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copygirl

Very Important Vintarian
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copygirl last won the day on August 25 2021

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Ironsmith

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  1. Do not use CarryCapacity in modern versions of Vintage Story. Check out CarryOn instead, which is a continuation of this mod. I will update the main post. Just a wild guess but I'm guessing this is somehow similar to the bug involving items not being properly collected in a grave by another mod. An error occurs due to CarryCapacity not being compatible with newer versions of the game, such as "field XYZ does not exist", however instead of crashing it just prevents any subsequent code from running. Perhaps some code damages the player, fires a "taking damage" event which runs CarryCapacity's code responsible for dropping held containers, and only then sets the invulnerability timer. If the error occurs before the invulnerability timer is applied, you can immediately start taking damage again on the next game tick.
  2. @camaron bravo Last time I looked into updating MumbleLink, certain properties in the API that it relied on were moved where I could not find them, or removed outright - as far as I could see. Therefore it was not possible for me to update it, without relying on some black magic shenanigans (reflection) to find the internal values I'm looking for, which I wanted to avoid. (See also this issue.) As I've abandoned Vintage Story modding, someone else will have to take over the mod if they want to see it continued.
  3. From what I've seen, CarryCapacity causes a non-fatal error on a player's death, due to changes to the game and the mod not being updated. It doesn't crash the game entirely, but anything trying to run after this error is simply skipped, presumably Player Corpse's code is affected. If the author can get their code to run before mine, the issue could perhaps be mitigated. However, I do not recommend using my mod any longer, it hasn't been updated to the latest version, just happens to somewhat work, still. It is not supported or maintainted in any way. If there's anyone out there who would like to continue it: The mod is open source, so you wouldn't need my permission, but know that I'm completely fine with it. All I ask is perhaps change the name so it doesn't conflict or confuse. Thank you for all the good times!
  4. I'm taking a break from Vintage Story at the moment. If someone wants to fork and continue the project, feel free.
  5. Carried objects are stored as an attribute on the player, so they should still be there, just inaccessible. If you re-add the mod, your carried chest should just reappear. I can't think of another way.
  6. I looked at the source code it links to and nothing stands out to me, so I'm a little lost. Glad it's working for you though.
  7. @Rhyagelle Again nothing that jumps out at me. Do you get the interaction hint for picking up blocks when looking at them? And just to make sure: Your offhand is empty when you are attempting to carry things, right? If that's not it, I suppose the best you can do is experiment with removing mods until it works again.
  8. I don't see anything on top of my head either, unless CarryCapacity's patches are part of the ones that could not be applied. If you are playing on a server, then perhaps the server-main.txt log could offer more information - I should've asked for that right away. (Honestly I'm never sure which log files to ask for, haha.) What does feel odd to me is you using the 1.16.5 release candidate (-rc.1) rather than just the actual 1.16.5 release, which is more recent. Maybe see if updating resolves the issue?
  9. Works for me. Can you share your client-main.txt log file with me?
  10. I was initially thinking it might be too large to realistically move, but why shouldn't you be able to? Just add a good movement penalty. Unfortunately, due to them technically being a multiblock I'm not sure if the current method of picking up the block would work. It might require a solution specific to each different type of multiblock, which would be a lot more work than I'm willing to put into. I'm gonna say yes, but no, but also I'm probably going to revisit this with the rewrite that'll hopefully make it into the Vanilla game. Ideally using APIs that will make the carrying feature much more stable and versatile.
  11. With a major issue being found in the mod that causes items to disappear – giving Tyron lots of headaches trying to find the issue in the base game – I figured I'd actually go ahead and fix that, as well as some of the other long-standing issues. Such as the issue where if you pick up or put down blocks in protected areas messing up the "locked slots" in your hotbar. Because I'm not entirely sure of the success or stability of these fixes (I have not tested this on multiplayer servers for example!), I'm not yet releasing this as stable. You can download the v0.6.5 release candidate for testing on GitHub Releases. Please let me know if it's working fine or if there's any issues. Thank you very much!
  12. The question would be if there's any errors (such as when applying the JSON patches?) in the logs when this issue occurs.
  13. @CoBSo the way it works right now, the reason the mod isn't auto-downloaded is because it is a client-side mod, not because it's a .cs mod. I guess the server simply skips loading client-side mods and thus there are not considered to be announced to the client, for it to auto-download. I did ask for there to be a way to do this, since there are very good reasons to want this as a feature.
  14. That sounds like something the base game should support. I don't want to miss out on having a functional and useful "example" mod that makes use of the fact that mods can be distributed this way. I will poke Tyron about it.
  15. If it's an exception in mod code, the stack trace will mention the mod's namespace, class and method. If a mod does something that causes Vanilla itself to crash, it can happen that you don't find the culprit that way. I have not heard of any mods that only work on one platform. (Perhaps with one exception.) Do let me know if there is any! (via PM if you'd like since this topic is not for that)
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