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  • DArkHekRoMaNT changed the title to More Variants v1.1.3 (improve Necessaries compatibility)
Posted (edited)

I got confused while translating the "step stairs" and ladder all to "escadas"

Step stairs should be translated to "degraus", but informally we call everything that climb as "escadas"

also I'm going to see if there is any other errors before uploading here hehe, one sec

Edited by xCoiotex
Posted

Could we have a version with just metal blocks, stairs, and slabs? It's a material that is missing from vanilla, I like chiseling with it; but I don't want all those extra variants cluttering up my inventory in survival (a problem with stack-based inventory systems)

  • 2 weeks later...
Posted

Is anyone else having a problem with the chest variants in 1.14? When I place a chest the texture is Birch, except for the oak (vanilla) chest. I tried MoreVariants_v1.14.0-rc.4_v1.2.1 with a new world and no other mods installed...I'm so confused?!?😖

2020-12-10_12-24-24.png

Posted
9 minutes ago, Maize said:

Is anyone else having a problem with the chest variants in 1.14? When I place a chest the texture is Birch, except for the oak (vanilla) chest. I tried MoreVariants_v1.14.0-rc.4_v1.2.1 with a new world and no other mods installed...I'm so confused?!?😖

2020-12-10_12-24-24.png

I know. All chests receive the texture of the first placed chest 😥 

(Need to add this to the list of known issues)

Posted

Strange derpiness occurs with the .reload textures command, oh my... Happily this is the only problem I have found while updating my heavily modded world, yay! :D

Posted

New version 1.3 available!

  • Fixed chests textures
  • Fixed unknown chest in recipe preview

Due to the fact that the chests were rewritten, their code has changed. The old version of the chests is temporarily saved and marked as outdated, a recipe for re-crafting has also been added.

  • Thanks 2
Posted (edited)
33 minutes ago, Maize said:

Not gonna lie, I kind of like the purple...

2020-12-11_13-33-45.png

These are old chests, they need to be re-crafted into new ones 😅

But I'll think about adding a super-duper-unknownascrafting purple chests 😆

Edited by DArkHekRoMaNT
Posted

Seeing a fairly-repeatable crash on opening newly-recrafted chests; not sure if it's this but it seems to be:

Spoiler

Running on 64 bit Windows with 24 GB RAM 
Version: v1.14.2 (Stable)12/17/2020 2:09:48 PM: Critical error occurred
System.Exception: Chunk retesselated listener number 0 threw an exception (a=False, b=False, b=False)
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.BlockEntityAnimationUtil.<StartAnimation>b__16_0()
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
   at Vintagestory.Client.NoObf.ChunkTesselatorManager.OnFinalizeFrame(Single dt)
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
   at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._X2niSFpb8ndF6zWsCcobp5QBcvO(Single )
   at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
   at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single )
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchRenderFrame()
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
   at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
-------------------------------

 

To be clear, this seems to happen when:

  1. Breaking (e.g. with axe) a purpled version of a variant chest with label
  2. Crafting it to update
  3. Placing it down
  4. Opening the newly-placed empty chest crashes with the above NRE in tessellation.

It doesn't seem to happen every time, but fairly often.  Chests in this state may repeat the problem if you log in again and open it again, but not always.  Breaking the chest and putting it down again usually seems to fix it.  Any ideas?

Posted
1 hour ago, Chime said:

Seeing a fairly-repeatable crash on opening newly-recrafted chests; not sure if it's this but it seems to be:

  Reveal hidden contents


Running on 64 bit Windows with 24 GB RAM 
Version: v1.14.2 (Stable)12/17/2020 2:09:48 PM: Critical error occurred
System.Exception: Chunk retesselated listener number 0 threw an exception (a=False, b=False, b=False)
System.NullReferenceException: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.BlockEntityAnimationUtil.<StartAnimation>b__16_0()
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
   at Vintagestory.Client.NoObf.ChunkTesselatorManager.OnFinalizeFrame(Single dt)
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
   at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._X2niSFpb8ndF6zWsCcobp5QBcvO(Single )
   at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
   at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single )
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchRenderFrame()
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
   at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
-------------------------------

 

To be clear, this seems to happen when:

  1. Breaking (e.g. with axe) a purpled version of a variant chest with label
  2. Crafting it to update
  3. Placing it down
  4. Opening the newly-placed empty chest crashes with the above NRE in tessellation.

It doesn't seem to happen every time, but fairly often.  Chests in this state may repeat the problem if you log in again and open it again, but not always.  Breaking the chest and putting it down again usually seems to fix it.  Any ideas?

I had this happening with two of my re-crafted chests, but just two of them. When I would log in, they would be textured like default chests, but still say Acacia, and would crash on trying to open. Breaking and re-placing would fix the texture and crash for that session only. Both were labeled chests and I'm pretty sure they were my only two re-crafted labeled chests that had been placed prior to the update.

Posted

This also seems to sometimes hit chests that have been converted and were previously okay, but are already loaded with things when placed.  (e.g. setting down something held via CarryCapacity)  Same trace.

 

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