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DasPrinzip

Vintarian
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Posts posted by DasPrinzip

  1. With this Mod (2.0.5) i get the error while using the angle gear in the following situation, i show u in the picture. VS 1.14.8.

    If this happen, i can not enter server until i disable the mod.

    2021-04-03_12-50-06.png

     

    Running on 64 bit Windows with 8 GB RAM
    Version: v1.14.8 (Stable)03.04.2021 12:47:43: Critical error occurred
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei VSHUD.FixAngledGears.Fix(BlockAngledGears bAg, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, String& failureCode)
       bei VSHUD.FixAngledGears.TryPlaceBlock(BlockAngledGears __instance, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, String& failureCode, Boolean& __result)
       bei Vintagestory.GameContent.Mechanics.BlockAngledGears.TryPlaceBlock_Patch2(BlockAngledGears this, IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode)
       bei VSHUD.NewPlacementPreview.Postfix(Block __instance, ItemSlot slot, EntityAgent byEntity)
       bei Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(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 _jeEziyUSYl0BpbOxT46FYwj5VWL._t25VgrofhlXMw6hHEZh8JHhJz1A(Single )
       bei _idIkJkIueHHf3Oz2WNlBdD0E1XR._DvzT6D0wN3fMakeuDyljJJ09hok(Single )
       bei _idIkJkIueHHf3Oz2WNlBdD0E1XR._V5piYzG7beYPldE6UVxY58dqacE(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 _YrS2W1MoaeqC4xqH8ItdZB6vADN._8t1BmEWVlCT9mjx5M0vFIzU9tif(_7T00Rjby4si0wyEBez5dXNqLm7h , String[] )
       bei _ejKuc6cg0k8V39o8jDIzquyczbO._8t1BmEWVlCT9mjx5M0vFIzU9tif(ThreadStart )
    -------------------------------

  2. Sup @P3t3rix

    It's a 2 day age new installed ubuntu 20 server.

    If a player dies, syslog show:

    Jun  1 10:57:58 vs VSSRV[4485]: 10:57:58 [Server Error] Mod exception: OnPlayerDeath
    Jun  1 10:57:58 vs VSSRV[4485]: 10:57:58 [Server Error] Exception: System.NullReferenceException: Object reference not set to an instance of an object
    Jun  1 10:57:58 vs VSSRV[4485]:   at Vintagestory.API.Common.Block.IsReplacableBy (Vintagestory.API.Common.Block block) [0x00055] in <97f87400996549bcaa796080030a18a5>:0
    Jun  1 10:57:58 vs VSSRV[4485]:   at GraveMod.Systems.PlaceGraveOnDeath.DetermineGraveSpot (Vintagestory.API.Server.IServerPlayer player) [0x00097] in <c83b3d8a27204d9988766da3324a84b2>:0
    Jun  1 10:57:58 vs VSSRV[4485]:   at GraveMod.Systems.PlaceGraveOnDeath.OnPlayerDeath (Vintagestory.API.Server.IServerPlayer player, Vintagestory.API.Common.DamageSource damageSource) [0x00000] in <c83b3d8a27204d9988766da3324a84b2>:0
    Jun  1 10:57:58 vs VSSRV[4485]:   at (wrapper delegate-invoke) <Module>.invoke_void_IServerPlayer_DamageSource(Vintagestory.API.Server.IServerPlayer,Vintagestory.API.Common.DamageSource)
    Jun  1 10:57:58 vs VSSRV[4485]:   at Vintagestory.Server.ServerEventManager.TriggerPlayerDeath (Vintagestory.API.Server.IServerPlayer player, Vintagestory.API.Common.DamageSource source) [0x0000a] in <2d6eef6f99694be1be89f6f6b9c7766e>:0

  3. 6 hours ago, redram said:

    Not so much misunderstood, as was trying to toss out some info for you, and at the same time get more info from you.   These animals getting over barriers problems can be hard to diagnose without pictures sometimes.  What you described, and and what you show there, is not supposed to be possible.   So, without being able to see the true case, I have to assume there is some other factor coming into play, which you are not aware of and so are not describing.  Just how many wolves are in this 'tunnel'? 

    I captured 6 wolves by walling them in and chasing them through these tunnels into the enclosure, as you can see on the pictures. While they were running through the tunnels, the wolves jumped several times over the ramparts, which were 3 to 4 blocks high.

    2020-03-24_09-28-41.png

    2020-03-24_09-29-39.png

  4. 3 hours ago, redram said:

    Wolves can cross a 1-wide gap.  So if you have just a single block wide trench, they'll just roll right over it.   In addition to the previous concerns about adjacent items boosting them.   Additionally, it's possible to accidentally build your field/base over a wolf spawn point, in which case they're actually spawning inside the walls.

    You misunderstand me. I had some wolves in a tunnel like in the picture and they jumped more then three times above it

    2020-03-23_22-12-47.png

  5. Hallo wir spielen nur auf Server und uns sind in den vergangenen Tage ein paar Bugs aufgefallen:

    - Hühner springen manchmal über Zäune (Zaun ist dabei 1 Block hoch)
    - Wölfe springen über Zäune (bis 2 Blöcke hoch) oder Wälle (z.B. aus Erde), die bis zu 4 Blöcke hoch sind
    - Nach Serverneustart sind die Vogelscheuchen nicht mehr an dem Punkt, wo sie platziert waren, sondern 1-2 Blöcke daneben
    - eingeloggte Spieler sind nicht auf der Map sichtbar. Wenn man sich neu einloggt sieht man sie, aber dafür sehen die anderen einen nicht (mehr)

     

    Client und Server Version 1.12.11

    ---------------------------------------------------------------------------------------------------------

    Hello we only play on server and we noticed a few bugs in the last days:

    - chickens sometimes jump over fences (fence is 1 block high)
    - Wolves jump over fences (up to 2 blocks high) or walls (e.g. made of earth), which are up to 4 blocks high
    - After server restart the scarecrows are no longer at the point where they were placed, but 1-2 blocks next to it
    - Logged in players are not visible on the map. If you log in again, you can see them, but the others will not see you (anymore)

    Client & Server Version 1.12.11

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