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Hello and welcome to the Xleveling and XSkills mod. These are technically two mods with the aim to add a character progression system to the game. I split this in two mods to seperate the systems behind the mods from the actual skills.


XLeveling is an interface that does nothing noticeable at its own. But it provides an interface to add skills and abilities to the game, does synchronisation between server and client and saves and loads data. And it provides a dialog that can be opend by pressing the 'O' key by default. I made it so that you can use this to implement your own skills to the game if you want and you don't have to rely on the ones i created. The mod also adds some general information for skills and abilities to the ingame handbook.


XSkills is an implementation for skills and abilities that uses XLeveling . You gather experience for different skills by doing certain actions. And if you have collected enough experience  you will get a additional ability point that you can use to increase the tier of an ability. 

2021-03-25_13-38-09.thumb.png.41866c3d64c05aa9af4f67383985a129.png

This mod is still under development and some things will probably change. Never the less save games should always be compatible. If you have ideas for new abilities or skills i would like to hear them. If you find any bugs please report them to me so that i can fix them.

Skills

Following skills and abilities are currently implemented. Only the first tier of every ability is represented here:

Spoiler

Skill: Survival

Spoiler

Ability: Long Life
Increases your health by 5% and additional 1% for each level at the survival skill. Maxed out at 15%.

Ability: Huge Stomach
Increases your maximum saturation by 500.

Ability: All-rounder
You can learn 1 additional professions.

Ability: Photosynthesis
Increases your health generation in the sunlight up to 15% but reduces the health generation in the dark up to 25%.

Ability: Strong Back
Adds an additional inventory with 3 slots to your character. You can switch the items between this inventory and your hotbar. [default: R]

Ability: On the road
Increases your movement speed on paths by 10%.

Ability: Scout
Increases your movement speed by 5%.

Ability: Soulbound Bag
If you die you do not lose the items in your inventory of the Strong Back ability.

Ability: Luminiferous
You begin to glow in dark areas, creating a bright area around you with a light level of 10.

Ability: Cateyes
Your eyes can adjust to dark areas increasing the brightness up to 6 times, but you may lose some colors. Be careful with bright light sources while your eyes are adapted. 

Skill: Farming

Spoiler

Ability: Green Thumb
Increases the yield of harvested crops by 10% and additional 2% for each level at the farming skill. Maxed out at 30%.

Ability: Demeter's Bless
Increases the yield of gathered seeds by 5% and additional 1% for every level at the farming skill. Maxed out at 15%.

Ability: Gatherer
Increases the yield from harvesting grass, berry bushes, reeds and mushrooms by 10% and additional 2% for every level at the farming skill. Maxed out at 30%.

Ability: Repotting
Harvesting non-matured crops drops always the seeds.

Ability: Careful Hands
Allows you to harvest mushrooms and reeds with your bare hands without breaking the roots.

Ability: Farmer
You will receive 40% more experience for all farming activities. The amount of professions you can learn is limited.

Ability: Cultivated Seeds
If you plant seeds the planted plant has a chance of 10% and additional 1% for each level at your farming skill to skip a growth stage. If the crop was planted in a greenhouse this ability will always trigger and has a chance to trigger again. The chance is capped at 30%.

Ability: Beekeeper
Breaking harvestable skeps will give you 1 more Honeycombs.

Ability: Composting
Every time you harvest a full grown crop the farmland will receive some nutrients back.

Ability: Beemaster
You can harvest skeps with right click without breaking them.

Skill: Digging

Spoiler

Ability: Clay Digger
Increases clay harvesting yield by 10% and additional 2% for each level at the digging skill. Maxed out at 30%.

Ability: Peat Cutter
Increases peat harvesting yield by 10% and additional 2% for each level at the digging skill. Maxed out at 30%.

Ability: Saltpeter Digger
Increases saltpeter harvesting yield by 10% and additional 2% for each level at the digging skill. Maxed out at 30%.

Ability: Shovel Expert
Breaking a block with a shovel increases your digging speed with shovels by 1% and additional 0.1% for each level at the digging skill. Maxed out at 2%. This effect stacks up to 10 times and last 4 seconds.

Ability: Careful Digger
Digging with a shovel has a chance of 5% and additional 1% for each level at the digging skill to not reduce the durability of the shovel. The chance is capped at 15%.

Ability: Mixed Clay
While you harvest one type of clay you have a chance of 50% of getting an extra clay of an other type.

Ability: Digger
You will receive 40% more experience for all digging activities. The amount of professions you can learn is limited.

Ability: Scrap Detector
Every time you break a sand or gravel block there is a chance of 2% that the block breaks as if it was sieved with a pan.

Ability: Scrap Specialist
Increases the amount of rare items from your Scrap Detector ability by 150%.

Skill: Forestry

Spoiler

Ability: Lumberjack
Increases the yield of wood from felling trees by 10% and additional 1% for each level at the forestry skill. Maxed out at 20%.

Ability: Afforestation
You will receive 10% more saplings from breaking leaves.

Ability: More Ladders!
Increases your ladders building capacity by giving you more sticks from breaking leaves. Of course you can also just burn them. You will receive 10% and additional 2% for each level at the forestry skill more sticks from breaking leaves. Maxed out at 30%.

Ability: Resin Farmer
Every time you cut down a pine there is a chance of 2% per wood log that it drips resin.

Ability: Tree Nursery
Planted trees only need 87% of the default time to grow.

Ability: Axe Expert
Breaking a block with an axe increases your tree felling speed with axes by 1% and additional 0.1% for each level at the forestry skill. Maxed out at 2%. This effect stacks up to 10 times and last 30 seconds.

Ability: Careful Lumberjack
Cutting a tree with an axe has a chance of 5% and additional 1% for each level at the forestry skill to not reduce the durability of the axe. The chance is capped at 15%.

Ability: Forester
You will receive 40% more experience for all foresting activities. The amount of professions you can learn is limited.

Ability: Charcoal Burner
You will receive 13% more charcoal from charcoal piles.

Ability: Resin Extractor
You have a chance to receive resin from every tree you cut down. The chance is 50% of the chance of your Resin Farmer ability.

Skill: Mining

Spoiler

Ability: Stonebreaker
Increases the number of stones you receive by 10% and additional 2% for each level at the mining skill. Maxed out at 30%.

Ability: Stonecutter
Every time you break a rock you have a chance of 2% and additional 1% for each level at the mining skill to receive the raw rock instead of stones. Maxed out at 12%.

Ability: Ore Miner
Increases the number of ores you receive by 5% and additional 1% for each level at the mining skill. Maxed out at 15%.

Ability: Gemstone Miner
Increases the number of gemstones you receive by 5% and additional 1% for each level at the mining skill. Maxed out at 15%.

Ability: Pickaxe Expert
Breaking a block with a pickaxe increases your mining speed with pickaxes by 1% and additional 0.1% for each level at the mining skill. Maxed out at 2%. This effect stacks up to 10 times and last 4 seconds.

Ability: Careful Miner
Mining a stone or ore with a pickaxe has a chance of 5% and additional 1% for each level at the mining skill to not reduce the durability of the pickaxe. The chance is capped at 15%.

Ability: Miner
You will receive 40% more experience for all mining activities. The amount of professions you can learn is limited.

Ability: Crystal Seeker
Increases the effect of your Ore Miner ability for crystallized ores of 100%.

Ability: Bomberman
If you blow up rock or ores with a bomb there are 33% less drop penalties.

Ability: Geologist
Every time you break a rock you will be notified when there are ore blocks nearby. Higher tiers have a higher radius.

Ability: Blaster
Your Stonebreaker, Stonecutter, ore miner and gemstone miner abilities are also applied if you blow up rock or ores with bombs.

Skill: Husbandry

Spoiler

Ability: Hunter
Increases the damage you deal to animals and reduces the damage animals deal to you by 10% and additional 0% for each level at the husbandry skill up to a maximum of 10%.

Ability: Butcher
Increases the meat yield from animals by 5% and additional 1% for each level at the husbandry skill up to a maximum of 15%.

Ability: Furrier
Increases the hide yield from animals by 5% and additional 1% for each level at the husbandry skill up to a maximum of 15%.

Ability: Bonebreaker
You can break carcasses to get bones. You receive 100% yield and additional 1% for each level at the husbandry skill up to a maximum of 120%.

Ability: Light-footed
Reduces the animal seeking range by -20%.

Ability: Shepherd
You will receive 40% more experience for the husbandry skill. The amount of professions you can learn is limited.

Ability: Tanner
Reduces the liquid consumption when tanning leather by 10% and additional 1% for each level at the husbandry skill up to a maximum of 20%.

Skill: Combat

Spoiler

Ability: Swordsman
Increases the damage you deal with swords by 10% and additional 1% for each level at the combat skill. Maxed out at 20%.

Ability: Archer
Increases the damage you deal with bows by 10% and additional 1% for each level at the combat skill. Maxed out at 20%.

Ability: Spearman
Increases the damage you deal with spears by 10% and additional 1% for each level at the combat skill. Maxed out at 20%.

Ability: Tool Mastery
Increases the damage you deal with tools by 5% and additional 2% for each level at a corresponding skill. Capped at 25%. Pickaxes are affected by the mining skill, axes by the forestry skill, hammers by the metalworking skill, hoes by the farming skill and shovels by the digging skill.

Ability: Iron Fist
Increases damage you deal with your bare hands by 2 times multiplied by the average protection tier of your armor.

Ability: Looter
Increases the amount of drops you receive from mobs by 10% and additional 1% for each level at the combat skill. Capped at 20%.

Ability: Warrior
You will receive 40% more experience for killing enemies. The amount of professions you can learn is limited.

Ability: Sniper
Increases your accuracy with ranged weapons by 15%.

Ability: Fresh Flesh
Every time you kill an enemy you will receive 10 Protein saturation.

Ability: Shovel Knight
Every time you hit an enemy with a shovel you have a chance of 3% to deal a massive amount of damage.

Ability: Adrenaline Rush
If your health falls below 20% of your maximum health you will receive the adrenaline rush effect which increases your movement speed by 20% and reduces the incoming damage by 25% for 10 seconds. When this effects ends you will be exhausted for 24 seconds.

Ability: Vampire
Every time you hit an enemy you will receive 3% of the dealt damage as healing. But your health regeneration in the sunlight is reduced by up to 5%.

Ability: Burning Rage
Every time you hit an enemy you have a chance of 2% to ignite it.

Ability: Bloodlust
Every time you kill an enemy you will get one stack of the bloodlust effect. It increases your caused damage by 2% per stack and your received damage by 3% per stack. This effect can stack up to 10 times and lasts 16 seconds.

Skill: Metalworking

Spoiler

Ability: Smelter
You need 10% less metal to fill a mold.

Ability: Metal Recovery
After finishing a metal work on an anvil you will receive one metal bit for every 4 splits you have done on the work.

Ability: Heating Hits
Every hit on a smithing work on an anvil will increase its temperature by 1°C.

Ability: Hammer Expert
After finishing a metal work on an anvil your hammer will get durability back. The returned durability corresponds to 5% and additional 1% for each level at the metalworking skill of the used durability. Maxed out at 15%.

Ability: Heavy Hits
Your heavy hits on slag works as a split.

Ability: Metalworker
You will receive 40% more experience for the metalworking skill. The amount of professions you can learn is limited.

Ability: Finishing Touch
You have a chance for every hit to instantly finish a smithing work. The more advanced the work, the greater the chance. The maximal chance is 1% and additional 0.1% for each level at the metalworking skill. This chance is capped at 2% per hit.

Ability: Duplicator
You have a chance of 5% and additional 0% for each level at the metalworking skill to receive a second identical item after finishing a metal work on an anvil. Maxed out at 5%. Does not affect some works, that have a smeltable product.

Ability: Salvager
You can now disassemble locust to get metal bits. You receive 95% and additional 1% for each level at the metalworking skill of the default yield. Capped at 110%.

Ability: Master Smith
Your heavy hits move up to 2 voxels to appropriate positions, instead of just spreading them.

Ability: Machine Learning
You can share your smithing knowledge with helve hammers and they can profit from some of your abilities.

Ability: Automated Smithing
Your helve hammers can work items with up to 1 layers.

Skill: Pottery

Spoiler

Ability: Thrift
You will receive 3 more voxels for each clay you use for pottery.

Ability: Layer layer
When you are copying layers you will copy 1 additional voxels.

Ability: Perfect Fit
When you remove single voxels you can't remove right voxels.

Ability: Perfectionist
When you add single voxels you can't add a wrong voxel.

Ability: Potter
You will receive 40% more experience for the pottery skill. The amount of professions you can learn is limited.

Ability: Fast Potter
You have a chance for every step to instantly finish a pottering work. The more advanced the work, the greater the chance. The maximal chance is 1% and additional 0.1% for each level at the pottery skill. This chance is capped at 2% per step.

Ability: JackPot
You have a chance of 5% and additional 0% for each level at the pottery skill to receive a second identical item after finishing a pottery work. Maxed out at 5%.

Ability: Infallible
Increases the radius of your perfectfit and perfectionist abilities by 1. Tier 2 also affects layers.

Ability: Inspiration
When you burn a storage vessel, a flowerpot or a planter you have a chance of 5% to create a special variant.

Skill: Cooking

Spoiler

Ability: Canteen Cook
You can cook 34% more servings at once.

Ability: Fast Food
You can cook 10% and additional 1% for each level at the cooking skill faster. Capped at 20%.

Ability: Well done
Increases the shelf life of your cooked servings by 5% and additional 1% for each level at the cooking skill. Capped at 15%. But it also increases the cooking time by 20%.

Ability: Dilution
Increases the number of servings you gain when cooking by 10% and additional 1% for each level at the cooking skill. Capped at 20%.

Ability: Desalinate
Allows you to fill a pot with water to cook salt. You need to fill all cooking slots with water to cook salt. You receive 1 salt for every 4*4 liters of water.

Ability: Chef
You will receive 40% more experience for the cooking skill. The amount of professions you can learn is limited.

Ability: Happy Meal
You have a chance of 10% and additional 1% for each level at the cooking skill to add an additional random valid ingredient when you cook a meal. Capped at 20%.

Skill: Temporal Adaptation

Spoiler

Ability: Temporal Stable
Reduces the overall loss of temporal stability by 5% and additional 1% for each level at the temporal adaptation skill. Maxed out at 15%.

Ability: Caveman
Reduces the loss of temporal stability by up to 10% and additional 2% for each level at the temporal adaptation skill. The deeper you are the greater is the advantage. Maxed out at 30%.

Ability: Temporal Adapted
Reduces the loss of temporal stability by up to 10% and additional 2% for each level at the temporal adaptation skill. The lower your current stability is the greater is the advantage. Maxed out at 30%.

Ability: Temporal Recovery
Increases the recovery rate of your temporal stability by 50%.

Ability: Timelord
You will receive 40% more experience for the temporal adaptation skill. The amount of professions you can learn is limited.

Ability: Stable Miner
Increases your yield from all ores by up to 10% if you are in a temporal stable area.

Ability: Stable Warrior
Increases your dealt damage by up to 10% if you are in a temporal stable area.

Ability: Temporal Unstable
Your Stable Miner and Stable Warrior abilities will receive bonuses from temporal unstable areas instead of temporal stable areas and increases these bonuses by 33%.

 

Configuration

The mod creates automatically config files for every skill. You can usually find them in this directory or something similar: C:\Users\[UserName]\AppData\Roaming\VintagestoryData\ModConfig\XLeveling. The files are named after the skill they represent.
You can also find a xleveling.json there which contains some general configurations. Here is a list of the things you can configure and a short explanation what everything means:

Spoiler

xleveling.json:

  •  unlearnCooldown: The time you have to wait until you can use the ability unlearn mechanic again in real time minutes. You can set this to 0 to disable the need to wait.
  • pointsForUnlearn: The number of unlearn points you need to decrease the tier of an ability. You can set this to 0 to disable the need for this points.
  • expLossOnDeath: The relative value of experience you lose when you die. Values lower than 1.0 means you lose experience relativ to your earned experience for the next level. Values greater than 1.0 means you lose experience relativ to the total experience you need for the next level. In this case the values are interpreted as a percentage value. Notice that you can never lose a skill level.
  • specialisationLimit: The base limit of specialisations/professions you can learn. Note that the number of specialisations can also be manipulated in other ways like an ability.
  • expMult: The base multiplier for the all experience you earn. 

[skill].json:

  • name, id: Internal values. Just ignore them.
  • maxLevel: The maximum level you can reach in this skill.
  • enabled: This value usually is always true. Set it to false to disable the skill. You can not earn experience in disabled skills and you can not use its abilities. Note that this does not remove any implementations of any skills or abilities for technical reasons.
  • experience: So this part seems to be very confusing. The experience values change the experience you need to reach the next skill level. They not influence the experience you receive. If you want to change the value of experience you receive you have to change the value for a specific action. E.G. a lot of experience gain values are set in behaviors directly in the mods folder.(xskills/assets/xskills/patches) You can change these values with json patching. For some skills like cooking or metalworking there are no values defined. This is because there are technical implemented very different than other skills. But usually the experience for these skills are calculated dynamically and only have one base value. So you can change the experience you need to level up a skill instead of changing this base value as it would have the same effect.
  • expEquation: This is the equation used to calculate the experience for a skill. Note that the equations take the level that you want to reach as an argument. So if you are level 1 you have to put 2 as level in the equation. Currently there are supported 3 different equations:
    • "quadratic": This is the default one for most skills: expValue * (level-2)^2 + (level-2) * expMult + expBase
    • "logarithmic": This is a logarithmic equation: ln(level - 1) * expMult + expBase
    • "exponential": This is a exponential equation: expMult^(level - 2) * expValue + expBase
  • expBase, expMult, expValue: These are the values that are used by the equations to calculate the needed experience. You need to look at the equations to see what each value does. An equation does not need to use all values.   
  • abilities: Each ability of a skill has an entry here to configure the ability.
    • name, id: Internal values again. Just ignore them. Are used to identify an ability. Changing them could result in unexpected behavior.
    • maxTier: The maximal tier of this ability. This does not effect requirements. If you want to change a  requirement you have to json-patch them.
    • minLevel: The skill level you need to learn this ability.
    • enabled: This value usually is always true. Set it to false to disable the ability. You can not use disabled abilities. Note that this does not remove any implementations of any abilities for technical reasons.
    • values: I think this one needs a little bit more explanation. Each ability has a set of values. This set somehow consist out of multiple subsets. Each subset represents one tier of the ability. Every ability needs a specific amount of values within each subset and each subset has the same number of values. So the number of total values in the set must always be a product of the number of values in each subset and the maximal tier. So the values look somehow like this: values = [subset0,subset1,...] = [[value0, value1,...],[value0, value1,...],...]. The position of a specific value in the set can be calculated by: tier * values per tier + value id. If you use a wrong number of values the mod will use the default values and will override the the values in the config file. But this is only important if you want to change the number of tiers of an ability. You can also just adjust a value of an ability. If you need a hint what value does effect what exactly you can look at the localisation files. They usually contain substrings like {0} which will be evaluated to the value with the id 0. So the first value in every subset.
    • Attributes: Some skills can have skill specific settings here.

Commands

This mod also adds some new commands to the game:

Spoiler

level [get|set|add|reset ] [Player] [Skill] [Level]

Sets or gets the level of a specific skill of a specific player. You can also add a specific amount of levels to the skill or reset all tiers of all abilities of this skill to zero. You can set the player or the skill to 'all' to affect all players or skills. You can use reset config [skill]/all to reset a configuration file for a specific skill or all skills.

exp [get|set|add] [Player] [Skill] [Experience]

Sets or gets the experience of a specific skill of a specific player. You can also add a specific amount of experience to the skill.

tier [get|set|add] [Player] [Skill] [Ability] [Tier]

Sets or gets the tier of a specific ability of a specific skill of a specific player. You can also add a specific amount of tiers to the ability.

skillset [save|load|delete|default] [SkillSetName]

You can save the skill set of the current game with the save command. This will also set the skill set of the current game to the new saved one. You can use this to load the saved skill set with the load command. So you can use the same skill set for different save games. The delete command will delete a saved skill set and the default command will reset the skill set of the current game to its default save game specific skill set.

Installation

As any other mods just download the .zip folders and put them into your games mod folder.

Translations

Russian translation by @Digitalr

Create your own skills

To add new skills or abilities to the game you should be able to code. Preferably in c# or a similar language.
I recommend to set up your development environment like described here and here.
Notice that a mod that uses XLib or code from any other mod always has to be a compiled mod. Your mod only needs to add a reference to the XLib library(.dll file) if you want to add abilities or skills. Note that you may have to unzip the file to get direct access to the .dll library.  The xlib.zip also contains a xlib.xml file. It contains the documentation for xlib and you may want to add this file to your references, too.
I think it is always the easiest to learn from examples. So i made an example skill that shows the most important features of XLeveling.
You can find this example in the download section. 

Downloads

The mod can now be downloaded through the mod db:

https://mods.vintagestory.at/show/mod/247

https://mods.vintagestory.at/show/mod/244

exampleskill.zip

 

Edited by Xandu
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Hey Trace Carver,
This looks like a localisation problem. What language are you using?

I think i found the issue. Seems to be a weird behavior. Should be fixed for the next version.

Uploaded an update. Localisation Should be fixed now. Also added the combat skill. There are no abilities yet, but you can collect experience from killing drifters.

Edited by Xandu
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Nice. As has been mentioned, you might want to change your default keybind as 'P' has been used by VSHUD forever. 'O' maybe ? :D

Tyron has talked about putting in a skill system before and reaction was mixed so it'll be really interesting to see how the community react to having one available.

Edited by DrTenabrae
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On 3/16/2020 at 10:04 PM, Sammyo said:

Thank you. I need a few days to look into this. But i think i found the problem. I think it is quite strange that i don't have encounter such problems. 
 

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8 hours ago, DrTenabrae said:

Nice. As has been mentioned, you might want to change your default keybind as 'P' has been used by VSHUD forever. 'O' maybe ? :D

Tyron has talked about putting in a skill system before and reaction was mixed so it'll be really interesting to see how the community react to having one available.

Yeah i will probably do this. I had picked a random key that wasn't used by the vanilla game. But as mentioned above you can change it by yourself. 

I know. So thats why this is a mod and you can choose to use it. But I like progression systems and the feeling to get a little rewardfor everything you do.

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On 3/19/2020 at 10:00 AM, Kurt Kempa said:

hey, how can i put points into the skills? so far i cant click any of them or i dont gain any points

You gain a ability point for every level you reach in a skill. To reach a new level you must gather experience. You will receive experience for different actions you do for example cutting down a tree should give you experience for your forestry skill. You can look up your experience in the dialog. 

You can then invest your ability points in abilities by clicking on them in the dialog. For most skills you need to fullfill requirements such as a specific skill level or you must know another ability.

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Fixed a bug causing that you needed two more skill levels than intentioned to increase an ability tier level. I am very sorry for this one. You only need to update xleveling for this. I also added a notification when you reached a new skilllevel.

Edited by Xandu
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Hey, i really love this mod so far, really really nice work, but would it be possible to turn specific ores out for the geology skill, because i dont want oloivin and its spamming the chat all the time when im near an olivin source? so make the ores are displayed asd your own settings?

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On 3/29/2020 at 5:01 PM, Kuddel said:

Hey, i really love this mod so far, really really nice work, but would it be possible to turn specific ores out for the geology skill, because i dont want oloivin and its spamming the chat all the time when im near an olivin source? so make the ores are displayed asd your own settings?

I plan to add configuration files for the next update. I keep this in my mind and try to add it.

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Hi thanks for this, the core game really needs an option to have this imo but mods save the day again. Now my issue is every time we try to cut down a tree with an axe we get kicked off the server. Here is the error code from the log file:
 

31.3.2020 09:23:24 [Error] System.NullReferenceException: Object reference not set to an instance of an object
  at XSkills.XSkillsWoodBehavior.GetDrops (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropChanceMultiplier, Vintagestory.API.Common.EnumHandling& handling) [0x00057] in <3f667d904a234185a43a5607f064aff5>:0 
  at Vintagestory.API.Common.Block.GetDrops (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropQuantityMultiplier) [0x00014] in <dc4ea4766ec149aea6ecf1251deb4a8d>:0 
  at Vintagestory.API.Common.Block.OnBlockBroken (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropQuantityMultiplier) [0x00055] in <dc4ea4766ec149aea6ecf1251deb4a8d>:0 
  at Vintagestory.Common.BlockAccessorBase.BreakBlock (Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropQuantityMultiplier) [0x00007] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.GameContent.ItemAxe.OnBlockBrokenWith (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.Common.Entities.Entity byEntity, Vintagestory.API.Common.ItemSlot itemslot, Vintagestory.API.Common.BlockSelection blockSel) [0x001db] in <51512a76caf94b518b146ff54257d7e6>:0 
  at Vintagestory.Server.ServerMain.TryModifyBlockInWorld (Vintagestory.Server.ServerPlayer player, _CGdpdCWXDDnS95LUBcSC8jPcNis cmd) [0x0047f] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.Server.ServerMain.HandleBlockPlaceOrBreak (_3j0rPeawc5f6wo32B33cuCPNv1G packet, Vintagestory.Server.ConnectedClient client) [0x00118] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x0014d] in <7813a981fe8d480daf699b5bcc5e6745>:0 

Any ideas? Anyone else ever get this?
Other mods we have on are:
LazyTweaks
BvBows
CarryCapacity
Wild Goblins

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On 3/31/2020 at 11:37 AM, Dampiir said:

Hi thanks for this, the core game really needs an option to have this imo but mods save the day again. Now my issue is every time we try to cut down a tree with an axe we get kicked off the server. Here is the error code from the log file:
 


31.3.2020 09:23:24 [Error] System.NullReferenceException: Object reference not set to an instance of an object
  at XSkills.XSkillsWoodBehavior.GetDrops (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropChanceMultiplier, Vintagestory.API.Common.EnumHandling& handling) [0x00057] in <3f667d904a234185a43a5607f064aff5>:0 
  at Vintagestory.API.Common.Block.GetDrops (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropQuantityMultiplier) [0x00014] in <dc4ea4766ec149aea6ecf1251deb4a8d>:0 
  at Vintagestory.API.Common.Block.OnBlockBroken (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropQuantityMultiplier) [0x00055] in <dc4ea4766ec149aea6ecf1251deb4a8d>:0 
  at Vintagestory.Common.BlockAccessorBase.BreakBlock (Vintagestory.API.MathTools.BlockPos pos, Vintagestory.API.Common.IPlayer byPlayer, System.Single dropQuantityMultiplier) [0x00007] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.GameContent.ItemAxe.OnBlockBrokenWith (Vintagestory.API.Common.IWorldAccessor world, Vintagestory.API.Common.Entities.Entity byEntity, Vintagestory.API.Common.ItemSlot itemslot, Vintagestory.API.Common.BlockSelection blockSel) [0x001db] in <51512a76caf94b518b146ff54257d7e6>:0 
  at Vintagestory.Server.ServerMain.TryModifyBlockInWorld (Vintagestory.Server.ServerPlayer player, _CGdpdCWXDDnS95LUBcSC8jPcNis cmd) [0x0047f] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.Server.ServerMain.HandleBlockPlaceOrBreak (_3j0rPeawc5f6wo32B33cuCPNv1G packet, Vintagestory.Server.ConnectedClient client) [0x00118] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <7813a981fe8d480daf699b5bcc5e6745>:0 
  at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x0014d] in <7813a981fe8d480daf699b5bcc5e6745>:0 

Any ideas? Anyone else ever get this?
Other mods we have on are:
LazyTweaks
BvBows
CarryCapacity
Wild Goblins

Hi. I thought i fixed this kind of errors with the latest update. I probably must test this with your mods.

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Uploaded Version 0.1.4. 
- Added a config file for every skill where you can edit different values for abilities and you can add new ability tiers. 
- There is also a config file with a ore blacklist for the geologist skill as wished.
- Improved the requirement system and added new abilitiy tiers that uses the this new capabilities.

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  • Xandu changed the title to XLib and XSkills

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