#sealocket bubble around me despite not having it equiped
41 messages · Page 1 of 1 (latest)
Follow the guidelines #1154772377620717628 message
what didnt i do
Everything else that is mentioned there
how am i supposed to find a log for one thing that doesnt register anywhere besides visually, ive looked
It's not asking you to find this bug's log
It's asking you to just post the client log file.
Besides, you're not following the template for any other details
idk im just trying to see if anyone has an answer take it down if u need
Well if you wanna help me figure this out, I'd advise following the guidelines.
if i knew how i would
What do you not know? What isn't explained in the guidelines?
idk i havent messed with that before, and i cant do it rn so if u need take it down
You can do it later if you can't now, that's fine
wait which one in the logs folder theres a bunch of them
client log
ty
Bug Description: im having the cherished sealocket bubble around me always despite never having the item, only apears for me and on a friends world, it goes away occasionlly but always comes back pretty fast, and its not dissapearing when i get hit like it should
How to cause it: i honestly dont know it just happened
Multiplayer: Yes
Windows 11
Does your computer have a dedicated graphics card: yes
How many GB of RAM do you have: 32
the server is being hosted by someone else and i cant get it atm idk if my server log would help but its here
It's multiplayer?
That changes things
Yeah ideally grab from your host whenever you can
And check if anybody else has Cherished Sealocket equipped
none of us do we havent even killed mechs yet, im the only one who sees the bubble and its inconsistently dissapearing thats all i know so far ill dm the host when i can for the log
just server or both the server and there client
Server
kk
got them

Oh huh
This may have to do with cal's multiplayer cooldown errors
System.NullReferenceException: Object reference not set to an instance of an object.
at CalamityMod.CalamityUtils.AddCooldown(Player p, String id, Int32 duration, Boolean overwrite) in CalamityMod\Utilities\PlayerUtils.cs:line 699
at InfernumMode.Content.Items.Accessories.CherishedSealocket.<>c.<SetStaticDefaults>b__4_3(InfernumPlayer player) in InfernumMode\Content\Items\Accessories\CherishedSealocket.cs:line 69
at Terraria.ModLoader.PlayerLoader.PostUpdateEquips(Player player) in tModLoader\Terraria\ModLoader\PlayerLoader.cs:line 304
at DMD<System.Void Terraria.Player:Update(System.Int32)>(Player this, Int32 i)
at SyncProxy<System.Void Terraria.Player:Update(System.Int32)>(Player , Int32 )
at DMD<System.Void Terraria.Main:DoUpdateInWorld(System.Diagnostics.Stopwatch)>(Main this, Stopwatch sw)
at SyncProxy<System.Void Terraria.Main:DoUpdateInWorld(System.Diagnostics.Stopwatch)>(Main , Stopwatch )
at Terraria.Main.DoUpdate(GameTime& gameTime)
at Terraria.Main.Update(GameTime gameTime)
at DMD<System.Void Terraria.Main:DedServ_PostModLoad(System.Boolean&)>(Main this, Boolean& reloadMods)
at SyncProxy<System.Void Terraria.Main:DedServ_PostModLoad(System.Boolean&)>(Main , Boolean& )
at Terraria.Main.DedServ()
at Terraria.Program.RunGame()
at Terraria.Program.LaunchGame_(Boolean isServer)
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
at Terraria.MonoLaunch.Main_End(String[] args)
at Terraria.MonoLaunch.<>c__DisplayClass1_0.<Main>b__1()```
And
System.NullReferenceException: Object reference not set to an instance of an object.
at CalamityMod.CalPlayer.CalamityPlayer.HandleCooldownRemoval(BinaryReader reader) in CalamityMod\CalPlayer\CalamityPlayerNetcode.cs:line 154
at CalamityMod.CalamityNetcode.HandlePacket(Mod mod, BinaryReader reader, Int32 whoAmI) in CalamityMod\CalamityNetcode.cs:line 26
at Terraria.ModLoader.ModNet.HandleModPacket(BinaryReader reader, Int32 whoAmI, Int32 length) in tModLoader\Terraria\ModLoader\ModNet.cs:line 622
at Terraria.MessageBuffer.GetData(Int32 start, Int32 length, Int32& messageType) in tModLoader\Terraria\MessageBuffer.cs:line 3892
at DMD<System.Void Terraria.NetMessage:CheckBytes(System.Int32)>(Int32 bufferIndex)
at SyncProxy<System.Void Terraria.NetMessage:CheckBytes(System.Int32)>(Int32 )
at Terraria.Netplay.UpdateServerInMainThread()
at Terraria.Main.DoUpdate(GameTime& gameTime)
at Terraria.Main.Update(GameTime gameTime)
at DMD<System.Void Terraria.Main:DedServ_PostModLoad(System.Boolean&)>(Main this, Boolean& reloadMods)
at SyncProxy<System.Void Terraria.Main:DedServ_PostModLoad(System.Boolean&)>(Main , Boolean& )
at Terraria.Main.DedServ()
at Terraria.Program.RunGame()
at Terraria.Program.LaunchGame_(Boolean isServer)
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
at Terraria.MonoLaunch.Main_End(String[] args)
at Terraria.MonoLaunch.<>c__DisplayClass1_0.<Main>b__1()```
im going to be 100% idk what im looking at im sorry
You don't need to do anything
oki
I will check around and see if this is our issue
kk
Well seems like the mp cooldown error fix attempt was successful as its not being spammed as much but theres no more crash reports
I would still like to eventually solve this issue for good though
does that mean the blinding bubble should be gone now?