Sounds like Basemod is giving it issues (Mostly half-bricks/slope movements?). I'll see if I can tell Grox this -- but he's out for a bit :<
Nice ty fixed all my half bricks and it was working fine. Until it started to giveme this report.
>>> 15:51:01 <<<
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Terraria.MessageBuffer.GetData(System.Int32 start, System.Int32 length)
at Terraria.NetMessage.CheckBytes(System.Int32 i = 256)
at Terraria.Netplay.ServerLoop(System.Object threadContext)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(System.Object state)
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
>>> 15:53:03 <<<
System.NullReferenceException: Object reference not set to an instance of an object.
at Terraria.WorldGen.UpdateWorld()
at Terraria.Main.UpdateReal(Microsoft.Xna.Framework.GameTime gameTime)
>>> 16:55:55 <<<
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Terraria.MessageBuffer.GetData(System.Int32 start, System.Int32 length)
at Terraria.NetMessage.CheckBytes(System.Int32 i = 256)
at Terraria.Netplay.ServerLoop(System.Object threadContext)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(System.Object state)
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
the first and 3rd are the same crash. I personally don't understand wtf is going on the things that make it crash in multiplayer do not make it crash in singleplayer... haha once again i cant read code so maybe you could shine some incite apon me XD