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tModLoader Recipe Browser

jopojelly

Retinazer
Why isnt my recipe browser not working? Not of the features work except for finding recipes

Like im trying to find what enemy drops a specific item but nothing comes up.
try clearing the cache file, "Delete "\Documents\My Games\Terraria\ModLoader\Mods\Cache\LootCache.json" and then try again. "
 

Nirahiel

Terrarian
Hello mod author, i love your work, i have a question though.
Ability to compute recipes from buyable / chests / magic storage when ?
 

jopojelly

Retinazer
That didn't work.
k, then it could be some mod incompatibility. The mod works by killing enemies while loading the mod, if another mod is preventing drops under certain circumstances, the drop detection algorithm might not work. I"m not sure how to go about fixing that, or detecting which mod is at fault. You can, at the very least, delete that file, then only enable recipe browser, then reload mods, that will ensure all the terraria enemies have their drop information filled out without interference from other mods. After that enable all the other mods you were using and reload.
 
I'm having a problem where the mod in the Mod browser just won't update. And before anyone asks, its just this mod, not any other. It gets stuck at full and doesn't go and start updating the next.
 

Xiarno

Official Terrarian
When magic storage support for recipe browser ?
I use mainly magic storage for, well, storage and this would be super useful !
 

Malthinae

Terrarian
Hey, I've been using your mod a lot recently thanks to the recent quarantine, and I wanted to know if you were aware of a weird interaction between this mod and AutoTrash? On startup, when I open the recipe browser with an open chest, the slot for the recipe browser is exactly over the AutoTrash slot, which leads to some interesting shenanigans: items that I put in the browser are dumped into the AutoTrash slot instead, with predictable results =P

Not really a bug, just a weird interaction ^^)
 

napoleon420

Terrarian
Is there a way to find out what mod added a recipe? I have a mod that lets me convert gold to platinum and I want to remove that mod.
 

jopojelly

Retinazer
Is there a way to find out what mod added a recipe? I have a mod that lets me convert gold to platinum and I want to remove that mod.
It should say "Recipe added by ModName" when you hover over a recipe in the browser. If a mod is editing a vanilla recipe, however, it wouldn't be able to tell. Check the tooltip.
 

redxlaser15

Terrarian
Your mod crashes my game whenever I try to go into a world, existing or not.

EDIT: This is an error log that also pops up, hope it helps.

Terraria: Error (tModLoader v0.11.6.2)

System.TypeInitializationException: The type initializer for 'Microsoft.Xna.Framework.FNAPlatform' threw an exception. ---> System.TypeInitializationException: The type initializer for 'Microsoft.Xna.Framework.SDL2_FNAPlatform' threw an exception. ---> System.DllNotFoundException: libSDL2-2.0.0.dylib
at (wrapper managed-to-native) SDL2.SDL:SDL_GetPlatform ()
at Microsoft.Xna.Framework.SDL2_FNAPlatform..cctor () [0x00000] in FNA.dll
--- End of inner exception stack trace ---
at Microsoft.Xna.Framework.FNAPlatform..cctor () [0x0026d] in FNA.dll
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Object:__icall_wrapper_mono_generic_class_init (intptr)
at Microsoft.Xna.Framework.Game..ctor () [0x000cd] in FNA.dll
at Terraria.Main..ctor () [0x001ae] in tModLoader.exe
at Terraria.Program.LaunchGame_ () [0x00047] in tModLoader.exe
 
Last edited:

Girder

Terrarian
Your mod crashes my game whenever I try to go into a world, existing or not.

EDIT: This is an error log that also pops up, hope it helps.

Terraria: Error (tModLoader v0.11.6.2)

System.TypeInitializationException: The type initializer for 'Microsoft.Xna.Framework.FNAPlatform' threw an exception. ---> System.TypeInitializationException: The type initializer for 'Microsoft.Xna.Framework.SDL2_FNAPlatform' threw an exception. ---> System.DllNotFoundException: libSDL2-2.0.0.dylib
at (wrapper managed-to-native) SDL2.SDL:SDL_GetPlatform ()
at Microsoft.Xna.Framework.SDL2_FNAPlatform..cctor () [0x00000] in FNA.dll
--- End of inner exception stack trace ---
at Microsoft.Xna.Framework.FNAPlatform..cctor () [0x0026d] in FNA.dll
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Object:__icall_wrapper_mono_generic_class_init (intptr)
at Microsoft.Xna.Framework.Game..ctor () [0x000cd] in FNA.dll
at Terraria.Main..ctor () [0x001ae] in tModLoader.exe
at Terraria.Program.LaunchGame_ () [0x00047] in tModLoader.exe
Have you tested this to make sure it's only when RecipeBrowser is enabled/works when RecipeBrowser's disabled but nothing else has changed? (cause that error log doesn't mention RecipeBrowser, just sayin...)

ETA: also, how do you try to enter a world that doesn't exist? :nymph:
 

Kiryu

Terrarian
Is there a way in which to hide or at least lock the favorites menu that pops up when you favorite it? Might be nice to put it in a sub-menu or at least allow us to lock it once it's somewhere we want. It's only an issue because when I have things favorited, if I'm auto-swinging and hover over it, I stop swinging
Thank you for the mod, as well as all your work on everything you do, it's incredibly appreciated!!
 

JuicyMeats

Terrarian
What a good mod!

Problem: doesn't that basically rid the use of the Guide other than indirect uses such as summoning the WoF? What I'd suggest is that you can only use the Recipe Browser when the Guide is alive.
 
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