melodelic Posted September 5, 2022 Report Share Posted September 5, 2022 Actually, it seems like clicking anything without breaking it and replacing it makes the game crash. This was from trying to open the flume hatch. Running on 64 bit Windows with 16 GB RAM Game Version: v1.17.2 (Stable) 9/5/2022 11:03:03 AM: Critical error occurred in the following mod: medievalexpansion@3.8.0 Loaded Mods: bettercrates@1.5.1, betterruins@0.0.2, extrachests@1.6.0, moreclay@1.0.0, moreminerals@1.0.3, leadroof@1.2.1, game@1.17.2, vshud@2.1.0, zoombuttonreborn@1.3.0, carrycapacity@0.6.5, farmlanddropssoil@1.4.0, fromgoldencombs@1.3.14-pre.1, medievalexpansion@3.8.0, prospectorinfo@4.0.0, roadworks@1.0.1, creative@1.17.2, survival@1.17.2, workbenchexpansion@1.5.0, accessibilitytweaks@3.0.0, campaigncartographer@2.2.2, em@1.0.0, bricklayers@1.0.1 System.InvalidOperationException: Nullable object must have a value. at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource) at System.Nullable`1.get_Value() at medievalexpansion.src.block.mechanical.WaterWheelPenstock.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel) at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 890 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 536 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89 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 1176 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1364 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 204 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 711 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 615 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 132 at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479 at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375 at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 9/3/2022 1:18:22 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0 Event Name: AppHangTransient Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.17.2.0 P3: 63120498 P4: unknown P5: unknown P6: unknown P7: unknown P8: P9: P10: Attached files: \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE638.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE658.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE667.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WERE6A6.tmp.txt These files may be available here: Analysis symbol: Rechecking for solution: 0 Report Id: 5eef9801-4b16-4124-b7ff-5ccea39ac545 Report Status: 2049 Hashed bucket: Cab Guid: 0 } -------------- { TimeGenerated = 9/2/2022 11:59:35 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1883176495466600515, type 4 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.17.2.0 P3: 63120498 P4: KERNELBASE.dll P5: 10.0.19041.1889 P6: e9ede6d6 P7: c0020001 P8: 0000000000034fd9 P9: P10: Attached files: \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9988.tmp.mdmp \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B1F.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B30.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B3E.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER9B6E.tmp.txt These files may be available here: \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_9f09074b69d2780248206727c76ccd6a4bfa9_84fbe18f_8771913f-fc7d-41f7-8afa-350a24d6dca3 Analysis symbol: Rechecking for solution: 0 Report Id: 4cb9fb19-0b12-4d40-a621-fa1ed1c0630d Report Status: 268566528 Hashed bucket: 7bf47298b594d6f8ba22630b8da6d843 Cab Guid: 0 } -------------- { TimeGenerated = 9/2/2022 11:59:34 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.17.2.0, time stamp: 0x63120498 Faulting module name: KERNELBASE.dll, version: 10.0.19041.1889, time stamp: 0xe9ede6d6 Exception code: 0xc0020001 Fault offset: 0x0000000000034fd9 Faulting process id: 0x11374 Faulting application start time: 0x01d8beda18aeeef1 Faulting application path: C:\VSTEST\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 4cb9fb19-0b12-4d40-a621-fa1ed1c0630d Faulting package full name: Faulting package-relative application ID: } Link to 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Rhonen Posted September 5, 2022 Author Report Share Posted September 5, 2022 seems some blocks are broken while tried playing with an incompatible mod. mod updated and is working for me. Link to comment Share on other sites More sharing options...
melodelic Posted September 5, 2022 Report Share Posted September 5, 2022 Ah, well...I'll hope that more of my mods get updated to 1.17 then! Glad it's an easy fix. Link to comment Share on other sites More sharing options...
Rhonen Posted September 5, 2022 Author Report Share Posted September 5, 2022 its always a risk to continue playing with updated game but outdated and incompatible mods that something is going lost. Link to comment Share on other sites More sharing options...
Robert Milligan Posted September 5, 2022 Report Share Posted September 5, 2022 I've uploaded the new version of this mod to our new server with 1.17.2 installed. Sorry man - nothing but errors on server start. I've included our server-main.txt file so you can have a look. Your efforts are so appreciated. Thanks for the update. Just doesn't seem ready yet. server-main.txt Link to comment Share on other sites More sharing options...
Robert Milligan Posted September 5, 2022 Report Share Posted September 5, 2022 I have all of the log files if you want to see them too. Link to comment Share on other sites More sharing options...
Rhonen Posted September 6, 2022 Author Report Share Posted September 6, 2022 will investigate you log in the evening. What i can directly see is: 5.9.2022 22:09:02 [Error] [medievalexpansion] An exception was thrown when trying to start the mod: System.NullReferenceException: Object reference not set to an instance of an object at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch (System.Int32 patchIndex, Vintagestory.API.Common.AssetLocation patchSourcefile, Vintagestory.ServerMods.NoObf.JsonPatch jsonPatch, System.Int32& applied, System.Int32& notFound, System.Int32& errorCount) [0x00168] in <295da874cf4b4805b875028eac98d390>:0 at medievalexpansion.src.businesslogic.JsonPatchComplex.applyPatches (Vintagestory.API.Common.ICoreAPI api) [0x0002c] in <44276cb1665e42f09aadb8e1d8e84aff>:0 at gates.src.MedievalExpansionMod.Start (Vintagestory.API.Common.ICoreAPI api) [0x0000e] in <44276cb1665e42f09aadb8e1d8e84aff>:0 at Vintagestory.Common.ModLoader.TryRunModPhase (Vintagestory.API.Common.Mod mod, Vintagestory.API.Common.ModSystem system, Vintagestory.API.Common.ICoreAPI api, Vintagestory.Common.ModRunPhase phase) [0x0002a] in <9818055ad9944364982e7cd3796d846c>:0 5.9.2022 22:09:02 [Error] Failed to run mod phase Start for mod gates.src.MedievalExpansionMod this indicates your server-side is running wrong mod version. ... may be i missed to deactivate that manual patcher. but i am sure that i removed that patcher while not longer need. Link to comment Share on other sites More sharing options...
Robert Milligan Posted September 6, 2022 Report Share Posted September 6, 2022 (edited) Opps. I DLed the new version but somehow it didn't make it to the server. I just updated it and now I will test it. Sorry. Many irons in the fire at the moment. With the correct version the errors at start are no longer there. Thanks once again for the work you do for the community. Now on to testing . . . Passes all my tests!!! Thanks Edited September 6, 2022 by Robert Milligan Link to comment Share on other sites More sharing options...
zybillo Posted September 8, 2022 Report Share Posted September 8, 2022 When using doors, everything is fine, but when using bars, the game breaks down. Link to comment Share on other sites More sharing options...
Rhonen Posted September 8, 2022 Author Report Share Posted September 8, 2022 6 hours ago, zybillo said: When using doors, everything is fine, but when using bars, the game breaks down. portcullis working for me. Link to comment Share on other sites More sharing options...
Rhonen Posted September 8, 2022 Author Report Share Posted September 8, 2022 Released Medieval expansion 3.8.1 for VS 1.17.x Fix calling behaviors on interaction for Gates and Portcullis - thanks @Craluminumfor reporting Fix texture drawing for steel- and meteoric-lantern on lampposts Add japanese language support - thanks @macoto_hino https://mods.vintagestory.at/show/mod/280 1 Link to comment Share on other sites More sharing options...
melodelic Posted September 11, 2022 Report Share Posted September 11, 2022 (edited) Is there a reason that I can't place this waterwheel base here? It's got nothing above it and nothing to it's sides so I have no clue why it's refusing to be put there. Edited September 11, 2022 by melodelic picture clarification Link to comment Share on other sites More sharing options...
Rhonen Posted September 12, 2022 Author Report Share Posted September 12, 2022 seems to be to close to one other wheel base. Link to comment Share on other sites More sharing options...
melodelic Posted September 12, 2022 Report Share Posted September 12, 2022 Okay, so if you make it have 5 regular flume pieces in each cardinal direction (plus the output and input), they are all far away from each other to be placed down. Link to comment Share on other sites More sharing options...
EreticKB Posted October 2, 2022 Report Share Posted October 2, 2022 Can i somehow get power from side of wheel without wheelbase or it pure decorative side? Link to comment Share on other sites More sharing options...
Rhonen Posted October 6, 2022 Author Report Share Posted October 6, 2022 On 10/2/2022 at 2:24 PM, EreticKB said: Can i somehow get power from side of wheel without wheelbase or it pure decorative side? no you have to place a wheelbase, to put the wheel on it and get power. Link to comment Share on other sites More sharing options...
EreticKB Posted October 6, 2022 Report Share Posted October 6, 2022 3 hours ago, Rhonen said: no you have to place a wheelbase, to put the wheel on it and get power. I have wheelbase, but i lose half of my power if i place it in convenient place coz wheelbase has hardcoded flow direction and it's opposite flow's direction in my setup. Link to comment Share on other sites More sharing options...
Rhonen Posted October 6, 2022 Author Report Share Posted October 6, 2022 5 hours ago, EreticKB said: hardcoded (...) direction the rotation direction of the axis is from game, not from me. Link to comment Share on other sites More sharing options...
Joshua Crabtree Posted November 10, 2022 Report Share Posted November 10, 2022 The cows in this mod are super annoying and keep spawning inside our structures. Is there a way to just get rid of these Link to comment Share on other sites More sharing options...
Rhonen Posted November 11, 2022 Author Report Share Posted November 11, 2022 19 hours ago, Joshua Crabtree said: The cows in this mod are super annoying and keep spawning inside our structures. Is there a way to just get rid of these you can remove the json file. but as wrote some month ago: they use all same ai behaviors (also the spawn behaviors) as the origin goats. Link to comment Share on other sites More sharing options...
Joshua Crabtree Posted November 11, 2022 Report Share Posted November 11, 2022 Can you please explain what this means, remove the json, and how to do it Link to comment Share on other sites More sharing options...
Yota Posted December 23, 2022 Report Share Posted December 23, 2022 (edited) Hello, I've translate this mod in italian you can download the file. For the mod owner could you please add the translation to your next release? Thanks Zip contains the structure for the both lang files for "game" and "medievalexpansion" folder assets.zip Edited December 23, 2022 by Yota Link to comment Share on other sites More sharing options...
nebux Posted December 28, 2022 Report Share Posted December 28, 2022 On 11/10/2022 at 3:39 PM, Joshua Crabtree said: The cows in this mod are super annoying and keep spawning inside our structures. Is there a way to just get rid of these On 11/11/2022 at 10:57 AM, Rhonen said: you can remove the json file. but as wrote some month ago: they use all same ai behaviors (also the spawn behaviors) as the origin goats. just installed the mod and cows do indeed spawn way too often that vanilla animals. i kill then and in few days they do spawn again, butcher and repeat. it seems that they spawn once or twice in 9 day mont. i never seen vanilla animals spawn soo often. rest love the lampost and working towards a watermill Link to comment Share on other sites More sharing options...
Robert Milligan Posted February 7, 2023 Report Share Posted February 7, 2023 1.17.11 has been released and seems to struggle with this mod. It seems that time for an update is at hand please. Thanks for the hard work that you have put into your mods. We appreciate them. LoneWolfREM Aura Fury Link to comment Share on other sites More sharing options...
Rhonen Posted February 7, 2023 Author Report Share Posted February 7, 2023 (edited) 5 hours ago, Robert Milligan said: 1.17.11 has been released and seems to struggle with this mod. It seems that time for an update is at hand please can not confirm any trouble with the latest stable 1.17.11 also check out the API by build mod-package; no build-errors any further information of your problems? Edited February 7, 2023 by Rhonen Link to comment Share on other sites More sharing options...
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