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XLib and XSkills


Xandu

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So i just checked the logs, since people are still loosing currency while trying to buy stuff from traders and then being kicked out of the server. I am getting:

 

[Error] System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.InventoryTrader.DeductFromEntity(ICoreAPI api, EntityAgent eagent, Int32 totalUnitsToDeduct) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Trading\InventoryTrader.cs:line 544
   at Vintagestory.GameContent.InventoryTrader.HandleMoneyTransaction(IPlayer buyingPlayer) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Trading\InventoryTrader.cs:line 487
   at Vintagestory.GameContent.InventoryTrader.TryBuySell(IPlayer buyingPlayer) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Trading\InventoryTrader.cs:line 271
   at Vintagestory.GameContent.EntityTrader.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\Trading\EntityTrader.cs:line 396
   at Vintagestory.Server.ServerMain.HandleEntityPacket(Packet_Client packet, ConnectedClient client) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerGeneralPacketHandler.cs:line 444
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMainNetworking.cs:line 138

and afterwards several times:

[Fatal] System.ArgumentNullException: Value cannot be null.
   at System.Threading.Monitor.ReliableEnter(Object obj, Boolean& lockTaken)
   at Vintagestory.Common.BlockTypeNet.PackSetDecorsList(WorldChunk chunk, Int64 chunkIndex, IBlockAccessor blockAccessor) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Network\BlockTypeNet.cs:line 789
   at Vintagestory.Server.ServerMain.SendSetDecorsPackets(List`1 positions) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMainNetworking.cs:line 741
   at Vintagestory.Server.ServerSystemBlockSimulation.HandleDirtyAndUpdatedBlocks() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 852
   at Vintagestory.Server.ServerSystemBlockSimulation.UpdateEvery100ms(Single t1) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 772
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 59
   at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
   at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 881


Not sure, if the second one got caused by the first one. But the second one did not show up before the first one happened at least.
If this is an xskills strong back issue, you should fix it asap. It happens too often. @Xandu

Edited by Conquest of Blocks
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On 3/14/2020 at 4:46 PM, Xandu said:

A: First of all you can not choose another class with this ability. You can choose another XSkills Specialisation/Profession. These are a class of abilities that allows you to receive more experience for specific skills. By default you can just have one of these abilities. With the all-rounder ability you can have more than one. You can also identify these specialisation abilities by looking at the requirements in the tooltip. A few examples of these abilities are: farmer, miner, digger, metalworker.

 

 

Can I make the suggestion that in the list of purchasable abilities you mark the professions as "Profession: Miner" or maybe even call them Specializations instead (and also label them as "Specialization: Miner"?  It's taken me quite a bit of searching trying to figure out what the All Rounder actually does, whereas with this change, it would be a lot more self-explanatory. 

 

LOVING this mod, by the way.

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I have stack sizes mod and also xskills, with cages set to stack like most things. I crafted 2 cages and had them in my hotbar, and went to catch chickens. I expected bucket-like behavior where the filled cage would move to another slot. Instead, both cages became filled with the same chicken, duplicating it. Not world-ending and not a problem with the mod per se, just a collision I wanted to report.

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  • 2 weeks later...

hi im trying to play xskill and petai + feverstone wilds or horse mods

i love to play with tons of mods but when i got this troubleshoot i errase all and start with those few to test

i just want to get this solved or pass being sure im not doing anything bad and try to help if its needed

im getting this error playing in 1.19-pre.8

https://pastebin.com/WWxvVRjf

in this version something about night vision

in 1.18 was imposible too getting this error

https://pastebin.com/7MhddCNM

in this version have problems with something about registering petfood

im doing something wrong or grong versions?

ive tryed all lastest and old versions of both mods and those fixes that are in the mod page in both 18 and 19 and getting always same errors

im the only one that is trying to play with both together cos im not found anyone saying nothing about or im blind.

the shared crash report is with new installation in a diferent file and errasing the vintagestroryData file from roaming

client-crash.txt

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So i've been tickering around, adjusting the values of the stats of things like careful digger and careful lumberjack. I want to see if I could have unlimited durability on the final point, but apparently not. even setting the final tier to 75% chance, 5% per level, capped at 100%, I'm losing durability each usage.

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On 12/17/2023 at 9:31 PM, Thorin48 said:

Theres a bug where if you try to get extensive farming that works a 2 by 2  it seems none of the tool work with it I have tried every tool there is from Hoe to scythe and nothing seems to have a 2x2 mode

press F an change the area

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I attempted to use the mod on version 1.19.0-rc4 and got the following error

 

Running on 64 bit Windows 10.0.19045.0 with 16312 MB RAM
Game Version: v1.19.0-rc.4 (Unstable)
12/31/2023 9:01:16 AM: Critical error occurred in the following mod: xskills@0.7.5
Loaded Mods: game@1.19.0-rc.4, creative@1.19.0-rc.4, survival@1.19.0-rc.4, workbenchexpansion@1.8.0, xskills@0.7.5
System.NullReferenceException: Object reference not set to an instance of an object.
at XSkills.NightVisionRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
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.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 952
at Vintagestory.Client.GuiScreenRunningGame.RenderAfterFinalComposition(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 219
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
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 = 12/31/2023 9:00:01 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x1c70
Faulting application start time: 0x01da3bf98a3e1146
Faulting application path: D:\games\Vintage Story\Vintagestory.exe
Faulting module path: D:\games\Vintage Story\Lib\openal32.dll
Report Id: 27e11ae1-3230-438f-808b-238e81a9621d
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 12/31/2023 8:56:31 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.0.0, time stamp: 0x65310000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x94
Faulting application start time: 0x01da3bf787895fea
Faulting application path: D:\games\Vintage Story\Vintagestory.exe
Faulting module path: D:\games\Vintage Story\Lib\openal32.dll
Report Id: 49b30831-b4d3-473c-8e75-a41898c851b6
Faulting package full name:
Faulting package-relative application ID: }

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  • 2 weeks later...

No idea why I didn't think of the forum right away, but better late than never...

I've got the problem that XSkills modifiers are overwriting the modifiers from classes (like XSkills' Scout's +5% movement speed overwriting the +10% that the Hunter class provides). I did start with Commoner and changed to other classes (via .charsel), so I don't know whether the problem shows up with the "original" class, but if it should help finding the bug, I could try it out.

Anyone else having this issue or am I the only one right now?

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On 12/17/2023 at 2:31 PM, Thorin48 said:

Theres a bug where if you try to get extensive farming that works a 2 by 2  it seems none of the tool work with it I have tried every tool there is from Hoe to scythe and nothing seems to have a 2x2 mode

 

On 12/25/2023 at 1:52 AM, nebux said:

press F an change the area


I also had this "bug", and pressing F wasn't doing anything. I tried it with no other mods installed besides xSkills, and then it was working. Which means there was another mod I was using that was screwing it up. After a bunch of trial and error I figured out that it was Primitive Survival. Primitive Survival does a json patch on one of the hoe's behaviors, which causes the Extensive Farming to not work anymore. The behavior that Primitive Survival adds is the ability to create furrowed land with the hoe. You have to disable that if you want to be able to use Extensive Farming (which is way more useful imo). So go into your modconfig for Primitive Survival and set "FurrowedLandEnabled" to false. 

tl;dr

If you're having this issue, and you're using Primitive Survival with xSkills, then you need to set "FurrowedLandEnabled" to false in your mod config. Otherwise the Extensive Farming skill won't work.

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  • 2 weeks later...

Heya, @Xandu,

I know you're probably feeling a bit of pressure with all the people asking for a status, but I hope you're not letting it get you down.  I think people would just like to know something (anything) in regards to where your mods stand.

You're still logging in, so even if it's bad news, I hope you can give folks some kind of update on what your plans are.  At the very least, someone might be willing or able to take over if you don't want to keep up with it.

Consider all the questions a testament to how good this mod was and how many people enjoyed it!

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  • 1 month later...

So trying the latest version that was just uploaded the 10th here and all, and i dont get any charcoal drops and such
i check the server main log and get this here in the logs whenever i break a charcoal layer
i just wanna see if i can continue playing this amazing mod and all that without having to cheat in charcoal cause of this :3

11.3.2024 01:36:18 [Error] Exception: Object reference not set to an instance of an object.
   at XSkills.XSkillsCharcoalBehavior.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single& dropChanceMultiplier, EnumHandling& handling)
   at Vintagestory.API.Common.Block.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1173
   at Vintagestory.GameContent.BlockLayeredSlowDig.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VSSurvivalMod\Block\BlockLayeredSlowDig.cs:line 95
   at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch0(CollectibleObject this, IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
   at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 575
   at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 346
   at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138

 

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Hey. 

I have uploaded a new version of the mods a few days ago and I wanted to go a little bit more into detail about the update. But first I want to say a few words why it took so long to update. Back when the first NET7 version of the game came out I was working on an update and wanted to switch to NET7. But I had some technical issues with it since the IDE I usually use and which my working environment is configured for didn't supported NET7 and newer versions of IDE seemed not to be supported by my PC. So I wanted to wait with the update until I had a new pc, which I still don't have but it seems like they fixed the issues I previously had with the IDE. Additionally there were issues with personal health and the health of a family member which limited my time. 

So the update is primarily a technical one without adding new abilities. The largest part is probably an rework of how some effetcs work which isn't really notable by players.  But I also made a few changes to skillbooks and added a command to manually spawn them into the game with any values you want. This is also the reason why you should use skillbooks that are created before this update. The old ones may be removed later. Addionally unlearn points can now be decimal numbers which allows a greater control over how many points you can get. Therefore you can now also receive unlearn points if you consume less than one serving of a meal and it allows to give a greater variety of unlearn points. So 'better' alcohol now gives more points. I also implemented some community requests such as the 'sparring mode' which allows players to battle in PvP without the risk of loosing exp due to dying. So when both players have this enabled they don't loose experience when they are killed. This was suggested by someone from the discord server. At least it should work this way. Since I am not able to test these things on my own I would appreciate it if someone with a server and friends could test it and tell me whether it worked as intended. And there are some bugfixes and probably new bugs. Here are the patch notes:


xlib:
-reworked some of the effects stuff
   -especially how diseases and trigger work which are not used anywhere yet
   -also reworked the effect tooltips
-fixed spanish translation file namings
-moved skillbooks from xskills to xlib
    -will be removed from xskills later so you should use existing ones
-added skillbook command to create skillbooks
-reworked unlearn points
    -they can now be a float value
-changed hotkey codes to all lower case
-the gui that shows the required skill level for an ability now also considers requirements
-added sparring mode which can be activated through a toggle in the gui
    -sparring mode disables the experience loss in pvp when both players have it activated
-spare ability points are now shown in the name of skills in the skill menu

xskills:

-charring items in an oven now give a small amount of experience if it is the first backing stage
-abilities are now applied correctly while cooking non liquid items in a saucepan
-reworked the ontheroads ability, it no longer needs a harmony patch to work and it is now updated less often
-you can now get a decimal number of unlearn points
-changed how many unlearn points you get from alcohol
    -more processed alcohol now gives you more points
-hopefully fixed an issue with the quality calculation for mixing bowls which allowed players to get infinite quality
-gears in the strong back inventory are no longer count twice when trading with traders
-fixed an issue that could occur when running the .charsel command
-fixed an issue with some mushrooms in recipes

 

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Also posted this on the mod page (as "Ernie"):

Under 0.8.0-rc.2, and game 1.19.4, unlearn points are not being gained by drinking alcohol on my server.  They did previously work with 0.7.5.  I've tested myself with both pre-update and newly-spawned wine, and this was initially reported by another player.  Let me know if you need any more info. Thanks for the mod!

@Xandu

Edit: If I manually add unlearn points to a character by shutting the server down, editing the save file, then rebooting, they gain the points and can use them, so using points is working, it's just the gaining them that isn't.

Edited by StatsBloke
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Posted (edited)
1 hour ago, StatsBloke said:

Also posted this on the mod page (as "Ernie"):

Under 0.8.0-rc.2, and game 1.19.4, unlearn points are not being gained by drinking alcohol on my server.  They did previously work with 0.7.5.  I've tested myself with both pre-update and newly-spawned wine, and this was initially reported by another player.  Let me know if you need any more info. Thanks for the mod!

@Xandu

Edit: If I manually add unlearn points to a character by shutting the server down, editing the save file, then rebooting, they gain the points and can use them, so using points is working, it's just the gaining them that isn't.

Hi.
Which wine do you use? Is it vanilla or modded? Which container do you use  to consume it? Do you have the tooltip that says that you receive unlearn points from it?

Edited by Xandu
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10 hours ago, Xandu said:

Hi.
Which wine do you use? Is it vanilla or modded? Which container do you use  to consume it? Do you have the tooltip that says that you receive unlearn points from it?

I don't have time to test right now, but can do some more rigorous testing tomorrow.  I tried some strong rye ale from an ACA mod glass bottle.  To exclude the ACA and EF modded items, I then spawned in a base-game bucket of blueberry wine (not strong or fine from EF), though I forget how I drank from it exactly.  I may have used another bottle.  I will test with entirely base-game items and report back.  The items say how many unlearn points they will give on them as tooltips, and the values do seem reasonable given the recent change from everything being 1 point - strong is more than normal, fine is more than strong.

I guess my character's gonna have a nice solo wine cellar party...

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