• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • 1.4 will bring many changes to the PC version. We strongly advise making plans to back up your worlds and players prior to updating your game. More details here.
  • Begin your search for Journey's End information here and here. Please report bugs and issues for Journey's End here.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tModLoader Calamity Mod

What would you like me to create more of?

  • NPCs (enemies, house NPCs, etc.)

    Votes: 995 20.1%
  • Bosses

    Votes: 1,966 39.8%
  • Items (Accessories, Weapons, etc.)

    Votes: 1,316 26.7%
  • Vanity (furniture, armor sets, etc.)

    Votes: 354 7.2%
  • Mineable Stuff (Ores, Blocks, etc.)

    Votes: 307 6.2%

  • Total voters
    4,938

NameTaken

Skeletron
new wulfrum enemies seem like they're gonna suck... i love it

Edit: Nevermind i hate it, melee literally CANNOT deal with constantly being swarmed by the drones, and to add insult to injury, you cant even wall yourself in! plz nerf

Edit 2: The Gyrators move way too fast for melee, plz nerf
also the hovercrafts are good, they be fun to fight, so just nerf those guys above if u even listen to this
 
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Skulduggery-908

Terrarian
Ima report a bug
I just realized today that the Rust & Dust update was out ( :D ) so I decided to check it out. First thing I did was download the update, but it seemed to download faster than expected, so as a test I loaded one of my characters I had made before and created a new small world. I then used an item from a separate mod to load the entire map at once and lo and behold, there were Draedons base structures dotted across the map.
Fast forward a few hours.
I'd started a new character to completely appreciate the new changes and experience the new structures at the proper progression. But apparently they're not easy to find, so I check out the jungle for a change of scenery. I'm going along the top of the jungle temple when I find this... hole.
20200804010117_1.jpg

I think it's weird. Of course I do, but I think nothing of it.
Later I decide to check out the large planetoid in the center of the map. I drink my potion, go up and...
The exact same thing.
20200804010150_1.jpg

I have no Idea what is causing this, but I think it's weird how the generation of the world only excluded the lab in the planetoid and not the planetoid itself.
Please either offer a solution or concrete evidence that this is a bug so I can start another world with no fuss.
World : Medium + Crimson
I do have other mods installed, and will post a list if needed.
 

DeliSammich

Terrarian
Hello I'm new here and i had been using Calamity for a couple of weeks without a single error, no troubles, but with the latest update, it failed to load and the modloader disabled it, threw me this error:

[14:07:06] [11/ERROR] [tML]: An error occurred while loading CalamityMod
The mod(s) have been automatically disabled.
System.AggregateException: Se han producido uno o varios errores. ---> Terraria.ModLoader.Exceptions.ResourceLoadException: The texture file at Tiles/DraeHolo failed to load ---> System.AggregateException: Se han producido uno o varios errores. ---> System.NotSupportedException: XNA Framework Reach profile supports a maximum Texture2D size of 4096.
en Microsoft.Xna.Framework.Graphics.ProfileCapabilities.ThrowNotSupportedException(String message, Object arg1, Object arg2)
en Microsoft.Xna.Framework.Graphics.Texture2D.ValidateCreationParameters(ProfileCapabilities profile, Int32 width, Int32 height, SurfaceFormat format, Boolean mipMap)
en Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, UInt32 usage, _D3DPOOL pool, SurfaceFormat format)
en Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height)
en Terraria.ModLoader.IO.ImageIO.<>c__DisplayClass8_0.<RawToTexture2DAsync>b__0()
en System.Threading.Tasks.Task`1.InnerInvoke()
en System.Threading.Tasks.Task.Execute()
--- Fin del seguimiento de la pila de la excepción interna ---
--- Fin del seguimiento de la pila de la excepción interna ---
en Terraria.ModLoader.Mod.<>c__DisplayClass246_0.<LoadTexture>b__0(Task`1 t)
en System.Threading.Tasks.ContinuationTaskFromResultTask`1.InnerInvoke()
en System.Threading.Tasks.Task.Execute()
--- Fin del seguimiento de la pila de la excepción interna ---
en System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
en System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
en Terraria.ModLoader.Mod.Autoload()
en Terraria.ModLoader.ModContent.<>c.<Load>b__38_0(Mod mod)
en Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction)
en Terraria.ModLoader.ModContent.Load(CancellationToken token)
en Terraria.ModLoader.ModLoader.Load(CancellationToken token)
---> (Nº de excepción interna 0) Terraria.ModLoader.Exceptions.ResourceLoadException: The texture file at Tiles/DraeHolo failed to load ---> System.AggregateException: Se han producido uno o varios errores. ---> System.NotSupportedException: XNA Framework Reach profile supports a maximum Texture2D size of 4096.
en Microsoft.Xna.Framework.Graphics.ProfileCapabilities.ThrowNotSupportedException(String message, Object arg1, Object arg2)
en Microsoft.Xna.Framework.Graphics.Texture2D.ValidateCreationParameters(ProfileCapabilities profile, Int32 width, Int32 height, SurfaceFormat format, Boolean mipMap)
en Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, UInt32 usage, _D3DPOOL pool, SurfaceFormat format)
en Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height)
en Terraria.ModLoader.IO.ImageIO.<>c__DisplayClass8_0.<RawToTexture2DAsync>b__0()
en System.Threading.Tasks.Task`1.InnerInvoke()
en System.Threading.Tasks.Task.Execute()
--- Fin del seguimiento de la pila de la excepción interna ---
--- Fin del seguimiento de la pila de la excepción interna ---
en Terraria.ModLoader.Mod.<>c__DisplayClass246_0.<LoadTexture>b__0(Task`1 t)
en System.Threading.Tasks.ContinuationTaskFromResultTask`1.InnerInvoke()
en System.Threading.Tasks.Task.Execute()<---

It's also causing my Smart Doors mod to have an error as well, not sure if the new Calamity update adds the same function and that's why it does that or what, because when I disable Calamity, everything's just fine

I don't know what to do, haven't seen anyone with this kind of error, not even in game just when it wants to load the mods at first, can someone be kind enough to help?
Also, no idea why it's in spanglish :nurse:
 

Loreweaver

Terrarian
so I can't seem to find a changelog for the new update, my question is if I should start a new world or will I get all the changes in existing worlds?

cheers

p.s.: really enjoying the mod sofar!
 

NameTaken

Skeletron
so I can't seem to find a changelog for the new update, my question is if I should start a new world or will I get all the changes in existing worlds?

cheers

p.s.: really enjoying the mod sofar!
not the modmaker or anyone special, but im pretty sure most of the content of the update will require you to make a new world
 

DinoZers

The Destroyer
Guys a better form to get this
1596559395010.png
I have spend the whole day and yesterday farming those but haven't any of those ;-;
 

billy579

Terrarian
I found a bug in the1. 4. 5.1.when I create sever to be multiplayer and kill ??? in the sea
nothing happen ,no Leviathan,no Ananita,even I use hero mod to summon them,still nothing happen.But in singleplayer they can be summon correctly.
 

Lythael

Terrarian
Will there be any fix for the broken Sulphur sea worldgen?
(Seriously look at this BS especially the screen with the living tree)
Everytime it generates too flat and too shallow and isles are just huge squares.
Sometimes there is even no water on surface level at all and/or the one below the surface hangs in air in form of "falling drops" wtf.

It looks nothing like what i saw on earlier gameplay vids and screenshots where the sea looked well like an actual sea...
Now it looks like someone sloppily used TEdit brush.

Dissapointing really cause this biome seemed actually pretty cool..
 
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Hi!

I'm not sure if it's a mod conflict or not, but whenever I equip the Molten Armor Set, the tooltip for all melee weapons gets a little glitchy. Am I the only experiencing this?
 

Minecat

Duke Fishron
Hi!

I'm not sure if it's a mod conflict or not, but whenever I equip the Molten Armor Set, the tooltip for all melee weapons gets a little glitchy. Am I the only experiencing this?
Care to elaborate? What exactly do you mean by glitchy? Can you send a screenshot?
Also, it should be easy to figure out if it's a mod conflict by simply disabling everything else.
 

Darkpheonix

Terrarian
Plaguebringer Goliath is enraging even though I'm underground. Spawning plaguebringers in phase 2 and stingers are all homing. Also dashes 4 times now. Arena is a hundred blocks above the caverns layer on a large world so it shouldn't be enraging.
 

Cyanide Jum

Terrarian
Plaguebringer Goliath is enraging even though I'm underground. Spawning plaguebringers in phase 2 and stingers are all homing. Also dashes 4 times now. Arena is a hundred blocks above the caverns layer on a large world so it shouldn't be enraging.
Plaguebringer Goliath was a pain for me in the first few times, the best way i could find was to use the Alula Australis, that magic weapon that drops from Astrum Aureus, dont forget to use those buffs.
 

Darkpheonix

Terrarian
Hmm, I tried remaking a world twice, and aside from the arid sea world gen being weird since the Rust and Dust update I too have the bug of the old labs not generating in world creation. There's just a big hole where they would be generated.
 

Skulduggery-908

Terrarian
Hmm, I tried remaking a world twice, and aside from the arid sea world gen being weird since the Rust and Dust update I too have the bug of the old labs not generating in world creation. There's just a big hole where they would be generated.
Good to know I'm not the only one with this problem : )
Join in my suffering >: )
 
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