Jump to content

Recommended Posts

  • 1 month later...
Posted

Ive noticed the game crashes when i try to pick up a super that is full of frames, this is the crash notes

Running on 64 bit Windows 10.0.26100.0 with 15711 MB RAM
Game Version: v1.20.4 (Stable)
3/15/2025 4:15:56 AM: Critical error occurred in the following mod: fromgoldencombs@1.8.11-rc.5
Loaded Mods: aculinaryartillery@1.2.3, bettertraders@0.0.9, buzzwords@1.7.0, chickenfeed@1.1.6, domesticanimaltrader@1.1.0, farmcrops@1.1.1, firestarters@1.4.3, floralzonescaribbeanregion@1.0.11, floralzoneseastasiaticregion@1.0.6, long-term_food@0.2.1, mushroom@1.0.2, oils@1.2.3, pigfeed@1.0.7, primitivesurvival@3.7.5, qolcraft@2.1.2, reallynomonsters@1.2.0, sticksfromfirelogs@1.3.0, game@1.20.4, vsimgui@1.1.7, alchemy@1.6.48, ancienttools@1.5.19, bedspawnv2@1.4.0, butchering@1.7.8, carryon@1.8.0-pre.1, configlib@1.5.1, coreofarts@0.2.3, expandedfoods@1.7.4, foodshelves@1.5.0, fromgoldencombs@1.8.11-rc.5, herbarium@1.4.0, hudclockpatch@1.0.0, hydrateordiedrate@1.9.2, kevinsfurniture@1.6.4, lavoisier@1.3.1, petai@3.1.0, simplecloth@1.0.2, stonebakeoven@1.1.6, creative@1.20.4, survival@1.20.4, alchemistry@1.0.2, artofcooking@0.2.4, artofgrowing@0.4.0, bookbinders@1.3.1, cats@3.1.0, detailedanimals@0.4.0, wildcraftfruit@1.3.0, wolftaming@3.0.4
System.InvalidOperationException: Nullable object must have a value.
   at System.Nullable`1.get_Value()
   at FromGoldenCombs.Blocks.LangstrothSuper.GetPlacedBlockInteractionHelp(IWorldAccessor world, BlockSelection selection, IPlayer forPlayer)
   at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 278
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerBlockChanged(ClientMain game, BlockPos pos, Block oldBlock) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 501
   at Vintagestory.Common.BlockAccessorBase.MarkBlockDirty(BlockPos pos, IPlayer skipPlayer) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 653
   at FromGoldenCombs.BlockEntities.BELangstrothSuper.OnInteract(IPlayer byPlayer, BlockSelection blockSel)
   at FromGoldenCombs.Blocks.LangstrothSuper.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 874
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 617
   at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 79
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 992
   at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

 

  • 1 month later...
  • 1 month later...
Posted

Hello, I'm writing because I'm trying out this interesting mod, but I'm having a problem.
I built both types of beehives — ceramic and wooden — and placed them among other already populated vanilla hives, which are working correctly. However, the hives from this mod are not getting populated.
I left them for about 6 in-game months in the positions shown in the screenshots, but they always remain empty.
When I hover the mouse over them, I don't get any information — only the name of the hive type.
I also tried placing a ceramic hive next to a tree with a wild beehive for about 1 in-game year, but the hive did not get populated.

Am I doing something wrong? What could be the issue?

2025-06-02_20-14-21.png

2025-06-02_20-14-33.png

Posted
2 hours ago, ogeid said:

Hello, I'm writing because I'm trying out this interesting mod, but I'm having a problem.
I built both types of beehives — ceramic and wooden — and placed them among other already populated vanilla hives, which are working correctly. However, the hives from this mod are not getting populated.
I left them for about 6 in-game months in the positions shown in the screenshots, but they always remain empty.
When I hover the mouse over them, I don't get any information — only the name of the hive type.
I also tried placing a ceramic hive next to a tree with a wild beehive for about 1 in-game year, but the hive did not get populated.

Am I doing something wrong? What could be the issue?

2025-06-02_20-14-21.png

2025-06-02_20-14-33.png

Hello,

The Ceramic Hive and the Langstoth don't populate like vanilla skep, you need to "sacrifice" a populated skep to transfert bees in them (that means, have a populated skep on a backpack slot and right-click on either the ceramic hive or the langstoth brood box you want to populate)

Posted

Are the rules in which flowers are detected by hives changed? I have built a greenhouse with layers of flowers under the floor, skeps seem to be able to detect flowers through walls just fine. However the ceramic hives do not, they require me to expose the lower layer for them to be detected.

  • 2 months later...
Posted

Hey there, there seems to be a bug that prevents me from firing the clay honey pot and clay hive. I also can't seem to add the cooked hive to my inventory. (I have updated, uninstalled and reinstalled the mod to make sure I am on the correct version) 

  • 2 weeks later...
Posted
On 8/19/2025 at 8:04 PM, KickBoxingBanana said:

Hey there, there seems to be a bug that prevents me from firing the clay honey pot and clay hive. I also can't seem to add the cooked hive to my inventory. (I have updated, uninstalled and reinstalled the mod to make sure I am on the correct version) 

I apologize for the delay, I don't check the forums often. Fired hives have to go into the backpack slot. This is not a bug, it is an intended feature, and is prominently noted in the DB entry.

  • 2 months later...
Posted

Am I dumb or is there a way to open the langstroth supers and harvest without reseting the population of the brood box? I get the population up to large, then the only way I see to harvest from the supers and liners is to break down and disassemble the langstroth stack, which resets the brood box population when I pick it up.

  • 4 weeks later...
Posted

None of the recipes show on the handbook, Is there a way to fix this?? (1.9.4 mod version - 1.21.5 game version)

The only thing in the handbook that i can see is the guide and even then the links to the mentioned items don't work.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.