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DArkHekRoMaNT

Vintarian
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Posts posted by DArkHekRoMaNT

  1. 14 minutes ago, Rhonen said:

    as already written:
    The efficency is a cumulative information of speed shown on the windmill-rotor.
    So Efficency 100 of a waterwheel would be Speed 1.0 of windmill-rotor.

     

    Will the torque also be like a windmill rotor?  Perhaps then just add 100kW to make it clear that the wheel power is identical.

  2. On 1/14/2021 at 1:56 AM, Lisabet said:

    I'm having the same issue; I end up turning them into labeled chests because it bothers my eyes; the white borders aren't always constant, they flicker or something when I look at them from different directions.  Also wondering if they're interacting badly with the More Variants modded chests to cause crashes.

     

    whiteborder.jpg

    crashlog.txt 6.17 kB · 2 downloads

    This is the MoreVariants problem.  Try new version 1.4

  3. 15 hours ago, l33tmaan said:

    6 iron bars was 'cheap'?

    When I made the mod, the iron door simply didn't have a recipe.  Six iron ingots is a perfectly recipe, but since vanilla now has an iron door craft and it is more expensive...

  4. 9 hours ago, Rhonen said:

    The MP Network has no kW output information. it has only speed and torque. so, no sure what kind of information you mean.
    if you mean output of speed, i can do that instead of the efficency, but would not provide more information.
    But as a hint, the efficency is a cumulative information of speed 1.0 - speed is shown on the windmill-rotor.

    How does the power of your wheel compare to the power of the wind turbine? The same? Twice as much? Twice smaller? Just write the corresponding kW so that it can be understood.

  5. 4 hours ago, jakecool19 said:

    Turns out it is some type of incompatibility with my mod. @DArkHekRoMaNT My mod only patches the transition ratios for some food items. Does your lure system rely on a behavior/ai by any chance?

    Do you add attributes to animals?  My mod patches the attributes of vanilla animals by adding baits there.  Some animals do not initially have attributes at all. Maybe are you overwriting my changes?

  6. v1.4.5:

    • Cheaper recipe for mossy cobblestone (one wild vine for eight stones)
    • Fixed recipe for lichen cobblestone (crafts two blocks instead of one)
    • Added similar recipes for stone bricks and polished rock
  7. Running on 64 bit Windows with 16 GB RAM 
    Version: v1.14.5 (Stable)1/13/2021 12:34:46 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at VSHUD.FloatyWaypointManagement.Dispose(ClientMain game)
       at Vintagestory.Client.NoObf.ClientMain.Dispose()
       at Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _Vq7Xo4xIdbZDwh8iDcGnovGKH7D._5RNBrkQoxljreqLqfZ3LUVDaIrr(Single )
       at _7KGTxxuvfNubJZCLAMEMJZBkPDeA._07k4LSTgxALpYbS1S6K07SItFcH(Single )
       at _7KGTxxuvfNubJZCLAMEMJZBkPDeA._aysJzMcCvicDqo8MC3TmjcDsfdZ(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 _4eRDDOqtbaPbgjN2dJ1zzD1FCRy._ExJp6VhLWG4xQoHsVn72tgyNbeG(_bWl72q5sGuTQypu8W8r7cRXUcRF , String[] )
       at _XKAWv6MyciUiZmECUonQCwPaCwE._ExJp6VhLWG4xQoHsVn72tgyNbeG(ThreadStart )

    Immediately after logging into the server. Re-entry - everything is fine.

    • Thanks 1
  8. 7 hours ago, Digitalr said:

    Also another suggestion: option to disable mirrors (or shift exit point randomly in 10-20 block radius), if temporal storm incoming or active.

    Maybe. It's not interesting to just block, but an error in teleportation.... Hmmmm. I just need to somehow solve the problem with the unloaded chunk in order to test the possibility of teleportation to this random place. Otherwise it can easily teleport into the wall 😄

  9. v1.4.0:

    • Fixed a bug with loss of durability without teleportation
    • Fixed smithing recipe for meteoric iron and steel frames
    • Increased durability of mirrors 1000 times
    • The mirror consumes durability depending on the distance
    • The mirror can be repaired with a temporal gear
  10. v1.1.0: 

    • Fixed sync (teleports didn't work on servers).
    • Teleport name is now shown in its block help

    The system for storing and synchronizing the list of teleports has been completely redesigned. There may be problems in existing worlds, at least all teleports will need to be reactivated (just stand on them).

    Also using /tpnetconfig on servers requires the world reboot 🙁

    • Thanks 1
  11. 5 hours ago, Malicante said:

    Updated to 1.0.1, destroyed and replace the teleport blocks, but nothing has changed, at least on the client side. Looking at the server log has a few tidbits, I'll leave a copy of said log for you to peruse in case I'm blind to something important.

    Server log since 1.0.1 restart.txt 12.28 kB · 1 download

    I have fixed the main error due to which teleports were not saved, it is not clear what else could be the reason. Apparently I will have to at least use a dedicate server for full debugging of teleports :(

    (And they were not saved even in the single, unless they were manually placed. It's strange if this worked.)

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