Chanto
Terrarian
I have done multiple tests, and I think it is definitely the answer to my game crashing....
When generating a new world, right as the worldgen bar is at "Generating structures: Brimstone crag, Abyss ....." (which is Calamity content), I am greeted by this:
This only happens when T. Overhaul and Calamity are both enabled during world generation, it does not happen when I load a world with Overhaul enabled and Calamity disabled, and viceversa.
After digging a little bit the forums, I saw the workaround to this is by generating a world with T.Overhaul disabled, while keeping all other mods enabled, then leave the world, enable Overhaul, and join back in, but I mean, I don't think we should have to do this just for 2 mods to get along.
I'll still leave the list of Mods I'm pretending to have my playthrough with, just in case:
Not sure if such error message has happened to anyone else to collaborate with ideas or solutions to this issue happening to me
I appreciate all replies to the thread, and hopefully Calamity and T.Overhaul devs are aware of this issue
When generating a new world, right as the worldgen bar is at "Generating structures: Brimstone crag, Abyss ....." (which is Calamity content), I am greeted by this:
"Index was outside the bounds of the array.
at Terraria.WorldGen.UpdateMapTile(Int32 i, Int32 j, Boolean addToList)
at Terraria.WorldGen.TileFrame(Int32 i, Int32 j, Boolean resetFrame, Boolean noBreak)
at CalamityMod.CalamityWorld.SafeSquareTileFrame(Int32 i, Int32 j, Boolean resetFrame)
at CalamityMod.CalamityWorld.AbyssIsland(Int32 i, Int32 j, Int32 sizeMin, Int32 sizeMax, Int32 sizeMin2, Int32 sizeMax2, Boolean hasChest, Boolean hasTenebris, Boolean isVoid)
at CalamityMod.CalamityWorld.<ModifyWorldGenTasks>b__6(GenerationProgress progress)
at Terraria.GameContent.Generation.PassLegacy.Apply(GenerationProgress progress)
at Terraria.World.Generation.WorldGenerator.GenerateWorld(GenerationProgress progress)
at Copy<generateWorld>(Int32 , GenerationProgress )
at TerrariaOverhaul.ClientUnloadSystem.GenerateWorldSwap(Action`2 original, Int32 seed, GenerationProgress customProgressObject)
at Hook<generateWorld>?2576733(Int32 , GenerationProgress )
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext)
at Terraria.WorldGen.worldGenCallBack(Object threadContext)"
at Terraria.WorldGen.UpdateMapTile(Int32 i, Int32 j, Boolean addToList)
at Terraria.WorldGen.TileFrame(Int32 i, Int32 j, Boolean resetFrame, Boolean noBreak)
at CalamityMod.CalamityWorld.SafeSquareTileFrame(Int32 i, Int32 j, Boolean resetFrame)
at CalamityMod.CalamityWorld.AbyssIsland(Int32 i, Int32 j, Int32 sizeMin, Int32 sizeMax, Int32 sizeMin2, Int32 sizeMax2, Boolean hasChest, Boolean hasTenebris, Boolean isVoid)
at CalamityMod.CalamityWorld.<ModifyWorldGenTasks>b__6(GenerationProgress progress)
at Terraria.GameContent.Generation.PassLegacy.Apply(GenerationProgress progress)
at Terraria.World.Generation.WorldGenerator.GenerateWorld(GenerationProgress progress)
at Copy<generateWorld>(Int32 , GenerationProgress )
at TerrariaOverhaul.ClientUnloadSystem.GenerateWorldSwap(Action`2 original, Int32 seed, GenerationProgress customProgressObject)
at Hook<generateWorld>?2576733(Int32 , GenerationProgress )
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext)
at Terraria.WorldGen.worldGenCallBack(Object threadContext)"
After digging a little bit the forums, I saw the workaround to this is by generating a world with T.Overhaul disabled, while keeping all other mods enabled, then leave the world, enable Overhaul, and join back in, but I mean, I don't think we should have to do this just for 2 mods to get along.
I'll still leave the list of Mods I'm pretending to have my playthrough with, just in case:
- Which mod is this from
- Calamity
- T. Overhaul
- Where's my Items
- Elements Awoken
- Yet Another Boss Health Bar
- Dragon Ball Terraria
- Qwerty's Bosses and Items
- Spirit Mod
- Fishing 2.0
- GRealm (Base mod dependency too)
- The Antiaris
- Boss Highlights
- Lighting Essentials
- imkSushi's Mod
- KRPG Mod
- Even more Modifiers
- AlchemistNPC
- Wing Slot
- Vein Miner
- Boss Checklist
I appreciate all replies to the thread, and hopefully Calamity and T.Overhaul devs are aware of this issue