Xandu Posted March 20 Author Report Share Posted March 20 10 hours ago, Wandour said: I noticed extensive farming skill does not work where it should give hoes tool modes it's not working on the latest version v0.8.0 rc2 Hi. It works on my machine. Do You use a hoe from a mod? Or do you have a mod that changes how does work? 5 hours ago, StatsBloke said: 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... I assume you are using the bottles from ACA? These don't work at the moment. Link to comment Share on other sites More sharing options...
StatsBloke Posted March 20 Report Share Posted March 20 7 hours ago, Xandu said: I assume you are using the bottles from ACA? These don't work at the moment. Thanks for the reply. Yes, the ACA bottles. They were working on 1.19.3 and 0.7.5 of XSkills. But it doesn't look like that's the issue here - I've just done some testing to remove ACA bottles from the chain: I've just tried drinking some of my character's strong wines and ales from a base-game bowl (empty booze into bucket from ACA bottle, take from bucket with bowl), and then used Creative to spawn in a base-game bucket of blueberry wine (not cured), and used a bowl to try that too to completely remove any bottles from the scenario. I also tried a few other types of alcohol from spawned buckets to check it's not just the blueberry wine. Nothing gave me unlearn points. They all said the unlearn value on the bowl before drinking. I am using ACA v1.1.3 and EF v1.6.8. Game is 1.19.4. XSkills is 0.8.0-rc.2 Let me know if you need any more info. I'm a streamer, so I can easily grab screen recordings if that would help. Link to comment Share on other sites More sharing options...
Xandu Posted March 20 Author Report Share Posted March 20 2 hours ago, StatsBloke said: Thanks for the reply. Yes, the ACA bottles. They were working on 1.19.3 and 0.7.5 of XSkills. But it doesn't look like that's the issue here - I've just done some testing to remove ACA bottles from the chain: I've just tried drinking some of my character's strong wines and ales from a base-game bowl (empty booze into bucket from ACA bottle, take from bucket with bowl), and then used Creative to spawn in a base-game bucket of blueberry wine (not cured), and used a bowl to try that too to completely remove any bottles from the scenario. I also tried a few other types of alcohol from spawned buckets to check it's not just the blueberry wine. Nothing gave me unlearn points. They all said the unlearn value on the bowl before drinking. I am using ACA v1.1.3 and EF v1.6.8. Game is 1.19.4. XSkills is 0.8.0-rc.2 Let me know if you need any more info. I'm a streamer, so I can easily grab screen recordings if that would help. XSkills is 0.8.0-rc.2 worked for me. I think? I don't know. Have worked a lot on the system that I don't know anymore what worked and what not. But I am currently working on a new version that doesn't use harmony that should also solve this issue. Link to comment Share on other sites More sharing options...
Wandour Posted March 20 Report Share Posted March 20 10 hours ago, Xandu said: Hi. It works on my machine. Do You use a hoe from a mod? Or do you have a mod that changes how does work? I assume you are using the bottles from ACA? These don't work at the moment. hello yes we have mods like skills, primal survival, useful stuff, i can't think of one that changes it really and I'm using steel hoe Link to comment Share on other sites More sharing options...
Xandu Posted March 21 Author Report Share Posted March 21 4 hours ago, Wandour said: hello yes we have mods like skills, primal survival, useful stuff, i can't think of one that changes it really and I'm using steel hoe Hi. It does not work with Primitive Survival. Link to comment Share on other sites More sharing options...
l33tmaan Posted March 21 Report Share Posted March 21 Oh no, is it because Primitive Survival lets you make those neat little irrigation furrows? I'll have to let my farmer friend know, lol Link to comment Share on other sites More sharing options...
Wandour Posted March 21 Report Share Posted March 21 22 hours ago, Xandu said: Hi. It does not work with Primitive Survival. do you think it's possible to disable furrowed soil feature for skills skill to work? Link to comment Share on other sites More sharing options...
Xandu Posted March 22 Author Report Share Posted March 22 On 3/21/2024 at 5:15 PM, l33tmaan said: Oh no, is it because Primitive Survival lets you make those neat little irrigation furrows? I'll have to let my farmer friend know, lol On 3/21/2024 at 11:26 PM, Wandour said: do you think it's possible to disable furrowed soil feature for skills skill to work? I thought it would not be possible to fix this issue. But I had an idea to work around this and my tests made me optimistic that it should work fine. Is it stupid? Hell yeah, it is. But is it stupid if it works? 1 Link to comment Share on other sites More sharing options...
Wandour Posted March 23 Report Share Posted March 23 19 hours ago, Xandu said: I thought it would not be possible to fix this issue. But I had an idea to work around this and my tests made me optimistic that it should work fine. Is it stupid? Hell yeah, it is. But is it stupid if it works? it's "innovative" if it's radical and works, no such thing as stupid when providing a solution to a problem that works Link to comment Share on other sites More sharing options...
Wandour Posted March 24 Report Share Posted March 24 I have noticed in the latest version damage multipliers aren't working in 0.8.0 rc2 I have tested falx and Spears at lvl 0 and lvl 20 lvl 3 warrior no damage difference on straw dummies Link to comment Share on other sites More sharing options...
Xandu Posted March 24 Author Report Share Posted March 24 25 minutes ago, Wandour said: I have noticed in the latest version damage multipliers aren't working in 0.8.0 rc2 I have tested falx and Spears at lvl 0 and lvl 20 lvl 3 warrior no damage difference on straw dummies Straw dummies are not affected by abilities. Link to comment Share on other sites More sharing options...
Wandour Posted March 25 Report Share Posted March 25 5 hours ago, Xandu said: Straw dummies are not affected by abilities. well damn, its best dmg tester Link to comment Share on other sites More sharing options...
StatsBloke Posted March 25 Report Share Posted March 25 On 3/20/2024 at 6:30 PM, Xandu said: XSkills is 0.8.0-rc.2 worked for me. I think? I don't know. Have worked a lot on the system that I don't know anymore what worked and what not. But I am currently working on a new version that doesn't use harmony that should also solve this issue. Hi @Xandu. I've just updated my server to game version 1.19.5, and both X mods to 0.8.0 (non-RC). Tested unlearn points again: Still not working from drinking alcohol by any method. Alcohols still note the number of unlearn points before drinking, but they are not "credited" to the player. Something I note looking at the server files is that while skill points are being written to the file in /saves/xleveling directory, unlearn points are not. If I edit this file to give unlearn points while the server is running, nothing happens in game, and if I reboot the server, the file gets overwritten with the in-game value. If I change it while the server is shut down, the file value gets given to the character on restart. Skill points do not behave the same way it seems - unlearn points are only being read from that file at server boot. I have no idea if that helps. If you'd like to investigate, please do let me know if I can provide anything. If you don't, that's totally fine - I can easily manually assign unlearn points with a server reboot and everything else in XSkills appears to be working. Many thanks for your time! Link to comment Share on other sites More sharing options...
Xandu Posted March 25 Author Report Share Posted March 25 23 minutes ago, StatsBloke said: Hi @Xandu. I've just updated my server to game version 1.19.5, and both X mods to 0.8.0 (non-RC). Tested unlearn points again: Still not working from drinking alcohol by any method. Alcohols still note the number of unlearn points before drinking, but they are not "credited" to the player. Something I note looking at the server files is that while skill points are being written to the file in /saves/xleveling directory, unlearn points are not. If I edit this file to give unlearn points while the server is running, nothing happens in game, and if I reboot the server, the file gets overwritten with the in-game value. If I change it while the server is shut down, the file value gets given to the character on restart. Skill points do not behave the same way it seems - unlearn points are only being read from that file at server boot. I have no idea if that helps. If you'd like to investigate, please do let me know if I can provide anything. If you don't, that's totally fine - I can easily manually assign unlearn points with a server reboot and everything else in XSkills appears to be working. Many thanks for your time! Hi. Can you write me on discord? I think communication is easier there. Can you send me your server-main log file? Link to comment Share on other sites More sharing options...
StatsBloke Posted March 25 Report Share Posted March 25 1 hour ago, Xandu said: Hi. Can you write me on discord? I think communication is easier there. Can you send me your server-main log file? You should have a DM (or DM request) on Discord Link to comment Share on other sites More sharing options...
Wandour Posted March 26 Report Share Posted March 26 On 3/25/2024 at 1:44 AM, Xandu said: Straw dummies are not affected by abilities. xandu you devil i noticed you made it so extensive farming doesn't proc when shifting resulting in fixing the problem with furrowed land from primitive survival and farming skill THAT'S GENIUS, it's so simple it's genius Link to comment Share on other sites More sharing options...
Xandu Posted March 26 Author Report Share Posted March 26 1 hour ago, Wandour said: xandu you devil i noticed you made it so extensive farming doesn't proc when shifting resulting in fixing the problem with furrowed land from primitive survival and farming skill THAT'S GENIUS, it's so simple it's genius This is not how this actually work because there are still two different hoes technically. But when you have primitive survival xskills creates a dummy hoe from primitive survival that is used when you shift click. Link to comment Share on other sites More sharing options...
Wandour Posted March 27 Report Share Posted March 27 18 hours ago, Xandu said: This is not how this actually work because there are still two different hoes technically. But when you have primitive survival xskills creates a dummy hoe from primitive survival that is used when you shift click. god that's still genius man you inspiring me to learn 1 Link to comment Share on other sites More sharing options...
Wandour Posted March 28 Report Share Posted March 28 what's the difference between node prospecting searching and geologist skill? Link to comment Share on other sites More sharing options...
Xandu Posted March 28 Author Report Share Posted March 28 36 minutes ago, Wandour said: what's the difference between node prospecting searching and geologist skill? Hi, The geologist skill is older than that feature. But I left the ability in the game because its works a little bit different. You can also use the ability when you have turned of the prospecting searching in the game settings. Also the ability uses the default pickaxe and you don't need the prospecting pickaxe for it to work. Link to comment Share on other sites More sharing options...
Wandour Posted March 29 Report Share Posted March 29 23 hours ago, Xandu said: Hi, The geologist skill is older than that feature. But I left the ability in the game because its works a little bit different. You can also use the ability when you have turned of the prospecting searching in the game settings. Also the ability uses the default pickaxe and you don't need the prospecting pickaxe for it to work. hmm but any hint of the size/radius compared to vanilla? because it has 3 levels to it, so I'm thinking, since it works for picks without prospecting pick in can like lvl 1 lower then vanilla radius lvl 2 similar to the vanilla radius lvl 3 is bigger the vanilla radius that way it keeps it somewhat balanced while giving you the node search in a pickaxe but if you ever want it to be a speciality skill you can just keep it on the prospecting pick but increase the radius from vanilla each lvl so it's a prospecting speciality skill (these are just suggestions, by no means are demands, I just like sharing idea's) Link to comment Share on other sites More sharing options...
Cai Lupus Posted March 29 Report Share Posted March 29 I'm probably missing something, but what's up with the professions? I assumed they where something you selected when you created a character, but I see no option for that Link to comment Share on other sites More sharing options...
Xandu Posted March 29 Author Report Share Posted March 29 56 minutes ago, Wandour said: hmm but any hint of the size/radius compared to vanilla? because it has 3 levels to it, so I'm thinking, since it works for picks without prospecting pick in can like lvl 1 lower then vanilla radius lvl 2 similar to the vanilla radius lvl 3 is bigger the vanilla radius that way it keeps it somewhat balanced while giving you the node search in a pickaxe but if you ever want it to be a speciality skill you can just keep it on the prospecting pick but increase the radius from vanilla each lvl so it's a prospecting speciality skill (these are just suggestions, by no means are demands, I just like sharing idea's) The range of the ability should increase with higher tiers but it is hard to compare these with the vanilla values since the vanilla values are also configurable. But by default it is not as high as the vanilla one can get. This is also due to performance reasons. If the values are too big it could have an influence on the performance. I personally prefer the way it works at the moment because I don't need multiple pickaxes and can always use the same one. 14 minutes ago, Cai Lupus said: I'm probably missing something, but what's up with the professions? I assumed they where something you selected when you created a character, but I see no option for that The first post of this thread has a part that explains the ability. Link to comment Share on other sites More sharing options...
torrasque666 Posted April 4 Report Share Posted April 4 Does anyone else have an issue with the Fast Potter skill causing crashes when it activates? Link to comment Share on other sites More sharing options...
Xandu Posted April 4 Author Report Share Posted April 4 7 hours ago, torrasque666 said: Does anyone else have an issue with the Fast Potter skill causing crashes when it activates? Do you have a crash report? Does this happen for every recipe or just specific ones? Do you have any other mods that influence pottery? Have you tried it after deleting the cache folder? Link to comment Share on other sites More sharing options...
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