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DArkHekRoMaNT

Vintarian
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Posts posted by DArkHekRoMaNT

  1. @Vinter Nacht Do not do that. Use, for example, assets/yourmodid/patches/othermodid. Otherwise, in the logs it turns out that stonequarry patches stonequarry files, although in fact your mod does it.
    P.S. And yes, SQ compatibility broke in 2.0.0

    Spoiler

    image.png.45c8293bd820d3e541b6f52e198e4372.png

     

    11.5.2022 10:39:18 [Error] Patch 3 (target: stonequarry:recipes/grid/tool/finishingchisel.json) in stonequarry:patches/grid/tool/hrf_finishingchisel.json failed, following Exception was thrown: The parent is missing.
    11.5.2022 10:39:18 [Error] Patch 4 (target: stonequarry:recipes/grid/tool/rubblehammer.json) in stonequarry:patches/grid/tool/hrf_rubblehammer.json failed, following Exception was thrown: The parent is missing.
    11.5.2022 10:39:18 [Error] Patch 3 (target: stonequarry:recipes/grid/tool/wedgechisel.json) in stonequarry:patches/grid/tool/hrf_wedgechisel.json failed, following Exception was thrown: The parent is missing.
    
    11.5.2022 10:41:16 [Error] Grid Recipe with output Item code stonequarry:finishingchisel-copper has no ingredient pattern or incorrect ingredient pattern length. Ignoring recipe.

     

  2. 5 hours ago, Cyraxan said:

    "24/7 Mods Server" public server

    There is another bug: because of a conflict with another mod, there are no craft recipes for chisels and rubble hammer in the crafting grid. The problem is that because of the number of mods on the server (66 at the moment) to calculate which of the mods conflicts is very difficult.
    Here's the startup log of the server, please look, maybe from it is possible to understand who and fix compatibility.

    11.5.2022 10:39:18 [Error] Patch 3 (target: stonequarry:recipes/grid/tool/finishingchisel.json) in stonequarry:patches/grid/tool/hrf_finishingchisel.json failed, following Exception was thrown: The parent is missing.
    11.5.2022 10:39:18 [Error] Patch 4 (target: stonequarry:recipes/grid/tool/rubblehammer.json) in stonequarry:patches/grid/tool/hrf_rubblehammer.json failed, following Exception was thrown: The parent is missing.
    11.5.2022 10:39:18 [Error] Patch 3 (target: stonequarry:recipes/grid/tool/wedgechisel.json) in stonequarry:patches/grid/tool/hrf_wedgechisel.json failed, following Exception was thrown: The parent is missing.

    11.5.2022 10:41:16 [Error] Grid Recipe with output Item code stonequarry:finishingchisel-copper has no ingredient pattern or incorrect ingredient pattern length. Ignoring recipe.
     

    Screenshot 2022-05-13 103054.png

    server-main.txt 185.17 kB · 0 downloads

    Meh. Who and why adds their patches in the domain of another mod? Is there a list of mods? Or some mod with the abbreviation "hrf"

  3. On 5/11/2022 at 4:31 PM, Cyraxan said:

    I think I won't be the last one with such a stupid question, because I tried adding stones, not rock
    A hint would be nice.

    Thanks you.

    p.s. and may be it's a bug of same sort: if I fill slabs with single picked rocks from creative menu it's work ok, 
    but if I try to fill slab with stack of rocks (x64) - it fills, don't allow to extract stones

    I'll add a hint in the creative. This was purely for testing, so I didn't think about it)

    Hm. Both fine worked for me. Server/single?

  4. v2.0.0-pre.2:
    - Fixed quantum entangled slabs #7 (slabs placed from the same stack synced all changes)
    - Fixed loss of items in placed stone slab after re-entering the world
    - Added more accurate visualization of stone slab contents (multiple stones based on quantity)
    - Slab in inventory now looks like in the world
    - Removed rock variants for stone slabs (added remap for old worlds)
    - [WIP] Slabs rewritten from MonolithicSmall to Modular, this should fix particle and drop issues later

    • Like 1
  5. 10 hours ago, Ikirou said:

    Got somehow yesterday  problems with chunks which i repaired but there are now about 10-20 not discovered Teleports all nearly on one place

    How can i get rid of them ? they are not in World anymore but still show up in tp network

    Try to place teleport in the same place and break it in the creative

  6. WARNING! 2.0.0-pre is NOT compatible with 1.x.x worlds (maybe later). This is a pre-release version. NOT recommended for regular play. Only tests/bug reports/previews.

    I've been working a lot on StoneQuarry lately and now I can release a preview version 2.0.0-pre.1 . Suggestion and/or testing (especially in multiplayer) is welcome. Be careful, at least not currently compatible with old worlds v1.x.x and potentially has a lot of bugs.

    Updates in v2.0.0-pre.1:
    - Multiblocks rewritten to vanilla way (IMultiBlockMonolithicSmall)
    - Visual amount of rubble storage contents, correct collision
    - Slone slabs with multiple rocks
    - Completely rewritten hell in plugs. Easier, faster, more readable, fewer bugs. Now the plug will actually dig out the cube inside its maximum size. Only 3x3x3 on copper, no 5x3x3, 5x4x4 and other errors
    - Changed the system for adding new stones for stone slabs and rubble storages. Stone slabs will dig not only stones, but also ore (WIP). And the stones of other mods too. I removed the hard-coded dependency on game:rock-, game:sand, etc.
    - Land claim checking (reinforcement later) #5
    - Most of the code has been rewritten, MANY bugs are expected 😄

    See the first post for known issues and plans.

    • Like 2
  7. 8 hours ago, RogueRaidenTV said:

    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.

    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?

  8. 1 hour ago, Fronsi said:

    Hi, i have little problem whit understanding this command, i mean i don't which block should be first writing.

    example:

    /bir remapq <mod_ID>:<OLD_block_ID>-etc <mod_ID>:<NEW_block_ID> force

    or

    /bir remapq <mod_ID>:<NEW_block_ID>-etc <mod_ID>:<OLD_block_ID> force

    Its little confusing me xD

    I need this to remapp my mod blocks.


    Let's say your mod added the Uberbasket, but you realize it was not powerful enough and changed it into the Hyperbasket, including its item code, in your latest mod update.

    /iir remap hyperbasket uberbasket force

    https://wiki.vintagestory.at/index.php?title=Modding:The_Remapper

  9. 9 hours ago, FlyingSpaten said:

    Hello,

    I developed a mod that adds some custom blocks to the game. Two of these blocks have > 200 lines of shapes as well as collision- and selectboxes. While developing the first block the loading time of a savegame drastically increased (like 5 minutes). With the second block a savegame can no longer be loaded. Server-log etc. didnt give any advice on the nature of the underying problem. I suspect that maybe the game cannot handle this kind of complex blocks?

    I hope somebody has an idea.

    What does a block file look like?

    Anyway, it is not recommended to make too many-variant blocks. Using block code (variantgroups prop) to store arrays of dynamic data is very bad practice. This leads to an avalanche-like growth of id, an increase loading a world and a constant consumption of memory for each combination. Use C# and BlockEntity for this.

  10. 30 minutes ago, jbr9 said:

    VS always seems to load forever, but I left it to 'load' over night and nothing. It's not frozen, but it repeats the same four or five lines of loading screen text every five minutes continuously.

    Usually in this case, an endless crash occurs somewhere. What lines does it show? I can't find it in the logs.

    The game also requires these libs: petai@1.3.3  and xlib@0.6.8 . Also it tries to load mods twice? Perhaps some of your mods are in %AppData%/Vintagestory/Mods, and some (with copies) are in %AppData%/VintagestoryData/Mods ?

    Hmm. And it looks like these are logs from different runs and they are not complete: server-main - vanilla (only vanilla mods), client-main - no mods line at all, large time shifts

    But most likely this is the reason why you cannot enter the world:

    19.2.2022 01:38:12 [Notification] Client uid 93QSEHUwqjFL8E0uAKv9Aa53 attempting identification. Name: Derpus
    19.2.2022 01:38:12 [Error] System.Exception: Invalid spawn coordinates found
       at Vintagestory.Server.ServerMain.EntityPosFromSpawnPos(PlayerSpawnPos playerSpawn)
       at Vintagestory.Server.ServerMain.GetSpawnPosition(String playerUID, Boolean onlyGlobalDefaultSpawn, Boolean consumeSpawn)
       at Vintagestory.Server.ServerMain.FinalizePlayerIdentification(_qDBYQzuH9hMYlGgxprYi68JiIfd packet, ConnectedClient client, String entitlements)
       at Vintagestory.Server.ServerMain.HandlePlayerIdentification(_EWaCktsS2JyUbMhFd5RdMtCiCZOA p, ConnectedClient client)
       at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

     

  11. Moreover, it must also have a different version of the code and json files, which is even more strange. Either something (another mod?) was trying to create an item from json before the Core system had loaded and registered the item class.

  12. Hmm. Did you load the mod on the client manually or automatically with moddb? It's just that such an error looks impossible, except if the client has an old version, and the server has a new one. Or some other strange reason o.O

  13. 5 hours ago, Griffin Dean said:

    Hey there! Is this mod still actively being supported for 1.16.3? I'm very interested in using it on my multiplayer server, but the latest build doesn't seem to function on the latest version of the game.

    Yea. Will update soon. 

    Feel free to write to me here or on github if something doesn't work in my mods :) Just not on moddb, I don't get notifications from there and may not notice right away.

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