jbutt Posted June 28, 2022 Report Share Posted June 28, 2022 (edited) Hi, I'm trying to copy blocks but it never seems to recognise the materials I put in. No matter how I arrange them in the crafting grid, or what the source chiseled block I'm trying to duplicate, it never recognises the materials. It will see my chisel, but not the blocks. Does it just not work with mutli-material blocks? I can sometimes get it working on single-material chiseled blocks. Edited June 28, 2022 by jbutt Link to comment Share on other sites More sharing options...
Karagryphon Posted July 26, 2022 Report Share Posted July 26, 2022 how hard would it be, to replace chiselsound with epic sax man? ima be real with you here, that sound plays like 1000 blocks away and drives people crazy Link to comment Share on other sites More sharing options...
Kurazarrh Posted August 15, 2022 Report Share Posted August 15, 2022 Rhonen, Love the ongoing improvements to this mod. I use it all the time! Ran into a bug tonight. I put a chiseled "bookshelf" block (the kind you can find in ruins or buy from furniture traders) and the game hard crashed to desktop and threw an error with the following stack trace: System.NullReferenceException: Object reference not set to an instance of an object. at workbenchexpansion.src.inventory.InventoryWorkbenchExtended.UpdateChisselCopyRequirements() at workbenchexpansion.src.blockentity.BeWorkbenchExtended.OnSlotModified(Int32 slotId) at System.Action`1.Invoke(T obj) at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792 at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg) at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368 at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] ) at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart ) I tried it a second time, with the same error, and then again in a separate world with only Workbench Extended loaded, and it did it again, so I hope I've helped to rule out potential mod incompatibilities. Hope this helps, and let me know if there are any other details I can provide! Link to comment Share on other sites More sharing options...
Rhonen Posted August 17, 2022 Author Report Share Posted August 17, 2022 thanks for report. Which game version you used? Link to comment Share on other sites More sharing options...
Kurazarrh Posted August 22, 2022 Report Share Posted August 22, 2022 Ah, sorry, I can't believe I forgot the game version. I'm in 1.16.5 at the moment. Link to comment Share on other sites More sharing options...
Rhonen Posted August 24, 2022 Author Report Share Posted August 24, 2022 ok i will take a look into it - currently i am working on the migration for V1.17. But when its working, i'll test it with the book shelf. may be the block is not supportable Link to comment Share on other sites More sharing options...
Rhonen Posted August 24, 2022 Author Report Share Posted August 24, 2022 On 1/19/2022 at 6:22 PM, Rhonen said: @Aledark wondering about that warning. seems the OpenAL has problems when Assets are not from "game" domain. The path is correct, otherwise the sound would not work. ambientSound = ((IClientWorldAccessor)api.World).LoadSound(new SoundParams() { Location = new AssetLocation("workbenchexpansion:sounds/chiselsound.ogg"), ShouldLoop = true, Position = Pos.ToVec3f().Add(0.5f, 0.25f, 0.5f), DisposeOnFinish = false, Volume = 0.75f }); API Description // Create a new AssetLocation from a single string (e.g. when parsing an AssetLocation // in a JSON file). If no domain is prefixed, the default 'game' domain is used. // This ensures the domain and path in the created AssetLocation are lowercase (as // the input string could have any case) // // Parameter: // domainAndPath: public AssetLocation(string domainAndPath); until today it's the same code for the sounds, also in 1.17. i have no idea what is going on there, that the sound for my workbench seems played so weird at some players. seems not all are involved. Link to comment Share on other sites More sharing options...
Rhonen Posted August 24, 2022 Author Report Share Posted August 24, 2022 On 6/28/2022 at 8:03 PM, jbutt said: Hi, I'm trying to copy blocks but it never seems to recognise the materials retest your problem. From: TO: no problem. Link to comment Share on other sites More sharing options...
Rhonen Posted August 24, 2022 Author Report Share Posted August 24, 2022 On 8/15/2022 at 5:42 AM, Kurazarrh said: Ran into a bug tonight. I put a chiseled "bookshelf" block yes and it seems a problem by the game itself there are "unknown" blocks mixed ... so, unknown blocks could lead to such errors. There i can do nothing. Link to comment Share on other sites More sharing options...
Nicodemus Posted September 1, 2022 Report Share Posted September 1, 2022 (edited) It needs an update for 1.17 (1.17.1 now) Edited September 2, 2022 by Nicodemus Link to comment Share on other sites More sharing options...
Rhonen Posted September 1, 2022 Author Report Share Posted September 1, 2022 2 hours ago, Nicodemus said: Need an update i do not tell what i have need for. but think it will be ready on next monday. 1 2 Link to comment Share on other sites More sharing options...
Nicodemus Posted September 2, 2022 Report Share Posted September 2, 2022 Quote i do not tell what i have need for. Sorry, my english is really not perfect. I corrected my message. I didn't want to look pushy Link to comment Share on other sites More sharing options...
Rhonen Posted September 2, 2022 Author Report Share Posted September 2, 2022 5 hours ago, Nicodemus said: Sorry, my english is really not perfect mine not too. All is fine. As written, i think on monday evening european time it should be available. 1 Link to comment Share on other sites More sharing options...
Robert Milligan Posted September 4, 2022 Report Share Posted September 4, 2022 Thanks for this mod and all your hard work. Thanks for taking the time to update it so much 1 Link to comment Share on other sites More sharing options...
Rhonen Posted September 5, 2022 Author Report Share Posted September 5, 2022 Released Workbench expansion 1.5.0 for VS 1.17.x API fixes of VS 1.17.x https://mods.vintagestory.at/show/mod/285 1 Link to comment Share on other sites More sharing options...
Nicodemus Posted September 5, 2022 Report Share Posted September 5, 2022 (edited) Hi, I just put Workbench expansion and Simple HUD Clock back (thx a lot btw ^^) on my server and now I got this : Edited September 5, 2022 by Nicodemus Link to comment Share on other sites More sharing options...
Rhonen Posted September 5, 2022 Author Report Share Posted September 5, 2022 1 hour ago, Nicodemus said: now I got this : i do not understand want you want to say. Link to comment Share on other sites More sharing options...
Nicodemus Posted September 5, 2022 Report Share Posted September 5, 2022 (edited) 18 minutes ago, Rhonen said: i do not understand want you want to say. Well now on the panels linked to smithing, the items are duplicated. Edited September 5, 2022 by Nicodemus Link to comment Share on other sites More sharing options...
Rhonen Posted September 5, 2022 Author Report Share Posted September 5, 2022 i do not anything with the originals. so no idea. 1 Link to comment Share on other sites More sharing options...
SIN1K Posted September 6, 2022 Report Share Posted September 6, 2022 (edited) Just checked in game, can verify that there seems to be a bug where if you try knapping, clay molding and anvil forging there seems to be duplicate recipes showing up on the GUI. When considering playing with other mods with their own recipes, and having everything doubled on the GUI, it becomes a bit of a mess to navigate around. Might need to investigate a fix for it. Thank you for updating all your other mods though @Rhonen!!!! Edited September 6, 2022 by SIN1K Link to comment Share on other sites More sharing options...
Rhonen Posted September 6, 2022 Author Report Share Posted September 6, 2022 6 hours ago, SIN1K said: When considering playing with other mods with their own recipes, and having everything doubled on the GUI i remember there was a problem in the past... i think in 1.15. or 1.14 ... when using the recipemanager from game to load own recipes into the manager, that we had to watch on a special handling. may be there was a change or that handling has a bug itself. not sure about that. while using the recipemanager there was no codechange in the mod. also no api-change on the manager. 1 Link to comment Share on other sites More sharing options...
SIN1K Posted September 6, 2022 Report Share Posted September 6, 2022 3 hours ago, Rhonen said: i remember there was a problem in the past... i think in 1.15. or 1.14 ... when using the recipemanager from game to load own recipes into the manager, that we had to watch on a special handling. may be there was a change or that handling has a bug itself. not sure about that. while using the recipemanager there was no codechange in the mod. also no api-change on the manager. Ahhh I see, well guess we'll just have to deal with it for now then. Thanks for the update on that though Rhonen Link to comment Share on other sites More sharing options...
Rhonen Posted September 6, 2022 Author Report Share Posted September 6, 2022 4 hours ago, SIN1K said: Thanks for the update no problem. and again: seems there is a bug in the api. before anything is loaded from my recipes, the game recipes are duplicated loaded. CustomRecipeLoader only initated and you can see in the log that all game recipes are duplicated.@Tyrondo we have to use another way now? Link to comment Share on other sites More sharing options...
Tyron Posted September 8, 2022 Report Share Posted September 8, 2022 On 9/6/2022 at 6:38 PM, Rhonen said: no problem. and again: seems there is a bug in the api. before anything is loaded from my recipes, the game recipes are duplicated loaded. CustomRecipeLoader only initated and you can see in the log that all game recipes are duplicated.@Tyrondo we have to use another way now? Yes, override, AssetsFinalize if you want to modify assets 2 Link to comment Share on other sites More sharing options...
Rhonen Posted September 8, 2022 Author Report Share Posted September 8, 2022 8 minutes ago, Tyron said: Yes, override, AssetsFinalize if you want to modify assets thank you very much for your fast response Link to comment Share on other sites More sharing options...
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