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looking back it was extremely p2w though lol
I haven't tried with other stuff yet, but I couldn't actuate tiles near the edges, I'd assume that's a known thing?
Is it just a quirk with how the seamless transition is achieved, or is it a bug that will be fixed at some point?
Could also be a compatibility issue since I use a lot of other mods, if that's the case, apologies in advance :^)
when i put “CALAMITY UPDATE” in the description, that means i actually verified it works. i don’t just throw that in blindly.
And Calamity \ Thorium are definitely uncompatible, seeing as those completely rewrite one of the oceans
Man, the shear amount of effort you put in just to make your mod and friendly and accessible as possible is pretty awesome. Most mod authors are like "This is what I made, don't like it, then screw you; you're not paying me." Which to be fair, is fair. But it IS really cool to see a mod author who is genuinely interested in increasing the enjoyment of everyone in the community.
Just wanted to give you three cheers, dude! Thanks for all the mod work.
> it only loaded my main world after I tried a different one.
> water level in both sides of the ocean are much lower than before, I tried to use a backup file of the world but for some reason it got WAY lower idk whats happening.
> also Sulphurous sea is closer to my regular ocean now, its like it got shifted or a huge chunk from both sides were deleted
not game breaking but kinda oof
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at WorldLoop.ExpandWorldBuffer.ExpandWorld() in WorldLoop\WorldGenManager.cs:line 197
at WorldLoop.WorldLoopSystem.PostWorldLoad() in WorldLoop.cs:line 96
Be sure to save a backup of your world in case you don't like how the mod affects it!
Worlds generate oceans at the same height (doesn't apply to worlds made before enabling the mod)