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RogueRaiden

Very Important Vintarian
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Posts posted by RogueRaiden

  1. On 10/14/2022 at 4:30 PM, l33tmaan said:

    Were they using a regular chicken egg? A water-glassed one? A More Animals egg?

    It was a regular chicken egg, but i just tested with a water-glassed one as well. crashed the client from the server. We don't use More Animals.

    Spoiler

    14:05:35 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object
      at ACulinaryArtillery.ItemEggCrack.OnHeldInteractStop (System.Single secondsUsed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel) [0x0053b] in <585d6fc1d99a43b78429b92571dec3bc>:0 
      at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop (System.Single secondsPassed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel, Vintagestory.API.Common.EnumHandInteract useType) [0x00013] in <5fff0bbd574f4532936c0f270e3c7cf2>:0 
      at Vintagestory.Server.ServerSystemInventory.callOnUsing (Vintagestory.API.Common.ItemSlot slot, Vintagestory.Server.ServerPlayer player, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel, System.Single& secondsPassed, System.Boolean callStop) [0x0006d] in <888bec6fc06e4b95915767b40c47224f>:0 
      at Vintagestory.Server.ServerSystemInventory.OnUsingTick (System.Single dt) [0x0019d] in <888bec6fc06e4b95915767b40c47224f>:0 
      at Vintagestory.Common.EventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x000d3] in <888bec6fc06e4b95915767b40c47224f>:0 
      at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <888bec6fc06e4b95915767b40c47224f>:0 
      at Vintagestory.Server.ServerMain.Process () [0x0020d] in <888bec6fc06e4b95915767b40c47224f>:0 
    14:05:36 [Server Notification] Last player disconnected, compacting large object heap...
    14:05:36 [Server Event] Player RogueRaiden got removed. Reason: The Players client crashed

     

  2. 15 hours ago, Xandu said:

    Have you added the inventory from xskills to the player corpse config  file?

    Just checked, yeah its still there from my previous testing
    "Value": [
          "hotbar",
          "backpack",
          "craftinggrid",
          "mouse",
          "character",
          "xskillshotbar"
        ]

     

  3. Trying to break an egg on a bucket produces this server exception and kicks the player from the server:
     

    Spoiler

    14:23:35 [Server Event] Player RogueRaiden got removed. Reason: Threw an exception at the server
    14:23:35 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
      at ACulinaryArtillery.ItemEggCrack.OnHeldInteractStop (System.Single secondsUsed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel) [0x0053b] in <585d6fc1d99a43b78429b92571dec3bc>:0 
      at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop (System.Single secondsPassed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel, Vintagestory.API.Common.EnumHandInteract useType) [0x00013] in <5fff0bbd574f4532936c0f270e3c7cf2>:0 
      at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction (Packet_Client packet, Vintagestory.Server.ConnectedClient client) [0x00338] in <888bec6fc06e4b95915767b40c47224f>:0 
      at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <888bec6fc06e4b95915767b40c47224f>:0 
      at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00151] in <888bec6fc06e4b95915767b40c47224f>:0

     

    and there are some spammy console log entries
     

    Spoiler

    https://pastebin.com/BjyXZZxc

    All three of the following have spammed the main console log, as seen in above paste

    13:57:40 [Server Debug] GetMeltingDuration 1 Reached with contents game:fat game:fat

    13:57:40 [Server Debug] GetMeltingDuration 1 Reached with contents game:fat game:waterportion

    13:57:40 [Server Debug] GetMeltingDuration 1 Reached with contents game:waterportion game:waterportion

     

  4. When having the Strongback perk and the Soulbound perk along with the PlayerCorpse mod, the soulbound slots still get placed into the PlayerCorpse instead of staying in the inventory. Not sure exactly what mod would be the culprit... haha

  5. 14 minutes ago, TheBacon said:

    I reported to the dev there should be an update coming.

    What I figured is that this has to do with having a seed item selected on the hotbar when logging off, workaround was removing the mod, loading in and removing it from the hotbar and readding the mod.

    thanks a bunch! we got them back on :)

  6. On 9/9/2022 at 12:21 AM, TheBacon said:

    Heya @Xandu

    So I DC'd from my server just to relog to this error being caused by xskills

    Running on 64 bit Windows with 32 GB RAM 
    Game Version: v1.17.2 (Stable)
    09/09/2022 05:19:14: Critical error occurred in the following mod: xskills@0.6.10-rc.2
    Loaded Mods: acorns@0.5.1, Ceramos@0.1.0, chiseltools@1.5.5, effectshud@1.0.6, fancydoors@1.1.1, necessaries@1.1.3, primitivesurvival@3.0.5, rustandrails@1.0.3, spyglass@0.4.5, thecritterpack@0.7.6, translocatorengineeringredux@1.2.0, game@1.17.2, wildcraft@1.4.1, captureanimals@2.1.1, carrycapacity@0.6.5, lichen@1.6.1, medievalexpansion@3.8.1, miningtools@1.1.4, petai@1.5.4, tprunes@1.0.5, creative@1.17.2, vsquest@0.0.4, survival@1.17.2, workbenchexpansion@1.5.1, xlib@0.6.10-rc.2, wolftaming@1.5.3, xskills@0.6.10-rc.2
    System.NullReferenceException: A referência de objecto não foi definida como uma instância de um objecto.
       em XSkills.XSkillsItemPlantableSeed.GetHeldInteractionHelp(ItemSlot inSlot)
       em Vintagestory.Client.NoObf.HudHotbar.RecomposeActiveSlotHoverText(Int32 newSlotIndex) em VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 495
       em Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) em VintagestoryLib\Client\ClientMain.cs:line 1138
       em Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) em VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 123
       em Vintagestory.Client.ScreenManager.Render(Single dt) em VintagestoryLib\Client\ScreenManager.cs:line 669
       em Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) em VintagestoryLib\Client\ScreenManager.cs:line 613
       em Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) em VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 125
       em System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       em OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) em C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
       em OpenTK.GameWindow.DispatchRenderFrame() em C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
       em OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) em C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       em Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
       em Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) em VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

    I am unsure what to do, I can't login attm.

    Getting the same with a player on my server each time they load in

  7. this is exactly what is happening while playing on my server. my client sometimes loads up to 11gb when joining. it seems to slowly drop to around 5-6 but will grow when moving again. a fresh world with same mods only used about 5gb on joining. i believe this is prevent some players from being able to join as the game crashes due to running out of memory.

  8. Having problems with the saplings as well on my server. Seems mostly like Oak saplings. As well as some of the fully grown trees do not cut down properly, leaving tops floating in the air. Disabled "harsh saplings" but that didnt seem to change anything.

  9. On 2/25/2022 at 6:29 PM, RogueRaidenTV said:

    Game version is 1.16.3, and yeah there are other mods. I'll setup my test server later with just SQ in then.
    After the stone disappears, a relog will show the plugs and stone, and you can then hammer them to completion.

     

    On 2/25/2022 at 7:07 AM, DArkHekRoMaNT said:

    I haven't changed anything in plug since SQ v1.6.1, only typo in the name of the giant stone slab o.O
    What version of the game and are there other mods?

    Did my test on game version 1.16.4, only loaded Stone Quarry mod on server. Trying to hammer plugs, they ignore timings set in config. Hammer all plugs, stone area disappears, nothing drops. Relog OR unload/reload chunks and plugs and stone is back. Hammering the plugs this time follows config timings correctly. Stone slab and plugs drop normally.

  10. 11 hours ago, DArkHekRoMaNT said:

    I haven't changed anything in plug since SQ v1.6.1, only typo in the name of the giant stone slab o.O
    What version of the game and are there other mods?

    Game version is 1.16.3, and yeah there are other mods. I'll setup my test server later with just SQ in then.
    After the stone disappears, a relog will show the plugs and stone, and you can then hammer them to completion.

  11. in Stone Quarry v1.16.1, I only experienced desync and problems when using the Steel Plugs on my server.

    in Stone Quarry v1.16.3, Every plug would desync out (at 2x2 size at least, on same server). Stone blocks and plugs disappear until the blocks update, then they show up again.

  12. Running a server on Ubuntu and the config files generate in a strange way. instead of being in /modconfig/xleveling, they generate in /modconfig/VintageStoryData/modconfig/xleveling

    an empty xleveling folder does generate in /modconfid/xleveling

    and they will not take to changes. keep resetting on server start. change permissions, upload them in several ways. edit them with the server panel. they always reset. none of the other configs reset, and uploaded in the same way.

    Edit: if i place the edited files into the empty xleveling folder, those changes will load. but if i remove the /modconfig/VintageStoryData/modconfig/xleveling folder, the mod cannot load any configs and throws tons of errors

  13. On 2/7/2022 at 12:13 PM, Rhonen said:

    can you be more specific please? add also a screen?

    The game updated. Planks can now be placed vertically or horizontally. Chiseled planks cannot be cloned in the workbench because the planks are not considered a valid material to clone. 

    PlanksWontClone.png

  14. 4 hours ago, Anders Andersson said:

    About snow, I just had a thought that really when you dig snow it shouldn't just disappear, but instead build up on neighboring blocks. It could also work in layers, so in deep snow you have to shovel multiple times to clear the block of snow. Could also introduce a snow shovel tool that would make snow clearing more efficient. Clearing snow I think should by default throw the snow to the side.

    Would be an interesting thing to have big piles of snow you've built up over a whole winter.

    Had the exact same thought a week ago haha

  15. What I was going to start a new thread for: simply a toggle option just like the Toggle Sprint option for when you press the "lock/unlock" cursor button. So you can have BOTH the options to press and hold a button to keep your mouse unlocked OR press it once and its unlocked then press again to lock.
     

    It would help out immensely in Immersive Mouse mode, especially when I'm looking to clear my inventory with 9 chests open I wont have to hold the cursor unlock button for 5 straight minutes or longer

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