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Taska Raine

Vintarian
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Everything posted by Taska Raine

  1. Meteoric Expansion has been updated to be compatible with Vintage Story 1.15.0! Download is available in the main post. No other changes. Just a compatibility update.
  2. Item Lights is now updated to be compatible with Vintage Story 1.15.0! Download is available in the main post. No other changes. Just a compatibility update.
  3. Ancient Tools is now compatible with Vintage Story 1.15.0! Download is available in the main post. All the new grindable items introduced in Vintage Story 1.15.0 can be ground using the mortar and pestle, including sunflower grain, amaranth grain, dried cassava, etc. I also fixed a little exploit where the player could insert an old food resource into the pestle then pull it out and it would be perfectly fresh.
  4. Ancient Tools Ages pass. Civilizations rise and fall. Yet even time can't erase all evidence of history. Ancient history is preserved through the artifacts dug up centuries after they were lost. Ancient Tools is a mod that looks to inject tools into Vintage Story that have either been lost to time, or have been treasured since ancient times. It will bolster the vanilla Vintage Story experience by providing immersive tools and techniques to further progression. I intend to start small with this mod and update it when new things are ready. If you have any suggestions please do leave a comment! So...what's included? Download Mod Download the latest version of Ancient Tools for Vintage Story 1.17.11: Ancient Tools 1.5.0 To download previous versions of the mod, view version change logs, report issues, or to view the mod source files, please visit: Ancient Tools GitHub For Modders: My Other Mods: Meteoric Expansion: Introduces streaking meteors to the Vintage Story skies. Variable danger factor. Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!
  5. A meteor likely existed on the server at the time that the mod was removed. The entity is removed from the play session but I suppose still exists on the save file. It shouldn't cause problems. Maybe a serverside wipe of entities will eliminate the error or some targeted removal of that particular entity. That might need the mod installed... I don't know for sure. Just installing it again and waiting for it to blow up might be enough.
  6. @UGB76765Mostly just wanted to have assets of my own to work with that I could use to expand upon the mod. There's more in the works ^.^ @moraisulYou should be able to get shards just by breaking the crystals with anything. If those were tiny crystals it's quite possible you just got unlucky... the drop chance is very low with those ones
  7. Item Lights Candle, why won’t you light my path at night? You glow with fire and yet I stumble around in the darkness… Item Lights is a mod that aims to address an odd inconsistency in Vintage Story. Unlike blocks, items cannot emit light when held in hand or tossed on the ground. This means that a lit candle won’t light up the area, while a torch will. This mod gives items the same illumination capabilities as blocks have. Candles, Temporal Gears, and the creative Wand are now light sources with Item Lights. For Modders Your mods can take advantage of this system too if installed alongside Item Lights! You only need to give your item or block an attribute like this: "itemlight": [0, 0, 6] Any byte array value that matches this graphic should work(hover to see values): http://tyron.at/vs/vslightwheel.html Download Mod Download the latest version of Item Lights for Vintage Story 1.16.0+: Version 1.0.2 To download previous versions of the mod or to view change logs please visit: Item Lights ModDB Page Source code can be viewed here: Item Lights GitHub My Other Mods Ancient Tools: A collection of useful tools from ancient times. Ore Crystals: Adds crystals to ore deposits along with other various crystal-based craftables! Meteoric Expansion: Introduces streaking meteors to the Vintage Story skies. Variable danger factor. Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!
  8. I think the problem is that the number 525600 is just so excessively large that, when converted to milliseconds, the number is just too large to fit in an integer or double. It turns that number into a negative and thus, the spawner will always spawn meteors indefinitely. With a little reworking I THINK I can fix it to work. I'll see what I can do-but for now, you could dial back the maximum minutes to avoid the problem.
  9. "Destructive": true, is what you'll want for the destructive option
  10. It's possible that the value changed in the config is invalid. A new config is generated in such a case to avoid further problems with the mod. Could you post your config file contents so that I can diagnose?
  11. Not terribly likely unless your base is pretty large in scale but, you know, it'd be bound to happen eventually with the right amount of bad luck. The hobbit hole of a base I've been playing in with my partner has only had one close call, a meteor exploded maybe 20 blocks directly above it. 30 hours of play maybe? @Lisabet mentioned in the discord yesterday that in maybe 50 hours of play on their current world their base hadn't been hit. *Knocks on wood* x3
  12. They'll still spawn ^.^ They may go out of audio or render distance much more quickly if the world height is significantly higher. They may even start that way, but would still be doing their thing and may move into range given the proper trajectory.
  13. @infinitetech Wow, there are some wonderful ideas here, thank you! I do want to expand the mod with more goodies. I'd love to implement many of these if I find the time =o
  14. Yep! I've just updated the main post with that information. Awesome idea, thanks.
  15. Ore Crystals v1.2.2 tweaks ore generation slightly such that crystals won't spawn in the underground lakes that appear in the newest Vintage Story release, 1.14.3. That's all, nothing fancy. It shouldn't behave any differently on the prior game versions.
  16. Have you been using the latest version of the mod and not having them appear? The version released yesterday?
  17. My partner and I have come across the same issue where the cooking pot won't accept food items for cooking and did a little digging(heh) to see if I can help find the root(heheh) cause and I maaaay have found something in my client-debug log. I can't be sure how relevant it might be but I'm going to throw it out there just in case that it does help. I saved two text files, one from the original 0.55 release and one from the alternative version where the cooking pot works. Original: WildfarmingOriginalDebug.txt Alternative: WildfarmingAltDebug.txt I noticed that an entry does not appear in the alt debug for the cooking pot, the version in which it works. I have noooo idea if that means anything, I've not touched json patching, just throwing it out there on the off chance it's a clue >.<;
  18. @Streetwind@l33tmaan@Godogma Stealthy rogue-like meteors have been banned from this mod now, and should properly announce their presence on atmosphere entry with version 1.0.4 x3 I've also completely changed the streaking sound to something less creeper-like. Yea... it sounded silly. This hiss is drastically toned down and a hearty rumble dominates things now, I will never go back... All sounds have been given a little more depth to them and are now directional. Should be easier to find them! I also fixed a crash that was related to particles when meteors would explode. Thanks for all the feedback, your input is greatly appreciated
  19. Awesome, thanks for the quick update
  20. This is the log from a crash while starting up a new single player world. Version: v1.14.2 (Stable)2020-12-30 8:29:40 PM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at Farmlife.EntityBehaviorConsume.get_timer() at Farmlife.EntityBehaviorConsume.Initialize(EntityProperties properties, JsonObject attributes) at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass17_0.<loadOrGenerateChunkColumn>b__0() at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() at Vintagestory.Server.ServerMain.ProcessMain() at Vintagestory.Server.ServerMain.Stop(String reason) at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._7qFtOrLrruN94uuyGVDb8Un9J6o() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()
  21. The impact crater size is only dependent upon the size of the meteor. I really scaled back on the possible sizes of the meteors since the craters got exponentially larger and waaaay too destructive. You'll likely only see meteor deposits of 3x3 or 2x2 with craters slightly more than doubling those values, 7x7 and 5x5. @Streetwind I'm looking into improving audio ranges for the next update. Will see what I can come up with for improving the sound effect while I'm at it, too, maybe just lowering the pitch will make for a better result. We'll see x3
  22. The sound level slider controls the volume of meteor sounds. I forgot about this until now... I made them stop making noises when they become derendered. There's probably a better way to handle that.
  23. It's possible that there was a parsing error when the config was read due to an unexpected value or character. In that case, the mod generates a new one with default values to avoid a crash. It's possible that this was the case. Would you be able to check your config and confirm whether or not this happened? I really have no further ideas as to what could cause it to just flat out not work at all. No errors, nothing, it's rather perplexing x3 I tested it recently with a world height of 448 recently too so world height changes ruled that out I suppose
  24. I just released version 1.0.3 which should fix this crash. If you have any more issues, please let me know! Also, thank you for sharing the crash log. That information was immensely helpful. @Streetwind@Steel Fire I've also boosted the audio levels a bit with this update. If you try it, please let me know if you feel it's at a better level ^.^
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