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Chime

Very Important Vintarian
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Posts posted by Chime

  1. Hi!  Some of the json patches don't seem to apply with BetterDrifters installed:

    Quote

    3.2.2022 21:02:46 [Error] Patch 0 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-corrupt/- is invalid: The json path /server/behaviors/9/dropsByType/*-corrupt/- was not found. Could traverse until /server/behaviors, but then '9' does not exist. Full json at this path:

    Is there additional configuration we should do, or are these not intended to work together, or am I missing something that another mod did?

  2. I'm seeing crashes from tree hollows occasionally:

    Spoiler
    Running on 64 bit Windows with 24 GB RAM 
    Version: v1.15.10 (Stable)12/9/2021 4:22:47 PM: Critical error occurred
    System.ArgumentNullException: Value cannot be null.
    Parameter name: Unable to find a texture for texture code 'seraph' in item game:clothes-emblem-blue-seal. Giving up. Sorry.
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(String type, AssetLocation name, CompositeShape compositeShape, MeshData& modeldata, ITexPositionSource texSource, Int32 generalGlowLevel, Byte climateColorMapIndex, Byte seasonColorMapIndex, Nullable`1 quantityElements, String[] selectiveElements)
       at Vintagestory.Client.NoObf.ShapeTesselator.TesselateItem(Item item, MeshData& modeldata, ITexPositionSource texSource)
       at Vintagestory.GameContent.BlockEntityDisplay.genMesh(ItemStack stack, Int32 index)
       at Vintagestory.GameContent.BlockEntityDisplay.updateMesh(Int32 index)
       at Vintagestory.GameContent.BlockEntityDisplay.updateMeshes()
       at Vintagestory.GameContent.BlockEntityDisplay.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving)
       at PrimitiveSurvival.ModSystem.BETreeHollowGrown.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolve)
       at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(_fLmWy4v4MjQ6UMW5WOeHv7qPh1e p, ClientMain game)
       at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(_TTMS23AwbUUYwtAobecOMgNfDqJ packet)
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       at _37NyQC3j7xjnAt2h09BqVJtTM8J._Gd91jD2RZpLWue9im8O82g8B3Mn(Single )
       at _R2SaBRGSTE9aIRQAjhFb2LrMpJb._gq2ZjDtIZ3sLq4OCUiRUzkjv3XA(Single )
       at _R2SaBRGSTE9aIRQAjhFb2LrMpJb._tjdmYyEuuoCShcgREvOOHIl2K1G(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _rwEcecUjMyzMSfVPsyS8Wx2kGqk._XiZO0qHpODOJko3v6YCZBF7Z5Se(_2kddpZuU7wcyt2belKg18dkvHxo , String[] )
       at _E5WqgB878qvAOVUQ9yfqu340l7G._XiZO0qHpODOJko3v6YCZBF7Z5Se(ThreadStart )
    -------------------------------

     

    This appears to happen when trying to render the next goodie after pulling one out of the hole.  (Mod version 2.7.3, game 1.15.10) -- many other mods involved though so if no one else is seeing this I'll keep puzzling over it.

  3. After playing with it for a bit now, I don't really like the sound update for the temporal torch.  Previously the t-torch ambient had a number of sounds including a low, massive purrrr that sounded amazing; wandering around underground felt like you were exploring with a giant cat.  Now the purring is gone and it has a sort of continuous higher-pitched whining noise that really interferes with any music one might have in the background.

    Mechanically it all still works great but I really prefer the old sound.  If you really want to keep the new one (e.g. to discourage people using the t-torch as their daily driver) could we drop the volume of the ambient loop a bit?

     

  4. Using MoreVariants_v1.14.0_v1.3.1-without-lang on server and client, I scuttle up my windmill and see:

    image.thumb.png.c3c1b991f62309588c900f494d192ad0.png

    These 3 are the purple ones from that last shot, but now rendered as the wicked orthogonal oak boxes!  If I try to open them... yeah that crashed as expected.  They were likewise the oakboxes after reconnecting.  BUT!  Once I argued with one using an axe, all three popped into rotated pine boxes (and one dropped as expected):

    image.png.1967f7a7387ab1ebdef188ec9cbb384e.png

    I guess the axe scared them into behaving.  Or caused some chunk recalculation, or something.

    The dropped one:

    image.png.6f8ff3e6bf5400bc1e65387ddad0552b.png

    Putting it down yields a similarly working pine chest.  Newly crafted ones likewise work.  I'm suspecting this has to do with needing multiple restarts and just waiting, but it seems odd that this hit unlabeled chests.  I'll squawk if I see anymore oak mischief, but so far even with the no-lang change I haven't seen a chest without localization to Wooden chest (type).

     

     

    • Sad 1
  5. With 1.3.1 and the fixes, all placed labeled-purplechests (that I know of) have been converted (yay!) but with blanked labels (unfortunate but expected/fine).

    However, some things may be a bit odd yet:

    • A purplechest in the inventory of another chest remained.  Crafting it resulted in planks back (which is fair)
    • Found a non-labeled non-purple pine chest that when opened reliably crashed (same tessellator NRE)
    • When broken, that chest is a morevariants:chest-pine-east and not-purple (good?)
    • It does not seem to be craftable for any update (good?)
    • When placed again, it makes a purplechest (bad), which works okay but again drops a not-purple chest. (that is again purple on placing...)
    • Newly crafted pine chests (ring of 8 pine boards) make a similar purplechest.  None of these are labeled.

    image.thumb.png.a4d79aa2a90ccf288e904316e8c3ff23.png

    Halp they're multiplying!  :D

    Thanks for taking a look at this though.  Merry solstice!

    • Haha 1
  6. More cases:

    • Sometimes placing a variant chest (labeled at least, dunno about not) will place it with a different texture.  Breaking it will work fine, but opening it triggers the tessellator error.
    • Sometimes when returning to a chest that was unloaded (e.g. because I died like a derp and got sent home) -- It has become a bugged chest with wrong texture.  On opening it, I can see a flash of the inventory of the chest, with everything it should have, then crash after drawing that dialog.

    So maybe the state sent to the client is missing something in some cases when the test is first "sent" to the client.  But not always.

    I'm running with a dedicated server; the server is always perfectly happy but reports:

    01:24:10 [Server Event] Player Chime got removed. Reason: The Players client crashed

    Also, what sort of schema change did you make?  Why purple chests instead of a block migration?

  7. Seeing a fairly-repeatable crash on opening newly-recrafted chests; not sure if it's this but it seems to be:

    Spoiler
    
    Running on 64 bit Windows with 24 GB RAM 
    Version: v1.14.2 (Stable)12/17/2020 2:09:48 PM: Critical error occurred
    System.Exception: Chunk retesselated listener number 0 threw an exception (a=False, b=False, b=False)
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.GameContent.BlockEntityAnimationUtil.<StartAnimation>b__16_0()
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
       at Vintagestory.Client.NoObf.ChunkTesselatorManager.OnFinalizeFrame(Single dt)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._X2niSFpb8ndF6zWsCcobp5QBcvO(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------

     

    To be clear, this seems to happen when:

    1. Breaking (e.g. with axe) a purpled version of a variant chest with label
    2. Crafting it to update
    3. Placing it down
    4. Opening the newly-placed empty chest crashes with the above NRE in tessellation.

    It doesn't seem to happen every time, but fairly often.  Chests in this state may repeat the problem if you log in again and open it again, but not always.  Breaking the chest and putting it down again usually seems to fix it.  Any ideas?

  8. I haven't been able to repro it, unfortunately.  This was with the stall-cart style tradeomat, no interface tweaks, and a dedicated server.  A lot of mods, unfortunately.  If I can get a repro I'll bisect but it's been just the once so far.

    Spoiler

    1199056457_RopeBridgesv1.0.4.zip
    351490713_Acornsv0.2.7.zip
    AlphaWeaponPack1.0.2.zip
    BetterArchery2.0.0.zip
    BetterBackpacks1.0.zip
    BetterCratesCC_v1.2.2.zip
    Better-Drifters1.0.0.zip
    BetterPoultice1.0.0.zip
    CarryCapacity-1.14-0.5.2.zip
    cavepaintings_v1.14-1.1.2-A.zip
    compatibilitylib_v1.13.4_1.1.0.zip
    Craftables1.0.1.zip
    ExtraChestsCC_v1.2.0.zip
    fancytools_0.3.zip
    FullDrop1.0.1.zip
    IronBackpack1.0.0.zip
    jackolanterns1.0.6.zip
    medievalexpansion-3.1.2.zip
    MoreRecipes_v1.14.0-rc.4_v1.4.0.zip
    MoreRoads.zip
    MoreVariants_v1.14.0-rc.4_v1.2.1.zip
    necessaries_v1_14.0-0.7.7-B.zip
    NoMolding1.0.0.zip
    primitivesurvival2.2.0.zip
    QuickerBarrel.zip
    Stackables1.0.2.zip
    TemporalTinkerer_v2.2.1.zip
    tradeomat_v1_14.0-1.3.4-B.zip
    UsefulScraps2.0.1.zip
    workbench-expansion-1.2.3.zip
    zeekea_v1_14.0-1.2.5-B.zip

     

  9. With 1.3.4-B, when looking toward my tradeomat and shift rclicking, I got this:

    Had nothing in hand, but the tradeomat was selling lit torches for extinguished torches.  Will work on a simpler repro, but I was hoping this might help for now.  

    Running on 64 bit Windows with 24 GB RAM 
    Version: v1.14.2 (Stable)12/11/2020 12:02:38 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.API.Client.GuiElementDynamicTextHelper.GetDynamicText(GuiComposer composer, String key)
       at tradeomat.src.TradeomatBlock.BETradeBlock.OnReceivedServerPacket(Int32 packetid, Byte[] data)
       at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntityMessage(_yYcLwwVgddc6OWOmqOfREe6xnKd packet)
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._0WtXQJqGAidcdKMfPHF0OxDIauE(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------
    

     

  10. The posted 1.3.0 zip reports itself as 1.0.0 in-game.  This is harmless, but next time you release it'd be nice to fix!

    See modinfo.json:

    {
      "type": "content",
      "modid": "lazytweaks",
      "name": "Lazy Warlock's Tweaks",
      "author": "The_Lazy_Warlock",
      "description": "Adds some quality of life changes to Vanilla Vintage Story",
      "version": "1.0.0",
      "dependency": {
        "game": "1.8"
      }
    }
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