Conquest of Blocks Posted July 27, 2022 Report Posted July 27, 2022 (edited) [Error] Mod exception: OnPlayerDeath 27.7.2022 18:01:34 [Error] Exception: System.MissingFieldException: Feld nicht gefunden: "Vintagestory.API.Common.Entities.EntityServerProperties.Attributes". bei CarryCapacity.Common.DeathHandler.OnPlayerDeath(IPlayer player, DamageSource source) bei Vintagestory.Server.ServerEventManager.TriggerPlayerDeath(IServerPlayer player, DamageSource source) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:Zeile 750. 1.17 rc2 Edited July 27, 2022 by CoB
Conquest of Blocks Posted September 9, 2022 Report Posted September 9, 2022 is this mod dead @copygirl
copygirl Posted September 9, 2022 Author Report Posted September 9, 2022 I'm taking a break from Vintage Story at the moment. If someone wants to fork and continue the project, feel free. 5
Conquest of Blocks Posted October 17, 2022 Report Posted October 17, 2022 Seems there is a conflict with "Player Corpse". Player Corpse seems not to work properly any more with this mod installed. Will also tell the mod author.
copygirl Posted October 17, 2022 Author Report Posted October 17, 2022 6 hours ago, CoB said: Seems there is a conflict with "Player Corpse". Player Corpse seems not to work properly any more with this mod installed. Will also tell the mod author. From what I've seen, CarryCapacity causes a non-fatal error on a player's death, due to changes to the game and the mod not being updated. It doesn't crash the game entirely, but anything trying to run after this error is simply skipped, presumably Player Corpse's code is affected. If the author can get their code to run before mine, the issue could perhaps be mitigated. However, I do not recommend using my mod any longer, it hasn't been updated to the latest version, just happens to somewhat work, still. It is not supported or maintainted in any way. If there's anyone out there who would like to continue it: The mod is open source, so you wouldn't need my permission, but know that I'm completely fine with it. All I ask is perhaps change the name so it doesn't conflict or confuse. Thank you for all the good times!
l33tmaan Posted October 17, 2022 Report Posted October 17, 2022 Well, it still works with Player Corpse in my singleplayer 1.17.8 game. Sounds like this could use a fork anyway.
DArkHekRoMaNT Posted October 21, 2022 Report Posted October 21, 2022 There in the description there was a file with a mod recompiled under 1.17.9, this fixed the problem. I am also not very active now, and not ready to take on the full support of CarryCapacity. If anyone is interested - the working version without crash after the player death remained in PR
betterdayz Posted May 31, 2023 Report Posted May 31, 2023 Thanks for this mod. I just wanted to report a weird bug I've encountered. I die instantly when receiving damage. Creatures for example make multiple damage (6 times although the just deal one hit). It's shown in the damage log. Or when I'm starving my health drops within seconds to zero. I'm not sure if this behavior is affected by other mods that I use but this one seems to be the trouble maker.
copygirl Posted May 31, 2023 Author Report Posted May 31, 2023 40 minutes ago, betterdayz said: Thanks for this mod. I just wanted to report a weird bug I've encountered. I die instantly when receiving damage. Creatures for example make multiple damage (6 times although the just deal one hit). It's shown in the damage log. Or when I'm starving my health drops within seconds to zero. I'm not sure if this behavior is affected by other mods that I use but this one seems to be the trouble maker. Do not use CarryCapacity in modern versions of Vintage Story. Check out CarryOn instead, which is a continuation of this mod. I will update the main post. Just a wild guess but I'm guessing this is somehow similar to the bug involving items not being properly collected in a grave by another mod. An error occurs due to CarryCapacity not being compatible with newer versions of the game, such as "field XYZ does not exist", however instead of crashing it just prevents any subsequent code from running. Perhaps some code damages the player, fires a "taking damage" event which runs CarryCapacity's code responsible for dropping held containers, and only then sets the invulnerability timer. If the error occurs before the invulnerability timer is applied, you can immediately start taking damage again on the next game tick.
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