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Posted

So im trying to work out what mod is causing this issue... but anytime i look up the Rye bread recipie my game crashes im praying its not the Medieval fashion mod but..yee this is the error i get 
 

Game Version: v1.21.6 (Stable)
28/12/2025 12:07:31 AM: Critical error occurred
Loaded Mods: walkingstick@1.0.13, airboat@0.0.3, alcoholsoup@1.0.1, aleshrooms@1.0.1, ancientarmory@1.2.3, apotheosisthings@1.4.0, astriaporta@0.0.7, betterforest@0.1.1, BetterGrass@0.0.3, scrapblocks@1.2.6, cellardoor@1.4.0, cheapersewingkit@1.1.0, combatrework@0.1.4, containersbundle@1.2.0, craftingjonas@1.0.6, craftablecompanion@1.4.1, craftablejparts@1.0.0, expandedmolds@1.2.0, extendedcrafts@1.1.7, gildedsteel@1.1.2, hangingoillamps@1.0.3, hotspringheal@1.0.2, honeypressmittim@1.0.2, horsetailtea@1.1.0, japanesearchitecture@0.9.4, jonasboat@1.0.3, lanternsarelighters@1.0.0, lithocraft@0.7.0, longtermfood@0.5.5, manualquenching@1.0.10, medieval@5.1.28, moremeadoptions@2.0.1, mosinscoarmory@0.2.0, mosinsarmorysheathpatch@0.2.0, overhaullib@1.16.9, pipeleaf@2.4.1, rpweapons@1.0.3, irongears@1.1.1, seawaterevaporation@1.0.0, sand@0.0.3, fseasonedfirewood@1.2.5, seedharvest@1.0.0, Sergsmetaltongs@2.2.1, shnurse@3.2.2, simplemastersword@1.1.2, snowcaps@0.0.0, stepfixelk@0.0.1, swordzpatch@0.1.0, tankardsandgoblets@1.3.4, temporalstabilitea@2.1.0, temporalstormgear@1.0.1, temporalweapons@1.1.1, temporalgearrestoration@1.0.0, toolbelt@0.2.0, vpemmican@1.1.0, game@1.21.6, vsimgui@1.1.16, wwaymarkers@1.0.0, abcsredux@2.0.5, abyssaldepths@1.0.10, alchemy@1.7.23, ancienttools@1.6.0, apegrapes@1.3.1, apelanterns@1.3.5, attributerenderinglibrary@2.4.1, barreldough@2.0.1, bedspawnv2@1.6.4, betterjonasdevicesfixed@2.1.4, betterruins@0.5.5, bettertraders@0.1.0, billposting@1.1.0, bloodtrail@1.1.8, bradycrudebuilding@1.4.5, bullseyecontinued@3.4.5, carryon@1.12.1, chimneyflues@1.1.1, coinage@1.19.0, combatoverhaul@0.11.7, configlib@1.10.12, correctedbowanimation@1.0.1, deepstorage@0.0.7, doorvariants@1.0.0, electricalprogressivecore@2.6.3, exfuel@0.0.1, extendedcreation@1.1.7, fantasycreaturesupdate@0.7.9, farseer@1.3.3, foodshelves@2.3.3, furniturelibrary@1.0.18, genelib@2.1.6, hodblocks@1.0.9, huntersquiver@1.0.0, huntingknife@1.0.8, insanitylib@1.1.0, jaunt@2.1.2, kevinsfurniture@1.7.5, libatex@0.6.0, liquidcontainers@1.3.1, maltiezcrossbows@1.6.8, maltiezfirearms@1.5.4, medievalexpansionpatch@1.3.4, medievalweapon@1.2.0, meteoricsteel@1.0.6, mountcamerafix@0.1.0, noticeboard@1.2.2, spearexpantion@0.3.8, petai@4.0.3, pleasantriftward@1.0.1, purposefulstorage@1.5.1, rebuildablebloomery@1.0.6, riftworks@1.1.16, rustboundmagic@3.1.12, rustyshellfork@0.1.1, spawnersapi@1.1.4, sprinklersmod@1.0.2, stirlingmotor@2.0.0, stonebakeoven@1.2.0, swordz@1.2.14, tarmor@2.1.3, temporalgearsmithing@1.0.2, terraprety@7.9.0, th3dungeon@0.4.5, titaniumtools@2.0.3, trashmod@1.0.8, tstools@2.4.3, vanillaarmory@1.9.1, coffee@1.0.4, viescraftmachines@2.4.3, creative@1.21.6, vsroofing@1.0.16, survival@1.21.6, windchimes@1.4.1, woodenshuttersandmore@1.2.31, aminerscraft@1.2.4, armory@1.7.3, battletowers@1.0.7, bauxitealuminum@1.1.2, benzpatentmotorwagen@1.0.2, cavebeacons@1.0.9, combat-overhaul-reanimated@1.0.0, draconis@1.1.4, electricalprogressivebasics@2.6.1, elkjaunt@1.3.0, equus@1.2.0, em@3.4.1, mannyextrafirearms@0.6.5, extremefirestartersreforged@1.1.2, foxtaming@1.7.2, fueledwearablelights@1.1.0, glassmaking@1.5.2, glockmaker@1.0.1, morearrows@1.1.2, obsidiancraft@1.5.3, quiversandsheaths@0.6.6, revolverarquebus@0.1.1, snowshoes@2.1.3, temporaltechnology@1.2.2, th3dungeontopentrance@0.4.2, wolftaming@4.1.4, zombpspatch@1.5.0, bottomsup@1.2.0, electricalprogressiveindustry@0.5.1, electricalprogressiveqol@2.6.5, electricalprogressiveequipment@2.5.0
Involved Harmony IDs: electricalprogressive.handbook.patches, glassmaking
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block medieval:claybucket-cuerda* but there are no such items/blocks!
   at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 114
   at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2107
   at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch1(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
   at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
   at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
   at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128
   at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
   at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 313
   at Vintagestory.GameContent.ModSystemSurvivalHandbook.OnSurvivalHandbookHotkey(KeyCombination key) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 184
   at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
   at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1841
   at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 249
   at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
   at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

 

Posted
5 minutes ago, DetectiveGrim said:

medieval@5.1.28

I'm thinking this one might be the culprit, based on this error:

6 minutes ago, DetectiveGrim said:

System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block medieval:claybucket-cuerda* but there are no such items/blocks!

Is that mod up to date, and/or does it add clay buckets to the game?

Posted
4 minutes ago, LadyWYT said:

I'm thinking this one might be the culprit, based on this error:

Is that mod up to date, and/or does it add clay buckets to the game?

its also super strange as i have not had issues with this mod in the past...i may have to go though one by one and see if a mod is conflicting with it

Posted
Just now, DetectiveGrim said:

I just confirmed...it was the Medieval Fasion mod fuck...time to clear out a bunch of stuff in my house because it will be pink blocks 😧 

Ah, that's a shame. I'm guessing that that particular mod may not be updated to 1.21.6, but it's hard to tell for sure. I don't see a game version listed on the Nexus page, and the comments section doesn't yield anything useful other than some...interesting...information about the mod's apparent history.

Posted
Just now, LadyWYT said:

Ah, that's a shame. I'm guessing that that particular mod may not be updated to 1.21.6, but it's hard to tell for sure. I don't see a game version listed on the Nexus page, and the comments section doesn't yield anything useful other than some...interesting...information about the mod's apparent history.

yeah it sucks massivly and the mod maker never gives any details on Change logs or anything... it sucks but..what can ya do.. thats a 2 year save game down the toilet because there was too much stuff to tweek so i might as well start a fresh

Posted
Just now, DetectiveGrim said:

thats a 2 year save game down the toilet because there was too much stuff to tweek so i might as well start a fresh

At the very least you could hold on to the save and try it again later if the mod author responds to your report, or the mod is otherwise clearly updated. Otherwise...yeah, the simplest solution is just starting a new file and double-checking the mod list to make sure everything is up to date and/or known to be working correctly.

If it's just decorative clutter you're after, you might consider popping into creative mode and using some of the clutter items in the vanilla game, instead of relying on a mod to do so. Saves on system resources and is less dicey when updating game versions.

Posted
Just now, LadyWYT said:

At the very least you could hold on to the save and try it again later if the mod author responds to your report, or the mod is otherwise clearly updated. Otherwise...yeah, the simplest solution is just starting a new file and double-checking the mod list to make sure everything is up to date and/or known to be working correctly.

If it's just decorative clutter you're after, you might consider popping into creative mode and using some of the clutter items in the vanilla game, instead of relying on a mod to do so. Saves on system resources and is less dicey when updating game versions.

yeah first thing i did after updating the game to current verson is back up the save file i always back up my saves so i still got it tucked out the way~

Posted (edited)
7 hours ago, DetectiveGrim said:

System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block medieval:claybucket-cuerda* but there are no such items/blocks!

The crash happens because two recipes contain old block codes. dough.json and candymilk.json have to be fixed. It's pretty easy to do it yourself if you know your way around zip files. Otherwise I'd wait for the mod author to resolve these issues.

Edited by Brady_The
  • Like 1
Posted
5 hours ago, Brady_The said:

The crash happens because two recipes contain old block codes. dough.json and candymilk.json have to be fixed. It's pretty easy to do it yourself if you know your way around zip files. Otherwise I'd wait for the mod author to resolve these issues.

yeah i will wait on the mod to be updated i dont have the brain power to try to fix it thanks for the info i will let the mod maker know

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