Ginko72 Posted October 5, 2021 Report Share Posted October 5, 2021 Excellent update! One possible issue, I think that the growing trees algorithm might have changed my only crimson king maples into regular maples. Is that possible? Thanks, Tim Link to comment Share on other sites More sharing options...
DasPrinzip Posted October 13, 2021 Report Share Posted October 13, 2021 (edited) Server 1.15.6 Oct 13 18:12:10 115754E VSSRV[9963]: 18:12:10 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object Oct 13 18:12:10 115754E VSSRV[9963]: at WildFarming.BEVines.growthMonitior (System.Single dt) [0x000be] in <10fe5a783c5c4cf99e531913ae0abdae>:0 Oct 13 18:12:10 115754E VSSRV[9963]: at Vintagestory.Common.EventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x000d3] in <60b99c1f35a848e8978c58c137e94eb9>:0 Oct 13 18:12:10 115754E VSSRV[9963]: at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <60b99c1f35a848e8978c58c137e94eb9>:0 Oct 13 18:12:10 115754E VSSRV[9963]: at Vintagestory.Server.ServerMain.Process () [0x001f4] in <60b99c1f35a848e8978c58c137e94eb9>:0 We placed a object per Worldedit - maybee it collides with a tree. this server error was spamming all the time, server was frozen. i had to remove mod from server, restart server without it and after that i could take the mod back. (sorry for my bad english) Edited October 13, 2021 by DasPrinzip Link to comment Share on other sites More sharing options...
Windego Posted October 19, 2021 Report Share Posted October 19, 2021 Any news on the 1.15.7 update for this mod? I absolutely adore it and it's essential to two other mods I used to play alongside with on older game builds. After my hardware upgrade, I've been wanting a fresh start. If it gets updated to 1.15.7, will I be able to use the mod in an already present save of 1.15.7? Or will I need to make a new save for safety? Superb mod nonetheless. Link to comment Share on other sites More sharing options...
jakecool19 Posted October 19, 2021 Author Report Share Posted October 19, 2021 10 hours ago, Windego said: Any news on the 1.15.7 update for this mod? I absolutely adore it and it's essential to two other mods I used to play alongside with on older game builds. After my hardware upgrade, I've been wanting a fresh start. If it gets updated to 1.15.7, will I be able to use the mod in an already present save of 1.15.7? Or will I need to make a new save for safety? Superb mod nonetheless. Does it not work with 1.15.7? Unless there were major changes, which should not be any in a minor patch, it should still work fine. And thank you! 1 Link to comment Share on other sites More sharing options...
Windego Posted October 20, 2021 Report Share Posted October 20, 2021 7 hours ago, jakecool19 said: Does it not work with 1.15.7? Unless there were major changes, which should not be any in a minor patch, it should still work fine. And thank you! I'm not sure. I tend to play it safe and if the mod description doesn't specify the version I'm using, I'll assume it's not compatible purely for safety reasons to avid a corrupt save. I've had this conversation with l33tmaan yesterday but the more I think about it the more I'm at the point of "Ah, to tartarus with it, let's try it and see." since I'll be using his/her/their Extended foods mod with yours, and, the alchemy mod. Needless to say I absolutely have to include your mod or else I'll be bummed at the finite resources. So I'll be making a new save all together and see how it goes. 1 Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted November 3, 2021 Report Share Posted November 3, 2021 (edited) Spoiler Running on 64 bit Windows with 16 GB RAM Version: v1.15.7 (Stable)03.11.2021 21:12:06: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei WildFarming.BEVines.growthMonitior(Single dt) bei Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _gt983m53spH3zIRFvTrVgBj5MUb._m2KVBUzhniiatiiNT9yOoXoOOvL(Single ) bei _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._5soGXezAcR5oyhhq2pmELCuEn2M(Single ) bei _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._ZzmaNk5IGbtvQ61ssCzCszyBw2n(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _LiN8p156auXcqjjOW5aVAZ0QkUc._fwMbTl3XHB2eqbxoLfc3FpMIE00(_CFodeVozKjT5VhVV66Wv4Bd7r3c , String[] ) bei _qBF2AKwdIhCkNZsjxBA24g20vlH._fwMbTl3XHB2eqbxoLfc3FpMIE00(ThreadStart ) ------------------------------- Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 02.11.2021 17:12:48, Site = , Source = Application Hang, Message = Das Programm Vintagestory.exe Version 1.15.7.0 hat die Interaktion mit Windows beendet und wurde geschlossen. Überprüfen Sie den Problemverlauf in der Systemsteuerung "Sicherheit und Wartung", um nach weiteren Informationen zum Problem zu suchen. Prozess-ID: 4e14 Startzeit: 01d7d00451ff6452 Beendigungszeit: 4294967295 Anwendungspfad: C:\Users\Kai\AppData\Roaming\Vintagestory\Vintagestory.exe Bericht-ID: 0ccee260-2965-4a31-8b36-8b38486a9f3d Vollständiger Name des fehlerhaften Pakets: Relative Anwendungs-ID des fehlerhaften Pakets: Absturztyp: Top level window is idle } -------------- { TimeGenerated = 01.11.2021 11:12:43, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FFC3C864F99 Stapel: } -------------- { TimeGenerated = 23.10.2021 00:25:02, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FF8F2D34F99 Stapel: } After using the command /set time 11 on a multiplayer server. I was near a ruin that was placed on worldspawn via schematic and it has vines at walls. Edited November 3, 2021 by CoB_Kai Link to comment Share on other sites More sharing options...
Pamela Posted November 5, 2021 Report Share Posted November 5, 2021 Any chance we could get some new herbs?? Like Rosemary, Parsley for savory and possibly some "sweet" ones like cinnamon, nutmeg & cloves???? Would sure "enhance" the pies........ Link to comment Share on other sites More sharing options...
l33tmaan Posted November 5, 2021 Report Share Posted November 5, 2021 Probably not, this mod just adds herbs that are already in the game, but unused. Link to comment Share on other sites More sharing options...
jakecool19 Posted November 6, 2021 Author Report Share Posted November 6, 2021 On 11/5/2021 at 12:37 PM, Pamela Wild said: Any chance we could get some new herbs?? Like Rosemary, Parsley for savory and possibly some "sweet" ones like cinnamon, nutmeg & cloves???? Would sure "enhance" the pies........ I am not adding any new herbs, however the herbs will soon be removed from this mod and added to Wildcraft, and they plan on adding more herbs and spices like dillweed. Link to comment Share on other sites More sharing options...
Pamela Posted November 6, 2021 Report Share Posted November 6, 2021 4 hours ago, jakecool19 said: I am not adding any new herbs, however the herbs will soon be removed from this mod and added to Wildcraft, and they plan on adding more herbs and spices like dillweed. Good to know. What will happen to the herbs if we don't use Wildcraft??? Link to comment Share on other sites More sharing options...
jakecool19 Posted November 7, 2021 Author Report Share Posted November 7, 2021 16 hours ago, Pamela Wild said: Good to know. What will happen to the herbs if we don't use Wildcraft??? The herbs will remain, since they are unused vanilla assets, they will not turn into question marks, but without Wildcraft they will be useless. 1 Link to comment Share on other sites More sharing options...
Hells Razer Posted November 8, 2021 Report Share Posted November 8, 2021 20 hours ago, jakecool19 said: The herbs will remain, since they are unused vanilla assets, they will not turn into question marks, but without Wildcraft they will be useless. But they will still be regrowable with just wild farming right? Link to comment Share on other sites More sharing options...
Hal13 Posted November 24, 2021 Report Share Posted November 24, 2021 (edited) i like most of the changes, but the changes to treegrowth, so how should i configure the mod to use vanilla treegrowth mechanics? "MaxTreeGrowthStages" 1? "SaplingToTreeSize" no idea "TreeSizePerGrowthStage" no idea "TreeRevertGrowthTempThreshold" no idea "TreeRegenMultiplier" no idea (would that work with vanilla trees? regrowing their leaves, making farming rarer tree seeds feasable?) "HarshWildPlants" 0 (or 1 not sure yet, the first winter in 1.15. won't happen for approx. months irl) "FlowersEnabled" 1 "SeedPanningEnabled" 1 "CropSeedsEnabled" 1 "BushSeedsEnabled" 1 "CactiSeedsEnabled" 1 "MushroomSpawnEnabled" 1 "VineGrowthEnabled" 1 "LogScoringEnabled" 1 "ReedCloningEnabled" 1 "LivingTreesEnabled" 0? "HarshSaplingsEnabled" 0 "SeaweedGrowthEnabled" 1 Edited November 24, 2021 by Hal13 Link to comment Share on other sites More sharing options...
Rufkut Posted November 30, 2021 Report Share Posted November 30, 2021 (edited) Hey man, quick questions. Do mushroom seeds require access to sky/sunlight to grow? Edited December 1, 2021 by Rufkut Link to comment Share on other sites More sharing options...
Lexingtondavid Posted January 3, 2022 Report Share Posted January 3, 2022 It seems that when mixed with the latest release of Expanded foods, breaking seaweed will crash the game, and seaweed tip trimmings will no longer grow. Is anyone else getting this error too? 1 Link to comment Share on other sites More sharing options...
l33tmaan Posted January 3, 2022 Report Share Posted January 3, 2022 Uhh, I didn't do anything to seaweed in any recent releases. 1 Link to comment Share on other sites More sharing options...
Pamela Posted January 5, 2022 Report Share Posted January 5, 2022 Any idea when we will be switching to Wildcraft for herbs?? Link to comment Share on other sites More sharing options...
Lexingtondavid Posted January 5, 2022 Report Share Posted January 5, 2022 (edited) On 1/2/2022 at 10:14 PM, Lexingtondavid said: It seems that when mixed with the latest release of Expanded foods, breaking seaweed will crash the game, and seaweed tip trimmings will no longer grow. Is anyone else getting this error too? On 1/3/2022 at 12:29 PM, l33tmaan said: Uhh, I didn't do anything to seaweed in any recent releases. Scratch that, I figured it out! It was an exception error that was caused by turning the mod on and off for a few tests and updating other mods and reloading the world multiple times. It causes the Seaweed time tracker to go ballistic and crash the game. The only way to fix it was to turn off the mod, break all the seaweed, and load it back up with the mod on and replant it. In addition, if there are any growing herbs or plants when the mod gets turned off and turned back on, they lose their growth tracking timer, and need to be broken and replanted. Edited January 5, 2022 by Lexingtondavid 1 Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted January 11, 2022 Report Share Posted January 11, 2022 (edited) [Notification] Exception thrown when trying to initialize a block entity @256451, 258, 259817: System.TypeLoadException: Could not load type 'Vintagestory.API.Common.Action`1' from assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at WildFarming.BlockEntityTrunk.Initialize(ICoreAPI api) at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn>b__0() Exception thrown when trying to initialize a block entity @256471, 258, 259791: System.TypeLoadException: Could not load type 'Vintagestory.API.Common.Action`1' from assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at WildFarming.BlockEntityTrunk.Initialize(ICoreAPI api) at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn>b__0() lots of these.. Edited January 11, 2022 by CoB_Kai Link to comment Share on other sites More sharing options...
Thorfinn Posted January 11, 2022 Report Share Posted January 11, 2022 1.1.2 on 1.15.10 Start a new game with all mods enabled, there are no crops anywhere I could find. Exit, disable Wild Farming, start a new game, crops as normal. If I'm understanding the logs right, I generated somewhere north of 1800 chunks looking, while in the restart, there was one within a few tiles of the origin. Link to comment Share on other sites More sharing options...
Yvette Forty Posted January 13, 2022 Report Share Posted January 13, 2022 I do like this mod but I kind of hate the trees having to be on soil with water next to it. I don't mind the trees growth rate I just find the soil and water thing to be so unnatural. Link to comment Share on other sites More sharing options...
Steel Posted January 14, 2022 Report Share Posted January 14, 2022 08:30:12 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object at WildFarming.BEVines.growthMonitior (System.Single dt) [0x000be] in <10fe5a783c5c4cf99e531913ae0abdae>:0 at Vintagestory.Common.EventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x000d3] in <be10c4c7e7ee4ac5b68783f6507c58a7>:0 at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <be10c4c7e7ee4ac5b68783f6507c58a7>:0 Server running 1.15.10, having the same issue Prinzip had. Used worldedit to try and fix some broken water and this started spamming so hard it locked the server up. Link to comment Share on other sites More sharing options...
Maamessu Posted January 15, 2022 Report Share Posted January 15, 2022 Really hoping to see an update for 1.16! This is such a fun and important mod for making sure the world stays beautiful! 3 Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted January 24, 2022 Report Share Posted January 24, 2022 System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei WildFarming.WildPlantBlockEntity.UpdateStep(Single step) bei Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _vRo5OUTQG1GrM9nJI04WT53NTfD._up6Bx1j7zVizDBWAE3yF6nNCGNeA(Single ) bei _aMv7wPQlA8cgDnAEfSbEgoGdVfy._5b9xtkxs5cZMXJBpJdsFujTxqHg(Single ) bei _aMv7wPQlA8cgDnAEfSbEgoGdVfy._CZCOZeGO1GrDP5k5hCtFGOFJtVO(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 476. bei OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 452. bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 375. bei _WBb7CwUzEOAcHICLKAiVW6NVIeN._6uyy3n9Ds2iEHGU5xys7eJtJVNh(_Bv3M5I4kdGBjvWkB5zNcVsHESud , String[] ) bei _rip5UQmdVBLCq6ZoAXXnaN9jQJc._6uyy3n9Ds2iEHGU5xys7eJtJVNh(ThreadStart ) @jakecool19 Link to comment Share on other sites More sharing options...
Thranos Posted January 24, 2022 Report Share Posted January 24, 2022 Mod's causing crashes when using the handbook- a couple people on the Mod DB page have reported the exact same error in detail. Link to comment Share on other sites More sharing options...
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