Jump to content

Steel Fire

Vintarian
  • Posts

    11
  • Joined

  • Last visited

Posts posted by Steel Fire

  1. 1 hour ago, Chime said:

    Seeing a fairly-repeatable crash on opening newly-recrafted chests; not sure if it's this but it seems to be:

      Reveal hidden contents
    
    
    Running on 64 bit Windows with 24 GB RAM 
    Version: v1.14.2 (Stable)12/17/2020 2:09:48 PM: Critical error occurred
    System.Exception: Chunk retesselated listener number 0 threw an exception (a=False, b=False, b=False)
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.GameContent.BlockEntityAnimationUtil.<StartAnimation>b__16_0()
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
       at Vintagestory.Client.NoObf.ChunkTesselatorManager.OnFinalizeFrame(Single dt)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._X2niSFpb8ndF6zWsCcobp5QBcvO(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(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 _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------

     

    To be clear, this seems to happen when:

    1. Breaking (e.g. with axe) a purpled version of a variant chest with label
    2. Crafting it to update
    3. Placing it down
    4. Opening the newly-placed empty chest crashes with the above NRE in tessellation.

    It doesn't seem to happen every time, but fairly often.  Chests in this state may repeat the problem if you log in again and open it again, but not always.  Breaking the chest and putting it down again usually seems to fix it.  Any ideas?

    I had this happening with two of my re-crafted chests, but just two of them. When I would log in, they would be textured like default chests, but still say Acacia, and would crash on trying to open. Breaking and re-placing would fix the texture and crash for that session only. Both were labeled chests and I'm pretty sure they were my only two re-crafted labeled chests that had been placed prior to the update.

  2. 2 hours ago, Taska Raine said:

    Meteors in real life hiss and sizzle as they move through the atmosphere, which I have tried to replicate in the mod. They do sizzle, it just... might not be loud enough to be heard on all sound setups. It likely gets drowned out by the sound of rain, too. They should begin to make noise whenever they come within 256 blocks of a player, but maybe something is preventing that from happening. I'll have to look into that.

    @Steel Fire

    The impact sounds are slightly different, the airburst sounds more like a gunshot, higher pitched, while the ground impact one is deeper and more gravel-y. There is variance in the pitch, though, so you really need to pay attention to know which it was.

    The sizzle can definitely get drowned out by rain noise and in some places the wind noise too. I imagine if you're in a workshop with running automation that it wouldn't be heard either.

    I'll have to try to see if I can notice the airburst vs impact difference. Thanks.

  3. 53 minutes ago, The_Lazy_Warlock said:

    Is it part of the new steel smithing update? I actually only tested out steel ingots so I may have missed something. I have actually not had the time to thoroughly try out all the new features in the recent update. 

    That's not from this mod or the base game. That's Melchior's Metal Recovery mod and, yeah, there are iron and steel bits you get back from smithing that can't currently be re-smelted.

  4. 13 hours ago, Travis Pluid said:

    You already get back the clay, I believe? Every voxel you remove adds a voxel before you have to convert another lump of clay into voxels.

    Yes and no. Within the context of whatever you're currently molding, yes; any clay removed gets added to the voxel count for the current piece being used, even if that pushes the available count past a full piece. Anything 'leftover', as in anything beyond a full piece of clay, when a mold is finished gets lost. That said, that's balanced by the fact that the game doesn't consume a piece of clay until you use all the voxels for that piece. So, say you have 30 clay in hand and you're finishing up a mold. The game doesn't track that when you're done you have 29 pieces plus 8 voxels left from the 30th piece; you've still just got 30 full pieces when you start the next mold.

  5. OP just updated the old mod that added pemmican, so that's the only thing this mod currently adds.

    It's a good start and hopefully they move forward with adding other things and updating pemmican to better reflect the current food system. The saturation value of the pemmican is very low, considering the ingredients and doesn't account for multiple food types.

    • Like 1
  6. Regarding ores, check back on the wiki and find the article on using the prospecting pick. It can help point you in the right direction to finding potential higher concentrations of ores. Vintage story isn't like Minecraft for ore distribution. In basic MC you can pretty much find everything, everywhere; not so much here. Finding the alloys you need to advance near where you've set up base can be a challenge if RNG hasn't been kind to you.

    Storage boxes and such that are around the world in ruins, should be able to be picked up on breaking them, for many of them at least. That said, in 1.9.6, a lot of that stuff, and your own stuff like ladders, was being destroyed on breaking when it shouldn't have, it was a bug associated with another change. I know it's fixed in 1.9.7 for ladders, not sure about other things.

    • Like 1
  7. I have to agree with dakko on this one, I don't think they are as rare as people think they are. That said, they are a challenge to find. If you're just looking for hanging nests, well, good luck with that, but you're probably missing the bees that are there. The nests can also be inside logs and the only way you find those is by seeing the bees buzzing around or hearing them, oh, and those can be up in the tops of the big oaks too, so even harder to see the bees buzzing around among the leaves. As dakko said, patience and a good systematic search.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.