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Here's the crash log: https://pastebin.com/jfcV57kD
I also shared this on that mod's page. Not sure which side the issue is on, or if it can even be helped.
PreLiquidMerge can be used to do actions rather than creating tiles. Please see ExampleCustomLiquidMerge.cs in the example mod on how to do that.
tile.LiquidType = LiquidLoader.LiquidType<MYLIQUIDHERE>();
or
Worldgen.PlaceLiquid(x, y, LiquidLoader.LiquidType<MYLIQUIDHERE>(), amount);
Smaller hotfix containing fixes but contains a few mod-breaking changes such as properties being renamed, PreDraw in GlobalLiquid containing water style params and more.
Also fixed the mod being unable to graphically handle liquids when more than 11 modded liquids were added.
Example Mod will be updated accordingly alongside
Thank you all for the reports and issues that ive been able to identify and fix!
1. Open steam and navigate to your Tmodloader page in your library
2. Open the properties menu and select "Betas"
3. Change the "None" dropdown to "preview-v2025.07"
The 4 liquid limit in the game barely exists, only existing when saving the world and in multiplayer (for syncing purposes). These both can be expanded quite easily. The rest of the game however has either a 255 liquid limit or a 2 billion limit (255 for a lot of rendering stuff, 2 billion for how the liquid is stored)
Cooked