i dont even have that mod, and i have used about every other mod in my modpack with overhaul, and just from watching a youtube video involving overhaul, i could tell i am not the only one who is having this kind of issue, plus i found my character was able to phase thru blocks like what that video featured, its most likely something to due with overhaul due to overhaul being the only one that caused the character to climb up blocks but not walls, see if this is a mod conflict or something else by seeing if the same issue happends, just in case.IIRC someone had that issue, but only with "The Enigma Mod" installed. Can't even guess what they poopcoded there.
Rendering code is unfinished and may never be. It's unholy crap.Absolutely amazing mod and a must-have for me now ( bunny hopping in any game)!
One thing I've noticed is that there is an issue with accessory social slot rendering (sorry if this is known, I searched but didn't find anything specifically related to it). The primary example I've found relates to wearing the Angel Halo... it won't show up *unless* I'm on a mount or on the character selection screen. Other social accessories that aren't attached to the head seem to work fine, but that one is a no-go... I assume others that are shown in that spot have the same issue. I'm guessing it's because of the changes to the rendering, particularly in relation to head tracking. Is this something that can be fixed with custom sprites (like non-vanilla armors), or is it something that the rendering code will have to handle?
Either way, huge thank you for this mod. It has completely revitalized Terraria for me and has really blown my mind to how much I missed skill-based movement physics (and everything else this mod has).
this mod is very much centered on player movement and the only environmental things this mod has is the fire system and when underground, earthquakes would happen. the only bad thing that seems to occur to me when i make a stone structure that has a one block thick ceiling, is the torches catching fire and falling off, taking away the background walls that i got from a painter. so you should be fine with constructing 3 or 4 stone block thick structures or make an underground base.I have two questions.
Can making all buildings out of stone bricks be a bad thing in the sense that some natural disaster from overhaul can punish you for doing so?
Does this mod apply gravity to floating structures even to blocks that wouldn't normally fall down?
it might cause trees and fishes/sharks to fly around in a heavy storm as seen in the 2.0 trailer i guess.. but no clue if that would leave any terrain damage aswell.I'm talking about weather patterns this mod does add. I am currently a couple days into Spring and have adapted to the heavy rain and the lightning, but I don't know what Summer, Autumn, and Winter might bring. Winds kick up in summer according to the main post, so could that knock down my stuff?
I'm talking about weather patterns this mod does add. I am currently a couple days into Spring and have adapted to the heavy rain and the lightning, but I don't know what Summer, Autumn, and Winter might bring. Winds kick up in summer according to the main post, so could that knock down my stuff?
unless of course you just spam the area with flaming arrows or the flame throwerSort of. It's the "Ash" biome with a new background and slimy ash mobs (can't remember if there is new music), though I'm not sure you'd really consider it a biome-proper. It's not part of worldgen or anything, and only exists when an area has X amount of charred blocks. Pretty quick and easy to revert back to the original state (or prevent entirely), assuming there wasn't an absolutely massive fire.
I believe that indicates that you are trying to load too many mods, and, or, you do not have enough RAM allocated.Sounds/Music/DMDOKURO_ChaosElemental.mp3 failed to load
Exception of type 'System.OutOfMemoryException' was thrown.
-Snipped a bunch-
Anyways, I have my own problem to report, full log:
Failed to resolve Terraria.GameInput.InputMode
at Mono.Cecil.Mixin.CheckedResolve(TypeReference self)
at Mono.Cecil.MetadataBuilder.GetConstantType(TypeReference constant_type, Object constant)
at Mono.Cecil.MetadataBuilder.AddConstant(IConstantProvider owner, TypeReference type)
at Mono.Cecil.MetadataBuilder.AddParameter(UInt16 sequence, ParameterDefinition parameter, ParamTable table)
at Mono.Cecil.MetadataBuilder.AddParameters(MethodDefinition method)
at Mono.Cecil.MetadataBuilder.AddMethod(MethodDefinition method)
at Mono.Cecil.MetadataBuilder.AddMethods(TypeDefinition type)
at Mono.Cecil.MetadataBuilder.AddType(TypeDefinition type)
at Mono.Cecil.ModuleWriter.<>c.<BuildMetadata>b__1_0(MetadataBuilder builder, MetadataReader _)
at Mono.Cecil.ModuleDefinition.Read[TItem,TRet](TItem item, Func`3 read)
at Mono.Cecil.ModuleWriter.BuildMetadata(ModuleDefinition module, MetadataBuilder metadata)
at Mono.Cecil.ModuleWriter.WriteModuleTo(ModuleDefinition module, Stream stream, WriterParameters parameters)
at Mono.Cecil.ModuleDefinition.Write(Stream stream, WriterParameters parameters)
at Terraria.ModLoader.AssemblyManager.LoadedMod.EncapsulateReferences(Byte code)
at Terraria.ModLoader.AssemblyManager.InstantiateMods(List`1 modsToLoad)