG) has an issue like this (fixed by Calamity Boss re-syncer mod) where Calamity's boss progression is reset, but haven't heard it happening with vanilla bosses.
Tipoff Giggots 8 May @ 12:18am 
It's quite an advanced mod with features I haven't seen before that don't always work or sync up in multiplayer. It has some post moonlord subworld stuff and it can crash upon entering for example.
Another mod that broke my game was Cult of Azathoth in multiplayer. It reset all vanilla boss progression upon entering a subworld and coming back after my game crashed.
Dice 7 May @ 11:39pm 
damn, will stars above dimensions finally be mp compatible
Rhoenicx  [author] 7 May @ 11:27pm 
I do not know the specific problems with Calamity WotG, can you elaborate?
Tipoff Giggots 7 May @ 10:32pm 
Is this intended to fix things like Calamity Wrath of the Gods, which is quite broken in multiplayer?
Rhoenicx  [author] 7 May @ 2:43pm 
Just released v1.0.0.2, both patches should now be fully operational!
Rhoenicx  [author] 5 May @ 3:53pm 
Found some weird behaviour with the write thread patch, cannot guarantee it works atm... Will fix it soon!
e. 5 May @ 3:02pm 
GOD HAS RISEN