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XLib and XSkills


Xandu

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

soooo, this does what exactly? how does one Gain an additional profession?  i'm super confused about this skill >.<

ok another weird thing... "unlearn points" why even say "its in the handbook" rather then just oh, idk telling people what items do it?

Edited by Karagryphon
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7 hours ago, Сёмка said:

yep

image.png.ab16ca76b58dd694a92c817c76c388e4.png

Ok. Then i not know either. Have you tried to load a world nevertheless? If this does not work please send me the server-main and the server-debug log files.
 

56 minutes ago, Karagryphon said:

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

soooo, this does what exactly? how does one Gain an additional profession?  i'm super confused about this skill >.<

ok another weird thing... "unlearn points" why even say "its in the handbook" rather then just oh, idk telling people what items do it?

There is a group of abilities called professions or specialisations like  farmer, warrior, miner, etc of which you can only have one of. With this skill you can have two of them.

The text of this text is static and the items that give you these points are dynamic and can be changed. And searching the handbook can easily handle this.

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2 hours ago, Xandu said:

There is a group of abilities called professions or specialisations like  farmer, warrior, miner, etc of which you can only have one of. With this skill you can have two of them.

The text of this text is static and the items that give you these points are dynamic and can be changed. And searching the handbook can easily handle this.

ok ok, so when you first make your char, there are also "specializations" like clock smith and stuff so that's what i thought it was talking about LOL. i was so confused and so was everyone else on my server xD. ive tried to use the handbook, sometimes the way things are typed, is just unclear. or they just round back info on itself. 

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14 hours ago, Xandu said:

Ok. Then i not know either. Have you tried to load a world nevertheless? If this does not work please send me the server-main and the server-debug log files.

Oh, I'm sorry, I wasted your time. The whole problem was my carelessness. Bug resolved. 

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  • 2 weeks later...

Hey amazing mod, it makes a lot of tedious things much more bearable. Don't know if this has been reported or not, but there is an exploit regarding metal plates. Metal plates can be worked and you can make a metal plate from a metal by just heavy hitting in the middle "finishing" the plate. This allows for quick gaining of experience, and with the duplicator skill, completely free metal plates which could be smelted back into ingots which could be used for anything.

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1 hour ago, jakecool19 said:

Hey amazing mod, it makes a lot of tedious things much more bearable. Don't know if this has been reported or not, but there is an exploit regarding metal plates. Metal plates can be worked and you can make a metal plate from a metal by just heavy hitting in the middle "finishing" the plate. This allows for quick gaining of experience, and with the duplicator skill, completely free metal plates which could be smelted back into ingots which could be used for anything.

Thank you for your report,

 

Do you mean the master smith ability is too powerful? Moving the voxels directly in the right positions. The ability is meant to make smithing faster and you need to do a lot of smithing to get it.

 

If you have no custom configuration the duplicator skill should have a maximum chance of 25% to give you an extra plate, a plate should cost 2 ingots and you can smelt it into one ingot. So if you create a plate and resmelt itto an ingot you have have a avarage lost of 0.75 ingots per plate.So i do not see the exploit there or do i miss something? 

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28 minutes ago, Xandu said:

Thank you for your report,

 

Do you mean the master smith ability is too powerful? Moving the voxels directly in the right positions. The ability is meant to make smithing faster and you need to do a lot of smithing to get it.

 

If you have no custom configuration the duplicator skill should have a maximum chance of 25% to give you an extra plate, a plate should cost 2 ingots and you can smelt it into one ingot. So if you create a plate and resmelt itto an ingot you have have a avarage lost of 0.75 ingots per plate.So i do not see the exploit there or do i miss something? 

Sorry I am bad at explaining things, here is what I am talking about:

 

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14 hours ago, jakecool19 said:

Sorry I am bad at explaining things, here is what I am talking about:

 

Thank you. Now i get it. Was it always possible to put plates back on an anvil? This seems a little bit weird cause it does not seem to work with anything else.

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1 hour ago, Xandu said:

Thank you. Now i get it. Was it always possible to put plates back on an anvil? This seems a little bit weird cause it does not seem to work with anything else.

I have no idea when it was implemented, I only learned about it watching a tutorial on how to build an anvil.  It makes it really convenient for things that are flat, like chainmail. Only ingots, plates, blooms, and blister steel can be worked as far as I know.

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4 hours ago, jakecool19 said:

I have no idea when it was implemented, I only learned about it watching a tutorial on how to build an anvil.  It makes it really convenient for things that are flat, like chainmail. Only ingots, plates, blooms, and blister steel can be worked as far as I know.

Ok. At the moment i fixed this by disabling the ability to put plates on the anvil again. This will be included in the next patch. Let me know, if anybody has a better idea to handle this exploit.

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4 hours ago, Xandu said:

Ok. At the moment i fixed this by disabling the ability to put plates on the anvil again. This will be included in the next patch. Let me know, if anybody has a better idea to handle this exploit.

I believe the intention of being able to put plates back on the anvil is because it can be an intermediary for making chain and scale. You could use the helve hammer to make the plate quickly, then put it back on an anvil to hit out the extra bits to make chain or scale.

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1 hour ago, Pamela Wild said:

Is the information on the front page current for the latest edition?  I'm thinking of trying this out, but need written details on how it works currently. I'm running v. 1.14.10.

Yes the informations should be current.

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On 6/15/2021 at 1:49 AM, TristamIzumi said:

I believe the intention of being able to put plates back on the anvil is because it can be an intermediary for making chain and scale. You could use the helve hammer to make the plate quickly, then put it back on an anvil to hit out the extra bits to make chain or scale.

Ok. i think i found a better solution for this exploit.

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In 1.15 pre 4, butchering an animal causes a crash. No crash when xskills and xleveling are disabled.

Spoiler

Running on 64 bit Windows with 8 GB RAM
Version: v1.15.0-pre.4 (Unstable)20/06/2021 9:37:36 AM: Critical error occurred
System.MissingMethodException: Method not found: 'Boolean Vintagestory.API.Common.InventoryGeneric.get_IsEmpty()'.
   at XSkills.EntityBehaviorHarvestablePatch.Postfix(EntityBehaviorHarvestable __instance, IPlayer byPlayer, InventoryGeneric ___inv)
   at Vintagestory.GameContent.EntityBehaviorHarvestable.SetHarvested_Patch2(EntityBehaviorHarvestable this, IPlayer byPlayer, Single dropQuantityMultiplier)
   at Vintagestory.GameContent.ItemKnife.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
   at _nw5iq7Nu0RWJnxlBZen6mJGmcSN._jQtFXqWU70j0qJc1Fcs9wVlm2W(Single )
   at _knXhXKQCYhvGbZXkDCncKaLldTL._BdeV9hzEfqFcm87gcxwrAtDeTgk(Single )
   at _knXhXKQCYhvGbZXkDCncKaLldTL._3JdxcXDlKfmdnBvyHIxr4AJFIze(Single )
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchRenderFrame()
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at _SaXpqv5O911lCsSIrDnAnx1C2Wl._lESBMi7dCimysuVIyentZFkbZ2C(_3DvyrNaGS3KUgpwJWmWNJ0OhmVh , String[] )
   at _xYPi1FuSC15HmCPKeAQ55E3UGnQ._lESBMi7dCimysuVIyentZFkbZ2C(ThreadStart )
-------------------------------

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 07/06/2021 5:31:14 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
   at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Threading.ThreadHelper.ThreadStart()

 }
--------------
{ TimeGenerated = 07/06/2021 5:24:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.0.0, time stamp: 0x60b27037
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x000007fe8a97cacd
Faulting process id: 0x850
Faulting application start time: 0x01d75be36286c3ed
Faulting application path: C:\games\Vintagestory 1.15\Vintagestory.exe
Faulting module path: unknown
Report Id: bc4f5e24-c7d6-11eb-9a9d-001a4d4ae63b }
--------------
{ TimeGenerated = 07/06/2021 5:24:27 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
   at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Threading.ThreadHelper.ThreadStart()

 }

 

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1 hour ago, Hexedian said:

In 1.15 pre 4, butchering an animal causes a crash. No crash when xskills and xleveling are disabled.

  Reveal hidden contents

Running on 64 bit Windows with 8 GB RAM
Version: v1.15.0-pre.4 (Unstable)20/06/2021 9:37:36 AM: Critical error occurred
System.MissingMethodException: Method not found: 'Boolean Vintagestory.API.Common.InventoryGeneric.get_IsEmpty()'.
   at XSkills.EntityBehaviorHarvestablePatch.Postfix(EntityBehaviorHarvestable __instance, IPlayer byPlayer, InventoryGeneric ___inv)
   at Vintagestory.GameContent.EntityBehaviorHarvestable.SetHarvested_Patch2(EntityBehaviorHarvestable this, IPlayer byPlayer, Single dropQuantityMultiplier)
   at Vintagestory.GameContent.ItemKnife.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
   at _nw5iq7Nu0RWJnxlBZen6mJGmcSN._jQtFXqWU70j0qJc1Fcs9wVlm2W(Single )
   at _knXhXKQCYhvGbZXkDCncKaLldTL._BdeV9hzEfqFcm87gcxwrAtDeTgk(Single )
   at _knXhXKQCYhvGbZXkDCncKaLldTL._3JdxcXDlKfmdnBvyHIxr4AJFIze(Single )
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchRenderFrame()
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at _SaXpqv5O911lCsSIrDnAnx1C2Wl._lESBMi7dCimysuVIyentZFkbZ2C(_3DvyrNaGS3KUgpwJWmWNJ0OhmVh , String[] )
   at _xYPi1FuSC15HmCPKeAQ55E3UGnQ._lESBMi7dCimysuVIyentZFkbZ2C(ThreadStart )
-------------------------------

Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 07/06/2021 5:31:14 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
   at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Threading.ThreadHelper.ThreadStart()

 }
--------------
{ TimeGenerated = 07/06/2021 5:24:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.0.0, time stamp: 0x60b27037
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x000007fe8a97cacd
Faulting process id: 0x850
Faulting application start time: 0x01d75be36286c3ed
Faulting application path: C:\games\Vintagestory 1.15\Vintagestory.exe
Faulting module path: unknown
Report Id: bc4f5e24-c7d6-11eb-9a9d-001a4d4ae63b }
--------------
{ TimeGenerated = 07/06/2021 5:24:27 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
   at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
   at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
   at System.Threading.ThreadHelper.ThreadStart()

 }

 

Thank you for the report. I fixed this one. But when i try to compile the mod for the 1.15.pre-4 the game crashes every time for me when i load a game. So i have to figure out what is happening there and fix this before i can upload a patch.

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8 hours ago, Xandu said:

... when i try to compile the mod for the 1.15.pre-4 the game crashes every time for me when i load a game

I'm guessing you still have a copy of Compatibility Lib installed? Since pre4, Compatibility lib is included in the base game and adding the mod version on top of it causes a crash when loading a world (my post on the discord about this: https://discord.com/channels/302152934249070593/454909656230526976/856284442137853972

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31 minutes ago, JapanHasRice said:

I'm guessing you still have a copy of Compatibility Lib installed? Since pre4, Compatibility lib is included in the base game and adding the mod version on top of it causes a crash when loading a world (my post on the discord about this: https://discord.com/channels/302152934249070593/454909656230526976/856284442137853972

It wasn't that. I always test my mods with no other mods enabled. It was just an error by me. Something i have introduced late in the previous night and i haven't tested. 😄

 

Now i have another problem. I always maintain just one version of the mod. And the current version has some unfinished features and i don't want to publish this at the moment. But i can only include the fix into this unfinished version. So it could take a few days to get a somewhat working preview release.

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23 minutes ago, Hexedian said:

Is there anything that can be done client-side to prevent crashes?

 

At the moment don't butcher animals since that seems to cause the crash. There is nothing else you can do. The crash is caused by a method that was removed from the game with latest updatre. When the mod tries to access this method the game silmply crashes.

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Here is the first preview for the mod version 0.6. It should work with the game version 1.15.0-pre.6. It probably contains some bugs.

 

XLib:
    -Added StatsAbility class which can modify multiple player abilities at ones.
    -Added HeatedEffect and HotEffect(heal over time) effect templates.

XSkills:
Features:
    -Sunflowers, Amaranth, Peanuts, Cassava and Pineapples are now affected by the farming skill.
    -Grown log sections are now affected by the forestry skill.
    -Milking animals and collecting eggs from henboxes now give experience for the husbandry skill.
    -Feeding animals with troughs now give experience for the husbandry skill.
    -You will now gain experience from cooking food in general for the cooking skill. Not only from cooking meals.
    -Most cooked food items can now profit from cooking abilities. Not only meals.
    -Food cooked in the clay oven can now profit from cooking abilities.
        -This also includes pies!
    -Tree nursery ability now works for every tree growth stage instead just for the first one. (Tree growth stages were introduced in the game version 1.15.)
    -Added polish translation by @Beerus.
    -The inspiration(pottery) ability is now applied to blocks that are created in a pit kiln.
        
Abilities:
    -Added ability sprinter to the survival skill
    -Added ability Abundance Adaptation to the survival skill
    -Added ability nudist to the survival skill
    -Added ability meat shield to the survival skill
    -Added ability well rested to the survival skill   
    -Added ability Salty Backpack to the cooking skill
    -Added ability rancher to the husbandry skill
    -Added ability preserver to the husbandry skill
    -Added ability feeder to the husbandry skill
    -Added ability cheesy cheese to the husbandry skill
    -Added gourmet ability to the cooking skill which unlocks a new game mechanic.
        -Cooked food will have quality. If you eat food with quality you will receive a positive effect.
        -The effect duration depends on the quantity you have eaten (up to 10 minutes) and the effect intensity depends on the food quality.
        -You can only have one effect from food.

Fixes:
    -Mining blocks with bombs should now give not too much ores anymore. This was caused by an unexpected vanilla behavior.
    -Improved the handling of cooking pots. They should now remember better which player used them for cooking to apply the right skills. Even when the fire pit is unloaded and loaded.
    -Fixed an exploit when creating items from metal plates on an anvil. Duplicator ability and experience gain are no longer applied in this case.
    -Fixed a crash when butchering animals.

xskills_v0.6.0-pre.1.zip xlib_v0.6.0-pre.1.zip

Edited by Xandu
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Have a bug in 0.6.0-pre1.

When trying to fill a small trough with flax grain, the trough accepts the first grain without issues, but I am unable to add any more than 1 portion of grain to the trough. If I break the trough, I get back my flax grain, but that grain no longer stacks with grain that hasn't been put in a trough.

Currently only level 1 in husbandry, so no skill points have been allocated.

Edited by JapanHasRice
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 "When milking an animal you have a chance of {0}% and additional {1}% for every day the animal was not milked to get cheese instead of milk."

That is not totally how animals work!

I'm still laughing at that.

You forgot to mention Salty Backpack.

 

Edited by Hexedian
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1 hour ago, JapanHasRice said:

Have a bug in 0.6.0-pre1.

When trying to fill a small trough with flax grain, the trough accepts the first grain without issues, but I am unable to add any more than 1 portion of grain to the trough. If I break the trough, I get back my flax grain, but that grain no longer stacks with grain that hasn't been put in a trough.

Currently only level 1 in husbandry, so no skill points have been allocated.

I may know what is causing this. I try to fix it tomorrow.

 

59 minutes ago, Hexedian said:

 "When milking an animal you have a chance of {0}% and additional {1}% for every day the animal was not milked to get cheese instead of milk."

That is not how animals work!

I'm still laughing at that.

You forgot to mention Salty Backpack.

 

I know. But someone in my discord suggested it and i thought it was a very funny idea even it is quite unrealistic. 🤷‍♂️

 

I add it to the list.

Edited by Xandu
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Here is another 0.6.0-pre version. It was made for the 1.15.0-pre.10 Version of the game. Since i didn't like to upload an update just to fix two small things i added some new stuff as well. 😄

 

XLib: 
    -Added The TraitAbility class which allows an ability to add a new trait to a player.
        -This should only be used to enable specific crafting recipes with abilities.
        -This probably does not work correct for any other kind of trait.

Features:
    -Added additional informations to some vanilla tooltips when specific abilities are learned. (I originally used these tooltips for debugging but i decided to change them a bit and just keep them in the game.)
    -Added a world interaction help for the beemaster skill.
    -Added bloomery expert ability to the metalworking skill.
    -Added ability Shifter, Fast Forward and Timeless to the temporal adaptation skill.
    -Added ability mass husbandry to the husbandry skill.

Fixes:
    -Fixed not stacking items in troughs.
    -Adjusted the oven code to the new vanilla oven code. (I hope it works.)

xskills_v0.6.0-pre.2.zip xlib_v0.6.0-pre.2.zip

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