Jump to content

Recommended Posts

Posted

Good Evening.

I am attempting to utilize your spiles to farm resin, however I am having difficulty.

The spiles seem to randomly stop producing fresh resin? this happened on my creative test world when I was messing around with Time. Destroying old spiles and placing new ones seems to fix the issue. I only noticed this after leaving the world and returning. also, spiles didnt work on oaks, but did work on pines. I assume this is intended. After the buckets, barrels, and bowls are filled with resin, I am unable to find a way to remove cured resin from buckets and bowls. I can remove resin from barrels by breaking the barrels. No such luck with buckets and bowls. How should i be removing cured resin from buckets and bowls? do i not understand something? I asked a similar question on the expanded foods mod page.

Thank you.

Posted

Hello everyone, 

This has been mentioned on the modpage before, but I haven't seen it in here, so I'd like to report a bug.

Whenever I try to crack an egg, the game crashes. The egg white is in the container afterwards.   

I'll attack the crash report to this post: 

Thanks and have a nice Dayclient-crash.txt

  • l33tmaan changed the title to A Culinary Artillery 1.1.0
Posted (edited)

Updated to 1.1.0, baby!!

~1.19_v1.1.0~
- Cookware trader actually spawns in-game
- French translation actually included this time (sorry about that)
- based bugfixes from Pursec:
-- Hopeful fix for liquid outputs to properly go into cauldron/saucepan
-- Bottles can emit light when held
-- Fixed dedicated server/subsequent rejoin patching issues and saucepan display issues
-- Cracking eggs doesn't cause crashes anymore
-- Fix for Item ID outside of range crash

Edited by l33tmaan
  • Amazing! 1
Posted
On 2/12/2024 at 7:25 PM, BebRav3 said:

How should i be removing cured resin from buckets and bowls?

Empty it into the mixing bowl or saucepan's input slots, then you can grab it.

Posted

Updated to 1.1.1!

- Cookware trader spawn chance reduced from 10.0 to 1.0
- ALL THE TRADER'S FANCY TOOLS AND CYLINDERS REMOVED BECAUSE THERE'S NO WAY TO PROTECT THEM (TYRON PLZ FUCKING FIX WAT DA HELL)
- 2 secret bottles of Soulstorm Brew added to spawnhouse, for good luck

  • Haha 1
  • l33tmaan changed the title to A Culinary Artillery 1.1.1
  • l33tmaan changed the title to A Culinary Artillery 1.1.2
Posted
7 hours ago, l33tmaan said:

Updated to 1.1.2!

- Cookware trader minGroupDistance increased from 700 to 2000
- Spawnhouse tools actually removed this time, I guess

Does it solve the issue with cookware traders replacing every other trader?

  • 2 weeks later...
Posted
On 2/22/2024 at 2:17 AM, Psyborg said:

Does it solve the issue with cookware traders replacing every other trader?

Uhh, judging from comments on the ModDB, it seems not. Funny, because I only see one every thousand or two-thousand blocks when I test it myself. Some people say it replaced like 7 out of 8 traders they ran into? I thought boosting minGroupDistance would fix that, but I guess not...

  • l33tmaan changed the title to A Culinary Artillery 1.1.3
Posted

Running on 64 bit Windows 10.0.19045.0 with 16336 MB RAM
Game Version: v1.19.3 (Stable)
3/9/2024 2:49:57 PM: Critical error occurred in the following mod: aculinaryartillery@1.1.3
Loaded Mods: acorns@0.5.3, aculinaryartillery@1.1.3, autopanning@1.0.1, bettercrates@1.7.0, bettertraders@0.0.5, blacksmithname@1.1.6, chiseltools@1.10.5, entitiesinteract@1.0.3, extendedcrafts@1.1.0, fantasycreatures@0.7.1, foundrymod@1.0.0, mannequinstand@1.0.3, optimizedwindmills@1.0.1, primitivesurvival@3.4.8, rpvoicechat@2.3.8, sortablestorage@2.2.2, Swordz@1.1.6, thecritterpack@0.8.8, game@1.19.3, animalcages@3.0.2, autoloot@1.0.1, betterfirepit@1.1.4, betterruins@0.3.4, canjewelry@0.2.16, canmarket@0.3.24, carryon@1.7.4, commonlib@2.3.2, divisionoflabor@1.0.8, expandedfoods@1.6.8, fairplayguardian@1.1.7, fromgoldencombs@1.4.25, hudclock@3.4.0, justanarrowheadmold@1.0.1, knapster@2.8.5, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, morepiles@1.5.0, natsachievements@1.0.1, nohandsfp@1.0.1, petai@2.2.3, playerlist@1.8.0, pomshadercache@1.1.1, prospecttogether@1.3.0, sanctuarypatch@1.1.3, steadycam@1.3.1, stonebakeoven@1.1.3, storagecontroller@1.0.7, storageoptions@1.0.2, strspawnchances@0.1.6, th3dungeon@0.2.1-rc.1, vanvar@3.3.0, creative@1.19.3, survival@1.19.3, VsTrashcan@1.0.5, waypointtogether@1.0.1, woodenfortifications@0.0.4, workbenchexpansion@1.8.0, xlib119@0.7.4-dev.1191, betterruinslootchanges@0.0.3, cats@2.0.1, em@2.5.0, feverstonewilds@1.4.5, playercorpse@1.9.0, rifteye@0.3.4, simplewinddirection@1.0.2, stonequarry@3.2.1, vsradiomod@0.2.0, wolftaming@2.1.0, xskills119@0.7.5-dev.1191, bricklayers@2.5.0, moreroads@1.5.4, tailorsdelight@1.3.0
System.NullReferenceException: Object reference not set to an instance of an object.
   at ACulinaryArtillery.BlockBottle.GenMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos)
   at ACulinaryArtillery.BlockBottle.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
   at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 388
   at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 195
   at Vintagestory.Client.NoObf.RenderAPIGame.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean rotate, Boolean showStackSize) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 268
   at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 479
   at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
   at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 380
   at Vintagestory.API.Client.HudElement.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\HudElement.cs:line 30
   at Vintagestory.Client.NoObf.HudHotbar.OnRenderGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 574
   at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 301
   at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 799
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 988
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

 

Posted

I cannot get the mixing bowl to work with any kind of meat at all. Nuggets of any kind, raw meat of any kind, any kind of smashed meat. I don't know if the mixing bowl just doesn't accept meat or what's going on. For example. I have a cooking pot in the bottom slot, then in the ingredient slots (left to right) 6 red meat nuggets, 6 red meat nuggets, 6 copped onions, 6 spelt bread crumbs, 6 cheddar cheese, 6 chopped parsnips. If I remove the meat, a salad recipe shows up. but as soon as I add any meat, it won't allow me to mix

Posted
2 hours ago, Sodyaler said:

I cannot get the mixing bowl to work with any kind of meat at all. Nuggets of any kind, raw meat of any kind, any kind of smashed meat. I don't know if the mixing bowl just doesn't accept meat or what's going on. For example. I have a cooking pot in the bottom slot, then in the ingredient slots (left to right) 6 red meat nuggets, 6 red meat nuggets, 6 copped onions, 6 spelt bread crumbs, 6 cheddar cheese, 6 chopped parsnips. If I remove the meat, a salad recipe shows up. but as soon as I add any meat, it won't allow me to mix

I've only been able to use cooked meat and dumplings in a salad with any amount of success

  • Like 1
  • 2 weeks later...
Posted

l33tmaan

Running on 64 bit Windows 10.0.22631.0 with 32405 MB RAM (well, thats not true, I got win 11, but ok)
Game Version: v1.19.5 (Stable)
22-Mar-24 13:18:18: Critical error occurred in the following mod: aculinaryartillery@1.1.3
Loaded Mods: aculinaryartillery@1.1.3, millwright@1.1.4, primitivesurvival@3.4.9, she1fish@1.2.0, game@1.19.5, animalcages@3.0.2, betterruins@0.3.4, expandedfoods@1.6.8, usefulstuff17@1.3.2, creative@1.19.5, survival@1.19.5
System.ArgumentNullException: Value cannot be null. (Parameter 'Unable to find a texture for texture code 'water_bucket' in saucepan. Giving up. Sorry.')
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String typeForLogging, Shape shapeBase, MeshData& modeldata, ITexPositionSource texSource, Vec3f wholeMeshRotation, Int32 generalGlowLevel, Byte climateColorMapId, Byte seasonColorMapId, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 207
at ACulinaryArtillery.BlockSaucepan.GenRightMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos, Boolean isSealed)
at ACulinaryArtillery.BlockSaucepan.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
at Vintagestory.API.Client.GuiDialogBlockEntity.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialogBlockEntity.cs:line 111
at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

This started happening since I updated the game from 1.19.4. and apparently persists to 1.19.5.
I have reinstalled the entire game, just ported the world. It seems to happen with multiple items from this mod. I have updated all mods as well. The world worked for over 70 hours fine before. Any ideas what to do? Thanks!

  • l33tmaan changed the title to A Culinary Artillery 1.1.4
Posted

Updated to 1.1.4!

~1.19_v1.1.4~
- "A Culinary Artillery: Primer" handbook title changed to "A Culinary Artillery: Cooking 100 - Your Tools"
- Expanded Food items work properly with trader quests (thanks to Pursec)
- BlockBottle crashing fixed again (thanks to Pursec)
- XSkills compatibility updated or something? (thanks to Xandu & Pursec)
- Trader dialogue expanded (for now; some more will appear when Expanded Foods is installed)
- Wildcraft Trees re-integrated (bottle/meat racks & rolling pin work with new wood)

 

 

@Ralfy Can you try clearing your mod cache folder? It should be in the same folder containing your logs. You can also try expanding your atlas texture size. I forget how to do that, but it should be around these forums if you look for it. This happens to a lot of people.

  • Like 1
Posted (edited)

  

On 8/24/2023 at 4:43 AM, Boostar said:

how the heck to you make a cast iron cauldron? i've been wondering for ages

 

On 8/24/2023 at 11:49 AM, EreticKB said:

Traders.

This is something that should be mentioned somewhere in the documentation and/or item description - I thought I was going INSANE, since I (correctly) thought that you can't cast iron.

Google didn't work, so I chalked it up to poorly documented mechanic and tried a million operations with the bloomery, crucible and bits.

When that didn't work, I went over to the source code of the Expanded Foods and started digging through it, and when that didn't work and I realized it's part of the parent mod, I went through the Culinary Artillery repo.

I couldn't find any evidence that it is actually cast from iron somehow, so I combed through this thread page by page, expecting to see this question at least a dozen times.

And now I see this.

Oh well, at least I know the answer now and can point all of my confused friends to this thread.

 

TL;DR: Please add important information - the inability to obtain cauldron without a trader - to the item description, otherwise people will waste days searching "how to cast iron in vintage story".

 

Edit 2 mins later: Note that I am not running the latest version, but one before it - if it was already added then sorry, my bad, but if not please do add it.

Edited by sysblade1984
additional info
  • Sad 1
Posted

I just realized by looking in creative tabs that other types of cauldrons exist...

All of us assumed that only iron cast cauldron exists since it's the one that the in-game guide points to, so everyone thought that it was gated end-game content.

I am speechless. 🤣 🤦‍♂️

If I knew that they can be made from other materials, I wouldn't even make the original post.

  • 2 weeks later...
  • 1 month later...
Posted

Hello, I am coming in here to say I cannot cook certain berries. The game will crash if I attempt to make dried black currants or cranberries. Here is one such crash report:
 

Spoiler

Running on 64 bit Windows 10.0.19045.0 with 15774 MB RAM
Game Version: v1.19.8 (Stable)
6/2/2024 10:24:22 PM: Critical error occurred in the following mod: aculinaryartillery@1.1.4
Loaded Mods: aculinaryartillery@1.1.4, primitivesurvival@3.5.4, roas@1.0.0, usefuldrifterloot@1.0.3, game@1.19.8, ancienttools@1.5.18, animalcages@3.0.2, carryon@1.7.4, commonlib@2.3.0, expandedfoods@1.6.9, hudclock@3.4.0, stonebakeoven@1.1.3, creative@1.19.8, vsimgui@1.1.3, survival@1.19.8, configlib@1.3.9, playercorpse@1.10.1-rc.1
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.Client.NoObf.TextureAtlasManager.get_Item(AssetLocation textureLocation) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 51
   at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateTexPos(AssetLocation texturePath) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 113
   at Vintagestory.GameContent.BlockEntityDisplay.get_Item(String textureCode) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 88
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation name, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 51
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 630
   at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateMesh(ItemStack stack, Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 213
   at ACulinaryArtillery.BlockEntityExpandedOven.getOrCreateMesh(ItemStack stack, Int32 index)
   at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 188
   at ACulinaryArtillery.BlockEntityExpandedOven.TryPut(ItemSlot slot)
   at ACulinaryArtillery.BlockEntityExpandedOven.OnInteract(IPlayer byPlayer, BlockSelection bs)
   at ACulinaryArtillery.BlockExpandedClayOven.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection bs)
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 885
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 5/31/2024 9:16:58 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x44b0
Faulting application start time: 0x01dab3d17cfab4ef
Faulting application path: C:\Users\photo\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\photo\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 3fd5047e-9015-415b-9abf-b3687e4683b7
Faulting package full name:
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 5/30/2024 11:33:29 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x385c
Faulting application start time: 0x01dab2b751f1d6f8
Faulting application path: C:\Users\photo\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\photo\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 7f4287f3-8cae-478d-a9b6-7403d9972fb7
Faulting package full name:
Faulting package-relative application ID:  }

I have tried using both the oven from the stone bake oven mod and a regular clay oven, I get the same results. Also, when I cook blueberries into dried blueberries the model becomes invisible. It's still there, but it doesn't show up on the oven.

Posted

Updated to 1.1.5!

~1.19_v1.1.5~
Pursec fixes:
- Saucepan/Cauldron optimized and works with Level Up mod
- Extra nutrition transfers through items ground in the quern
- Added an API extension class for easy access to our recipes
- Refactored network code to use vanillas recipeRegistry system to handle syncing for us
- Added in support for liquid items for pie fillings, including a check for a new "nutritionPropsWhenInPie" attribute following the same structure as its meal equivalent.
- Meat hook display fixed; cleaned up
- Cauldron/Saucepan dupe bug fix; Updated our tryPutLiquid to match current vanilla implementation
- Pie desync quashed?
- Mixing meal related issues fixed:
-- No more premature rotting or failing to transfer expandedSats properly?
-- Meals add in the correct base + expandedSats and properly scale the expandedSats of ExpandedLiquids based on the amount used to make a serving

Posted
On 6/2/2024 at 11:30 PM, Kay Douglas said:

Hello, I am coming in here to say I cannot cook certain berries. The game will crash if I attempt to make dried black currants or cranberries. Here is one such crash report:
 

  Reveal hidden contents

Running on 64 bit Windows 10.0.19045.0 with 15774 MB RAM
Game Version: v1.19.8 (Stable)
6/2/2024 10:24:22 PM: Critical error occurred in the following mod: aculinaryartillery@1.1.4
Loaded Mods: aculinaryartillery@1.1.4, primitivesurvival@3.5.4, roas@1.0.0, usefuldrifterloot@1.0.3, game@1.19.8, ancienttools@1.5.18, animalcages@3.0.2, carryon@1.7.4, commonlib@2.3.0, expandedfoods@1.6.9, hudclock@3.4.0, stonebakeoven@1.1.3, creative@1.19.8, vsimgui@1.1.3, survival@1.19.8, configlib@1.3.9, playercorpse@1.10.1-rc.1
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Vintagestory.Client.NoObf.TextureAtlasManager.get_Item(AssetLocation textureLocation) in VintagestoryLib\Client\Render\Atlas\TextureAtlasManager.cs:line 51
   at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateTexPos(AssetLocation texturePath) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 113
   at Vintagestory.GameContent.BlockEntityDisplay.get_Item(String textureCode) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 88
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation name, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 51
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 630
   at Vintagestory.GameContent.BlockEntityDisplay.getOrCreateMesh(ItemStack stack, Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 213
   at ACulinaryArtillery.BlockEntityExpandedOven.getOrCreateMesh(ItemStack stack, Int32 index)
   at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index) in VSSurvivalMod\BlockEntity\BEContainerDisplay.cs:line 188
   at ACulinaryArtillery.BlockEntityExpandedOven.TryPut(ItemSlot slot)
   at ACulinaryArtillery.BlockEntityExpandedOven.OnInteract(IPlayer byPlayer, BlockSelection bs)
   at ACulinaryArtillery.BlockExpandedClayOven.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection bs)
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 885
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 5/31/2024 9:16:58 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x44b0
Faulting application start time: 0x01dab3d17cfab4ef
Faulting application path: C:\Users\photo\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\photo\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 3fd5047e-9015-415b-9abf-b3687e4683b7
Faulting package full name:
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 5/30/2024 11:33:29 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x385c
Faulting application start time: 0x01dab2b751f1d6f8
Faulting application path: C:\Users\photo\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\photo\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 7f4287f3-8cae-478d-a9b6-7403d9972fb7
Faulting package full name:
Faulting package-relative application ID:  }

I have tried using both the oven from the stone bake oven mod and a regular clay oven, I get the same results. Also, when I cook blueberries into dried blueberries the model becomes invisible. It's still there, but it doesn't show up on the oven.

That's very strange. Are the dried blueberries invisible in the handbook as well?

  • l33tmaan changed the title to A Culinary Artillery 1.1.5
Posted

 

21 minutes ago, l33tmaan said:

That's very strange. Are the dried blueberries invisible in the handbook as well?

No, weirdly. They even show up in my hand and inventory. But when they're on the stove they disappear when they are finished cooking.

Posted
On 6/6/2024 at 4:25 PM, Kay Douglas said:

 

No, weirdly. They even show up in my hand and inventory. But when they're on the stove they disappear when they are finished cooking.

WTF! What happens if you try that in a fresh world with only ACA + EF installed?

  • 1 month later...
Posted

I have a problem with making a pie. When I place the dough the game just crashes with a crash log saying that a texture couldn't be found. I tried placing the dough with the mod unloaded and then reloading it, but when I place a filling the game crashes again.

  • 1 month later...
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.