tModLoader

tModLoader

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Subworld Library
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Mod Features: Library
Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
File Size
Posted
Updated
219.079 KB
26 Mar, 2022 @ 1:55pm
18 Jun @ 12:55pm
17 Change Notes ( view )

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Subworld Library

Description
NOTE
Cloud saving/Steam Cloud is known to cause freezes when entering subworlds that save in Singleplayer. If you're experiencing this, try disabling it for the time being (Steam Cloud isn't a reliable service anyway).
https://github.com/jjohnsnaill/SubworldLibrary/issues/43

An API for modders to easily add dimensions (referred to as subworlds) to their mods, making all the necessary code injections, handling Multiplayer and managing every subworld.

Report issues on the forum page or GitHub:
https://forums.terraria.org/index.php?threads/86283
https://github.com/jjohnsnaill/SubworldLibrary/issues

Wiki:
https://github.com/jjohnsnaill/SubworldLibrary/wiki

HOW IT WORKS
Subworld Library does a LOT of code injection, as Terraria was not made with subworlds in mind.
Subworlds are highly customisable; from how big or small they are, to what ModSystems can update inside of them and even how they are lit.
Subworld Library removes Space, both Oceans and the Underworld from subworlds, allowing them to be extremely small without issues.

LOADING
Loading a subworld is straightforward. Loading screens can be as simple as text on a plain background, or something complex, like an item selection menu.

SAVING
Subworlds save to a directory named after the main world. A subworld and/or changes to players inside it can be temporary. Deleting a world deletes all of its subworlds as well.

MULTIPLAYER
Subworld Library works in Multiplayer with little to no extra work required from modders. A "subserver" is opened for every subworld being occupied.
Originally posted by tModLoader:
Developed By John Snail
332 Comments
John Snail  [author] 20 Dec @ 12:18pm 
It is in fact an issue on Calamity's end lol
Silly Girl :3 16 Dec @ 4:25pm 
going to a subworld causes Murasama to break and be unusable, which seems like more of a problem with subworld than with Calamity
Brutal 10 Dec @ 11:07pm 
The only way I found for now to make it work is to download the .tmod file directly. That way, other mods are working normal
Monde 9 Dec @ 8:35am 
I'm having the same issue as the person below me:steamsad:
Hex: Sesbian Lex 30 Nov @ 8:49pm 
im having an issue where the mod keeps saying its installed, but it actually isn't so mods like Inferum won't actually load because Subworld Library "Isn't insalled"
ravyn 20 Oct @ 4:45pm 
My issue earlier in the comments is the same as yours, so it definitely is still happening afaik
MercuryDoll 18 Oct @ 5:35pm 
Honestly i dont know if that was addressed since last i tried it somewhen in spring i think, i just had a discussion earlier today and had the modpage open so i thought i'd post my experience here as well.
John Snail  [author] 18 Oct @ 1:43pm 
That's odd, that shouldn't be happening. I guess I'll have to have another look, thanks for the report!
MercuryDoll 18 Oct @ 6:59am 
Dedicated servers work, but its not recommended with larger modpacks. The dedicated server boots up a second instance automatically upon a player requesting to enter a subworld. The problem is if this bootprocess takes too long due to loading mods, the players can time out during the loading and be kicked from the server. If the subworld instance sees that noone is queued for the subworld anymore, it automatically shuts down the subserver again. So its kinda impossible to get into a subworld unless you shrink down on mods to shorten server boot time.
This could be remedied if we could tell the dedicated server to boot them after startup and keep them open, or even add separate process instances for each subworld. But at the moment all you can do is trim down modlists significantly.
Tsakaile 13 Sep @ 11:01pm 
Would something like this work on a dedicated server? This could be pretty amazing honestly