Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Magic Storage throws a silent exception on world generation #190

Open
Biohazard12947 opened this issue Jul 7, 2022 · 1 comment
Open

Comments

@Biohazard12947
Copy link

Biohazard12947 commented Jul 7, 2022

When creating a world with magic storage enabled it undergoes normal world generation until it reaches the end and the status bar disappears and you just get a blank tmodloader screen. I had added mods until I was met with this issue and I also tried magic storage by itself but still ran into the same issue

[04:18:56] [.NET ThreadPool Worker/WARN] [tML]: Silently Caught Exception:
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.Select[TSource,TResult](IEnumerable1 source, Func2 selector)
at MagicStorage.StorageWorld.SaveWorldData(TagCompound tag) in MagicStorage\StorageWorld.cs:line 86
at Terraria.ModLoader.IO.WorldIO.SaveModData() in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 470
at Terraria.ModLoader.IO.WorldIO.Save(String path, Boolean isCloudSave) in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 25
at Terraria.IO.WorldFile.InternalSaveWorld(Boolean useCloudSaving, Boolean resetTime) in tModLoader\Terraria\IO\WorldFile.cs:line 563
at Terraria.IO.WorldFile.<>c__DisplayClass57_0.b__0() in tModLoader\Terraria\IO\WorldFile.cs:line 499
at Terraria.Utilities.FileUtilities.ProtectedInvoke(Action action) in tModLoader\Terraria\Utilities\FileUtilities.cs:line 170
at Terraria.IO.WorldFile.SaveWorld(Boolean useCloudSaving, Boolean resetTime) in tModLoader\Terraria\IO\WorldFile.cs:line 498
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext) in tModLoader\Terraria\WorldGen.cs:line 2346
at Terraria.WorldGen.worldGenCallback(Object threadContext) in tModLoader\Terraria\WorldGen.cs:line 2335
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

[04:18:56] [.NET ThreadPool Worker/ERROR] [Terraria]: A problem was encountered during world generation
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.Select[TSource,TResult](IEnumerable1 source, Func2 selector)
at MagicStorage.StorageWorld.SaveWorldData(TagCompound tag) in MagicStorage\StorageWorld.cs:line 86
at Terraria.ModLoader.IO.WorldIO.SaveModData() in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 470
at Terraria.ModLoader.IO.WorldIO.Save(String path, Boolean isCloudSave) in tModLoader\Terraria\ModLoader\IO\WorldIO.cs:line 25
at Terraria.IO.WorldFile.InternalSaveWorld(Boolean useCloudSaving, Boolean resetTime) in tModLoader\Terraria\IO\WorldFile.cs:line 563
at Terraria.IO.WorldFile.<>c__DisplayClass57_0.b__0() in tModLoader\Terraria\IO\WorldFile.cs:line 499
at Terraria.Utilities.FileUtilities.ProtectedInvoke(Action action) in tModLoader\Terraria\Utilities\FileUtilities.cs:line 170
at Terraria.IO.WorldFile.SaveWorld(Boolean useCloudSaving, Boolean resetTime) in tModLoader\Terraria\IO\WorldFile.cs:line 498
at Terraria.WorldGen.do_worldGenCallBack(Object threadContext) in tModLoader\Terraria\WorldGen.cs:line 2346
at Terraria.WorldGen.worldGenCallback(Object threadContext) in tModLoader\Terraria\WorldGen.cs:line 2335

I end up having to alt F4 and relaunch. In doing so I find the world has been created except there are missing biomes like the Abyss from Calamity.

@Biohazard12947
Copy link
Author

A workaround could be to create the world without magic storage and then add it after

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant