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ZigTheHedge

Vintarian
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Everything posted by ZigTheHedge

  1. @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()
  2. I'll try to test it on my local server and let you know.
  3. 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:
  4. @Travis Pluid yeah, it’s possible, but wouldn’t it confuse players? I’ll add it as a configurable option
  5. @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.
  6. @Drayton Thanks for the report! Fixed: v1.5.9 fixed molds firing fixed rope display crash when placed on Trade'o'rug
  7. Update v1.4.12 fixed molds firing fixed rope display crash when placed on Trade'o'rug
  8. 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.
  9. Not yet, it’s planned although. They are take a look at top of the screen when preparing
  10. Fixed translation issues Changed mold recipes to "fire" instead of "bake" to match new mechanics
  11. 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.
  12. @John WilsonNot sure. Vanilla now offers similar mechanics, so I doubt that the mod is really needed now.
  13. @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.
  14. @Pamela Wild There is one already in Necessaries mod ) I do have a plan to migrate it into Zeekea, but haven’t yet )
  15. @Katlamos, thanks for the report! Fixed! 0.8.12 changelog: - Fixed Trapdoor patch for 1.15.2
  16. @Hexedian, that's pretty nice suggestion! Thanks! I will try to implement it, or something similar )
  17. 0.4.10: - Possibly fixed the crash when touching Glowshrooms
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