How do I make my crafting interface have more than just two rows of things I am able to craft? It’s so tiny and annoying to scroll so far all the time, and I see here you have 3 rows. Maybe I’m just dumb.
Created an account on the forum just to post the solution. It turns out the issue lies on the Linux version of tModLoaderServer. You must either use Windows or use mono-complete package. The solution was found on the mods GitHub page.Just add this mod today.
Test on newly create world single play it works fine.
But adding it on existing multiplayer server world, when place the storage and connect them together, slot count remains 0/0. Item can be added to said chest but it won't appear in it and cannot dig the storage unit up. (note that I already know not to dig out the heart).
And even more surprise, another client join and found gigantic hole where our base supposed to be.
I also try re-login and also got drop into the deep with NPCs that teleport up and fall again and again endlessly.
Shame that I don't have any log. I panic and quickly `exit-nosave` then replace everything with backup.
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Created an account on the forum just to post the solution. It turns out the issue lies on the Linux version of tModLoaderServer. You must either use Windows or use mono-complete package. The solution was found on the mods GitHub page.
In general, to solve the issue you need to:
1. Make a backup of all saves.
2. Download and install mono-complete form the mono-project.com.
3. Remove all System.*.dll files from the tModLoader folder.
4. Start the server with `mono tModLoaderServer.exe`
If you follow these instructions the hole problem should dissapear (at least it did for me)
What fork?To the author of the fork: Could you please reimplement only seeing things the player can make? It's very strange to not have that. Additionally, flagging all items as NewAndShiny is really bothersome and if you can't limit what you can see to what you can make, its purpose is questionable.
For everyone involved (fork or not) though... this thing really needs a way to cache recipes. I am pretty sure it's doing the entire recipe database query every time you craft something, so when you have a large inventory and you try to convert a big pile of ores to bars, the game will peg a core trying to keep up with having to redo the filter every ore. Querying only database items that include currently active ingredients might be faster, but it's been a while since I did anything related to mass database rebuilding. Note that this also affects vanilla shops on a weak computer.
The simplest way to avoid having to really get down and rework filtering would probably be to have multiplier buttons, like x5/x25/All, with all converting all of the ingredients you have to the recipe until you run out. Maybe a slider getting its max from the minimum number of an item you have for the recipe?
A little flag on the icon to show you if you already have an item would be nice too, I think.
It's fun and nice to try to collect everything and ambling around and doing kleptomania in Terraria is making a sinus infection much less impactful. It's so nice to have huge storage after forcing myself to do 1.4 without it.