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Spear and Fang

Very Important Vintarian
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Posts posted by Spear and Fang

  1. 1 hour ago, Spear and Fang said:

    Boesknecht,
    Thank you so much for reporting this and providing a log file.  I was able to recreate this issue and am working on a fix now.

    And fixed in the new release (3.1.8).  Thanks again.

  2. 17 hours ago, Boesknecht said:

    Getting the following crash. Playing VS 1.18.1, Primitive Survival 1.3.6

    Edit: the same happens with 1.3.7

    Running on 64 bit Windows with 32 GB RAM 
    Game Version: v1.18.1 (Stable)
    24.04.2023 12:48:26: Critical error occurred in the following mod: primitivesurvival@3.1.6
    Loaded Mods: primitivesurvival@3.1.6, game@1.18.1, morepiles@1.3.0, creative@1.18.1, survival@1.18.1
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei Vintagestory.Common.BlockAccessorBase.GetBlock(BlockPos pos, Int32 layer) in VintagestoryLib\Common\API\BlockAccessorBase.cs:Zeile 85.
       bei Vintagestory.GameContent.BlockEntityFarmland.GetCrop() in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 802.
       bei Vintagestory.GameContent.BlockEntityFarmland.updateMoistureLevel(Double totalDays, Single waterDistance) in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 323.
       bei Vintagestory.GameContent.BlockEntityFarmland.WaterFarmland(Single dt, Boolean waterNeightbours) in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 1070.
       bei Vintagestory.GameContent.BlockEntityFarmland.WaterFarmland(Single dt, Boolean waterNeightbours) in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 1074.
       bei PrimitiveSurvival.ModSystem.EntityEarthworm.OnGameTick(Single dt)
       bei Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:Zeile 93.
       bei Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:Zeile 84.
       bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:Zeile 807.
       bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:Zeile 709.
       bei Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:Zeile 163.
       bei Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:Zeile 681.
       bei Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:Zeile 625.
       bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:Zeile 119.
       bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 476.
       bei OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 452.
       bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 375.
       bei Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
       bei Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:Zeile 93.
     

    Boesknecht,
    Thank you so much for reporting this and providing a log file.  I was able to recreate this issue and am working on a fix now.

  3. 1 hour ago, Karagryphon said:

    23.4.2023 05:49:04 [Fatal] System.TypeLoadException: Could not load type 'Vintagestory.API.Server.LandClaim' from assembly 'VintagestoryAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
       at PrimitiveSurvival.ModSystem.BEBombFuse.NearToClaimedLand()
       at PrimitiveSurvival.ModSystem.BEBombFuse.Combust(Single dt)
       at PrimitiveSurvival.ModSystem.BEBombFuse.OnTick(Single dt)
       at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\EventManager.cs:line 85
       at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerEventManager.cs:line 124
       at Vintagestory.Server.ServerMain.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\ServerMain.cs:line 772

    hung our server, until automated restart kicked in.


    (( you know what... there is probably a fix for this, in your update from 6 hours ago =P >.< just checked now =P ))

    Yes this should have been fixed in v3.1.6.
    But if there's any unlit ore blasting bombs sitting around, pick them up and place them again.

  4. 6 hours ago, Stefan Al said:

    Thank you! Do you know if there is some kind of wiki page for creating multiblocks somewhere? I haven't found anything about it.

    Multiblocks have seen a lot of changes of late and I don't think there's any documentation per se, other than their usage (json files, c# code).
    The simplest multiblock implementation is a json only behavior - "Multiblock".  Look at the vanilla painting to see it in action.

    ..\Vintagestory\assets\survival\blocktypes\wood\painting.json

    { name: "Multiblock", propertiesByType: {
                        "*-north": { sizex: 2, sizey: 1, sizez: 1, cposition: { x: 0, y: 0, z: 0 } },
                        "*-east": { sizex: 1, sizey: 1, sizez: 2, cposition: { x: 0, y: 0, z: 0 } },
                        "*-south": { sizex: 2, sizey: 1, sizez: 1, cposition: { x: 1, y: 0, z: 0 } },
                        "*-west": { sizex: 1, sizey: 1, sizez: 2, cposition: { x: 0, y: 0, z: 1 } }
                    }
                }

    Beyond that, I typically use Visual Studio Code (https://code.visualstudio.com/download), open a folder like ..\Vintagestory\assets, then search for "multiblock" to see every file that has referenced such a thing. 

    You could also head over to the Anego Studios github and search for the same thing to do a deeper dive on the c# front.
    https://github.com/search?q=org%3Aanegostudios+multiblock&type=code

    • Thanks 1
  5. hmm.  that's not much to go on.  If this is related to registering new commands, here's some relatively new and related copypasta from Spud on the VS Discrod...not sure if any of this is 1.18 specific
    ----------------------
    when you register the command with the server api, you can specify a permission needed to be able to call it Documentation (long link bc it goes to the specific function already): https://apidocs.vintagestory.at/api/Vintagestory.API.Server.ICoreServerAPI.html#Vintagestory_API_Server_ICoreServerAPI_RegisterCommand_System_String_System_String_System_String_Vintagestory_API_Common_ServerChatCommandDelegate_System_String_

    You can see all the different permissions here:

    https://apidocs.vintagestory.at/api/Vintagestory.API.Server.Privilege.html

    so for example, the highest privilege someone can have is root. So if you want only someone with that privilege to be able to call the command, you'd register it like api.RegisterCommand(command, description, syntax, handler, Privilege.root);

    • Like 1
  6. 14 hours ago, Sona said:

    ...The reason it wasn't working is because our server uses an older version due to compatibility issues.

    I feel like an idiot.

    Well I'm just glad that the mystery is solved.  Thanks for the heads up!

    • Like 1
  7. 21 hours ago, Sona said:

    Hello there. I have some questions about very specific relic working conditions.

     

      Reveal hidden contents

    I've submerged Dagon and Hydra together, put in cosmic gears, nothing worked. I propped them above ground with water 3 deep around them in a 5x5 square for each, nothing worked. What am I doing wrong to get them to work?

    Edit: I put them 5 deep underneath the water and got the black particles to show up, but it still says not complete.

    Another edit: I'm having difficulties with furrowing land. I've tried from stone to steel hoes, hold sneak, and then right click on tilled farmland, but it does nothing. 

    Spoiler

    image.thumb.jpeg.6587420e01ec65eb645c40b533dbbae7.jpeg

    I just placed a single block of dirt in the water. The altar only checks for water surrounding that single block of dirt.

    See my spoiler above about the altar.

    I'm not sure what is going on with furrowing land.  That is correct.  Sneak right click on farmland with a hoe.  Perhaps it is a conflict with a mod like xSkills?  Your server-main.txt and/or client-main.txt log files might help answer that question.

  8. 5 hours ago, Krystal Lily said:

    Hi all, like the title says, I noticed that modders will tag mods with the same tags. Like having multiple 1.17.9+ for 3+ instances, even when those prior versions may be buggier than the most recent. I was wondering if there was a way for the servers to download mods based off of the last mod version.

    Say for example the command looks like this in game. /moddb install medieval 1.17.11
    but what it could possibly be is /moddb install Medieval 1.17.11 1.3.1

    So it includes the latest game version and the latest mod version. As it is right now it downloads the first file marked for the one you type in so were I to type /moddb install medieval 1.17.11 it would install 1.1.3. Which it does. This isn't only on Medieval, it's just the example I thought up right now. I don't know how possible this is. I would rather have some kind of access to the files just to drop them in myself similarly to minecraft but that feels like it might be more difficult? I don't know. 

    It's my understanding that mods are downloaded to servers manually by a server owner, and then those same mods are automatically deployed to clients via the modDB (based on what's on the server).  So tags are informational only - they don't do anything.

  9. 6 hours ago, Athelas said:

    Hi @Spear and Fang, I really like the mod in single player (works without any issues), but can't run it on zap-hosting.com server. Get the error:


    [Error] [primitivesurvival] An exception was thrown when trying to load assembly:System.IO.FileNotFoundException: Die Datei oder Assembly "netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51" oder eine Abhängigkeit davon wurde nicht gefunden. Das System kann die angegebene Datei nicht finden.
    Dateiname: "netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51"

    Found at mods.vintagestory.at the hint that an older .net Framework version could be the reason but the support guys from zap-hosting.com tried several things and gave finally the feedback:
    "Unfortunately, the mod author does not specify which .net framework version the mod wants, net framework 3.5, 4.7.2 and 4.8 are currently installed on the host, but as far as I can see the error is still there, you would have to contact the developer of the mod and ask for more information."

    Hope that I can get any hints!
    Complete log attached.

    Server.log 24.9 kB · 0 downloads

    I'm sorry but I may not be much help here - I did not setup my workflow and I realize that it is different than that of many other mods. I am targeting .NET Standard 2.0 (as seen in the logs).

    The mod should work fine on Windows 10 with the updates - .NET Framework 4.8
    If it is linux, mono needs to be fully updated.

    It is not much help, but the mod is hosted on about 180 other VS servers, so I don't know what else to tell you.
     

  10. Oh yeah, thanks for reminding me to remove those 1/2 dozen lingering entries I had from days gone by.  AFAIK, the handbooktitle/handbooktext stuff simply wont work for mods right now UNLESS you put your mod's assets directly in the game domain (this can be achieved by putting a game folder inside your assets folder and putting your mod's assets in there).  Which is similar but different to what Tels is doing here (he's patching vanilla files instead).
    https://gitlab.com/codesmiths/vs_bricklayers/-/blob/main/assets/bricklayers/lang/en.json
     With his clay assets in the game domain he then prefixes his language entries with game:.  
    Another solution would involve a deep dive into the game's c# code, and probably a harmony patch, but I'm not terribly interested in doing that.

    "which is a VERY nice mod"
    THANKS!


    "fishing totally breaks food balance"
    On the surface that statement seems about right, but it's a little more complicated than that.  I'm not really seeing any food balance to begin with so it's hard to break it.  Sure, new players struggle to find food until they clue in to the fact that they simply have to make food a priority.  These new players generally don't use mods. 

    Seasoned players know that food is extremely easy to get unless they're playing a snowball world or some such.  My dilemma was that fishing should be much easier than hunting, so I made it much easier.  Then I made fishing 100% configurable via the modconfig file so that people could configure it however they like. 

    As far as protein goes, you still need to hunt (for fat), and fishing doesn't really detract from that part of gameplay.

  11. 5 hours ago, PastaNipples said:

    Another question: I may or may not have encountered a very ghastly creature, and after valiant battle I felled the thing. Only problem is, how do I interact with such a ghoulish thing? Knives didn't work, picks didn't, and the corpse despawned before I could test anything else. Any help would be appreciated, trying not to spoil stuff for the 'not knowing' :)

    The hit box for harvesting tall boi (with a knife) is only near his feet.  I couldn't make it bigger, but I should revisit that because it's a little annoying.

    • Like 1
  12. On 1/17/2023 at 4:41 AM, DoctorVanGogh said:

    Expanding on that thought... 😁

    Is there a design reason why pumpkin (vines/pumpkins) can't grow on top of furrowed farmland? Or is this just how things currently work out? "Vanilla checks if there is liquid water underneath, if so, cant use the tile".
    Because if that is not intentional (and I'd argue it shouldn't be) then pumpkins should be happy to use furrowed farmland. Because if the terrain can support a 1000 pound bear, it should be able to support a fricken plant.

    Sidenote:
    Furrowing a tile under the player is slightly wonky. The player will fall into the block. Seems there are multiple distinct updates of "remove farmland, make furrowed farmland, make water" and player position gets processed after step #1. If there a way to batch block changes?

    Oh good info thanks.  I'll see if I can correct all of that.

  13. On 1/17/2023 at 2:52 PM, PastaNipples said:

    Question for anyone who's in the the know; what's the deal with fireflies? I've had some baited jars, surrounded by a mix of woad/redtop grass/dwarf furze, and it's been a solid year since I laid them out; no jars full of shiny sparkling bugs, even though I can see them when I'm moving about at night. Do I need to leave the chunk? Do I need a certain kind of flower? Should I pile some rusty cogs as a bribe? Thankees if anyone can help me here :)

    I'm not sure of the exact conditions that Tyron's fireflies spawn under, so I looked at more real life conditions when creating the criteria.
    Sounds like you've met them all (and yes, any flowers will work) except perhaps the temperature.  If it's not 30C or warmer between midnight and 3am, you will not catch any fireflies. You might have to find a warmer spot.
     

    • Like 1
  14. 1 hour ago, DoctorVanGogh said:

    There's some bug with furrowed farmland and freezing:

    If the water in a furrow freezes and an adjacent farmland is made "furrowed" then whatever "normal" irrigation happens on connecting a channel does not happen.
    Sadly it also does not happen when the original frozen tile thaws (or gets manually defrosted).

    "Construction" while frozen:
    image.thumb.png.e56a0f71de32d0670b690bf34afc8d39.png

    I think this is some edge case with blockages and freeze order:
    image.thumb.png.d064aacfdaf491581a7f7173a71cda68.png

    Thanks for the detailed report.  I'll try and get it sorted out for the next release.


  15. To ACTUALLY answer your question - yes, if you can dream it up then it can most likely be added to VS, but the things you are describing are mostly beyond the scope of simple json files.  Some C# would be required to pull that off, and if you were thinking about tackling that yourself then there's plenty of examples to look at both on the Anego Studio's GitHub page and over on the ModDB website.

    To address some of the other nonsense - I know for a fact that using worms for irrigation, hydration, and soil fertilization is a very real thing.  It's also quite obvious that most every system in VS can benefit from more related content to make it even more immersive - farming is no exception. But If you're ok with the set-and-forget system that VS currently offers, then good on ya.

    if you actually have some interest in mucking around in the garden but C# sounds a bit daunting then I've got you somewhat covered - Primitive Survival does indeed have ollas, furrowed land, earthworms, worm grunting, worm castings, and more to come.  Yup, all real life inspired stuff - not MC.   

    Although I'd be the first to admit that I'm lazy sometimes and my stuff tends to be pretty OP by default (mostly so there's no confusion about whether it works or not). 
     

    • Like 2
  16. 4 hours ago, PastaNipples said:

    Question, is there a 'catch difference' between Weir Traps and Fish Basket-traps for relic pieces? If I wanted to 'catch 'em all!', would I want a mix of baskets and weirs? Or can weirs/baskets alone do the job?

    Big thanks for the mod, happy New Years!

    Weirs for relic pieces, but baskets for gears to enchant said pieces.

    Glad you're enjoying it. Happy New Years back atcha!

    • Like 1
    • Thanks 1
  17. 1 hour ago, Anthony frailey said:

    is there any way to keep an option there , to stay as is? I quite enjoy the keep time it offers.  Offer some way keep it as is for those that find it appropriate, and shorten it for those wanting a higher spoilage rate? 
    cured meat ( by salt ) takes sorta a resource that -can- be found in over abundance ... Halite/salt.  Once you discover a dome, its like free salted meat for life and then some. 
    The smoker is bit more in depth, it takes fuel in firewood , and flax to make the truss strings , and you can sure a lot more salted meat in barrels at a pop, than you can smoker too... there is a trade off, yes it keeps a long time , when you play in warmer climates that is a life saving boon even WITH a proper cellar ... , it's also much more multi-player friendly. 
    Most MP comments I see from players is, food spoils too quickly when they are offline and others are playing a lot. 
    these smokers , which i also find awesome as all hell , could potentially alleviate some of those multi-player concerns and woes as is. 

     

    You raise some good points. I'll look at making it configurable via mod config.

    Quote

    *cough* sling bullets S&F ... remember... sling ammo was ALL your idea!  *cough-cough* 

    Yes. Yes it was.  And a damn good idea.  😉 
     

  18. 24 minutes ago, Thranos said:

    LOVING the new additions. Furrowed farmland is excellent for larger crop fields, and genuinely feels like it should be a vanilla mechanic.
    A question about the smokers, though- doesn't the meat seem to keep for a little too long? I know smoked meat keeps well, but it's keeping really, really well
    Like. Too well.
    Years well.

    Thanks!
    Yeah I can agree with the smoked meat thing.  I was trying to make it substantially lower than cured meat, but it is still a ridiculously long time.  I'm going to reduce that more for the next release.

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