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Taska Raine

Vintarian
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Posts posted by Taska Raine

  1. 21 minutes ago, MaxieMan said:

    The meteor mod is crashing the clients of anyone near a meteor on my server. Here is a log of the crash. Any ideas of what could be causing it?

     

    
    -------------------------------
    Version: v1.14.2 (Stable)12/17/2020 7:08:01 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at MeteoricExpansion.MeteoricExpansionHelpers.GetMinLifespan() in C:\Projects\vsmods\mods\meteoricexpansion\src\systems\MeteoricExpansionHelpers.cs:line 55
       at MeteoricExpansion.EntityMeteor.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in C:\Projects\vsmods\mods\meteoricexpansion\src\entities\Meteor.cs:line 44
       at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(_jaIUFwW2RKvoWDz37OvretAqH4d entitypacket, ClientMain game)
       at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(_jaIUFwW2RKvoWDz37OvretAqH4d entitypacket, ClientMain game, Boolean addToLoadQueue)
       at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityLoadedPacket(_yYcLwwVgddc6OWOmqOfREe6xnKd serverpacket)
       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 )
    -------------------------------

     

    Yep, a mistake on my part. Clients are trying to read data that they don't have access to-it's on the server. I run my server/client tests on the same machine so the problem never popped up. I'll try to get this fixed within a days time and test it with a friend.

  2. On 12/17/2020 at 1:36 PM, Streetwind said:

    I think the meteors really need a rumbling sound while they're in flight, no matter how unrealistic. Right now I only ever hear the airburst/impact, and I completely miss most of them. Like, one of them streaked across a major part of the sky and impacted a mere 40 blocks behind me, and I only noticed the giant trail after the impact made me turn around in surprise.

    These meteors all have Rogue levels with stealth bonuses, I tell you. Sneak up on you all the time!

    Fun fact, by the way: I don't have the Destructive option turned on, so the impact did nothing to the landscape. However, I did pick up seven conglomerate rocks and five nuggets of magnetite randomly strewn over a moderate area which were definitely dropped by that thing. An insignificant amount, but I was still surprised to find anything at all.

    Meteors in real life hiss and sizzle as they move through the atmosphere, which I have tried to replicate in the mod. They do sizzle, it just... might not be loud enough to be heard on all sound setups. It likely gets drowned out by the sound of rain, too. They should begin to make noise whenever they come within 256 blocks of a player, but maybe something is preventing that from happening. I'll have to look into that.

    Edit: Sounds stop playing when the meteor entity is derendered. The particle tail will still streak as the derendered meteor continues to move.

    @Steel Fire

    The impact sounds are slightly different, the airburst sounds more like a gunshot, higher pitched, while the ground impact one is deeper and more gravel-y. There is variance in the pitch, though, so you really need to pay attention to know which it was.

    @Godogma

    I kept my testing commands out of the release versions for the simple fact that they could be used to grief. The best way to test if they're working would be to reduce spawn time of the meteors to minimum 0 minutes, maximum 1 minute spawn times in the config.

  3. On 12/12/2020 at 12:22 AM, Lisabet said:

    Is there a way to make the 'can be used to craft' just cycle through the different pots on each mineral instead of having one of every type show in the handbook?  Like other recipes that can use more than one kind of stone block or metal plate or such.  That may help keep it from overflowing the handbook UI

    This has just been implemented, thank you for the suggestion ^.^

    • Cookie time 1
  4. 3 hours ago, Stefano Da Giau said:

    Does it still work on 1.14? :3 Anyway, used the mod in the last run and it was awesome.

    It does, yep!

    The only issue I've noticed seems to be in the handbook where the 'Can be used to craft...' icons overflow the UI container. It seeeems to be a base game issue so I'll bring it up with the dev team and see what happens from that.

    • Like 1
  5. 4 hours ago, Stefano Da Giau said:

    I only found right now a line in the client-main.txt file stating:

    8.12.2020 21:38:03 [Warning] Texture asset 'meteoricexpansion:textures/.png' not found (defined in Shape file meteoricexpansion:entity/meteor)

     

    Ah, that warning is a result of some code that I forgot to remove. It shouldn't have any effect on the operation of the mod.

    The only other thing that I can think of is that you may have edited the backup config in the .zip folder for the mod instead of the config in the VintagestoryData\ModConfig folder, or that the the config was reset to default for some reason and the meteors never came close enough to be audible.

    I'll try to put out an update that will let you control the spawn range shortly.

  6. 25 minutes ago, Stefano Da Giau said:

    Oh I haven't thought about that, the matter was just to check if everything is working properly, now that I think about it I haven't seen anything in the first 2 hours of a playthrough, and I set the mod to activate every 1-2 minutes, is there a sound effect triggered by the fall/impact by any chance?

    Yep, if they are within sound range you should hear a slight sizzle There are airburst sounds and impact noises when they hit the ground, too. That's odd... you should be seeing them frequently enough at that spawn rate, at least in the distance.

    Do you see any errors in your server/client logs at C:\Users\{You}\AppData\Roaming\VintagestoryData\Logs ?

    If you could share the contents of your config, too, that would be great. In case that something got tweaked that shouldn't have been.

  7. It was personal preference really. I'm not aware of any limits to the distance that they spawn... the only trouble I forsee might be if they 'land' where the chunks haven't been loaded. No resources or anything will spawn, I hope that's all that would happen. I can totally add config options to control that with the next update if there are no major problems.

    I can change to seconds too but that comes with a potential problem that I noticed in testing... too many meteor tails out at once eat up a lot of particles and well, then the tails become patchy when there's none left to use x3. I'll look into that one. Since it's controlable, shouldn't be a problem.

  8. Meteoric Expansion

    The skies burn with balls of fire barrelling towards the planet at cosmic speeds....Is this the apocalypse?

    Meteor_jpg.thumb.jpg.62f7239f0c89d9859195a6d78a4e4b92.jpg

    Welcome to Meteoric Expansion!

    This mod aims to bring the cosmos to Vintage Story in a very literal sense. In vanilla Vintage Story it's possible to stumble across small surface deposits of meteoric iron...but where did it come from? Meteors don't exist in vanilla!

    Meteoric Expansion fills this space. This mod will spawn occasional randomized meteors that will streak through the skies, burning up or exploding like a real meteor would. There's also a small chance that they'll crash to the ground, depositing their riches into the world...!

    Additionally, cosmetic meteor showers are an uncommon occurance. Day or night, you may see bands of glittering trails as meteors burn up high in the atmosphere.

     

    IMPORTANT

    Meteoric Expansion ships with configurable options!

    The falling meteor system and cosmetic meteor shower system are independant of one another. Each can be disabled in the Meteoric Expansion config if you'd prefer to just have one of the systems active.

    By default meteors are NOT destructive and will NOT damage the world or player structures. With the destructive option set to false Meteoric Expansion is mostly cosmetic. You may find a few scattered bits at the collision site, but no meteorite embedded in the ground. Risk vs reward...  

    To change your config, load up a game with the mod installed and enabled. After the mod runs once, a MeteoricExpansionConfig.json file will be available for edit in...

    'C:\Users\{Your Username}\AppData\Roaming\VintagestoryData\ModConfig'

    Exit to menu, edit this file, then load your save to see the changes!

    Further config details can be found by opening the mod ZIP and reading the readme in 'assets\meteoricexpansion\config\'

     

    Download Mod

    Download the latest version of Meteoric Expansion for Vintage Story 1.17.0: Meteoric Expansion v1.2.2

    To download previous versions of the mod, view version change logs, report issues, or to view the mod source files, please visit: Meteoric Expansion 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!

    Item Lights: Gives items the same illumination capabilities as blocks.

     

    Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!

    Digital-Patreon-Wordmark_WhiteOnBlack-Sm.thumb.jpg.d959c3c2204366bdde5f2ce93820814f.jpg

     

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  9. Hey guys! I've just released an update to Ore Crystals that can be downloaded right from the link in the initial post, version 1.2.0.

    With this update the crystals have gotten a much needed texture update, and now reflect light and act as a dim light source. 

    Additionally, crystals have a chance to drop a new item, Crystal Shards, which can be used to craft crystals of your own to place in the world. They can also be used to craft two new block types, too, such as Crystalline Glass and Potted Crystals. Each block type has a colour variant for every ore in the game. They can really help liven things up! ^.^

    • Like 1
  10. On 4/9/2020 at 3:51 AM, Kuddel said:

    Hey dude, since i have installed your mod, all crystals get these blocktexture, can you fix it please?

    I've just uploaded version 1.1.2 that addresses this problem. The crystals should now generate correctly when put into fresh and existing worlds. Additionally, I've written a command, '/cleanworld', that will detect those ? blocks on loaded chunks and will turn them into air. You'll need to save your game and reload the world to see the results. 

    Thank you again for bringing this up. Sorry for any inconvenience it caused.

  11. Hmm, looks like this happens when the mod is installed on pre-existing worlds. Is that the situation for you?

    I'll see what I can do to fix it, thanks for bringing it to my attention~ 

     

    Edit: I've uploaded a new version(v1.1.1) of the mod here, and on the GitHub that addresses the issue and should fix the world generation issue. It does NOT fix the ? blocks that already exist, though. I'm looking into creating a command or something in a future version to fix that. I'm sorry for the inconvenience.

  12. Ore Crystals

    What's that faint glow in the distance...? Is it a way out of this cave? Is it something more sinister?

    No. It's strange, crystallized metal growing from this ore... Huh. Maybe those temporal storms we've been having have something to do with it?

    Deep down in the depths of the world there are many temporal mysteries. A semi-sentient creature enthroned upon a structure of crystal is one such mysteries. It seems to burst with energy, enriching the local cluster of crystals with new life, causing them to rapidly grow an an unnatural rate. They even seem to have taken over the machinery of the depths, the locusts, infesting them with crystal and somehow influenced them to be their guardians.

    It may be dangerous, but perhaps...these 'hearts', and these crystals... will they be useful, in some way?

    SulfurObelisk.jpg.e2535b6801fab76721132cdce2516270.jpg

    It is HIGHLY recommended to install this mod on a new world. Also, I'd like to recommend installing my other mod, Item Lights, alongside this mod since Ore Crystals items extensively use that system. It's optional, though.

     

    Spoiler

    Worldgen

    Ore Crystals - Crystals that grow out the sides of any ore block exposed to air. Their colour and size is dependent upon the ore on which it sits.

    Crystal Obelisk - An uncommon 2x2 structure found in the depths of the world. These will generate anywhere that an ore vein has a 2x2 space open to air above it. These are the thrones of the Hearts, and are a source of a new item, a luminous rod.

     

    Creatures

    Crystal Heart - A volatile floating orb of crystal that grows crystals in an area around it. Don't hurt it though...they tend to get quite moody, and the cave you're standing in will quickly become a minefield. Maybe it with you will calm it down?

    Crystal Locust - Loyal guardians of the Hearts. These creatures will carelessly sacrifice themselves in an explosion of glass to keep you from approaching its Heart.

     

    Blocks

    Crystalline Glass: Tinted glass for each ore in the game.

    Potted Crystal: Any crystal plopped into a flower pot. Acts as a tinted light source similar to the oil lamp.

    Crystal Seeds: Seeds that can be used to grow your very own crystals. They must have a Crystal Heart nearby to grow!

    Crystal Planter: A larger version of the potted crystal. Combine crystals with ore inside a planter to get a LOT of different, pretty glowing crystal planters to decorate with. 

     

    Items

    Crystal Shards: A basic crystal item used for crafting most crystal objects. Harvested from any crystal blocks.

    Luminous Rod: A rare crystal item found in large crystals and obelisks. Used for crafting.

    Heart Core: The core of a Crystal Heart extracted with a knife. Used to create different variations of Hearts.

    Crystal Arrows: A new type of arrow that is used to light up the area. Use it to illuminate a dark cave from a distance, or just use them to attack! They're sharp, dealing lots of damage, but have a high chance of breaking.

    Crystal Grenade: A new weapon that uses the volatility of the Crystal Hearts. These will explode and deal significant area damage to anything nearby.

     

    Download Mod

    Download the latest version of Ore Crystals for Vintage Story 1.16.0+: Version 1.3.6

    To download previous versions of the mod, view version change logs, report issues, or to view the source files, please visit the GitHub: Ore Crystals GitHub

     

    My Other Mods

    Ancient Tools: A collection of useful tools from ancient times.

    Meteoric Expansion: Introduces streaking meteors to the Vintage Story skies. Variable danger factor.

    Item Lights: Gives items the same illumination capabilities as blocks.

     

    Enjoying my mods? Please do consider supporting me on Patreon, it'd be a great help!

    Digital-Patreon-Wordmark_WhiteOnBlack-Sm.thumb.jpg.591ab73755f128c372eb339fa43e8098.jpg

     

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