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Posted

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.

  • 2 weeks later...
Posted

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?

Posted
On 12/4/2023 at 2:14 AM, CCsnip said:

Which file is it?

Modconfig/medievalexpansion/config.json
parameter: PileCoolingHoursPerLayer
default value: 8.0
 

  • 2 weeks later...
Posted

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"
  • 3 weeks later...
Posted

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

Posted
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?

Posted
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

  • 4 weeks later...
Posted
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.

  • 3 weeks later...
  • 4 weeks later...
Posted

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.

  • 1 month later...
Posted (edited)
On 5/31/2024 at 12:39 PM, B0R15 said:

The appropriate tool for the wooden floorplate seems to be pickaxe

i am not sure but i think is that it based on a generic blocktype. its only a different recipe and a different texture. But i will have a look to improve/fix this in a future maintenance fix. Thank you.

Edited by Rhonen
  • 3 weeks later...
Posted
7 hours ago, Dilan Rona said:

tested it offline with the exact same mods as my online server, and it works with medieval expansion. so its a memory shortage in my case

 

To be fair, the error message did tell you that was the case. The crash logs are incredibly useful, and in many cases will not just tell you the general issue but the exact line of code that caused an issue. 

Posted
On 6/19/2024 at 8:26 AM, Dilan Rona said:
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.

Out of memory is a realy precise error message.

Posted

Cross-posted from the moddb:

Hey, I've had this weird issue for a while I keep meaning to report. When I stack cellar ice, it stacks fine until it gets to the second "block", at which point it turns into... well, it seems like what it turns into exactly depends on my mod list. Here's an example of what it just turned into in my current one. It's a corner bottle rack from A Culinary Artillery; the id it gives with .edi is too long to read as it gets cut off, but one of the woods used to make it is sycamore. But in the past I've also seen the second block layer of cellar ice turn into other things, mainly wooden things IIRC. I play with a truly embarassing amount of mods, so it's possible it's some sort of ID shortage issue? I'm no expert. Also, I have other mods that add pileable materials like clay and ore nuggets, and none of them do this, so I strongly believe it's something to do specifically with cellar ice. Please let me know if there's any other way I can help you reproduce/debug this issue if you decide to try to fix it. And if I don't respond or you'd rather communicate on Discord, I'm genderneutralnoun, on the official VS discord, and feel free to mention and/or DM me.

Posted

i do not know how the id-generting on pileable blocks is working.
normally the block-id is generated by <mod-id>:<code> in the json file. but in pileable generated blocks ... no answer to it. also no idea how to prevent conflicts betweens mods.

Posted

Hello,

First I wanna say. Thank you for your time on this mod. I'm enjoying your additions.

 

I'm curious though. Do you have any plans to change the hit-boxes of your gates? It's not currently possible to fight through them with bow or throwing spear. As soon as you knock an arrow or lift the spear. The interaction opens/closes the gate. This is not a problem with vanilla doors.

 

Thanks for your time. 🙂

Posted

Thanks for your warm words.
To your quesiton: that is not possible for now.
First, there is no "half"size block, so any 3-wide or 5-wide gates would get lost. On the other hand my multiblock-gate mechanic is older then the reworked door-api from vanilla. so i would have to reimplement the whole compatible gates.

Second point would be the portcullis. They are moving up. and that would also cause a problem that the interaction-boxes would not be applicable to used block-positions.
it would also need a new implementation.

At last the mod was never optimized for pvp rules. May be i am wrong, but what you requesting sounds like you need here options for fighting against players. :) Or am i wrong? :D
So for now, no chance. May be obsulete when vanilla will bring this things on its own. then i can reduce the mod.

This handling was very complex for me.

Posted
7 hours ago, Rhonen said:

Thanks for your warm words.
To your quesiton: that is not possible for now.
First, there is no "half"size block, so any 3-wide or 5-wide gates would get lost. On the other hand my multiblock-gate mechanic is older then the reworked door-api from vanilla. so i would have to reimplement the whole compatible gates.

Second point would be the portcullis. They are moving up. and that would also cause a problem that the interaction-boxes would not be applicable to used block-positions.
it would also need a new implementation.

At last the mod was never optimized for pvp rules. May be i am wrong, but what you requesting sounds like you need here options for fighting against players. :) Or am i wrong? :D
So for now, no chance. May be obsulete when vanilla will bring this things on its own. then i can reduce the mod.

This handling was very complex for me.

 

OK, I understand. Thank you for your timely reply.

 

In answer to your question. No, I just had a nasty swarm of drifters after building my first gate. Encountered the "problem", while trying to shoot far off drifters as they approached. I'll just work around and build/add a moat and a guard tower. 🙂

 

I'm not a modder. So I can only imagine the complexity of building this.

Again, Thank you. 😇

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