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  • 3 weeks later...
Posted

@Elocrypt I'm crashing when the Auroch bull attacks me. 

Running on 64 bit Windows 10.0.19045.0 with 32702 MB RAM
Game Version: v1.20.4 (Stable)
3/5/2025 7:38:38 PM: Critical error occurred

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 255
   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 88
   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
 

Posted (edited)

Okay so Question I downloaded the patch that fixed the Aurochs attack animation crash. And Now My aurochs have despawned and I haven't seen a single one since then. Is this a new bug or is this normal. I'm also in winter.

I should note that before I downloaded the new patch and got rid of the old mod I would see like 2-4 aurochs a day so they were pretty plentiful.

 

Edited by Cazzacattack
  • 1 month later...
  • 4 weeks later...
  • 2 months later...
  • 3 weeks later...
Posted

I'm VERY certain you've heard requests near or to the exact point as this request, but would it be possible to include some documentation for the Animals within their section, it shows only the mod they are attached to, past that there is nothing or suggest that they are even breed-able and I ended up getting a pair to spawn where I was planning my bee plot area, but with them spawning in I choose to build the barn nearby and moved them into it.

I realize to get milk a cow must been having some time with a male after eating but again, the tool tips aren't the most useful for what I should be doing here to attract\feed the animals with and it would be helpful like the other creatures in the game to get some documents regarding the cow. Either being a expanded document for animal husbandry or something else it would make things FAR easier to handle as the internet doesn't provide that much on the cows from your mod.

 

Past that I really love the mod, very fleshed out! And I hope this is something able to be included if it's not too much of a hassle.

  • 3 weeks later...
Posted

Sir, my game on my personalized computer crashed because of a crictical error when all I did was try to put a single lantern onto a lamppost that I made all by myself. But because I don't want you have to check every single file, here's the crash report

8/30/2025 4:10:52 PM: Critical error occurred in the following mod: medievalexpansionpatch@1.2.1
Loaded Mods: riftweapons@1.1.6, somedisassemblyrequired@1.7.7, temporalsymphony@2.1.1, game@1.21.0, betterruins@0.5.0, medievalexpansionpatch@1.2.1, stepupcontinued@0.0.1, vanillaarmory@1.7.6, creative@1.21.0, survival@1.21.0, woodenshuttersandmore@1.2.3
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.CollectibleObject.LightHsv'.
   at medievalexpansion.src.blockentity.BEStreetlightLantern.Initialize(ICoreAPI api)
   at Vintagestory.Client.NoObf.ClientWorldMap.SpawnBlockEntity(String classname, BlockPos position, ItemStack byItemStack) in VintagestoryLib\Client\ClientWorldMap.cs:line 1110
   at Vintagestory.API.Common.Block.OnBlockPlaced(IWorldAccessor world, BlockPos blockPos, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1326
   at Vintagestory.Common.BlockAccessorBase.SetSolidBlockInternal(Int32 blockId, BlockPos pos, IWorldChunk chunk, Boolean synchronize, Boolean relight, ItemStack byItemstack) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 122
   at Vintagestory.API.Common.Block.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 928
   at medievalexpansion.src.block.BlockStreetlightLantern.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack)
   at medievalexpansion.src.block.Streetlight.TryAddLantern(ItemSlot slot, IPlayer toPlayer, BlockSelection blockSelection)
   at medievalexpansion.src.block.Streetlight.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 886
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 544
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 87
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1024
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 250
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

 

  • 2 weeks later...
Posted

So, this mod also adds aurochs...

I was keen on adding the mod to our server, but i missed the info regarding aurochs being included.
I am not against having them, but i would like to know more details.

What are the spawn conditions?
I don't want to see them everywhere, or replacing any other animals that would otherwise spawn there,
or having some overpopulation problem, or seeing them where they do not fit, etc.

How does it interact (if at all) with other animals, and players?
Is it hostile? is it hostile only when having young?
Can it be domesticated? after how many generations?

Can i disable them in case i ever feel like getting rid of them?

  • 4 weeks later...
Posted

Hello, beautiful people!

I've encountered this bug. The water is turning black after the hatch and is not being supplied to the watermill at all. It was also kind of blue, depending on the block, which was the "source".
 

Does anyone have any idea what is wrong? I was searching for the answer to my problem, but I didn't find one. Sorry if I've missed it somewhere here.

2025-10-03_22-47-54.png

2025-10-03_22-47-58.png

2025-10-03_22-48-08.png

  • 4 weeks later...
Posted

image.thumb.png.056e64724ea075611f356156c2babdf3.png

Hi, I'm having an issue with the waterwheel texture (see enclosed). Anyone able to help me understand what's happening here/how to fix it? Other medieval expansion textures appear to work perfectly, but I can't imagine this is the intended texture for the waterwheel. 

 

Many thanks, 

  • 2 months later...
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