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Everything posted by ZigTheHedge
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@QPTECH Crash happens if someone is trying to place vanilla Hopper on top of Stoker (this one I was able to recreate). And here's a bit of logs in text format 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() 28.10.2021 15:30:42 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at qptech.src.FirepitStoker.FirepitStokerEntity.OnTick(Single par) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process()
- 100 replies
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- automation
- smelting
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I'll try to test it on my local server and let you know.
- 100 replies
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- automation
- smelting
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It seems that QPTECH doesn't work on server at all. Getting a full bunch of NPEs in logs when someone tries to place a machine in world. Sorry for the screenshot:
- 100 replies
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- automation
- smelting
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1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
@Travis Pluid yeah, it’s possible, but wouldn’t it confuse players? I’ll add it as a configurable option -
1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
@Gojira20 unfortunately, Branchy leaves tend to drop sticks when broken. So, it would be infinite stick source if the Branch cutter collect it. I can patch "stick drop" out, but afterwards you won't be able to get sticks from it in any way, and that's not good. I can allow the Branch cutter to get regular (not branchy) leaves when using Branch cutter on them, but I think - that's not what you want. -
1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
Update v1.0.1 fixed molds firing -
@Drayton Thanks for the report! Fixed: v1.5.9 fixed molds firing fixed rope display crash when placed on Trade'o'rug
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1.16.0 ZEEkea! Functional Furniture [v1.6.0]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
Update v1.4.12 fixed molds firing fixed rope display crash when placed on Trade'o'rug- 135 replies
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- 1.15.6
- 1.15-pre.1
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1.16.0 ZEEkea! Functional Furniture [v1.6.0]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
Thanks It will be pretty hard to implement… I would suggest using this mod to paint the whole blocks first, then use it to get the desired colored pieces for a final product it should work for 1.15+, although I didn’t test it.- 135 replies
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- 1.15.6
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@Sypher Tendervine yes
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1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
Not yet, it’s planned although. They are take a look at top of the screen when preparing -
1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
Fixed translation issues Changed mold recipes to "fire" instead of "bake" to match new mechanics -
1.16.0 ZEEkea! Functional Furniture [v1.6.0]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
Added recipes for the furniture variants using new wood types Added missing translation Changed mold recipes type to "fire" instead of "bake" to match new mechanics.- 135 replies
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- 1.15.6
- 1.15-pre.1
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1.16.0 Cave Paintings! Draw like cavemen do! [1.3.0]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
@John WilsonNot sure. Vanilla now offers similar mechanics, so I doubt that the mod is really needed now.- 21 replies
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- 1.15-pre.1
- 1.14.0+
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@Ikxale Nice detailed procedure indeed! I will try to implement something similar, when I have time to go back to modding. Thanks. Meanwhile, trade-o-mat has been updated to match 1.15 firing mechanics for coin molds.
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1.16.0 ZEEkea! Functional Furniture [v1.6.0]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
Soon )- 135 replies
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- 1.15.6
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1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
@l33tmaanI've tried to create something more or less authentic ) -
1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
@Pamela WildOh... My bad... It's in Zeekea called "Freezer". -
1.16.0 ZEEkea! Functional Furniture [v1.6.0]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
@Pamela Wild There is one already in Necessaries mod ) I do have a plan to migrate it into Zeekea, but haven’t yet )- 135 replies
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- 1.15.6
- 1.15-pre.1
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1.16.0 Necessaries - now with a repairing ability! [1.1.1]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
@Katlamos, thanks for the report! Fixed! 0.8.12 changelog: - Fixed Trapdoor patch for 1.15.2 -
@Hexedian, that's pretty nice suggestion! Thanks! I will try to implement it, or something similar )
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1.15.2 Knock-knock! Who's there? The Neighbours! [0.4.10]
ZigTheHedge replied to ZigTheHedge's topic in Mod Releases
0.4.10: - Possibly fixed the crash when touching Glowshrooms- 38 replies
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- 1.15-pre.1
- 1.14.0+
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