Dekkan Posted November 25, 2023 Report Share Posted November 25, 2023 Love your mod and so does our server. The additions of the larger gates and the waterwheel and even the aurochs is a nice touch, however having read through the posts here about the mod I followed a suggestion you made a while back to change how much damage the waterwheel takes to avoid it constantly needing repair and while it seems like a simple fix it isn't having any effect on the durability % loss of the waterwheel, leading to it still eventually breaking. I know it seems like an annoying request but could you possibly tell me how the damage for the waterwheel's durability is computed because adjusting the damage per tick to 0 on the waterwheel base doesn't seem to affect the durability loss on the waterwheel itself. I'm not asking for changes from your end, just some understanding how the damage is computed and possibly how to disable the durability loss on the waterwheel given that setting the damage per tick to 0 doesn't seem to stop it from taking damage somehow. How high of a durability can be set for the item? I was wondering if lowering the damage per tick down to 0.1 and increasing the durability to something ridiculous to like 1000000 might slow the process down at least reducing the constant replacement of the waterwheel? I would appreciate any consideration you would make for us in this. Thanks. Link to comment Share on other sites More sharing options...
CCsnip Posted December 4, 2023 Report Share Posted December 4, 2023 I thought I read somewhere, maybe the handbook entry, that cellar ice melt speed can be changed via a config file. I've looked at some files, inside some of the json files, I haven't been able to figure it out. Which file is it? Link to comment Share on other sites More sharing options...
Rhonen Posted December 5, 2023 Author Report Share Posted December 5, 2023 On 12/4/2023 at 2:14 AM, CCsnip said: Which file is it? Modconfig/medievalexpansion/config.json parameter: PileCoolingHoursPerLayer default value: 8.0 Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted December 14, 2023 Report Share Posted December 14, 2023 1.19.0-pre.9 Critical error occurred Loaded Mods: System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.ServerMods.BlockBehaviorOmniRotatable.GetRotatedBlockCode(Int32 angle, EnumHandling& handling) in VSSurvivalMod\BlockBehavior\BehaviorOmniRotatable.cs:line 318 at Vintagestory.API.Common.Block.GetRotatedBlockCode(Int32 angle) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1936 at Vintagestory.GameContent.BlockEntityMicroBlock.OnTransformed(IWorldAccessor worldAccessor, ITreeAttribute tree, Int32 byDegrees, Nullable`1 flipAroundAxis) in VSSurvivalMod\Systems\Microblock\BEMicroBlock.cs:line 488 at Vintagestory.API.Common.BlockSchematic.TransformWhilePacked(IWorldAccessor worldForResolve, EnumOrigin aroundOrigin, Int32 angle, Nullable`1 flipAxis) in VintagestoryApi\Common\Collectible\Block\BlockSchematic.cs:line 922 at Vintagestory.ServerMods.WorldGenStructureBase.LoadSchematic[T](ICoreAPI api, IAsset asset, BlockLayerConfig config, Int32 offsety) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructureBase.cs:line 104 at Vintagestory.ServerMods.WorldGenStructureBase.LoadSchematicsWithRotations[T](ICoreAPI api, AssetLocation[] locs, BlockLayerConfig config, Dictionary`2 schematicYOffsets, Nullable`1 defaultOffsetY, String pathPrefix) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructureBase.cs:line 61 at Vintagestory.ServerMods.WorldGenStructure.Init(ICoreServerAPI api, BlockLayerConfig config, RockStrataConfig rockstrata, WorldGenStructuresConfigBase structureConfig, LCGRandom rand) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructure.cs:line 131 at Vintagestory.ServerMods.WorldGenStructuresConfig.Init(ICoreServerAPI api) in VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\6.GenStructures\WorldGenStructuresConfig.cs:line 53 at Vintagestory.ServerMods.WgenCommands.InitWorldGen() in VSSurvivalMod\Systems\WorldGen\Standard\WgenCommands.cs:line 98 at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1333 at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnBeginWorldReady() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 183 at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 620 at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 547 at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Crash written to file at "Data\Logs\server-crash.txt" Link to comment Share on other sites More sharing options...
Sukul Posted January 1 Report Share Posted January 1 Can we get an airtight version of the large gates? I am trying to make a dwarven city that is all classified as indoors by placing these gates every 14 blocks but no matter what, it does not seem to count as airtight Link to comment Share on other sites More sharing options...
Rhonen Posted January 1 Author Report Share Posted January 1 18 hours ago, Sukul said: Can we get an airtight version of the large gates? i am unsure what you mean here. Link to comment Share on other sites More sharing options...
Plato Platypus Posted January 2 Report Share Posted January 2 (edited) Getting server errors when trying to load this mod. 1.19.rc4 Edited January 2 by Plato Platypus Link to comment Share on other sites More sharing options...
Rhonen Posted January 2 Author Report Share Posted January 2 ye structure got changed. 1 Link to comment Share on other sites More sharing options...
SubtleOrc Posted January 8 Report Share Posted January 8 On 11/26/2023 at 6:57 AM, Dekkan said: Love your mod and so does our server. The additions of the larger gates and the waterwheel and even the aurochs is a nice touch, however having read through the posts here about the mod I followed a suggestion you made a while back to change how much damage the waterwheel takes to avoid it constantly needing repair and while it seems like a simple fix it isn't having any effect on the durability % loss of the waterwheel, leading to it still eventually breaking. I know it seems like an annoying request but could you possibly tell me how the damage for the waterwheel's durability is computed because adjusting the damage per tick to 0 on the waterwheel base doesn't seem to affect the durability loss on the waterwheel itself. I'm not asking for changes from your end, just some understanding how the damage is computed and possibly how to disable the durability loss on the waterwheel given that setting the damage per tick to 0 doesn't seem to stop it from taking damage somehow. How high of a durability can be set for the item? I was wondering if lowering the damage per tick down to 0.1 and increasing the durability to something ridiculous to like 1000000 might slow the process down at least reducing the constant replacement of the waterwheel? I would appreciate any consideration you would make for us in this. Thanks. Can we please get an answer on this? What do we need to change in order to reduce the wear / maintenance need on the waterwheels? Link to comment Share on other sites More sharing options...
Rhonen Posted January 16 Author Report Share Posted January 16 On 1/8/2024 at 9:49 PM, SubtleOrc said: What do we need to change in order to reduce the wear / maintenance need on the waterwheels? Modconfig/medievalexpansion/config.json parameter: "WaterWheelDamageMultiplier": 1.0, default is 1.0 use 0.0 for no damage Link to comment Share on other sites More sharing options...
Rhonen Posted January 19 Author Report Share Posted January 19 @Plato Platypus latest mod version should be running again. but take note of the change log. still work todo. Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted March 5 Report Share Posted March 5 You should add a description for the config options available "RoomRefrigeMultiplier": 0.5, "PileCoolingHoursPerLayer": 8.0, ..can we make cellar ice last longer with this? Link to comment Share on other sites More sharing options...
Rhonen Posted March 6 Author Report Share Posted March 6 On 3/5/2024 at 3:16 PM, Conquest of Blocks said: can we make cellar ice last longer with this? For that "PileCoolingHoursPerLayer": 8.0 is available. Link to comment Share on other sites More sharing options...
Wandour Posted March 28 Report Share Posted March 28 how does cellar ice mechanic work exactly? does stacking it make it last longer? is it x3 3z 2y ? or x3 2y 3z? how does the piling work? Link to comment Share on other sites More sharing options...
Whiskey Sunshine Posted April 19 Report Share Posted April 19 At the moment it seems like cellar ice cannot be stacked on the ground. It had been working in previous versions (Last used it with VS v.1.18.5 with ME v3.9.3) but not now, as of VS v1.19.7 and Medieval Expansion v3.13.1. No errors in any logs regarding it, it just cannot be placed for some reason. Link to comment Share on other sites More sharing options...
Whiskey Sunshine Posted Monday at 08:18 PM Report Share Posted Monday at 08:18 PM I would like to follow up and say, turns out it wasn't anything to do with this mod, another mod broke stacking items into blocks and just got fixed. (Labeled Trunks was the culprit) 1 Link to comment Share on other sites More sharing options...
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