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Posted
9 minutes ago, stinky_lizard_ said:

Hello,

Similar to Thalius, I've also found issues running this in 1.16. I can load a world perfectly fine, but breaking a rock block and triggering a cave-in causes a divide by zero exception:

System.DivideByZeroException: Attempted to divide by zero.
   at Vintagestory.GameContent.POIRegistry.GetNearestPoi(Vec3d centerPos, Single radius, PoiMatcher matcher)
   at ChaosLands.BlockBehaviorCaveIn.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, EnumHandling& handling)

Here's the full crash log:

https://pastebin.com/cmdcqW6n

Although I've just remembered a cave-in happened once before, so maybe it's a problem with my game...

I just tried to place a horizontal support beam and it also caused a divide-by-zero exception.

https://pastebin.com/UeKTYRWX

  • 4 weeks later...
  • 3 weeks later...
  • 5 months later...
Posted

1.16.5 multiplayer server getting this error during loadout
 

14:39:08 [Server Warning] Block schematic file bigshiphead-up-1.json uses blocks that could no longer be found. These will tur
n into air blocks! (affected: game:planks-aged)
14:39:08 [Server Warning] Block schematic file shipwreck-1.json uses blocks that could no longer be found. These will turn int
o air blocks! (affected: game:planks-aged)
  • 1 month later...
  • 2 years later...
Posted

Hoping to see development resumed on this mod. IMO an interesting, explorable underworld you can get lost in is really what's missing in this game compared to Minecraft, and one of the reasons I haven't returned to VS in a long time. It would be nice to allow plugging in various generators, so we can experiment with e.g. Perlin Worms and other cave generation methods.

The underground biomes are an extremely interesting idea. Perhaps if you don't find a way to fix performance for the layered biomes, you could have them organized in a similar way to the overworld so there are changes of themes as you move from area to area.

Gases are a fascinating idea too. I wonder what it would take to make the proof of concept into something playable, challenging and fun. Otherwise the experience might often amount to being killed by something invisible you don't understand, without being able to do much about it.

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