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tModLoader Recipe Browser

jopojelly

Retinazer
I used Recipe Browser for checking up recipes for Fargo's Souls mod, and I noticed several recipes are not able to be displayed with the current MaxWidth, as that only allows for up to 13 items to show when the Recipe window is fully expanded (and the 13th item is slightly cropped). As many Items need the 14 crafting items, I found myself having to switch from Cheat Sheet's recipe browser and Recipe Browser to be able to see the recipes.

Would it be possible for a next version to increase the mainPanel.maxWidth by about 100px? that seems to be enough to display the missing item. Alternatively, could you allow for the recipe displayer to have a second or third row when the first one is not enough? Thanks in advance.
Maybe I'll do that, but that panel (as are many others) is a scroll panel, use your scroll wheel over it
 

Airarret

Terrarian
Many recipes from Skyblock do not appear in Recipe Browser when using the mod filter. Here's an example:
The guide shows recipes using sand blocks, in that mod you can create silt, ice, and desert fossil blocks as well as compacted sand; but Recipe Browser only shows compacted sand. However, when not using the mod filter, the recipes do appear, and they are correctly identified as coming from the Sandblock mod:
 

jopojelly

Retinazer
Many recipes from Skyblock do not appear in Recipe Browser when using the mod filter. Here's an example:
The guide shows recipes using sand blocks, in that mod you can create silt, ice, and desert fossil blocks as well as compacted sand; but Recipe Browser only shows compacted sand. However, when not using the mod filter, the recipes do appear, and they are correctly identified as coming from the Sandblock mod:
The Mod filter is for filtering the crafted item, not the source of the recipe. I'll see what I can do to support both.
 

thegamer310YT

Terrarian
hello look I have a problem with the mod and is that when together this mod and calamity mod crashea me the game and I do not know why I hope you can help me with this problem or the same if you can pass me an older version I would appreciate it

 

Namesomething

Terrarian
Whenever I quit from a world back to title and try loading a world again after using Recipe Browser, the mod's window pops up for a bit and then the game crashes with the "Begin cannot be called again until End has been successfully called" error. Following tML's instructions on how to figure out what the error actually is, I got this:
Code:
Silently Caught Exception: Index was outside the bounds of the array.   at Terraria.Player.AdjTiles()   at DMD<Terraria.ModLoader.ModCompile+<>c::<ActivateExceptionReporting>b__15_0>(<>c , Object , FirstChanceExceptionEventArgs )
   at TerrariaHooks.TerrariaHooksManager.OnLogSilentException(Action`3 orig, Object self, Object sender, FirstChanceExceptionEventArgs exceptionArgs)
   at Hook<Terraria.ModLoader.ModCompile+<>c::<ActivateExceptionReporting>b__15_0>?51480954(<>c , Object , FirstChanceExceptionEventArgs )
   at Terraria.Player.AdjTiles()
   at RecipeBrowser.UIRecipeInfo.DrawSelf(SpriteBatch spriteBatch) in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\UIElements\UIRecipeInfo.cs:line 84
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.DrawChildren(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.DrawChildren(SpriteBatch spriteBatch)
   at RecipeBrowser.UIDragableElement.DrawChildren(SpriteBatch spriteBatch) in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\UIElements\UIDragableElement.cs:line 132
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.DrawChildren(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at RecipeBrowser.Tool.UIDraw() in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\Tool.cs:line 64
   at RecipeBrowser.RecipeBrowser.<ModifyInterfaceLayers>b__17_1() in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\RecipeBrowser.cs:line 188
   at Terraria.UI.LegacyGameInterfaceLayer.DrawSelf()
   at Terraria.UI.GameInterfaceLayer.Draw()
   at Terraria.Main.DrawInterface(GameTime gameTime)
   at Terraria.Main.do_Draw(GameTime gameTime)
   at Terraria.Main.DoDraw(GameTime gameTime)
   at Terraria.Main.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
   at Terraria.WindowsLaunch.Main(String[] args)
I've figured out that clearing any item from the browser window and clicking another tab before closing the world usually doesn't result in a crash when loading a world again, but still, this is kind of annoying. I'm not sure if this is happening thanks to weird mod interactions either but it's persisted across a few different modpacks I've ran recently.
 

jopojelly

Retinazer
Whenever I quit from a world back to title and try loading a world again after using Recipe Browser, the mod's window pops up for a bit and then the game crashes with the "Begin cannot be called again until End has been successfully called" error. Following tML's instructions on how to figure out what the error actually is, I got this:
Code:
Silently Caught Exception: Index was outside the bounds of the array.   at Terraria.Player.AdjTiles()   at DMD<Terraria.ModLoader.ModCompile+<>c::<ActivateExceptionReporting>b__15_0>(<>c , Object , FirstChanceExceptionEventArgs )
   at TerrariaHooks.TerrariaHooksManager.OnLogSilentException(Action`3 orig, Object self, Object sender, FirstChanceExceptionEventArgs exceptionArgs)
   at Hook<Terraria.ModLoader.ModCompile+<>c::<ActivateExceptionReporting>b__15_0>?51480954(<>c , Object , FirstChanceExceptionEventArgs )
   at Terraria.Player.AdjTiles()
   at RecipeBrowser.UIRecipeInfo.DrawSelf(SpriteBatch spriteBatch) in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\UIElements\UIRecipeInfo.cs:line 84
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.DrawChildren(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.DrawChildren(SpriteBatch spriteBatch)
   at RecipeBrowser.UIDragableElement.DrawChildren(SpriteBatch spriteBatch) in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\UIElements\UIDragableElement.cs:line 132
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.DrawChildren(SpriteBatch spriteBatch)
   at Terraria.UI.UIElement.Draw(SpriteBatch spriteBatch)
   at RecipeBrowser.Tool.UIDraw() in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\Tool.cs:line 64
   at RecipeBrowser.RecipeBrowser.<ModifyInterfaceLayers>b__17_1() in D:\Documents\My Games\Terraria/ModLoader\Mod Sources\RecipeBrowser\RecipeBrowser.cs:line 188
   at Terraria.UI.LegacyGameInterfaceLayer.DrawSelf()
   at Terraria.UI.GameInterfaceLayer.Draw()
   at Terraria.Main.DrawInterface(GameTime gameTime)
   at Terraria.Main.do_Draw(GameTime gameTime)
   at Terraria.Main.DoDraw(GameTime gameTime)
   at Terraria.Main.Draw(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.DrawFrame()
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
   at Terraria.WindowsLaunch.Main(String[] args)
I've figured out that clearing any item from the browser window and clicking another tab before closing the world usually doesn't result in a crash when loading a world again, but still, this is kind of annoying. I'm not sure if this is happening thanks to weird mod interactions either but it's persisted across a few different modpacks I've ran recently.
k, I'll keep this in mind, thanks.
 

omertoaf

Terrarian
Hey there, my friend and I downloaded the mod, and when he double clicks on an recepie ingridient, he can see which monster drops it, I cant,
when i click an ingridient, it just tells me what can i make with it.
how do i see which monster drops it, on the right blue rectangle?
thanks you in advance :)
 

jopojelly

Retinazer
Hey there, my friend and I downloaded the mod, and when he double clicks on an recepie ingridient, he can see which monster drops it, I cant,
when i click an ingridient, it just tells me what can i make with it.
how do i see which monster drops it, on the right blue rectangle?
thanks you in advance :)
you can try deleting the \Documents\My Games\Terraria\ModLoader\Mods\Cache\LootCache.json file and reloading the mods
 

Randizzl

Terrarian
I've tried searching around for an answer, but as of yet haven't found one, so sorry if my search skills are just poor or I'm just completely glossing over something.
I'm looking for the 'Craft' tab. I only have 'Recipes' 'Items' 'Bestiary' and 'Help'.
I've seen on some of the gifs it saying something about right clicking to pull this menu up, but I can't get that to occur.
Any help would be appreciated.
 

Randizzl

Terrarian
I'll try again after work, but when I was using it (for the first time last night) I couldn't tell how to craft from that menu.
 

jopojelly

Retinazer
I've tried searching around for an answer, but as of yet haven't found one, so sorry if my search skills are just poor or I'm just completely glossing over something.
I'm looking for the 'Craft' tab. I only have 'Recipes' 'Items' 'Bestiary' and 'Help'.
I've seen on some of the gifs it saying something about right clicking to pull this menu up, but I can't get that to occur.
Any help would be appreciated.
crafting is disabled until I have time to fix the issues.
 

TheLoneGamer

Steampunker
This mod doesn't load with tModLoader v0.11.1. I think its an official update, official as in by tModLoader standards, so something like tModLoader 64 bit counts as unofficial and experimental.
 

Yvori

Terrarian
This mod doesn't load with tModLoader v0.11.1. I think its an official update, official as in by tModLoader standards, so something like tModLoader 64 bit counts as unofficial and experimental.
0.11 is (last I checked) still in beta and extremely buggy, and not at all widely supported yet.
 

Proxy

Spazmatism
the only thing i can complain about is that when the slot you put items in to view the recipes is directly above any inventory slot, it will put the item into the inventory slot despite the recipe browser being ontop of that

that is how i lost all my farmed items as i wanted to check the recipe while the slot was accidentally over the sell slot (a mod that adds a slot where you can instalty sell items, they disappear once put into that slot), so you can guess what happend

and i'm pretty pissed about it...
 
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