Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
at Terraria.ModLoader.ModHooks.PostUpdateInput()
at Terraria.Main.DoUpdate(GameTime gameTime)
at Terraria.Main.Update(GameTime gameTime)
Hmm, I may have accidentally broken something between my testing and rebuilding for release.Tried the variable mod, no change with any vanilla potions, using mods including thorium, calamity, fargos, sacredtools, moreaccessories+, vanilla tweaks, maxstack+, and helpful hotkeys.
I'm not that good at modding, but if I can get the code for Iriazul's original one, I could update it.Can you make a mod which shows the names of all npc's ? (monsters and town npc's
That looks like an error from a different mod with a base name of ThrowHelper. Mine's called MeleeToThrow.Also I think this error comes from your mod :
Code:Collection was modified; enumeration operation may not execute. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext() at Terraria.ModLoader.ModHooks.PostUpdateInput() at Terraria.Main.DoUpdate(GameTime gameTime) at Terraria.Main.Update(GameTime gameTime)
Just FYI that is a base .NET class not related to a Terraria mod. Doesn't mean the Exception is from your mod but could be. The Exception is saying that a loop is being performed on a collection (array, etc) and that collection is being modified improperly inside the loop causing issues. Unfortunately, it's not particularly helpful without a line number for the code that caused the Exception.That looks like an error from a different mod with a base name of ThrowHelper. Mine's called MeleeToThrow.
that's hardcoreIs there any way you can make the Variable Potion Sickness mod configurable? I love the mod but during early-game it makes potions so inefficient unless you farm for hearts before bosses.
It is when you've got mods buffing every NPC. I wanted to try the mod so that I could make weak potions more usable endgame but it just ends up increasing their timers so far when it's early. You end up having to farm up to 400HP before you can efficiently fight bosses. But thanks for your opinion anyways.that's hardcore
Thank you I will remove the mod till this is fixed same with some small balancing .So...pretty severe problem with Variable Potion Sickness. Any time I use any Mana Potion, for the duration of Mana Sickness, it decreases my Magic Damage to... -2147483648. Yes, that is the correct number. In fact, it's so low, that for this short time period, magic attacks won't even make contact with enemies. They just pass right through, and homing attacks don't target anything.
v0.3 Changes said:* Added a config file
* Added a new flat rate method along side the ratio method, which is now the default method
* Fixed Mana Sickness damage bug
* Philosopher's Stone now works
yayUpdate: New version of VariablePotionSickness released.
Yay! Thank you!Update: New version of VariablePotionSickness released.