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Everything posted by Lisabet
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xandu, would you be willing to rename your bits to something else? shards maybe? your 21:1 ratio bleeds over to the vanilla bits (chisel on ingot) and you still get 20 from that but can't recreate the ingot because it requires 21 if xlibs/xskills is on the server or honestly, please go to the 20:1 ratio used by everyone else? (or make a config file where I can change it myself to 20:1) I love xskills/xlibs but that ratio will eventually make me just stop using the mod out of frustration
- 1,249 replies
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latest update on DB for 1.15: using a scythe on cattails destroys the plant (i.e. you get a cattail item and no root and the plant is gone)
- 18 replies
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- survival
- multiplayer
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(and 3 more)
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1.17.x+ Meteoric Expansion v1.2.2 - New Content: Meteor Showers
Lisabet replied to Taska Raine's topic in Mod Releases
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huh, that's a very specific and unique bug lol
- 1,249 replies
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*winces* sorry, realized something like that occured; however! I think I found the issue lol made a world with ONLY xlibs/xskills (and stepup lol) enabled, same issue, saved the logs pertinent bit (I think) 11.7.2021 14:39:59 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at XSkills.XSkillsPlayerBehavior.OnDamage(Single damage, DamageSource dmgSource) at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single damage) at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage) at Vintagestory.GameContent.AiTaskMeleeAttack.ContinueExecute(Single dt) at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) at Vintagestory.Server.ServerMain.Process() Logs:server-main.txt server-event.txt
- 1,249 replies
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I'll try one with no mods except xskiills and see what happens lol *edits* nevermind, it does seem to be a dependency issue or something? was disabling all my mods when I noticed this: logs: server-main.txt server-event.txt
- 1,249 replies
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hate to say it but it actually is xlib/xskills somehow; made a world without the chaos lands mod and was still invulnerable; made a world with xlib/xskills disabled and
- 1,249 replies
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oh, unrelated lol I grabbed the 'well rested' skill in survival, and the timer that pops up after sleeping is in the upper left hand corner (directly on/under the clock from the hudclock mod) I've tried clicking the dropdown to enable moving it, but when I try it just hides behind the clock; is there any way at all for the default location to be moved somewhere else? even just an inch or so below the exact upperleft corner
- 1,249 replies
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I seem to be invulnerable to animals/drifters/locusts atm and I'm not sure which mod is affecting it; I'd thought xskills but seems not. I still hear the sounds we make when hit while fighting but never lose any health from combat and I'm not sure why. I downloaded this mod because you moved my favorite locust hordes from the useful stuff mod (nearly everything else is disabled atm) if not this mod maybe a glance at my current mod list might give you an idea which one it could be? This has only happened on the latest world I created, on the 9th after updating (or regaining) the mods in the list modified on the 9th *edit* ok it's not the chaos lands mod; I turned it off and made a new world and the invulnerability is still there.
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I have several other mods but this one is the latest added into my 1.15 batch lol; here's my list: as you can see, the 'latest' or most recently updated in there are xskills, useful stuff, starterpack, hudclock, extrachestsCC, chaoslands, CarryCapacity, bettercratesCC and PolsServerUtil; hmm...I only grabbed chaoslands because he moved his locustnests to it; that mod does have alot of combat related stuff so it could be the culprit. I'll make a note on his mod as well. (sorry was thinking out loud while identifying the most recently downloaded ones )
- 1,249 replies
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Also, not sure if it's xskills or not, but creatures aren't wounding me...at all (and I don't have the meatshield skill) I can take damage from falling, but not even the sawblade locusts damage me, though my seraph does cry out when they hit.
- 1,249 replies
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quick warning, don't try to cook raw fish eggs til Spear and Fang can work a fix for it; it snuffed my fire and lagged out my game; I sent them the logs so hopefully it can be an easy fix :) (1.15 pre12 tho it could affect more than that version)
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it does specify in the changelog next to the file; always good to check that before download, especially with the 1.15 mod updates being relatively homeless they're either posted here in the specific threads or posted to DB with the info in the changelog
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I think they finally managed to break this mod I tried going to /home base and got an error message; will update with the logs once I test it again. It worked fine up to and including 1.15pre6 (didn't get a chance to test with pre7, 8, or 9) server-main.txt server-debug.txt
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these are the ones I'm able to run with apparently no issues in the latest 1.15 pre 6 having gotten used to much much larger list of mods from 1.14, once in awhile I try and generally fail to add in some of my other favorite mods these tho never gave me an issue
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ok, I checked the config and both were true; let me see if that worked...if it did I'll edit this post *edit* perfect thank you!
- 35 replies
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- quality of life
- client-only
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(and 1 more)
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for the longest time after you added the borders, I couldn't figure out why I couldn't change anything in the config file that is mentioned here. I finally deleted the old config file (I think it only had one line about rendering on map) and my next load had the options that were added. I don't think I understand how to enable the autotoggle (where the squares show on the map if your prospecting pick is active but not if you're using a different tool); I have it set to true, but it doesn't seem to work that way
- 35 replies
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- quality of life
- client-only
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yeah, I don't know any of the mods that make a config file before they're actually loaded lol. In some cases, it seems if there's a big enough update you have to delete the config to get the 'new' version of config (looking at you vsprospector ) *edit* which reminds me I should mention that on the vsprospector thread lol
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Go to your VintagestoryData folder (where the mods folder you put mods into is) and open the ModConfig folder. Inside that is a file named UsefulStuffConfig
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could we maybe have a config file that lets us enable/disable portions of the mod, as other mods like zeekea do? would make fewer things filling up the handbook/recipes *edit* I love the stove, for even if it has no actual benefit it's a very nice addition to the kitchen; but things like the sink which holds the same amount of water as a large barrel but costs quite a bit in materials, or these cabinets, I'd like to be able to disable them *second edit* I run 87 mods currently, most of which add many recipes to the handbook/game, and many of which I use only a few things from each particular mod. The ability to disable portions of some of the mods helps make my game run much smoother.
- 100 replies
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- automation
- smelting
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Hi, just wanted to let you know that in a larder, your kitchen cabinets are less efficient than storage vessels, especially for grains. Would also maybe suggest having at least as many storage slots as a vessel? With only 8 slots instead of 12, other than as a nice looking item, it's more effective to use vessels and chests.
- 100 replies
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- 2
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- automation
- smelting
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are you holding the mouse down on the bowl up top, or on the table below the bowl? try holding right click on the table
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Unfortunately, it never lets me repair the ones in ruins to get a working translocator. As soon as I add two metal parts, it's a 'repaired static translocator' that doesn't link to anything at all, which is great for getting your first few parts to craft some at your base, but otherwise doesn't let you go to unknown random areas thousands of blocks away like they usually do. *edit* I probably worded the first sentence wrong lol. you get a working, unlinked translocator no matter where you find it.
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that makes sense then is it just soybean oil from EF or does seed oil work?
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That is strange if you don't have the resin mod lol; it is a useful one to have though. Possibly when l33tmaan was updating his to add oil he accidently used this recipe as if it was a vanilla one? (assuming he has the resin mod ) *edit* I would suggest panning some of the bony soil you find at ruins; there's a decent chance of getting candles from panning bony soil