Alex DeBate Posted May 28, 2023 Report Posted May 28, 2023 Thanks for checking it out! I was having the issue with oak boards, so not sure if it's limited just to aged wood. I love the water wheel so I wanna get it up to max efficiently in my survival server
Rhonen Posted May 28, 2023 Author Report Posted May 28, 2023 (edited) 10 minutes ago, Alex DeBate said: with oak boards give me some seconds. but oak boards are not for wooden pathes Update: Oak boards working fine. so may be any mod which allows oarkboard for woodenpathes? then yes, this its possible that it has also impact. Edited May 28, 2023 by Rhonen
DasPrinzip Posted June 4, 2023 Report Posted June 4, 2023 the hitbox is buged at all door-* doors. also if u placing a 3x5 door, the client crashs
Rhonen Posted June 5, 2023 Author Report Posted June 5, 2023 Do not use the single door-variant. Did forget to disable them. The game-api for multiblock-doors does not support larger then 2x3 size doors. so yes, they do not work correctly.
Yota Posted June 5, 2023 Report Posted June 5, 2023 Italian translation feel free to add it in your next release assets.zip
Rhonen Posted June 5, 2023 Author Report Posted June 5, 2023 Release medieval-expansion 3.9.3 for VS 1.18.+ Fix: deactivate experimental single-door-elements Add: italian translation by @Yota 1
archanok Posted June 15, 2023 Report Posted June 15, 2023 hello, my game crash when i use the deluxe medieval bow. this the crash report. Running on 64 bit Windows with 32 GB RAM Game Version: v1.18.5 (Stable) 15-06-23 22:22:57: Critical error occurred Loaded Mods: aculinaryartillery@1.0.12, ancienttools@1.5.4, signs@1.0.1, betterruins@0.2.0, bettertraders@0.0.2, buzzwords@1.3.0, craftables@1.1.1, effectshud@0.2.2, furniturelibrary@1.0.9, HangingOilLamps@1.0.1, hideandfabric@1.3.0, medieval@2.01.17, leadroof@1.3.3, nomadmodemod@1.0.8, OresAPlenty@3.1.0, primitivesurvival@3.2.1, qptech@1.13.02, RangedWeapons@0.6.2, rope-bridges@1.1.0, translocatorengineeringredux@1.4.2, viescraftmachines@2.2.2, visibleore@1.0.1, vgaas@1.0.1, game@1.18.5, wildcrafttrees@1.2.0, wildcraft@1.6.6, abcsreborn@0.0.6, ABCSReborn@0.0.3, carryon@1.2.0, commonlib@2.0.4, electricity@0.0.8, expandedfoods@1.6.5, flintchisel@1.0.2, hudclock@3.0.1, lavoisier@1.2.8, lessbears@1.0.0, medievalexpansion@3.9.2, petai@1.7.9, pixelwaypoints@1.0.0, roomindicator@1.1.0, simplestep@1.0.4, usefulstuff17@1.1.5, creative@1.18.5, survival@1.18.5, wildfarmingrevival@1.0.6, workbenchexpansion@1.6.2, xlib@0.7.2, awearablelight@1.0.8, captureanimals@2.5.0, chemistrylib@1.1.1, em@2.1.3, extraoverlays@1.3.1, ropetongs@1.2.0, stonequarry@3.0.1, wolftaming@1.7.3, xskills@0.7.3, moreroads@1.5.1, simplealchemy@2.2.0, wildcraftxskillspatch@0.2.0 System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet. à Vintagestory.GameContent.ItemBow.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) dans VSSurvivalMod\Item\ItemBow.cs:ligne 184 à Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) dans VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:ligne 237 à Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) dans VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:ligne 163 à Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) dans VintagestoryLib\Common\EventManager.cs:ligne 84 à Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) dans VintagestoryLib\Client\ClientMain.cs:ligne 809 à Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) dans VintagestoryLib\Client\ClientMain.cs:ligne 711 à Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) dans VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:ligne 163 à Vintagestory.Client.ScreenManager.Render(Single dt) dans VintagestoryLib\Client\ScreenManager.cs:ligne 681 à Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) dans VintagestoryLib\Client\ScreenManager.cs:ligne 625 à Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) dans VintagestoryLib\Client\ClientPlatform\GameWindow.cs:ligne 119 à System.EventHandler`1.Invoke(Object sender, TEventArgs e) à OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 476 à OpenTK.GameWindow.DispatchRenderFrame() dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 452 à OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 375 à Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) à Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) dans VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:ligne 93 Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 15-06-23 18:36:57, Site = , Source = Application Hang, Message = Le programme Vintagestory.exe version 1.18.5.0 a cessé d'interagir avec Windows et a été fermé. Pour voir si plus d'informations sur le problème sont disponibles, vérifiez l'historique des problèmes dans le Panneau de configuration Sécurité et maintenance. ID de processus : 3458 Heure de début : 01d99f93f73fce23 Heure d'arrêt : 4 Chemin d'accès à l'application : C:\Users\Utilisateur\AppData\Roaming\Vintagestory\Vintagestory.exe ID de rapport : 425eaa31-d8e5-4864-81ea-aef823e9b91b Nom complet du package défectueux : ID de l'application relative à un package défectueux : Type de blocage : Unknown } -------------- { TimeGenerated = 08-06-23 00:29:07, Site = , Source = Application Hang, Message = Le programme Vintagestory.exe version 1.18.5.0 a cessé d'interagir avec Windows et a été fermé. Pour voir si plus d'informations sur le problème sont disponibles, vérifiez l'historique des problèmes dans le Panneau de configuration Sécurité et maintenance. ID de processus : 3094 Heure de début : 01d999603e1274e6 Heure d'arrêt : 8 Chemin d'accès à l'application : C:\Users\Utilisateur\AppData\Roaming\Vintagestory\Vintagestory.exe ID de rapport : dc33c0fa-0629-4bb9-9348-a88d0a9b3340 Nom complet du package défectueux : ID de l'application relative à un package défectueux : Type de blocage : Unknown } -------------- { TimeGenerated = 05-06-23 10:04:20, Site = , Source = Application Error, Message = Nom de l’application défaillante Vintagestory.exe, version : 1.18.5.0, horodatage : 0x64668a12 Nom du module défaillant : clr.dll, version : 4.8.4614.0, horodatage : 0x63995bc5 Code d’exception : 0xc0000005 Décalage d’erreur : 0x00000000001f5690 ID du processus défaillant : 0x1f14 Heure de début de l’application défaillante : 0x01d9977c852c6b3f Chemin d’accès de l’application défaillante : C:\Users\Utilisateur\AppData\Roaming\Vintagestory\Vintagestory.exe Chemin d’accès du module défaillant: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll ID de rapport : 78ec0b2f-d4a9-40da-8f6d-8c537f2fd3f6 Nom complet du package défaillant : ID de l’application relative au package défaillant : }
Rhonen Posted June 15, 2023 Author Report Posted June 15, 2023 6 minutes ago, archanok said: hello, my game crash when i use the deluxe medieval bow. this the crash report. hi, my mod hasn't any kind of weapons. sorry. Wrong mod
Captain_mog Posted July 10, 2023 Report Posted July 10, 2023 Hello I've downloaded the Medieval Expansion into my Survival Server where I have noticed that the Items name and Descriptions are glitched out as they may missing names which causes Users to crash. For Example when I use Medieval-item-knifeb-bismuthbronze-leather-p (Medieval Knife) to harvest animals it will automatically crash the game. Please Advise
Rhonen Posted July 10, 2023 Author Report Posted July 10, 2023 7 hours ago, Captain_mog said: Medieval-item-knifeb-bismuthbronze-leather-p (Medieval Knife) this is not from my mod. i think you are mixing here something. 1
Captain_mog Posted July 11, 2023 Report Posted July 11, 2023 Thank for the Follow up I believe I mixed this and Medieval Fashion Mixed up 1
Moon_Dew Posted July 19, 2023 Report Posted July 19, 2023 Can I use this along side Medieval Fashion? Because I've heard there's some crash-causing conflicts between the two.
Rhonen Posted July 21, 2023 Author Report Posted July 21, 2023 On 7/19/2023 at 7:23 PM, Moon_Dew said: Can I use this along side Medieval Fashion? Because I've heard there's some crash-causing conflicts between the two. never heard anything about incomaptibilities. only got reports about "bugs" in the medievel-fashion-mod so far.
EreticKB Posted July 25, 2023 Report Posted July 25, 2023 Hi, can you make ice cellars as standalone mod? A really use whole ME only for them.
Rhonen Posted August 11, 2023 Author Report Posted August 11, 2023 Release medieval-expansion 3.10.0 for VS 1.18.8 Switch to .net-7
Rhonen Posted September 19, 2023 Author Report Posted September 19, 2023 (edited) Release medieval-expansion 3.11.1 for VS 1.18.12 Add UK language, thanks @justOmi Improve loading wood-textures for drawbridges All new and future textures from `game:block/wood/debarked/{wood}` Mod-textures when loadable as game-assets (game:block/wood/debarked/{wood}) Edited September 20, 2023 by Rhonen
Lepus Posted September 24, 2023 Report Posted September 24, 2023 Hey, the mod is amazing but we have a tiny issue on our server: We're invaded by aurochs, is there a way to disable their spawn? Is deleting their JSON files in the archive enough? Thank you!
Stranger92 Posted October 1, 2023 Report Posted October 1, 2023 On 9/25/2023 at 12:55 AM, Lepus said: Hey, the mod is amazing but we have a tiny issue on our server: We're invaded by aurochs, is there a way to disable their spawn? Is deleting their JSON files in the archive enough? Thank you! Did you resolve your cow-pocalispe? We've just added this mod to our server and experiencing the same issue. Don't want to break anything, but it's getting spooky.
Lepus Posted October 6, 2023 Report Posted October 6, 2023 On 10/1/2023 at 8:32 PM, Станислав Пермяков said: Did you resolve your cow-pocalispe? We've just added this mod to our server and experiencing the same issue. Don't want to break anything, but it's getting spooky. No, but they've become less concentrated over time, so it's not really a problem anymore.
EreticKB Posted October 17, 2023 Report Posted October 17, 2023 On 10/4/2023 at 6:56 AM, Whiteshadoh said: Can anyone confirm is cellar ice is working, I cant seem to get my temperatures to drop even in creative testing. Check perish multiplier on storage items instead temperature.
JokingJames2 Posted October 18, 2023 Report Posted October 18, 2023 (edited) I was very excited to get a waterwheel going, but then very disappointed to find out it has durability and requires pretty expensive repair kits to maintain. I don't see any incentive to ever use water wheels over windmills considering windmills are so much cheaper and require zero maintenance. I get that the water wheel spins at a constant speed and isn't subject to random changes in wind, but I don't think that's enough to make it worth 32 iron ingots and 1 brass ingot (plus 6 steel ingots if you want flumes to power it overhead) to build AND a constant supply of even more steel ingots and leather to maintain - and that's just for ONE waterwheel, let alone multiple. Edited October 18, 2023 by JokingJames2
Dekkan Posted November 25, 2023 Report 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.
CCsnip Posted December 4, 2023 Report 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?
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