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XLib and XSkills


Xandu

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39 minutes ago, l33tmaan said:

Is there anything we can do from Expanded Food's end to make it more compatible with the Cooking skill?

From a player/end user experience, it'd be nice to earn Xskills cooking XP while using the mixing bowl, but I don't know what that would entail.

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1 minute ago, TristamIzumi said:

From a player/end user experience, it'd be nice to earn Xskills cooking XP while using the mixing bowl, but I don't know what that would entail.

Maybe i can do some fancy harmony patch stuff do make it work. But i have to try it.

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One of our players reported a dupe issue with anvils. He have high leveled duplicator ability in metallworking skills. When he smith anvil base (bottom part) it duped (ok, by ability). Then, when he place one of duplicated pieces on floor, and break, it duped again. Place->break>duped. Repeat until inventory full.

There is only one smithing related mod (xskills) we have on our server. 

Edited by Digitalr
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4 hours ago, Digitalr said:

One of our players reported a dupe issue with anvils. He have high leveled duplicator ability in metallworking skills. When he smith anvil base (bottom part) it duped (ok, by ability). Then, when he place one of duplicated pieces on floor, and break, it duped again. Place->break>duped. Repeat until inventory full.

There is only one smithing related mod (xskills) we have on our server. 

I tested this and you are right. Indeed this is happening. But i was still confused since the ability does not touch the placing or breaking logic in any way. So i deactivated the mods and it was still happening. I thought it is caused by some weird metadata thing. So i created two freshly new anvil bases and placed one and broke it and it still  doubled with no mods enabled. So this seems to be a vanilla game issue. 

 

On 5/4/2021 at 5:22 PM, l33tmaan said:

I'm not exactly sure how Cooking XP is calculated, but if it's related to the amount of stuff you're cooking, keep in mind that the mixing bowl has 50% more slots than the cooking pot does, plus it can be automated. 

Yeah automation is always an issue. It can be quite complicated to decide which player will get the experience and which players abilities are applied.

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On 5/3/2021 at 10:48 PM, Xandu said:

Do you have any issues with all these mods? I am just curious since some people seem to have trouble with some of the mods features with so many mods. 

 

The maximum tier of the metal recovery ability (not the mod) gives you 1 metal bit for every 2 splits. A metal ingot contains 42 voxels. So if you use the 'split' on all voxels you would receive 21 metal bits. You can use these 21 bits to smelt a complete new ingot. And i use the same metal bits for both abilities: metal recovery and salvager. Thats the reason why you need 21 bits to smelt one ingot. The bits where you need 20 are from the metal recovery mod.

actually both the bits from metal recovery mod and the nuggets from vanilla both are 20:1 lol

but that's fine :) I'll work with the 21:1, was mostly curious about your process :P 

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The mods is great but any given time i use it there seems to be a 25/75 chance it will actually give any experience for completing a task, any ideas what could be causing this issue or where i could look to figure it out?

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[Error] Exception thrown during handling event OnGameWorldBeingSaved: System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei Vintagestory.API.Common.Entities.Entity.GetBehavior[T]()
   bei XLib.XEffects.XEffectsSystem.OnGameWorldSave()
   bei Vintagestory.Server.ServerEventManager.TriggerGameWorldBeingSaved()

 

i guess its mod related because of "Xlib" but i could be wrong.

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  • 2 weeks later...

This mode is very good, but it has some problems. Ability Smelter looks like gives nothing, or completly random bonus. I've got lvl 3 of it, so it supposed to give me 25% less metal to fill the mold. Mostly it's not. Sometimes I've got some random savings, and it's difficult to predict how much metal do I have to melt to fill the mlod (e.g. in one of it I've go 93 units of metal and I can't find amount to fill it without leftover). And that's the only problem that I've found in this mode. So far.

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On 5/18/2021 at 12:01 PM, DasPrinzip said:

@Xandu can i help to translate it into german?

Hi. Thank you for your offer. But the mod already has a german translation. But if you or someone else has some better translations for any language i always appreciate some input. Usually you can translate the mod by just changing the corresponding language files in the mods folder. 

 

33 minutes ago, Sławomir Toporkiewicz said:

This mode is very good, but it has some problems. Ability Smelter looks like gives nothing, or completly random bonus. I've got lvl 3 of it, so it supposed to give me 25% less metal to fill the mold. Mostly it's not. Sometimes I've got some random savings, and it's difficult to predict how much metal do I have to melt to fill the mlod (e.g. in one of it I've go 93 units of metal and I can't find amount to fill it without leftover). And that's the only problem that I've found in this mode. So far.

The smelter ability does not change the tooltip for technically reasons. So it can be quite confusing how much metal you need to fill a mold. But for me it always worked as expected. Additional not all molds are effected by the ability. For example items that can be resmelted can not profit from the smelter ability for balancing reasons.

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So I was able to edit the All-Rounder skill in the config to allow more specs, but it seemed to affect the text and purchasable levels only. I then edited the spec limit, but then that doesn't follow All-rounder... I could go as high as I wanted. Is there a way to have the specs go by the current All-rounder limit?

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9 hours ago, Deviator said:

So I was able to edit the All-Rounder skill in the config to allow more specs, but it seemed to affect the text and purchasable levels only. I then edited the spec limit, but then that doesn't follow All-rounder... I could go as high as I wanted. Is there a way to have the specs go by the current All-rounder limit?

Yeah you should be able to change the allrounder skill in the survival.json file to something like this:

    {
      "name": "allrounder",
      "id": 2,
      "maxTier": 2,
      "minLevel": 5,
      "enabled": true,
      "values": [
        2,
        4
      ]
    },

to give add one tier and make it give more specialisations. Notice that the 2 and the 4 means you will get 2 more spec limit at tier 1 and 4 more spec limit at tier 2.

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22 hours ago, Jakub Smal said:

@Xandu

1) Any info when mod will be updated to 1.15?

2) Do you need polish translation?

1) I will try to upload a 1.15 compatible Version today or tomorrow.

2) If you want to make a polish translation i would be happy to add it into the mod. 

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3 hours ago, Xandu said:

Yeah you should be able to change the allrounder skill in the survival.json file to something like this:


    {
      "name": "allrounder",
      "id": 2,
      "maxTier": 2,
      "minLevel": 5,
      "enabled": true,
      "values": [
        2,
        4
      ]
    },

to give add one tier and make it give more specialisations. Notice that the 2 and the 4 means you will get 2 more spec limit at tier 1 and 4 more spec limit at tier 2.

I was doing mine as

    {
      "name": "allrounder",
      "id": 2,
      "maxTier": 3,
      "minLevel": 5,
      "enabled": true,
      "values": [
        1,
        1,
	1
      ]
    },

I was assuming the values accumulated(1+1+1 etc), not that the total reset for each tier. Thanks for clearing it up!

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