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Peter Sanderson

Vintarian
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Everything posted by Peter Sanderson

  1. I am using the latest mod version, in 1.16.4 I cannot place any of the chests on my back. They can be picked up however. Regular chests have no issues. I see you mentioned hand carrying is default but I cannot spot a config file in mod configs to change this
  2. Hey folks. I'm playing on a multiplayer server with some friends and we generated a new world for 1.16. Is it possible to save the XLeveling.json from the old 1.15.10 map and, when generating a new map world for 1.16, carry that level data over for your players? Would I just stop the server copy/paste the data into the newly generated file and restart the server?
  3. I just tested in 1.16.4 rc 2 and clayforming still seems to work. 1.16.4 rc 3 crashes it.
  4. This showed up in my server main - first: Then a similar arrow issue (if I am right this is a compatibility issue with Mr1k3 's Beta Weapons pack mod. I don't know enough about how to read the logs to know if this will cause an in game issue. Is this something to bring to Mr1k3's attention? Apologies if this isn't really anything to be concerned about
  5. Really like the extra atmosphere this mod adds. Good work. Will the meals be compatible with Expanded Foods?
  6. Thanks so much for doing that, Smeeslug
  7. Enjoy the mod immensely. A thought about bark bread. I like the addition, and it definitely fits in the game. However, some suggestions come to mind not only for added realism. Birch and pine bark are edible as is maple and larch. You probably need to add steps to this though to reduce how easy it is to obtain. At the very least a second processing step to strip inner bark, and take durability from the adze for that, and a drying step - either several days on a mat or rack, or a reduced amount of time over a fire. The calories of bark flours are roughly only 1/4 that of wheat or rye, and birch only slightly more so at the very least, you would need to use four times as much bark to get a caloric equivalent to grain flours. Perhaps instead of 1 = 1 ratio of bark to flour, you need to increase the ratio dramatically. Typically it was used as something to help stretch grain flours. It could also be used for porridge I ran it on my 1.15.10 server and we are waiting to update until a few of the mods are also updated. But inside the first few days, as soon as we had a quern, a few trees produced literally enough bread to feed the whole group. I reduced it to one bark drop per log. Still too much. We're still eating it, several months in game. And if you eat enough bark bread to the exclusion of other foods, there should be a penalty of some kind to health - bowel trouble. Even if it is only a minor health penalty, but you'd then accrue it until you ate some other food.
  8. I am not seeing any issue with the poop fertilization, in fact I added fertilizer props to the poop blocks just incase you had that instead of the item. Have you checked and made sure it is not a incompatibility? Not sure where I would look for the incompatibility. Would it help to see the any of the logs? If so which ones? And assuming we find the incompatibility, are there ways to fix that without removing the conflicting mod? Not knowing much about how to look for issues via the logs, is the only other method to load each mod one at a time with farmlife until the last added mod makes it stop working?
  9. I asked the maker of Ranged Weapons about the issue and he said he would get into contact with you and look into what it might take. Thanks again
  10. What would be needed to make this mod compatible with Bullseye? At the moment, it overrides Bullseye's new reticle.drift system and reverts it to vanilla for all of the bows.
  11. I appreciate you checking this out. I should have guessed it would be a compatibility issue and sure enough it was, and thanks for helping me work it out. I tried running it again, but this time only using Bullseye in a brand new creative world. That seemed to work for all missile weapons I added in Ranged Weapons... Bang. That recreated the behaviour That's the culprit I believe. It seems to be overriding Bullseye's reticle and behaviour on all bows and asserting the vanilla behaviour. What to do from there, I don't know. I imagine one or both mods would have to add compatibility.
  12. Done. Thanks for checking. client-main.txt server-main.txt
  13. Hey, Sure thing I can send you a couple. I play traditional folk music myself so have accessed the VAST libraries of abcs for those. It seems some of the tunes will play part way through then quit as well. I would ordinarily use a program like the older abcmus to play the tunes or import them to something like Tabledit. This one only gets part way through the piece before stopping hectorthehero-3.abc This other one, only part way through and then Error 148 mydarlingasleep.abc Both of them play fine in my abc players.Thanks for checking. I would love to add a bunch of traditional music to the server and want to work out these issues.
  14. BE? Sorry not familiar with the acronym. I'll probably kick myself when you say what it is Breaking and replacing the block with creative mode repaired it. If the problem emerges again when I generate a new world with the current modpack I will let you know and send the logs.
  15. Hi there - love the mod concept, looking forward to see where it goes and definitely would love bagpipes, hurdy-gurdies and other folk instruments. I have tried to use abc's that have no problems running in other abc readers, but in the mod, they seem to be cutting short, or coming up with errors like "Error parsing file char index 166" What does the "Error parsing file char index" mean? in this case, is it whatever character 166 characters into the abc is unreadable? Finally, do all abc's have to be up to the latest abc standards for the mod to interpret them correctly?
  16. Which logs can I send you? Also, I just tested again in a creative world. Spears seems to use the Bullseye reticle/behaviour but bows do not
  17. Thanks again for working on this jakecool19 - it's one of the cornerstone mods for the server my friends and I are running and so it's good to see the update. Is it intended that the poop not be directly usable for fertilization as it was in previous versions or is that related to the bug you just dealt with? I noticed the most recent version for 1.15.10 had this issue, where you could no longer see the fertilization values of the individual poop types and it was only useful for fuel or for making high fertility soil. Will that be returned when you can work out the kinks?
  18. So testing in 1.16.1 I noticed there is not the regular Bullseye target reticle, nor is the drift or time delay on.
  19. Testing this in 1.16.1 just wanted to see if this is intended behaviour and I am simply doing something wrong. Teleport temple was near worldspawn at the start. It offers "repair" or "change frame" but attempts to shift click an object into the frame do nothing, and attempts to repair by right clicking with a temp gear just set spawnpoints
  20. I can confirm the same error as Melonkes (noted on the VS Mod database) and the others above. Ran Farm Life in a SP game, both with and without the mod enabled. The error repeated several times. This was the latest crash which was immediate on starting. Prior crashes happened after a bit of movement. The error resolved after disabling Farm Life. Also no sign of poop. Running on 64 bit Windows with 16 GB RAM Game Version: v1.16.1 (Stable) Loaded Mods: advancedsmithing@1.1.0, weaponpacka@1.2.3, ancienttools@1.3.4, animalcages@2.0.5, tonwexp@1.0.7, backpackpackplus@1.0.3, bettercrates@1.4.1, betterdrifters@2.1.2, blacksmithname@1.0.1, cats@1.2.1, cavepaintings@1.3.0, cottagewindows@1.0.1, alliance@1.2.2, extrachests@1.5.1, fancydoors@1.1.0, fancysky@1.0.3, instruments@1.1.1, itemlights@1.0.2, lightedpaths@0.1.1, moreroads@1.4.3, leadroof@1.1.0, necessaries@1.1.0, primitivesurvival@2.8.0, RangedWeapons@0.4.5, spyglass@0.4.3, stacks@1.0.4, survivalcats@1.2.2-rc.1, tradeomat@1.6.0, game@1.16.1, wolftaming@1.2.1, WoodenPathFix@1.0.0, alchemy@1.5.7, bonfires@0.2.0, carrycapacity@0.6.4, expandedtraderswithfish@1.0.2, farmlife@1.0.11, fofbalance@1.1.0, fromgoldencombs@1.3.6-rc.3, hudclock@2.6.0, iwpeifem@1.0.0, lichen@1.6.1, medievalexpansion@3.7.1, pei@1.2.0, peifm@1.0.1, playercorpse@1.3.0, prospectorinfo@3.1.2, stepup@1.2.0, tpnet@1.5.1, usefulstuff@2.2.3, vgaas@1.0.0, creative@1.16.1, survival@1.16.1, wildfarming@1.1.3, workbenchexpansion@1.4.1, xlib@0.6.8, xrowboat@0.0.2, bricklayers@0.8.1, bullseye@2.2.4, stonepiles@1.0.1, wildcraft@1.1.4, xskills@0.6.8 2022-01-25 2:33:10 PM: Critical error occurred System.DivideByZeroException: Attempted to divide by zero. at Vintagestory.GameContent.POIRegistry.RemovePOI(IPointOfInterest poi) at Farmlife.BlockEntityBehaviorFoodSource.OnBlockUnloaded() at Vintagestory.API.Common.BlockEntity.OnBlockUnloaded() at Vintagestory.Client.NoObf.ClientWorldMap.OverloadChunkMT(_jcDuneu0aSsWcueHWtk9H3GF49d p, ClientChunk newchunk) at Vintagestory.Client.NoObf.ClientWorldMap.<>c__DisplayClass102_0.<LoadChunkFromPacket>b__0() at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) at _vloPoRXaAdzv4sfWhJwCkn8U3ul._JHlLXLoFTuzi9aMXOf3xs53BiOn(Single ) at _aMv7wPQlA8cgDnAEfSbEgoGdVfy._5b9xtkxs5cZMXJBpJdsFujTxqHg(Single ) at _aMv7wPQlA8cgDnAEfSbEgoGdVfy._CZCOZeGO1GrDP5k5hCtFGOFJtVO(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) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476 at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375 at _WBb7CwUzEOAcHICLKAiVW6NVIeN._6uyy3n9Ds2iEHGU5xys7eJtJVNh(_Bv3M5I4kdGBjvWkB5zNcVsHESud , String[] ) at _rip5UQmdVBLCq6ZoAXXnaN9jQJc._6uyy3n9Ds2iEHGU5xys7eJtJVNh(ThreadStart ) ------------------------------- Event Log entries containing Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 2022-01-19 1:55:33 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 2054743921549003601, type 4 Event Name: APPCRASH Response: Not available Cab Id: 0 Problem signature: P1: Vintagestory.exe P2: 1.15.10.0 P3: 61a0f259 P4: KERNELBASE.dll P5: 10.0.19041.1466 P6: e01c7650 P7: c0020001 P8: 0000000000034f69 P9: P10: Attached files: \\?\C:\Users\Peter Sanderson\AppData\Local\Temp\WERF1AF.tmp.WERDataCollectionStatus.txt \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1AE.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER25B.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER277.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER333.tmp.txt These files may be available here: \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_6b13b9dc7255e361fea4041b11ff1163c3c11_fc74ddd9_1914926b-6813-42b9-b88a-00a12ca54510 Analysis symbol: Rechecking for solution: 0 Report Id: 8435b327-06d6-4079-a8a7-064267ad0a4a Report Status: 268566528 Hashed bucket: 367aceac96af0b4d2c83eab5cc524b51 Cab Guid: 0 } -------------- { TimeGenerated = 2022-01-19 1:55:24 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.10.0, time stamp: 0x61a0f259 Faulting module name: KERNELBASE.dll, version: 10.0.19041.1466, time stamp: 0xe01c7650 Exception code: 0xc0020001 Fault offset: 0x0000000000034f69 Faulting process id: 0x914 Faulting application start time: 0x01d80d4b9c5a829c Faulting application path: C:\Users\Peter Sanderson\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 8435b327-06d6-4079-a8a7-064267ad0a4a Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 2022-01-19 1:55:04 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: exception code c0020001, exception address 00007FFFD7444F69 Stack: }
  21. Well aware, thanks, misterandydandy. I was just letting jakecool19 know of an existing bug in 1.15.10 that might carry over if not addressed and including my compliments on the mod. Keep up the good work, jakecool19, it's appreciated.
  22. This problem seems to have started again in the latest version for 1.15.10. I have tried placing it and picking it up, placing and breaking it, it doesn't show its value for fertilizer, doesn't allow application to tilled soil or planted soil, and doesn't show its value as fertilizer in the handbook. Just wanted to let you know I really enjoy this mod otherwise and am looking to keep using it on our MP server. I too hope you will update it for 1.16.0
  23. Will you be updating or continuing work on this mod for 1.16.0? Has anyone tested this version in 1.16.0?
  24. I suspect some of your new smaller creatures like snakes and crabs may conflict with existing mobs in Primitive Survival. Worth checking when you decide to implement them. Looking forward to the next update
  25. Will you be updating this mod? Has the current release been tested with 1.16.0?
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