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With the new eco-tone biome from spirit mod, biome sizes and positioning became very important. Usually these custom biomes take the spot of forests, which is a shame because forest are neat rest places, while jungles are gigantic, and get very repetitive after a while.
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at FargoSeeds.FargoWorldGen.multiplyStep(List`1 tasks, Int32 stepIndex, Int32 numMultiplier) in FargoSeeds\FargoWorldGen.cs:line 701
at FargoSeeds.FargoWorldGen.ModifyWorldGenTasks(List`1 tasks, Double& totalWeight) in FargoSeeds\FargoWorldGen.cs:line 335
at Terraria.ModLoader.SystemLoader.ModifyWorldGenTasks(List`1 passes, Double& totalWeight) in tModLoader\Terraria\ModLoader\SystemLoader.cs:line 437
Is there any trick to get the old man to force spawn?
Will this cause problems with the lunatic cultists later down the line?
I have Fargo's Mutant & Souls on with this and it's working
-people getting errors, what mods are you using?
Things I will look into adding
-both evils does the switching every day
Also I've noticed a little bug where around(not inside) the crimson chasm, demon altars will spawn
[20:46:44.918] [WorldGen/ERROR] [tML]: FargoSeeds/FargoWorldGen : A problem was encountered during world generation
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at FargoSeeds.FargoWorldGen.multiplyStep(List`1 tasks, Int32 stepIndex, Int32 numMultiplier) in FargoSeeds\FargoWorldGen.cs:line 701
at FargoSeeds.FargoWorldGen.ModifyWorldGenTasks(List`1 tasks, Double& totalWeight) in FargoSeeds\FargoWorldGen.cs:line 359
at Terraria.ModLoader.SystemLoader.ModifyWorldGenTasks(List`1 passes, Double& totalWeight) in tModLoader\Terraria\ModLoader\SystemLoader.cs:line 437
I dunno if there are other enemies that follow this logic, though.