EreticKB
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Posts posted by EreticKB
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hm... forget about it. Sorry.
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@l33tmaanyeah, this is Scrambled eggs with cheese and mushrooms, which i made without any cheese.
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Also can't place raw redmeat on meat rack.
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When i look on bottleshelf with boltles in it (no bottles visually). Also, during remapping from 1.0.4 to 1.0.6 tin cauldron, saucepan, iron rolling pin and half of mine meat hooks wasn't remapped and becomes white ?boxes?. (Bottles seems too)
SpoilerRunning on 64 bit Windows with 0 GB RAM
Game Version: v1.17.4 (Stable)
26.09.2022 13:59:54: Critical error occurred in the following mod: aculinaryartillery@1.0.6
Loaded Mods: aculinaryartillery@1.0.6, bth@1.2.4, rope-bridges@1.1.0, spyglass@0.4.5, game@1.17.4, zeekea@1.6.2, carrycapacity@0.6.5, dsdebarkedlogs@1.0.5, expandedfoods@1.6.1, medievalexpansion@3.8.1, prospectorinfo@4.1.1, creative@1.17.4, survival@1.17.4, xlib@0.6.10, xskills@0.6.12
System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в ACulinaryArtillery.BlockEntityBottleRack.GetBlockInfo(IPlayer forPlayer, StringBuilder sb)
в Vintagestory.API.Common.Block.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer) в VintagestoryApi\Common\Collectible\Block\Block.cs:строка 2136
в Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud() в VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:строка 57
в Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView() в VintagestoryLib\Client\Systems\Gui\Huds\HudElementBlockAndEntityInfo.cs:строка 190
в Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) в VintagestoryLib\Common\EventManager.cs:строка 105
в Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) в VintagestoryLib\Client\ClientMain.cs:строка 1196
в Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) в VintagestoryLib\Client\ClientMain.cs:строка 1103
в Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) в VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:строка 123
в Vintagestory.Client.ScreenManager.Render(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 669
в Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) в VintagestoryLib\Client\ScreenManager.cs:строка 613
в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в VintagestoryLib\Client\ClientPlatform\GameWindow.cs:строка 125
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 476
в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 452
в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375
в Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
в Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) в VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:строка 93Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 26.09.2022 13:59:58, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.17.4.0, метка времени: 0x6329a6de
Имя сбойного модуля: KERNELBASE.dll, версия: 10.0.19041.1741, метка времени: 0xe9b4a91b
Код исключения: 0xc000041d
Смещение ошибки: 0x0000000000034fd9
Идентификатор сбойного процесса: 0x45b0
Время запуска сбойного приложения: 0x01d8d197015dd685
Путь сбойного приложения: D:\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\WINDOWS\System32\KERNELBASE.dll
Идентификатор отчета: 7bb1fc6a-cd58-4f54-b612-917377af2dbe
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 26.09.2022 13:59:55, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.17.4.0, метка времени: 0x6329a6de
Имя сбойного модуля: KERNELBASE.dll, версия: 10.0.19041.1741, метка времени: 0xe9b4a91b
Код исключения: 0xc0020001
Смещение ошибки: 0x0000000000034fd9
Идентификатор сбойного процесса: 0x45b0
Время запуска сбойного приложения: 0x01d8d197015dd685
Путь сбойного приложения: D:\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\WINDOWS\System32\KERNELBASE.dll
Идентификатор отчета: b1d9f1e7-39c6-44b2-85bf-c53fc46bccef
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 26.09.2022 13:59:54, Site = , Source = .NET Runtime, Message = Приложение: Vintagestory.exe
Версия платформы: v4.0.30319
Описание. Процесс был завершен из-за необработанного исключения.
Сведения об исключении: код исключения c0020001, адрес исключения 00007FFAAFA24FD9
Стек:
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7 minutes ago, l33tmaan said:
No. What does that mean, exactly?
It mean, what mod's behaviour sometimes depends on "was world loaded right after game was loaded or after unload previous world". I dunno why, but this "chain" really "works": load game -> load world (one mod behaviour) -> unload world -> load same or other world (mod have other behaviour with some BROKEN parts) -> unload world -> close game -> go to start of chain.
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l33tmaan, do you remember to treat "reload game" and "reload world without reload game" as two different cases with disabling some scripts in second case?
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And yes. it is bushmeat.
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Seems you two miss "something" while "make hooks look better".
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So many troubles?
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What about update? Not urging you, just wanna know.
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On 8/15/2022 at 3:38 PM, Professor Dragon said:
We also have the Devs. direct words about how Spoilage and Cellars should work:
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Feature: Food spoilage
- All food items now have a certain duration where they are fresh after which they will slowly, and visibly begin to rot. Once completely rotten the item will turn into inedible rot
- The speed at which food spoils depends on the food type and how they are stored. All containers now show their spoilage rate in the block info
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Pro-Tips:
- Cooking or Preserving food makes it slightly fresher
- Keeping a pot of cooked food above 75° keeps it from spoiling
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A hot climate is a food killer. Spoilage rates there are up to 2.5 times faster. On the bright side, placing food in a cellar will completely mitigate that problem. Extremely cold climates makes food spoil up to 10 times slower.
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Feature: Food preservation
- Added Cellars: Dark spaces are recognized by the game and food spoils slower there. Spaces enclosed in soil or rock are also recognized and will additionally slow down the spoilage rates
- Added Storage vessels: Made from clay, these vessels can store food items. Stored grains and vegetables get an extra preservation bonus.
- Added Crocks: For long term storage of cooked food and pickled vegetables. Added crock shelves to store up to 8 crocks. Crock mechanics are still a bit wonky/unfinished in pre.1
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It mentions expected behavior for climate, cellars and light levels, and storage vessels.
As does the Wiki: https://wiki.vintagestory.at/index.php?title=Food_preservation#Climate
All of the above is in-line with what I see in the game now.
For the record, I'd also love to have a "cellar flag" - something very much like the current "Greenhouse" flag for soil. It would beat having to place down a storage vessel, look at the stat, pick it up again etc.
Also, the cellar bonus can be "apparently" erratic. I've had a storage vessel inside a mountain, along a convoluted path of doors, ladders and winding corridors NOT get the full bonus. There was definitely no sunlight anywhere near there, and the space was just a few blocks wide behind air-lock doors. But another storage vessel just tucked a few blocks into a room on the surface get the full bonus.
I admire the cleverness of BenLi's suggestion with stairs. But to me, such workarounds always seem too "hacky."
My preferred early game method is putting the vessel into a hole in the ground or wall, and then using a hay bale to block it off.
The hay bale gives the same solid block bonus that dirt does, but is much quicker to break.
Then ingame number says "enclosing cellars don't do anything, only light level counts" and patch notes says opposite, i believe in ingame numbers.
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Feature: Food spoilage
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I like VR, even have Vive Cosmos, but in my opinion right now VR and non-VR games too different to be smoothly merged in one game. Both parts will be "stunned" by mutual limitations.
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5 hours ago, Maelstrom said:
I would argue the climate is what impacts spoilage rate, not the temp. I don't know for sure one way or the other, but shouldn't be hard to test - see if spoilage rate differs for the same temp in different climates or not..
I think we says about same thing with diffirent words.
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Aaaaaaaaand IT'S a "EXPERIMENTS" rubric.
First, @Maelstrom, temperature COUNTS for spoliage rate. Just not "curent" from character menu, but from climate (check /wgen pos climate).
Second, there is no "cellars" in vanilla (m.b. it's just broken and no one notice it). Now spoliage rate depends only on sunlight intensity.
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Anyone test it with BHT? It adds some more spears too, but i have low priority for tests right now.
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Also, if you using Medieval Expansion (or which mod add cellar ice?) you must place cellar ice into cellar or it won't working.
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7 minutes ago, Professor Dragon said:
Why?
For decoration? To serve a purpose? Just to be cool? To tie into other mechanical devices?
And would it be quicker or slower than a ladder?
Ladders sometimes just UGLY. Also elevators can be cargo lifts.
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21 hours ago, uusfiyeyh said:
It's true. However, VintageStory is not known by its easy gameplay (Minecraft or Stardew Valley). Also, we don't need trains at the start nor the real quantity of steel needed to build one in real life.
I imagine them as a late gameplay objective where you could, previously, build machines that automatically gather resources and let you build complex machines or whatever, so you will have a reason to build a train to move those goods. In addition, It can be useful on a server, since you can connect different towns.
About 300-400 REAL hours (m.b. more) of gameplay per one railway engine is TOO MANY time, really.
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99.9% of players can't mine enough ore, let alone produce enough steel, to make ONE realistic railway engine through all their worlds. For exampe: fullplate armor is about 20-30kg of steel, realistic railway engine is about 30000 kg of steel at least. Are you sure you want realistic trains with 1 to 1 scale?
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BTW, are you ready for 1.17?
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1 hour ago, _Foolrule_ said:
And a wedge in the stick
It's part of head.
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A real, but unrealistic axe maded only from a head and a "stick" without any rope...
Expanded Foods 1.6.9
in Mod Releases
Posted
Nope, it was me who forget about this skill among all these update troubles.