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Posted

I have a crash report for Medieval Expansion.

 

Running on 64 bit Linux (Fedora Linux 40 (Workstation Edition)) [Kernel 6.9.4.200] with 7675 MB RAM
EMTK Version: 3.1.0
Game Version: v1.19.8 (Stable)
2024/07/03 07:34:48: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.4, chiseltools@1.11.2, ClaimsRadar@1.1.0, fireclayfrompanning@1.0.0, paperlanternrecipe@0.2.1, primitivesurvival@3.5.2, propagatingreeds@1.0.0, resinglue@0.0.3, ot_SticksFromFirewood@1.1.0, temporal_gears_stack@1.0.0, game@1.19.8, woodmallet@1.0.2, AgeOfConfession@2.0.4, alloycalculator@1.0.0, blocksoverlay@3.2.2, canmarket@0.3.32, carryon@1.7.4, coinage@1.10.1, commonlib@2.3.7, composter@1.1.0, cuniculture@1.0.2, expandedfoods@1.6.9, flintchisel@1.0.2, fromgoldencombs@1.4.30, medievalexpansion@3.13.1, primitivetools@1.4.1, resingluetools@0.0.5, vinconomy@0.2.5, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.1.8, youvegotmail@1.0.6, metalrecovery@0.1.19-pre.1, em@2.6.2, playercorpse@1.9.0, treetapping@1.0.0, bricklayers@2.5.5
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.Client.NoObf.SystemRenderDecals.UpdateDecal(BlockDecal decal) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 364
   at Vintagestory.Client.NoObf.SystemRenderDecals.AddBlockBreakDecal(BlockPos pos, Int32 stage) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 237
   at Vintagestory.Client.NoObf.SystemRenderDecals.OnPlayerBreakingBlock(BlockDamage blockDamage) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 201
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockBreaking(BlockDamage blockDamage) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 382
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 791
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
   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 186
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
   at Vintagestory.Client.ScreenManager.Render_Patch0(ScreenManager this, Single dt)
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Happens when I stack cellar ice more than 16, and I try to interact with the block that appears above the stacked cellar ice.

image.thumb.png.c3debee1689e6cd08a400caa320f586b.png

Posted (edited)

can not reproduce your error. may be an unexpected error in runtime and then the block not saved correctly.

the nullpointer is not caused by the mod.
so, hard to say whats going wrong. also may be a mod incompatibility which has caused the problem.

image.thumb.png.410872277fb816b87cd1bea9d96706f9.png

as you can see 3 layers (2x 16 stacked and a third with 8 stacked) cellar ice in front of chests... no problems.

Edited by Rhonen
Posted

It's a full stack of 16 for the cellar ice. The moment I try to go above 16, it throws out the unknown block. Interacting with it causes it to crash. And the only way to remove it is destroy it with creative mode. Attempted 4 times and did a restart for good measure. Still had the same crash.

Posted (edited)

it is not the point, that i do not believ that this crash is happening on your side.

but i can not reproduce it, with the given scenario. also the stacktrace does not tell me, that the mod is causing this error. thats the problem.
Also what i can not see in your screen, that the stackable behavior is triggered... so no cellar ice arround. did you work in creative mode?

the point is i can not achieve your situation without the pile is spreading arround, also in creative mode. only the first Pile will placed as a full stacked pile of cellar ice.
so may be any kind of mod is manipulating the pileable items here?

Edited by Rhonen
Posted

Crash report from him.

Running on 64 bit Windows 10.0.19044.0 with 16350 MB RAM Game Version: v1.19.8 (Stable) 03-Jul-24 22:54:37: Critical error occurred Loaded Mods: aculinaryartillery@1.1.4, chiseltools@1.11.2, fireclayfrompanning@1.0.0, paperlanternrecipe@0.2.1, primitivesurvival@3.5.2, propagatingreeds@1.0.0, resinglue@0.0.3, ot_SticksFromFirewood@1.1.0, temporal_gears_stack@1.0.0, game@1.19.8, woodmallet@1.0.2, AgeOfConfession@2.0.4, canmarket@0.3.32, carryon@1.7.4, coinage@1.10.1, commonlib@2.3.7, composter@1.1.0, cuniculture@1.0.2, expandedfoods@1.6.9, flintchisel@1.0.2, fromgoldencombs@1.4.30, medievalexpansion@3.13.1, primitivetools@1.4.1, resingluetools@0.0.5, vinconomy@0.2.5, creative@1.19.8, survival@1.19.8, wildfarmingrevival@1.1.8, youvegotmail@1.0.6, metalrecovery@0.1.19-pre.1, em@2.6.2, playercorpse@1.9.0, treetapping@1.0.0, bricklayers@2.5.5 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.SystemRenderDecals.UpdateDecal(BlockDecal decal) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 364 at Vintagestory.Client.NoObf.SystemRenderDecals.AddBlockBreakDecal(BlockPos pos, Int32 stage) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 237 at Vintagestory.Client.NoObf.SystemRenderDecals.OnPlayerBreakingBlock(BlockDamage blockDamage) in VintagestoryLib\Client\Systems\Render\RenderDecals.cs:line 201 at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockBreaking(BlockDamage blockDamage) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 382 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.ContinueBreakSurvival(BlockSelection blockSelection, Block block, Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 791 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 592 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.UpdatePicking(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 220 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 83 at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1009 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 241 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Posted

Ok, I started an offline server, and with the exact same mods it works perfectly, and the cellar ice stacks as it should. So its a problem on the online server for some reason. Checked with my host provider, and he is using .NET7. Did a full remap of all the blocks on the server, stopped the server, and started it up again. Still showing that unknown block, and it still crashes out on the client when interacting with the unknown block.

So I dont know what else I need to do to resolve this problem, as it is clearly not a Medieval expansion bug as you said, and there is no mod conflict when using the same mods on an offline server.

Posted

i am sorry that i have no further idea.
On the communityserver, where i am active, we have much less mods but also on .net7 and not such kind of error. So i am sorry that i can not help here for now.

  • 2 months later...
Posted

I have some sort of a bug? or it should be like it?
I builded watergear - wanted to try it out and..... it just doesnt work. It doesnt have even right texture (it has it when dropped or in eq)

Help appreciated<3

image.thumb.png.293d70309dfc672d9cf6b5142087416d.pngimage.png.f9632dacc52f3688831d6d5303d309ad.png

Posted (edited)

Great mod but, does anyone know if there's a defense mod that would good with this? something that adds spikes,palisades or something for v1.19? Feel like it would really benefit this mod if so. I searched but couldn't find one. Might be a keyword I'm missing though or overlooking a pack. Ty for any reply.

Edited by James Hamell
Posted
On 9/7/2024 at 7:54 PM, Ciotek said:

I have some sort of a bug? or it should be like it?
I builded watergear - wanted to try it out and..... it just doesnt work. It doesnt have even right texture (it has it when dropped or in eq)

Help appreciated<3

 

Looks like a mod incompatibility.

 

 

11 hours ago, James Hamell said:

Great mod but, does anyone know if there's a defense mod that would good with this? something that adds spikes,palisades or something for v1.19? Feel like it would really benefit this mod if so. I searched but couldn't find one. Might be a keyword I'm missing though or overlooking a pack. Ty for any reply.

as i know there is no mod that adding stationary spikes or other defense blocks.
Also in my mind a palisade is a kind of wall, which you have to create on your own.

Posted
4 hours ago, Rhonen said:

as i know there is no mod that adding stationary spikes or other defense blocks.
Also in my mind a palisade is a kind of wall, which you have to create on your own.

Primitive Survival ads both spike traps and palisades, and you can make a bed-of-nails mold to make metal spikes that can be used in a moat etc.

Posted

Hey Rhonen, someone came to me with an issue with world edit they were having and I tracked it down to an issue in Medieval Expansion.
Basically the Floorplates from this mod cause an error when you try to rotate a schematic with them in, should be easy to reproduce.
This is the error:

Quote

15.9.2024 22:03:15 [Error] Player Arkhael/xRJmtKCkY0kNfIV/MYlr4hO6 caused an exception through a command. 15.9.2024 22:03:15 [Error] Command: /we imr 90 15.9.2024 22:03:15 [Error] Exception: 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 1974 at Vintagestory.API.Common.BlockSchematic.TransformWhilePacked(IWorldAccessor worldForResolve, EnumOrigin aroundOrigin, Int32 angle, Nullable`1 flipAxis) in VintagestoryApi\Common\Collectible\Block\BlockSchematic.cs:line 749 at Vintagestory.ServerMods.WorldEdit.ImportTool.OnWorldEditCommand(WorldEdit worldEdit, CmdArgs args) in VSCreativeMod\Tool\ImportTool.cs:line 253 at Vintagestory.ServerMods.WorldEdit.WorldEdit.onToolCommand(TextCommandCallingArgs args) in VSCreativeMod\WorldEditCommands.cs:line 550 at Vintagestory.Common.ChatCommandImpl.CallHandler(TextCommandCallingArgs callargs, Action`1 onCommandComplete, Dictionary`2 asyncParseResults) in VintagestoryLib\Common\API\Command\ChatCommandImpl.cs:line 259 at Vintagestory.Common.ChatCommandApi.Execute(String commandName, TextCommandCallingArgs args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 88 at Vintagestory.Common.ChatCommandApi.Execute(String commandName, IServerPlayer player, Int32 groupId, String args, Action`1 onCommandComplete) in VintagestoryLib\Common\API\Command\ChatCommandApi.cs:line 181

I did some digging and found the issue, and the fix.
The error is thrown by this line in BlockBehaviourOmniRotatable.cs when the GetRotatedBlockCode function is called.

BlockFacing curFacing = BlockFacing.FromCode(block.Variant["rot"]);

The cause is that the block variant key it looks for doesn't exist, instead it loads as "horizontalorientation". The fix is very simple, update the variantgroups in floorplate.json to this instead:

"variantgroups": [
		{ "code": "block", "states": [ "stone","wood"]},
		{ "code": "state", "states": [ "up", "down" ]},
		{ "code": "rot", "loadFromProperties": "abstract/horizontalorientation" }
    ],

You probably also want to update the block class' GetDirection function to reflect this, though it didn't seem to cause any issues to be honest. Maybe also check to see if any of the other stuff does the same thing.

Hope this helps, love the mod.

PS. Please consider reducing the amount of steel some of the recipes use, I want to use them in builds without having to get to steel first

  • Thanks 1
Posted (edited)

Your fix is not so simple as you paste.

the current version is:

"variantgroups": [
        {
            "code": "block",
            "states": [ "stone", "wood" ]
        },
        {
            "code": "state",
            "states": [ "up", "down" ]
        },
        { "loadFromProperties": "abstract/horizontalorientation" }
    ]

so all current blocks should have already that abstract orientation support.
the question is: why is the tool trying to apply the code "rot" which was never supported? so any kind of active placed block does not support rotation, because its not necessary.

when adding that variant, then you also have to patch all placed blocks too. for me there is no requirement.

can add it for the upcomming major version, but then new map is required.

i also wondering that the game now requires that any custom block would require

{ "code": "rot", "loadFromProperties": "abstract/horizontalorientation" }

instead of

{ "loadFromProperties": "abstract/horizontalorientation" }

but if it so, then its a hard braking point.
 

Edited by Rhonen
Posted

Great mod. I am a huge fan of the mechanical additions.

Would it be possible to add an option to disable the animals, though? It's easy to just not craft a craftable I don't want to use. That's a different story with randomly appearing spawnables.

Cheers.

Posted

To answer your question Rhonen the variant code "rot" is required specifically when a block has the "OmniRotatable" Behaviour. You can see this in the game's slab json files as they all have it, other block behaviours use their own codes such as "HorizontalOrientable" which uses either "horizontaloritenation" or "side". Another solution to this could be to remove the "OmniRotatable" behaviour either entirely or replace it with another rotation behaviour, I assume you intend to eventually allow floorplates to be placed on other block sides to allow them to be used as buttons hence the "OmniRotatable" behaviour.

Posted
11 hours ago, Arkhael said:

I assume you intend to eventually allow floorplates to be placed on other block sides to allow them to be used as buttons hence the "OmniRotatable" behaviour.

to be honest, when i introduced them i had no xp in modding this game. so i only used an other block as pattern. at that time, there was no rot variant needed. but i will change it for the upcomming version. also add the information that a new map will be required.

Anyway, thanks for your informations :)

  • 3 weeks later...
Posted

Not sure if it's ever been requested before, but would it be possible to make it so that doors stacked on top of each other both open? I tend to have 3 wide entrances, so I double the doors up to make a tall/thin door, but obviously only the bottom 3x3 door opens, be cool if the top one opened as well. 

  • 4 weeks later...
Posted (edited)

Spend a ton of time building a water wheel to find out its pretty underpowered and the it has durability. end up trash canning the entire design. I hope to see some changes like. Increasing the power, allowing it to work better with the river mod and get rid of the durability. I ended up completely changing everything to windmills. I absolutely love the design of the water wheel and the effort put into it. I hope to be able to incorporate in the future after if some updates are made. Thank you for your time have a great day.

Edited by Robert Reister
  • 3 weeks later...
Posted
On 10/27/2024 at 7:46 PM, Robert Reister said:

Spend a ton of time building a water wheel to find out its pretty underpowered and the it has durability. end up trash canning the entire design. I hope to see some changes like. Increasing the power, allowing it to work better with the river mod and get rid of the durability. I ended up completely changing everything to windmills. I absolutely love the design of the water wheel and the effort put into it. I hope to be able to incorporate in the future after if some updates are made. Thank you for your time have a great day.

The mod has a config file... make it as powerful or durable as you want..

 

  • 2 months later...
Posted

hi i get this error sadly:

 


14.1.2025 03:11:08 [Server Error] Error ticking animations for entity medievalexpansion:aurochs-male at 512212, 114, 512231
14.1.2025 03:11:08 [Server Error] Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked
   at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 111
   at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 255
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1051
   at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 605
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
   at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 143
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896

crashes the client on connecting

  • 2 weeks later...
Posted

Running on 64 bit Windows 10.0.19045.0 with 16265 MB RAM
Game Version: v1.20.1 (Stable)
2025-01-24 03:29:43: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.2, combatoverhaul@0.1.2, floralzonescaperegion@1.0.13, floralzonescaribbeanregion@1.0.10, floralzonescentralaustralianregion@1.0.7, floralzoneseastasiaticregion@1.0.5, floralzonesmediterraneanregion@1.0.3, floralzonesneozeylandicregion@1.0.6, caninae@1.0.24, capreolinae@1.2.1, casuariidae@1.0.16, dinornithidae@1.0.8, elephantidae@1.0.1, felinae@0.2.3, machairodontinae@1.0.17, manidae@1.0.9, pantherinae@1.1.17, rhinocerotidae@1.0.11, sirenia@1.0.12, spheniscidae@1.0.4, juicyores@1.0.0, primitivesurvival@3.7.5, game@1.20.1, armory@0.1.0, betterruins@0.4.5, butchering@1.7.8, carryon@1.8.0-pre.1, commonlib@2.6.1, herbarium@1.4.0, hydrateordiedrate@1.6.8, maltiezcrossbows@0.6.0, maltiezfirearms@0.10.2, medievalexpansion@3.13.1, rivers@4.1.0, tabletopgames@2.3.0, unconscious@1.8.2, creative@1.20.1, survival@1.20.1, webstotwine@1.20.1, bookbinders@1.3.0-pre.1, butcheringcompatpatch@1.0.2, em@3.0.0, playercorpse@1.11.0, thebasics@5.0.1, tailorsdelight@1.8.0-pre.6, dressmakers@1.5.0-pre.2
Involved Harmony IDs: CombatOverhaul
System.Exception: Animation 'attack' has no keyframes, this will cause other errors every time it is ticked
   at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
   at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 259
   at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
   at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
   at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 92
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 2025-01-21 00:17:51, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.20.1.0, time stamp: 0x66470000
Faulting module name: KERNELBASE.dll, version: 10.0.19041.5369, time stamp: 0xc3ec0adc
Exception code: 0xe0434352
Fault offset: 0x000000000003b699
Faulting process id: 0x2fac
Faulting application start time: 0x01db6b8def8c375c
Faulting application path: C:\Users\gaard\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 140b1f17-cf28-4496-87b7-887339346a29
Faulting package full name: 
Faulting package-relative application ID:  }

Posted
On 11/13/2024 at 2:45 AM, SubtleOrc said:

The mod has a config file... make it as powerful or durable as you want..

 

Unfortunately the config file only really helps with durability. The power settings in the config don't do much, to the point where I thought they were broken and had to decompile the mod and look at the code to figure out what they're supposed to do.

MaxStrength just increases the strength cap. It doesn't increase the power of a waterwheel unless it's hitting the strength cap, which I believe you can't really hit to begin with. TorqueBonus caps out at a value of 4, but if you set it to exactly 4, it leads to a division by zero and gives you infinite torque (lmao).

  • Haha 1
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