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Posts posted by DArkHekRoMaNT
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On 9/5/2022 at 10:41 AM, Farkoth said:
Not at all. Sometimes corpses disappears and items gone
Check the new version, if it doesn't work, then send the logs (client-main and server-main). I still can't reproduce the problem with disappearing corpses
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v1.4.2
- Fixed ru lang
- Fixed data location (manually move saved corpse data files from ModDataworldid to ModData/worldid if you need it)
- Less dancing corpses
- Update to 1.17.3 (may fix corpse disappering)- 2
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v1.3.0:
- Updated to 1.17
- Now it's a source code mod (better stability when API changes)DEV:
- Changed IDE from VSCode to Visual Studio
- Embedded version of SharedUtils -
Do corpses still disappear in 1.4.1?
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v1.4.1
- Fixed loss of corpse contents after re-entering world
- Config loading refactoring, may fix null-config issue- 1
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v1.4.0
- Updated to 1.17.0-rc.4 (may fix disappearing corpses)
- Lowered default corpse collection time from 3 sec to 1 sec
- Added portugues translation by @xCoiotex
- Changed the mod type from dll to source code, for greater stability when changing the game API
- Refactoring- 1
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On 6/14/2022 at 1:23 PM, OtshelNik said:
Hello!
Thanks for the good mod. And not only for this one.
I've been using this mod for a long time now. I don't know how to play without it anymore. But.
In my existing world, after updating mod 1.6.0, there was a problem with the teleport network.
When I get on the teleport, I see a list of my teleports, but they are not available for the transition.
I understand that the problems with the subnet. I'm leaving the game. I change the parameter to use a subnet in the settings to false.
I load the world and see an empty list of available teleports.
How to restore the teleport network in the existing world?
What should be the algorithm of actions for the network to work?
Tell me please.
Thank you!
Peace to you!Does the .tpdlg command in the creative mode also show an empty list? Unfortunately there is no way to delete/restore the list of teleporters. Reloading a chunk of each teleporter or manually replacing them in the creative can help
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v1.6.0:
- Completely rewritten teleport network system
- Improved render and particles
- Fixed /tpimp command
- Added claim check for rename dialog
- Added legacy data loader for old worlds (but it is recommended to make a backup before loading)Dev
- Changed IDE from VSCode to VisualStudio
- Enabled new csharp features
- RefactoringNew SubNetwork behavior
Activated teleporters now create subnets. That is you cannot just tp from one teleport to another if there are no other teleports (activated by you) between. By default, when a teleport is activated, its neighbors are detected at Manhattan distance of 10k blocks (may be change in the config). In the future, it is planned to add visualization of networks on the map and change the teleports world gen.
Experimental feature, can be disabled in the config by setting SubNetworks: false (true by default) -
7 hours ago, Katlamos said:
Unless I'm doing something wrong, that doesn't seem to be working. All it seems to do is add a new item to the .tpdlg list, and then when I break that teleport, it removes the new entry.
Is the information for the list stored in a file somewhere that I can manually edit?
Try place it above/below this block. If a new one appears, then you did not hit to it. Teleports are stored in a dictionary with a unique key - the position of the block. They must not be duplicated
And you cannot change it manually, because it is stored in save
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v2.0.0-pre.5:
- Updated models
- Updated guides
- Fixed plug preview
- Fixed tool durability modifier in world settings does not affect mod tools
- Fixed rubble storage selection boxes
- Dynamic rock textures for RubbleStorage
- Removed ItemSlabTool class
- Rubble hammer can turn rock into gravel and gravel into sand in the world (left-click on block)- 1
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1 hour ago, Katlamos said:
Is there a way to clear out the tp list for a world? I just did a wgen regen of my world (since it was from 1.14) and aside from my base and a few other big projects I'd built, I didn't save any other structures and their teleporters. Is there a way to clear out the list so when I find new ones I can just have those instead?
You can use .tpdlg in creative, teleport to unnecessary points and place-break a teleport block there
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On 5/23/2022 at 9:39 PM, Dawning said:
I crash if I don't do the sequence correctly.
Correctly: Start on an empty clot on the hotbar. Crouch then scroll to cage slot on hotbar and then right click. It will open the GUI to put in bait (vegetable, whatever).
Incorrectly: Start on cage slot in hotbar, then crouch and right click. Result is crash.Running on 64 bit Windows with 16 GB RAM
Game Version: v1.16.5 (Stable)
Loaded Mods: acorns@0.5.1, chiseltools@1.5.0, civbooks@1.3.4, collabclasses@3.0.4, expandedfoods@1.5.3-pre.10, fancydoors@1.1.1, primitivesurvival@2.9.2, shinglesandthethings@1.0.1, spyglass@0.4.5, thecritterpack@0.7.6, tradeomat@1.6.1, game@1.16.5, captureanimals@2.1.1, carrycapacity@0.6.5, dsdebarkedlogs@1.0.4, gasapi@1.0.2, petai@1.4.4, playercorpse@1.3.1, tprunes@1.0.5, usefulstuff@2.3.2, creative@1.16.5, survival@1.16.5, workbenchexpansion@1.4.1, xlib@0.6.8, xrowboat@0.0.3, bricklayers@0.9.1, cobexclusives@1.2.8, wildcraft@1.2.3, xskillspatched@0.6.9-dev.8
2022-05-23 2:15:39 PM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockMultiblock.OnBlockInteractCancel(Single secondsUsed, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, EnumItemUseCancelReason cancelReason)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(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 _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
-------------------------------Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 2022-05-19 10:36:35 PM, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.16.5.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.Process ID: da8
Start Time: 01d86bad965b4731
Termination Time: 3
Application Path: C:\Users\Dawning\AppData\Roaming\Vintagestory\Vintagestory.exe
Report Id: 554f86a3-4f94-4aea-b164-d8a33ac40ccc
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
}
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{ TimeGenerated = 2022-05-16 5:08:45 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1567672504782107482, type 4
Event Name: APPCRASH
Response: Not available
Cab Id: 0Problem signature:
P1: Vintagestory.exe
P2: 1.16.5.0
P3: 625674b5
P4: atio6axx.dll
P5: 6.14.10.13417
P6: 56d0b234
P7: c0000005
P8: 0000000000407640
P9:
P10:Attached files:
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4B38.tmp.dmp
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4FDD.tmp.WERInternalMetadata.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4FED.tmp.xml
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER4FFB.tmp.csv
\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER502B.tmp.txtThese files may be available here:
\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_Vintagestory.exe_e5cc38edaf7a7551d95d67fe47deb449ead176_1f70e3ae_4949ba12-7ddb-4efe-be01-8cdafbf77669Analysis symbol:
Rechecking for solution: 0
Report Id: 6ee82e6a-8f4b-4e56-8278-8a827de60e52
Report Status: 268435456
Hashed bucket: 0e92fd1dc178d1b745c17dd653af335a
Cab Guid: 0 }
--------------
{ TimeGenerated = 2022-05-16 5:08:44 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.16.5.0, time stamp: 0x625674b5
Faulting module name: atio6axx.dll, version: 6.14.10.13417, time stamp: 0x56d0b234
Exception code: 0xc0000005
Fault offset: 0x0000000000407640
Faulting process id: 0x1c74
Faulting application start time: 0x01d86968c46e3b4d
Faulting application path: C:\Users\Dawning\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\atio6axx.dll
Report Id: 6ee82e6a-8f4b-4e56-8278-8a827de60e52
Faulting package full name:
Faulting package-relative application ID: }What block did you aim at before? Crash says you're looking at some multiblock and clicking (with shift) on it, which causes a crash.
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Meh. Maybe I should remove delaying altogether? (at least by default)
It's not clear how this can be fixed if the server just doesn't tick on time and you have to wait for the next tick to get things. And this greatly reduces the dynamics if your weapon is left in the corpse, for example -
On 4/18/2022 at 2:05 AM, Jerry O'Gwynn said:
im having troubles with the corpses the reclaiming continuously interrupts and will not finish am I just doing something wrong?
There may be a problem with tick delays on the server. Do not release the button, even if the ring is full, wait until you receive your items
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9 hours ago, PhotriusPyrelus said:
Is this project dead, or does the current version work with 1.16.5?
99% of mods work with the current version of the game without changes. Look at 1.16, not 1.16.5
Also you can check comments on moddb or forum if in doubt. A lot of people play with mods, if something stops working, they usually write about it -
30 minutes ago, Karagryphon said:
not sure, if there is a way, to have the teleporters respect claims. for multiplayer servers, at least people are able to rename spawn, to well anything >.<
Okay, I'll add
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4 hours ago, Rhyagelle said:
If it goes to Steam in the future, that's cool, but if that comes to be, I hope they don't stop selling here or on HB. Steam games tend to be more expensive and if I understand it right, developers earn less due to the cuts, too.
As far as I know, Steam has price limits when selling on other services. You can't just sell for more there
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17 hours ago, Irulana said:
I understand why Tyron don't want to sell game on steam, for me investing money in game development is better then sharing it with steam. But I heard few times about people having problems buying game, some resigned. Maybe keys can be sold in few more places with more variety of payment methods? like https://www.eneba.com/ or ebay or amazaon? Gog maybe?
Now the main problem is to buy the game in the ru-region, for obvious reasons. As far as I know GoG, Ebay, Amazon and many other services are also not available or only partially available. Steam somehow works, but I doubt that is really a good reason why the game should be there
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@Cyraxancheck pre.4, if the problem with adding a stone remains - write, I'll try to figure it out
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I think this is the last pre version of StoneQuarry2. Critical planned systems have already been implemented, it remains only to fix bugs and update models
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v2.0.0-pre.4:
- Added a separate common system for checking rock variants (stone, sand, gravel, bricks, etc) with wildcard support
- Fixed admin hammer lang
- Added creative-only admin plugs (128x128x128)### Stone Slabs
- Fixed stack merging with different content stacksize #9
- Added additional world interactions for stone slabs in creative### Rubble Storage
- Fixed world interactions
- Fixed block info
- Fixed desync when adding resources
- Fixed particles
- Fixed buttons world interactions order
- Added correct pick block way### Dev
- Enabled latest CSharp features- 1
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{ "op":"replace", "path":"width", <-- "/width" "value": 2, "file": "stonequarry:recipes/grid/tool/finishingchisel.json" }
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39 minutes ago, Vinter Nacht said:
Noted, will correct in all my mods. As for SQ compatibility, was this due to a change on your side?
Hm. No. I thought something changed in SQ2, but the tool recipes have not changed since December
Player Corpse
in Mod Releases
Posted
Try running PlayerCorpse without other mods. Most likely, some kind of mod rudely edit player.json (for example, overwrites it). How it was with VSMovementsMod before