The "Reload Complete" phase is where the game is most vulnerable to memory spikes and code conflicts. If your game crashes here, it is usually one of the following reasons:
You and the server have different versions of the same mod.
This error is known by many names. Some players see “Reload Complete, Joining...” in red text before the game freezes. Others report getting stuck on the "Receiving Tile Data: Complete!" stage. Regardless of the specific wording, the result is the same: you spend hours setting up a massive mod pack with friends, only to be locked out of the server at the final hurdle.
Old data overrides your active mod directory. Step-by-Step Solutions to Fix the Error
The "Reload Complete! Joining..." bug in tModLoader is almost always a symptom of a bottleneck—either your computer is taking too long to load the assets, or the server and client are speaking slightly different languages due to mismatched mod files. By manually syncing your mod list in single-player beforehand and clearing out your local cache, you can eliminate 90% of multiplayer connection issues. reload complete joining tmodloader
In multiplayer joining, the message indicates the client has successfully integrated the server’s mod environment and is now ready to finalize world entry.
The "Reload Complete, Joining" error is rarely a sign of a broken computer or a dead save file. In nine out of ten cases, it is simply a timing mismatch or a minor data conflict between your computer and the host server. By manually matching your enabled mod list prior to joining and clearing out old cache files, you remove the heavy lifting from tModLoader's automated network handler, allowing for a seamless connection.
Many large mods require library mods (e.g., HookingLibrary , ModLib , PortableStorage , SubworldLibrary ). If you have two different library mods that do the same thing, or if a library is six months out of date, the reload passes (because the library loads) but joining fails (because a function call returns garbage data).
Terraria is a 32-bit application by default. Even with tModLoader’s 64-bit branch, mods like Calamity , Thorium , Spirit , Star above , and large texture packs can consume 8GB+ of RAM. When the game says "reload complete," it has filled your RAM. The "joining" step requires a burst of memory to spawn entities and generate world assets. If there’s no room, the game freezes. The "Reload Complete" phase is where the game
: The client identifies missing or outdated mods and downloads them directly from the server.
This happens because of a miscommunication between your computer and the server regarding mod synchronization. Here is a complete guide to understanding why this happens and how to fix it. Why tModLoader Gets Stuck Here
As indicated by the developer, this specific mod is largely obsolete on modern tModLoader versions (1.4.4.9+) because the official update fixed the timeout issue. However, if you are maintaining a legacy server, these timeout extension mods remain a viable safety net.
Steam's networking layer adds an extra wrapper to the connection. If joining via Steam Friends causes the loop, try connecting directly using the server’s IPv4 address and port (default is 7777). 5. Allocate More RAM / Switch to Stable Builds Some players see “Reload Complete, Joining
Large modpacks (like Calamity, Thorium, and Fargo's Soul Mod combined) require massive amounts of memory. If your game crashes right as it says "Joining," your system likely ran out of RAM.
: Corrupted local files can prevent the final "joining" phase. Use the Steam Verify Integrity tool
: If joining a friend, use the Steam "Join Game" feature from your friend list. Via IP Address Multiplayer from the main menu. Join via IP Choose your character. (default is usually 7777). Via Invite
Here is a quick guide on why this happens and how to actually get back into your world. What is Happening?