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Posts posted by Spear and Fang
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15 hours ago, Tyranus said:
That's correct, they won't take damage after the initial fall, but will take more damage if they fall further or if you use the bed of nails.
They will take a bit of damage if they walk off the spikes and back on, so leaving a square or two clear of spikes may produce the desired results. -
Yes, giving worms a little more tlc is on my to-do list, and has moved up the list now that I've added that worm grunter. I definitely want to make them a more viable option to simply place on your farmland AND flesh out a better way of making worm castings. But alas, my to-do list is long.
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On 6/12/2022 at 12:10 AM, Tehgarin said:
Having issues catching any fire flies. Placed jar with bait. Put tons of flowers around them its been days and days nothing. they fly around near my berry bushes but not in the flowers or near the jars. Any help I would appreciate it.
Confused.
Thank You
Could be a temperature related issue. It needs to be really warm at night. Something like +30C between midnight and 3am. Perhaps you are just in too cold of an area, or in the wrong season.
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On 1/16/2022 at 12:43 PM, 96jaco96 said:
Sadly this mod doesn't work anymore.. if i shift right click witht the crowbar the translocator simply disappears without dropping anything.
I've also tried to fix the mod myself but with no luck... hopefully it gets updated!
On 5/17/2022 at 5:00 PM, Orladdin said:Has there been any update on this? Seems like a great mod, but the last post claims it was broken back in January, and the last mod update was in 2021?
Here you go. Enjoy!
https://mods.vintagestory.at/translocatorengineeringredux- 1
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9 hours ago, EpsilonSequence said:
How do I actually make a larger pitfall trap, it says you can weave the bundle of spikes to do so, but I have no idea what that actually means, I'm tried placing additional spikes and stuff but I can't seem to make a usable pit larger than 2x2
If for example you have a three by three hole, and you place a bundle of spikes into the middle of one side, you can stick another bundle of wood spikes into the side of the first bundle you placed...both sides in fact. From there you can keep on "weaving" and actually cover any sized pit with some sort of convoluted cross hatch pattern.
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1 hour ago, l33tmaan said:
Are you sneaking when you right click?
I always forget that my off hand has to be empty.
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Quote
I assume you use something other than VS mod maker.
Nope, I only use Vintage Story Model Creator.- 1
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On 4/13/2022 at 9:46 PM, DX65 said:
Well flat cube in X pattern for my new flowers are going to be complicated too:( I can't control the position very well at all.:(
Can we have any other shapes than flat or cubes?
Nope, just flats and cubes. But you can rotate them on any angle and overlap them if you're careful. The skies the limit.
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2 hours ago, DX65 said:
Thanks. I have read those wiki articles so many times but maybe I am slow and still learning so its nice to have someone explain it bit more. I am rest up and try again with your new explanation and wiki. Maybe I will experiment with flat blocks in x shaped patterns.
Oh another thing it doesn't explain very well is entities and animations, is there something out there that can help me understand this and how to example give my blocks something extra example butterflies, another I have been working on is waterfall statue, thought it would interesting inside curved rock alter thing with water falling over rocky surface and splashing motions, maybe hopping goldfish. But I figured maybe its too advance for now but I am still curious if it could be done.
You must learn to walk before you can run, young Padawan!
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4 hours ago, DX65 said:
I am really confused. Please explain to me like a 5 year old what I am suppose to do? I literally don't understand, I need direct steps. Like go to the file enter blank or go to vs mod maker and open file again. Simple steps.
I get it needs a shape and there a certain language and way to use the words to get json file to recognize it as a object in game but what I don't understand is how to do this correctly.
Ha! I cannot explain it you to like you were 5. It's a little too complicated for many 5 year olds. But the gist of it is this:
An in-game BLOCK needs only one thing. A json file, located in the blocktypes folder of your mod. I will now and forever more refer to this json file as block.json.
To be clear - block.json is not something you create in Vintage Story Model Creator (VSMC). It is NOT a shape.
block.json is built entirely using a text editor (like notepad++), and consists of one or more json properties. These properties describe many many things about the block. Variants, shapes, sounds, textures, hitbox sizes, collision box sizes. The list goes on and on and on.
There are many examples of these that you can look at where your game is installed. Windows i.e.
C:\Users\<userid>\AppData\Roaming\Vintagestory\assets\survival\blocktypes
In your mod you can name block.json whatever you want - something like myfancyblock.json. And have as many as you want. It can be in any sub-folder you want. But it has to be in that blocktypes folder.
Look at the folder structure of your mod. It has a correct folder structure. It doesn't have all the possible folders you can have. Those are listed under AssetCategory in the table here:
https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System
Before I ramble on any further - The "Modding the Game" section of the wiki is how I learned all of the basics about modding. There's a ton of information, I read it all, and it took me a week to digest it. That's how many of us learned how to mod Vintage Story.
https://wiki.vintagestory.at/index.php?title=Main_Page
The one property that every block.json must have is a code. This code is used to uniquely identify a block in the game. (Well not a single unique instance of the block, but a unique type of block....i,e, soil, cobblestone, etc.). If you look at one of your block.json files, you'll see it. It's almost always the first property. But it doesn't have to be. The properties can be in any order.
code: "dx65flower",
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Another common property that block.json has is a shape. This is just a link to the file you created in VSMC. I'm just going to call this shape.json. You can rename these shape files to whatever you want. All of your shape.json files MUST live somewhere in the shapes folder. Look at your mod. I stuck the shape files in there. Then, in your block.json, you can link your block to that shape.
shape: { base: "dx65flower" },
That's saying "hey, for this block.json, use a shape file with the name dx65flower.json in my shapes folder."
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Yet another common attribute that block.json has is a texture. Textures are always .png files (pictures), and they must always live somewhere in the textures folder of your mod. Look at your mod. You have that.
Now there's a couple of ways of of linking a texture to your block.json, but one common way is to add a texture property. In your mod you have one...this:
textures: {
all: { base: "block/color/flower/dx65flower" }
},
That's saying that for block.json, use the .png file located in your textures folder, in a subfolder block\color\flower, and the file is named dx65flower.png
Don't worry about the all: or base: parts of that, for now just always copy paste that property and then replace the part in quotes. Then cross your fingers and hope for the best!
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And another common property that block.json has is the variantgroups. These describe "sub types" of that block if you will. i.e. lowfertility, mediumfertility, highfertility. So if you have a block with the code "soil" and the variant groups "lowfertility, mediumfertility, highfertility", you actually are creating three different blocks, all at once in that ONE block.json.
soil-lowfertility
soil-mediumfertility
soil-highfertility
Your mod doesn't currently use the variantgroups property, but it's a big time saver if you have many similar blocks. All those similar blocks can live in one block.json.
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PROPERTIES, PROPERTIES, PROPERTIES, so many properties:
https://wiki.vintagestory.at/index.php?title=Modding:Block_Json_Properties
Click on the dark brown squares on that page to expand the sections. There's a lot of properties!
Now when I created my very first block I followed these instructions:
https://wiki.vintagestory.at/index.php?title=Modding:Basic_Block
And when I fixed up your mod, that's where I ripped some properties from to create your block.json files. In fact, every time I create a block.json in my mod, I copy the properties from somewhere else. I don't memorize them, I don't start from scratch. I think to myself "what's a block in the game that's most like the block I'm trying to make" and then I track down that block.json and copy/paste it's properties. Finally I tweak it to my liking.
Whew. Maybe that will help. Maybe not. idk.
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Search for "flower" to locate your two new blocks in game.
Long story short
- I moved your two shape.json files from blocktypes to shapes. Shape files need to live in that shapes folder somewhere.
- I created two block.json files in blocktypes. These are the files that kinda bring everything together. What I used was VERY simple though.
- I completely removed the textures references from your shape files. They can live in there or in the block.json files (in blocktypes). I usually put those texture references in the blocktypes json files.
A bit of a mistake on my part: In those two blocktypes json files, I didn't even reference your shapes...oops sorry! I'm assuming that they're both full size blocks, in which case they don't even need a shape. If you want to add your shapes to those, you will need to add a little more to your blocktype json files:
i.e.shape: { base: "dx65flower" },or
shape: { base: "flowerbush1" },Doing so will probably fix the texture mappings if they don't look right to you.
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I've been using antimicro with a wireless PS controller for a couple of years now. It works great, although I keep the keyboard and mouse close at hand for infrequent tasks, and to make certain tasks a little easier.
https://github.com/AntiMicro/antimicro
EDIT: Oops, I see now that this is the suggestions forum. Disregard.- 1
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5 hours ago, AgentKay said:
Hello, I started dipping into modding and have successfully followed the instructions in this tutorial to create a simple block you can grab in Creative.
When I decided however to create my own mod, the block does not seem to appear in the Creative Inventory Menu and I just can't seem to figure out why.
I have checked my code against working mods and they appear to be identical, I have also carefully re-written all of the json files from scratch with the same result. Obviously I am making some mistake
Could someone turn me on to what I might be doing wrong?
Attached is the mod. It is supposed to add a very rudimentary block called "Statue of Test"
You just need to change a couple of folder names:
1. Since your modid (in modinfo.json) is "teststatue", the folder inside of assets should be the same. assets\teststatue
2. inside that teststatue folder, change blocktype to blocktypes. Naming of folders at that level must match an "AssetCategory" in the table listed here
https://wiki.vintagestory.at/index.php?title=Modding:The_Asset_System
FYI Inside of those base folders (i.e. blocktypes) there are no rules per se. -
That sounds a lot like Harpwner's setup. Not sure if it was ever released.
There's a couple of videos posted on the official discord,
https://discord.com/channels/302152934249070593/454909656230526976/840112012155682856
https://discord.com/channels/302152934249070593/454909656230526976/843140682616668160 -
I'm pretty sure that is still an option, thanks Thorfinn.
I suspect that there's even more to the story that we don't know, because leaving an OS until it's years past end of life makes absolutely no sense to me - especially an internet connected OS. -
3 hours ago, Nicodemus said:
It downloads it but puts it in the ModsByServer folder. And so the mod doesn't show up in the Mod Manager.
Edit : and, if it helps, I can craft all the items of your mod, but it's just those blocks which don't load.I can imagine a situation where the game was started with the mod disabled, and so the game assigned block ids that were previously owned by Primitive Survival to new vanilla blocks or some other mod. There are some utilities designed to help recover from this sort of situation, but none of them are particularly pleasant to use.
1. Backup your world
2. Try /fixmapping applyall
https://wiki.vintagestory.at/index.php?title=List_of_server_commands/en#.2Ffixmapping
If that doesn't work, I suppose I would try and restore an even older backup. Alternatively, if new blocks worked fine, one could either (a) switch to creative mode, run around and destroy all those existing white blocks, and carry on with your game, or (b) try and remap them on a case by case basis with /bir [getid|getcode|remap] or /iir
https://wiki.vintagestory.at/index.php?title=List_of_server_commands/en#.2Fbir
https://wiki.vintagestory.at/index.php?title=Modding:The_Remapper
If /fixmapping applyall doesn't solve it and you can't restore an older backup, it becomes a pretty unpleasant situation from what I've heard.
/bir and /iir also involve turning on the hud (show block interaction help) and looking at some of those white blocks to figure out what they're supposed to be. I'm assuming that they really are Primitive Survival blocks but those white blocks have shown up before even for people who are playing without mods, and the typical advice is to use /fixmapping applyall to fix that. -
52 minutes ago, Nicodemus said:
I make another message, the previous one started to be long ^^
So, I managed to find the server-main.txt of the good server :
12.3.2022 17:18:01 [Notification] Server logger started.
12.3.2022 17:18:01 [Notification] Game Version: v1.16.4 (Stable)
12.3.2022 17:18:01 [Notification] C# Framework: Mono 6.12.0.122 (tarball Mon Feb 22 17:29:18 UTC 2021)
12.3.2022 17:18:01 [Event] Launching server...
12.3.2022 17:18:01 [Event] Server v1.16.4, network v1.16.5, api v1.7.0
12.3.2022 17:18:01 [Notification] Entering runphase Initialization
12.3.2022 17:18:01 [Event] Loading configuration...
12.3.2022 17:18:01 [Notification] Entering runphase Configuration
12.3.2022 17:18:01 [Notification] Using world seed: 852623317
12.3.2022 17:18:02 [Notification] Loading savegame
12.3.2022 17:18:02 [Notification] Loaded existing save game data. Playstyle: surviveandbuild, Playstyle Lang code: preset-surviveandbuild, WorldType: preset-surviveandbuild
12.3.2022 17:18:02 [Notification] Savegame //home//sid_3522787//vintageStory//Saves//default.vcdbs loaded
12.3.2022 17:18:02 [Notification] World size = 1024000 256 1024000
12.3.2022 17:18:02 [Event] Loading assets...
12.3.2022 17:18:02 [Notification] Start discovering assets
12.3.2022 17:18:02 [Notification] Found 1 base assets in category blocktypes
12.3.2022 17:18:02 [Notification] Found 0 base assets in category itemtypes
12.3.2022 17:18:02 [Notification] Found 18 base assets in category lang
12.3.2022 17:18:02 [Notification] Found 0 base assets in category patches
12.3.2022 17:18:02 [Notification] Found 22 base assets in category config
12.3.2022 17:18:02 [Notification] Found 0 base assets in category worldproperties
12.3.2022 17:18:02 [Notification] Found 0 base assets in category sounds
12.3.2022 17:18:02 [Notification] Found 96 base assets in category shapes
12.3.2022 17:18:02 [Notification] Found 30 base assets in category textures
12.3.2022 17:18:02 [Notification] Found 0 base assets in category recipes
12.3.2022 17:18:02 [Notification] Found 0 base assets in category worldgen
12.3.2022 17:18:02 [Notification] Found 2 base assets in category entities
12.3.2022 17:18:02 [Notification] Found 169 base assets in total
12.3.2022 17:18:02 [Notification] Entering runphase AssetsReady
12.3.2022 17:18:02 [Notification] Will search the following paths for mods:
12.3.2022 17:18:02 [Notification] /home/sid_3522787/vintageStory/Mods
12.3.2022 17:18:02 [Notification] Found 4 mods (0 disabled)
12.3.2022 17:18:02 [Notification] Mods, sorted by dependency: primitivesurvival, game, creative, survival
12.3.2022 17:18:02 [Notification] Instantiated 78 mod systems from 4 enabled mods
12.3.2022 17:18:02 [Notification] External Origins in load order: modorigin@/home/sid_3522787/vintageStory/assets/creative/, modorigin@/home/sid_3522787/vintageStory/assets/survival/, mod@PrimitiveSurvival2.8.0.zip
12.3.2022 17:18:02 [Notification] Found 420 external assets in category blocktypes
12.3.2022 17:18:02 [Notification] Found 224 external assets in category itemtypes
12.3.2022 17:18:02 [Notification] Found 4 external assets in category lang
12.3.2022 17:18:02 [Notification] Found 15 external assets in category patches
12.3.2022 17:18:02 [Notification] Found 42 external assets in category config
12.3.2022 17:18:02 [Notification] Found 23 external assets in category worldproperties
12.3.2022 17:18:02 [Notification] Found 4 external assets in category sounds
12.3.2022 17:18:02 [Notification] Found 2449 external assets in category shapes
12.3.2022 17:18:02 [Notification] Found 227 external assets in category textures
12.3.2022 17:18:02 [Notification] Found 345 external assets in category recipes
12.3.2022 17:18:02 [Notification] Found 364 external assets in category worldgen
12.3.2022 17:18:02 [Notification] Found 65 external assets in category entities
12.3.2022 17:18:02 [Notification] Found 0 external assets in category compatibility
12.3.2022 17:18:02 [Notification] Reloaded lang file with mod assets
12.3.2022 17:18:02 [Event] Loading save game...
12.3.2022 17:18:02 [Notification] Entering runphase ModsAndConfigReady
12.3.2022 17:18:02 [Notification] JsonPatch Loader: 99 patches total, successfully applied 99 patches, unmet conditions on 10 patches, no errors
12.3.2022 17:18:02 [Notification] Reloaded 19 weather patterns, 5 wind patterns and 5 weather events
12.3.2022 17:18:26 [Notification] BlockLoader: Entities, Blocks and Items loaded
12.3.2022 17:18:26 [Notification] Started 70 systems on Server:
12.3.2022 17:18:26 [Notification] Mod 'VSEssentials.dll' (game):
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.Core
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.EntityPartitioning
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ErrorReporter
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.ModCompatiblityUtil
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.NoObf.ModJsonPatchLoader
12.3.2022 17:18:26 [Notification] Vintagestory.Essentials.PathfindSystem
12.3.2022 17:18:26 [Notification] Vintagestory.Essentials.PathFindDebug
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.JsonExport
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.ModBasicBlocksLoader
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.LeafBlockDecay
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.POIRegistry
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.RoomRegistry
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.WeatherSystemCommands
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.WeatherSystemServer
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.WorldMapManager
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.LoadColorMaps
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ClothManager
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GridRecipeLoader
12.3.2022 17:18:26 [Notification] Mod 'VSSurvivalMod.dll' (survival):
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenPatchesPrePass
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenSnowLayer
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenTerra
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.SaplingControl
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.SurvivalCoreSystem
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenTerraPostProcess
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.ChiselBlockBulkSetMaterial
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenFromHeightmap
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenRockStrataNew
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.NpcControl
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenCreatures
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenMaps
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.WgenCommands
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.DebugSystem
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.UpgradeTasks
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.MyceliumSystem
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModSystemAuction
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.LiquidItemStackRenderer
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.CharacterSystem
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.RecipeRegistrySystem
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.FruitingSystem
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModSystemRifts
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModSystemRiftWeather
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModTemperature
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.CustomSpawnConditions
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.SystemTemporalStability
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModSystemWearableStats
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModSystemBlockReinforcement
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.GameEffects
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModJournal
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModLootRandomizer
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.ModSleeping
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.TeleporterManager
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.Mechanics.MechanicalPowerMod
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenDeposits
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenStructures
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenCaves
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenBlockLayers
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenPonds
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenStructuresPosPass
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenVegetationAndPatches
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenRivulets
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenLightSurvival
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.RecipeLoader
12.3.2022 17:18:26 [Notification] Vintagestory.GameContent.TraderOutfits
12.3.2022 17:18:26 [Notification] Mod 'VSCreativeMod.dll' (creative):
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.Core
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.WorldEdit.WorldEdit
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenBlockLayersFlat
12.3.2022 17:18:26 [Notification] Vintagestory.ServerMods.GenLightCreative
12.3.2022 17:18:26 [Notification] Mod 'PrimitiveSurvival2.8.0.zip' (primitivesurvival):
12.3.2022 17:18:26 [Notification] PrimitiveSurvival.ModSystem.PrimitiveSurvivalSystem
12.3.2022 17:18:26 [Notification] PrimitiveSurvival.ModSystem.TreeHollows
12.3.2022 17:18:33 [Event] 6 cooking recipes loaded
12.3.2022 17:18:33 [Event] 518 crafting recipes loaded from 222 files
12.3.2022 17:18:33 [Event] 7 metal alloys loaded
12.3.2022 17:18:33 [Event] 204 smithing recipes loaded
12.3.2022 17:18:33 [Event] 61 clay forming recipes loaded
12.3.2022 17:18:33 [Event] 42 knapping recipes loaded
12.3.2022 17:18:33 [Event] 155 barrel recipes loaded
12.3.2022 17:18:33 [Notification] Server map set
12.3.2022 17:18:33 [Notification] Entering runphase LoadGame
12.3.2022 17:18:34 [Notification] Entering runphase WorldReady
12.3.2022 17:18:38 [Notification] Reloaded 35 tree generators
12.3.2022 17:18:38 [Event] Loading 7x7x8 spawn chunks...
12.3.2022 17:18:38 [Event] 0% (49 in queue)
12.3.2022 17:18:38 [Event] Begin save game ticking...
12.3.2022 17:18:38 [Notification] Entering runphase RunGame
12.3.2022 17:18:38 [Notification] Successfully loaded 63 waypoints
12.3.2022 17:18:38 [Notification] Starting server threads
12.3.2022 17:18:38 [Event] Dedicated Server now running on Port 29700 and ip 176.57.140.68!
12.3.2022 17:18:38 [Notification] All clients disconnected, pausing game calendar.
12.3.2022 17:19:18 [Notification] A Client attempts connecting via TCP, assigning client id 1
12.3.2022 17:19:18 [Notification] Client uid q/niD05AgiUgQfPgmCfLXcGm attempting identification. Name: Nicodemus
12.3.2022 17:19:19 [Notification] Delayed join, need to load one spawn chunk first.
12.3.2022 17:19:19 [Notification] Placing player at 511720.0625 123 512500.875
12.3.2022 17:19:35 [Event] Nicodemus 86.213.23.124:49649 joins.
12.3.2022 17:19:37 [Notification] A client reconnected, resuming game calendar.
12.3.2022 17:20:43 [Notification] Last player disconnected, compacting large object heap...
12.3.2022 17:20:43 [Event] Player Nicodemus left.
12.3.2022 17:20:43 [Notification] All clients disconnected, pausing game calendar.
12.3.2022 17:20:58 [Warning] Server overloaded. A tick took 1762ms to complete.Ah ok, sorry! I only play single player so I was not up to speed on the ModsByServer folder structure. The log file you posted does not indicate any errors, so the problem must be client side.
My best suggestion is to remove any and all instances of Primitive Survival from the client(s) (so check ..\vintagestorydata\mods, ..\vintagestory\mods, and ..\vintagestorydata\modsbyserver). When the client joins, it should automatically download it again and place it in the correct location. Once the client has joined, it wouldn't hurt to also check the Mod Manager and ensure that the mod is listed there once, and that it's enabled.
Primitive Survival was installed on nearly 100 servers at one point recently, so I'm pretty sure that it's not a mod issue.
As for the Windows 7 issue, my best guess is that they have not even updated their Win7 to service pack 1, or their Win7 is pretty broken (i.e. Windows Updates are broken). I'm not sure that I can be much help with that, because I have no idea if even functional Windows updates would help them at this point - I don't know if Microsoft is even providing updates for that product.
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"or is the ModsByServer folder OK ?"
I'm not sure what this means, but if it's a folder that you've created inside one of your two regular mods folders then that's not a good idea afaik. And make sure you only use one of the two mods folders (vintagestory\mods, vintagestorydata\mods) for your mods. -
2 hours ago, Nicodemus said:
And for the problem of my friend : he's on Windows 7, stuck with Net Framework 4.6.2 and can't update it : / It says his system can't run other versions...
He sent me that, but really don't know if it could help :Running on 64 bit Windows with 4 GB RAM
Game Version: v1.16.4 (Stable)
Loaded Mods: volumetricshadingcontinued@0.6.3, game@1.16.4, creative@1.16.4, survival@1.16.4
12/03/2022 00:24:34: Critical error occurred
System.Exception: Don't know how to instantiate item of class 'itemhide' did you forget to register a mapping?
à Vintagestory.Common.ClassRegistry.CreateItem(String itemClass)
à Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(_V5KVIg6AZCt8Xw4s8zyEyfYSGfh packet, IWorldAccessor world, ClassRegistry registry)
à Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssetsStep1()
à Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
à _eaiE9OWXDVmX2r6n7JaWPscBEkO._LvzIyYpsQCoC78JubjSO0HCjtTg(Single )
à _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
à _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
à Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
à System.EventHandler`1.Invoke(Object sender, TEventArgs e)
à OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 479
à OpenTK.GameWindow.DispatchRenderFrame() dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 454
à OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) dans C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:ligne 375
à _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
à _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )Windows 7 was end of life over 2 years ago, so I have no interest in supporting it. But I know of other people who were able to update their systems. i.e. this one says it is supported under Win 7 sp1.
https://support.microsoft.com/en-us/topic/microsoft-net-framework-4-7-2-offline-installer-for-windows-05a72734-2127-a15d-50cf-daf56d5faec2
It seems that even newer ie .Net Framework 4.8 is supported. I've seen that exact error log before, and it's because of .Net Framework.
Your other issue (with the white blocks) seems like either zero or two copies of the mod are living in one of your mod folders, or in a sub-folder in one of your mod folders, or is unzipped. Or not enabled in the mod manager. Your server-main.txt log should reveal what's going on there.
The client-main.txt you posted indicates that you've got some fairly serious looking audio issues with the vanilla game itself. I think. You might want to do a full reinstall of the game itself and see if that helps. -
13 minutes ago, Nicodemus said:
Howdy ! I posted this problem on the mod page but didn't see this one, so...
"Hey ! Little problem here, on my server, one of my friends can't connect to the game if I put this mod in. It works fine for all other players.
The error shown on his computer mentions :
"System Exception: Don't know how to instantiate item of class 'itemhide', did you forget to register a mapping?"
Does somebody know a solution for this ?"If your friend is rocking Windows 10 they need to install Net Framework 4.8. Should already be installed via Windows Updates, unless Windows Updates is broken.
If they're on an older version of Windows, they'll need to track down and install Net Framework 4.7.2 from Microsoft's website.
If it's linux or some such, idk, sorry. -
2 hours ago, Thorfinn said:
Thank you.
I've been trying to figure out why when I package things up they don't look like I thought they should vis a vis domains.
So do you just manually create the zip?
Rather than use modmaker, I manually create everything (although I copy/paste a lot). I only use modmaker to help me figure out difficult patches.
In this case I manually created the zip file and that's perfectly fine. Personally I simply let Visual Studio create the zip file for me (via a custom "package" task), but that's a long story.
Primitive Survival
in Mod Releases
Posted
Thanks for the bug report@PhyDoesStuff
I've added to my to-do list and will investigate.