• 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.
  • 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 HERO's Mod - Terraria Creative Mode + Server Management + And Over 25 tools

superprogamer6

Official Terrarian
k, if you send client.log I can look into it. :)\Documents\My Games\Terraria\ModLoader\Logs)
at HEROsMod.HEROsModNetwork.DatabaseController.LoadSetting(String settingName) in HEROsModNetwork\DatabaseController.cs:line 112
at HEROsMod.HEROsModNetwork.DatabaseController.Init() in HEROsModNetwork\DatabaseController.cs:line 250
at HEROsMod.HEROsModNetwork.Network.Init() in HEROsModNetwork\Network.cs:line 105
at HEROsMod.HEROsMod.Init() in HEROsMod.cs:line 286
at HEROsMod.HEROsMod.Load() in HEROsMod.cs:line 61
at Terraria.ModLoader.ModContent.<>c.<Load>b__39_0(Mod mod)
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction)
at Terraria.ModLoader.ModContent.Load(CancellationToken token)
at Terraria.ModLoader.ModLoader.Load(CancellationToken token)
at Terraria.ModLoader.ModLoader.<>c__DisplayClass42_0.<BeginLoad>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
at System.Threading.Tasks.Task.ExecutionContextCallback(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot)
at System.Threading.Tasks.Task.ExecuteEntry(Boolean bPreventDoubleExecution)
at System.Threading.Tasks.Task.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
 

jopojelly

Retinazer
at HEROsMod.HEROsModNetwork.DatabaseController.LoadSetting(String settingName) in HEROsModNetwork\DatabaseController.cs:line 112
at HEROsMod.HEROsModNetwork.DatabaseController.Init() in HEROsModNetwork\DatabaseController.cs:line 250
at HEROsMod.HEROsModNetwork.Network.Init() in HEROsModNetwork\Network.cs:line 105
at HEROsMod.HEROsMod.Init() in HEROsMod.cs:line 286
at HEROsMod.HEROsMod.Load() in HEROsMod.cs:line 61
at Terraria.ModLoader.ModContent.<>c.<Load>b__39_0(Mod mod)
at Terraria.ModLoader.ModContent.LoadModContent(CancellationToken token, Action`1 loadAction)
at Terraria.ModLoader.ModContent.Load(CancellationToken token)
at Terraria.ModLoader.ModLoader.Load(CancellationToken token)
at Terraria.ModLoader.ModLoader.<>c__DisplayClass42_0.<BeginLoad>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
at System.Threading.Tasks.Task.ExecutionContextCallback(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot)
at System.Threading.Tasks.Task.ExecuteEntry(Boolean bPreventDoubleExecution)
at System.Threading.Tasks.Task.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
Hm, I guess try deleting ":\Documents\My Games\Terraria\ModLoader\HEROsModDatabase.json" and trying again
 

Malteusa

Official Terrarian
Suggestion :
  • Could modded prefixes be applied to modded weapons with custom damage types ? or modded prefixes on vanilla weapons/tools ?
  • Could the Reforge Tool/Button could be used to 'force' apply reforges ? I mean applying unreal to a magic weapon or similar also, For some reason with any stacking mod only vanilla weapons can be reforged.
 
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