tAPI Flankers Dungeon Generator

Your mod SHOULD NOT EVEN BE IN :red:NIG RELEASED SECTION! IT JUST CRASHES RANDOMLY IN MULTIPLAYER! Its so :red:ing annoying, and i got far enough with this mod so i cant create new world.
Crash error:
System.NullReferenceException: Object reference not set to an instance of an object.
at DungeonGen.MPlayer.ruinTileIsFound()
at DungeonGen.MPlayer.PostUpdate()
at TAPI.Hooks.Call(System.Action[] ts)
at TAPI.CodablePlayer.PostUpdate()
at Terraria.Player.UpdatePlayer(System.Int32 i)
at Terraria.Main.UpdateReal(Microsoft.Xna.Framework.GameTime gameTime)
Most of the mods are not multiplayer compatable. Next time do more research on the mod, if you want to use it in multiplayer.
 
Hello, I'm one of the developers Tremor mod. Can I help you?

I used this code to create a spawn monsters:
public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
/*return true;
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}*/
return false;
}
But the monsters just don't spawned, I don't know what the problem is. Help. :(
 
Hello, I'm one of the developers Tremor mod. Can I help you?

I used this code to create a spawn monsters:
public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
/*return true;
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}*/
return false;
}
But the monsters just don't spawned, I don't know what the problem is. Help. :(

DungeonGen.zoneFleshRuin is an array, it should be:
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;

also all code is commented and return true is at the beginning. It should look like that


public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}
return false;
}

[DOUBLEPOST=1422549096][/DOUBLEPOST]
DungeonGen.zoneFleshRuin is an array, it should be:
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;

also all code is commented and return true is at the beginning. It should look like that


public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}
return false;
}

Everthing in brackets dissapeared so maybe you did used it as array. Give me file with code in pm
 
Released new version 1.4.2.
Fixed crashes on multiplayer or at least a hope it is fixed. It would be great if someone who plays this mod on multiplayer confirm it.
 
Hello, I'm one of the developers Tremor mod. Can I help you?

I used this code to create a spawn monsters:
public override bool CanSpawn(int x, int y, int type, Player spawnedOn)
{
/*return true;
for(int i=0; i<Main.player.Length; i++)
{
if(Main.player==spawnedOn)
{
bool spawn = DungeonGen.zoneFleshRuin && !Main.hardMode;
return spawn;
}
}*/
return false;
}
But the monsters just don't spawned, I don't know what the problem is. Help. :(
Do you even use Visual Studio bro? it tells you how to fix any errors in the code
 
Whenever I get within spawning range of one of your dungeons, the mod's enemies won't stop spawning anywhere I go, even to another world, until I restart the game, and they're blocking out ordinary mob spawns too, and spawning even when my NPCs should stop it.
 
Whenever I get within spawning range of one of your dungeons, the mod's enemies won't stop spawning anywhere I go, even to another world, until I restart the game, and they're blocking out ordinary mob spawns too, and spawning even when my NPCs should stop it.

Fixed
 
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