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Spear and Fang

Very Important Vintarian
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Posts posted by Spear and Fang

  1. 59 minutes ago, CoB said:

    From the console @Spear and Fang
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-black-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-black-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-blurple-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-blurple-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-darkgrey-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-darkgrey-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-green-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-green-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-light-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-light-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-malachite-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-malachite-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-orange-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-orange-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-pink-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-pink-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-purple-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-purple-normal-up-north-free cannot be resolved
    14.2.2022 19:33:41 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-yellow-normal-up-north-free in Grid recipe
    14.2.2022 19:33:41 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-yellow-normal-up-north-free cannot be resolved

    These look a little off-putting, but will not cause you any problems whatsoever.

    Long story short - Tels added some new clay types in Bricklayers because that was his only option, and I did not anticipate that change to the vanilla clay types.  Therefore, Primitive Survival is trying (and failing) to create recipes using the new Bricklayers clay types.  It's is a good thing because they wouldn't work anyway.  I've already made the necessary change to suppress the errors (in the next release).

  2. 7 hours ago, copygirl said:

    The question would be if there's any errors (such as when applying the JSON patches?) in the logs when this issue occurs.

    I've looped Tels in and it sounds like Taska has had a similar issue and knows of a workaround that Tels can use on his end.

    Thanks Copygirl!  Love your mod too btw!

    • Like 1
  3. Here's exactly how I recreated the issue fyi:

    1. Did a full install of the latest version of VS.
    2. Downloaded the latest carry capacity and bricklayers
    3. Started a new creative world with just those two mods enabled
    4. Placed a chest, a vanilla storage vessel, and a couple of bricklayers storage vessels
    5.  Used carry capacity to pick up and place the chest aok.  Same with the vanilla storage vessel.
    6.  Tried the same thing with the bricklayers storage vessels.  Wouldn't work - it just opened the inventory gui's.
    7.  Saved the game and exited* (*to the MAIN MENU).  Went back in.  Magically the bricklayers storage vessels were now working with carry capacity.
    8. Enabled the zoombutton mod.  Went back in and everything was still working as advertised, without any changes.

    Easily recreatable on my end - Exit the game completely and start again, you'll have the issue.  Return to the main menu and load your world again, the issue goes away.

  4. 10 hours ago, Gamer62 said:

    I apologise .. The Culprit was the ZoomButton Mod ..These are my Mods i am using

    bricklayers-0.8.2

    CarryCapacity-VS1.16.0-v0.6.4

    StepUp-v1.2.0

    DSDebarkedLogs_v1.16.0-1.0.4

    hudclock-2.6.0

    PlayerCorpse_v1.16.0-pre.8_v1.3.0

    SnowCollision-1.0.0

    ProspectorInfo-3.1.2

    ZoomButton1.2.0   (This was the Culprit ,By changing the Default Key all now works)

    Once again a Massive apologies to Copygirl and Tel , as their Great Mods had nothing to do with the problems i was having

    Not based on my testing.  I was able to recreate the issue with only bricklayers and carry capacity installed, and no other mods.  In fact, when I introduced ZoomButton into the mix I was unable to recreate the issue.

    To me that is also consistent with what ZoomButton actually does...practically nothing - it maps a key to adjust settings-graphics-field of view.  Shader aside, it's a tiny mod and pretty far removed from the actual problem.  Shrug.

  5. Yeah "This asset is usually only loaded Server side" is a false positive.  You can ignore them.

    The positional patch (9) can be problematic for sure, especially if some other mod is patching that same array.  I've never played around with dependencies in the modconfig file, but it's my understanding that that can be leveraged to control the mod load order...maybe.

    Just spit-balling.  Not convinced that that will help.

  6. 41 minutes ago, Vallen said:

    Heya Spang,
    You know we love your mod. This applies to you too. \o/
    Recently I've had some random crashes on my server and it would seem that PS may be one of the contributors to this behavior. I've included details below in an effort to help with any fixes that may need to be done. Thank you again and let me know if there's anything I can do to help.

    -Vallen
    Vintage Story 1.16.3
    Primitive Survival 2.8.0

    I am running a modded server with the below listed mods. I am getting a crash on occasion and it seems to be asking for patches to mods that I am not using? I'm not sure. Either way, the crash reports/logs are here:
    https://www.toptal.com/developers/hastebin/qopuvekowi.yaml
    https://www.toptal.com/developers/hastebin/ipejebojew.yaml

    Modlist:
    Better Crates
    Bricklayers
    Carry Capacity
    Cottage Window
    DS Debarked Logs
    More Roads
    Player Corpse
    Primitive Survival
    Spyglass
    Stone Quarry
    Th3 Essentials
    Workbench Expansion

    Hey Vallen,

    The only issues I see in the logs related to Primitive Survival are like the example I pasted below. These look a little off-putting, but will not cause you any problems whatsoever.

    Long story short - Tels added some new clay types in Bricklayers because that was his only option, and I did not anticipate that change to the vanilla clay types.  Therefore, Primitive Survival is trying (and failing) to create recipes using the new Bricklayers clay types.  It's is a good thing because they wouldn't work anyway.  I've already made the necessary change to suppress the errors (in the next release).

    I wish I could be more help to you with the crashing, but tracking down problems can be difficult.  The transition to 1.16 was pretty rocky, both for the vanilla game and for some of the mods.  Soooo many changes required/made on both sides. Looking at your mod list I have some suspicions, but I'm not about to point any fingers (hell, other mods aside it *could* be a problem with my mod, lingering problems with vanilla, or even with specific player setups).  

    If it's ANY consolation, know that Primitive Survival is typically running on about 80 servers, and I have yet to identify a major issue specific to my mod.

    Love you too buddy, and thanks for the kind words!

     

    [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-black-normal-up-north-free cannot be resolved
  7. 14 minutes ago, AegisNoti said:

    Out of curiosity, what does the Relics and such do, I have completed them, it says I've unleashed a cosmic horror, but nothing is happening.

    It's a mob farmer of sorts.  The more gears you load up in the altar (cube), the larger the range. Any time it "attacks" a nearby entity, food and gold drops from the sky.  You should be seeing strange particle effects on the ground/water surrounding the altar when it's activated (unless you have particle effects turned off).

    Maybe try standing really close to it to see if it's working.  ;)

  8. 6 minutes ago, Eugene Fox said:

    Is there a way to avoid that horrible abomination of VS model creator somehow? Can i put any other models in the game and if so, how? And is there a way to make something not out of cubes?

    I mean, i understand why it's made in the first place, but, literally for every person who used 3d modeling software at least for a day this is outright unusable and nightmare inducing.
    Thanks.

    GJQ17W0MwYU.jpg

    Maybe not entirely.  If you go to the Vintage Story Discord - Mod Development channel and look at the pinned messages, you will find a couple of things:

    1.  A project that offers some Blender integration.
    2.  A Blockbench javascript exporter plugin.

    Neither are a full on replacement for VSMC.

  9. 4 hours ago, Michael Mehler said:

    Hey, i became this error on my server.

    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-black-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-black-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-blurple-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-blurple-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-darkgrey-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-darkgrey-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-green-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-green-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-light-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-light-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-malachite-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-malachite-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-orange-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-orange-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-pink-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-pink-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-purple-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-purple-normal-up-north-free cannot be resolved
    16.1.2022 11:49:07 [Warning] Failed resolving crafting recipe ingredient with code primitivesurvival:betterclayshinglestairs-yellow-normal-up-north-free in Grid recipe
    16.1.2022 11:49:07 [Error] Grid Recipe 'primitivesurvival:type': Output Block code primitivesurvival:betterclayshinglestairs-yellow-normal-up-north-free cannot be resolved

     

    This the mods i use: mod@AncientTools_V1.3.2.zip, mod@animalcages_v2.0.5.zip, mod@blacksmithname_v1.0.1.zip, mod@Cebby's Seeds.zip, mod@CottageWindows_v1.0.1.zip, mod@Craftables1.0.1.zip, mod@necessaries_v1.16.0-1.1.0.zip, mod@PrimitiveSurvival2.8.0.zip, mod@qptech1.6.2.zip, mod@spyglass_v0.4.2.zip, mod@ViesBlocks-VS1.16.0-v2.0.1.zip, mod@wildcraft-v1.1.0.zip, mod@zeekea_v1.16.0-1.6.0.zip, mod@alchemy1.5.5.zip, mod@DSDebarkedLogs_v1.16.0-1.0.4.zip, mod@FixHandbookClutter-v1.0.0.zip, mod@Lichen-v1.6.1-VS1.16.0.zip, mod@medievalexpansion-3.7.1.zip, mod@PlayerCorpse_v1.16.0-pre.8_v1.3.0.zip, mod@StonePathVariants-v1.0.2.zip, mod@VanillaVariants-v1.1.2.zip, mod@WoodChests-v1.0.1.zip, mod@xrowboat_0.0.1.zip, mod@AnvilMetalRecovery_V0.16-Release.zip, mod@bricklayers-0.8.0.zip, mod@Bullseye 2.2.4.zip, mod@AnMiTech_v1.0.6.zip, mod@TemporalTinkerer_v2.3.0.zip

     

     

    Yes thanks,
    That is a ccnflict caused by the Bricklayers mod and has already been fixed for the next release.  I don't *think* that it causes any issues with using those two mods together though.

  10. 43 minutes ago, Kyle Stemen said:

    I got this error while I was trying to build a trotline in v2.8.0:

    > 19:08:12 [Server Event] Player bluelightning32 got removed. Reason: Threw an exception at the server
    19:08:12 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
      at PrimitiveSurvival.ModSystem.ItemCordage.OnHeldInteractStop (System.Single secondsUsed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel) [0x0004d] in <567f89f0a259420b928d1d9aa0e41d66>:0
      at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop (System.Single secondsPassed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel, Vintagestory.API.Common.EnumHandInteract useType) [0x00013] in <36cbe087d5194ceb880973ce6f2dfbfa>:0
      at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction (_pqKc9DXA2olpeTMBUKc7uevU9wf packet, Vintagestory.Server.ConnectedClient client) [0x0032e] in <d16f4e016eef4b52a1d7221d4e54ddfc>:0
      at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <d16f4e016eef4b52a1d7221d4e54ddfc>:0
      at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00150] in <d16f4e016eef4b52a1d7221d4e54ddfc>:0

     

    Is this something I can recreate?  Perhaps it was the specific block that you were trying to attach the trotline to (i.e. something dynamic like a berry bush?).  The trotline code hasn't changed in over a year and I just don't remember a crash with it ever being reported.

  11. 8 hours ago, Yvette Forty said:

    How long before the crabs spawn usually? I've been in the game for 5 days and haven't seen them at all. I have a bunch of mods installed and I'm on 1.16. 

     

    Don't expect to see anything any time soon.  I noticed that spawn rates dropped dramatically in 1.16 (perhaps mostly due to changes in vanilla world generation) so I boosted spawn rates up a lot and ensured that crabs were spawning. Sadly, after 150 irl hours of gameplay in 1.16, I've only seen maybe 12 crabs and a couple of snakes.  :(

    It's also been a struggle to find a balance between single player and multiplayer.  There will be more work on all of this to come for sure. 

  12. 4 hours ago, 96jaco96 said:

    Greetings! i'm trying to create a mod to alter the behaviour of the cementation furnace. But i cannot find what i'm looking for anywhere.


    What i'm trying to do is to speed up the processing time of said furnace (increase efficiency?) but i don't know where to find this attribute...


    OR if maybe it depends on various other attributes?
    can someone explain how does this work?

    That's a pretty complex gizmo. It's doubtful that anyone (except Tyron) can explain how it works.  I would start by trying to track down which block(s) control the process i.e. which block(s) (1) determine if the multiblock structure is complete (2) determine if the coal is in place and lit (3) ensure the door is closed, etc.

    If I had to guess, I'd say it's a part of the stonecoffin.(all the json assets are in C:\Users\<userid>\AppData\Roaming\Vintagestory\assets\..)

    So I'd take a close look at the stonecoffin.json file and see what's in there.  Then look at the classes that it uses...

    class: "BlockStoneCoffinSection",
        entityClassByType: {
            "@(.*)-(north|east)": "StoneCoffin"
        },

    Next track down those classes and see where that leads you, i.e.
    https://github.com/search?q=org%3Aanegostudios+coffin&type=code

    You may have to look at other vanilla assets as well, like the stone coffin lid, the steel door.  I don't know what does what. 

    By following the clues provided by the blocks involved in the structure, you'll eventually understand how it works and how to manipulate it (or create your own version of it).  Happy hunting!
     

    • Like 2
  13. On 1/3/2022 at 4:05 AM, StewBag said:

    Still not distributing automatically on 1.16 server, perhaps its an error in release version syntax. Unfortunately, the logs arent very helpful but here is a link to a dropbox with a screen shot and a snip it of my logs.

    https://www.dropbox.com/sh/2wz23gmc7c683id/AABVDVvA-P8JH5_LB0GEmZ8La?dl=0

    Tyron found the issue and said he has fixed it.  Thanks again for the detailed description of the problem!

    • Like 1
  14. 1 hour ago, setne550 said:

    It made me wondering, is there any way I can dry them elsewhere instead of putting it in my inventory for several hours in game? Tried putting it in the chest but it never works.

    put the bowstave in a bag then place the bag on the ground.  Solution courtesy of Craluminum

    • Like 2
    • Thanks 1
  15. 4 hours ago, StewBag said:

    Still not distributing automatically on 1.16 server, perhaps its an error in release version syntax. Unfortunately, the logs arent very helpful but here is a link to a dropbox with a screen shot and a snip it of my logs.

    https://www.dropbox.com/sh/2wz23gmc7c683id/AABVDVvA-P8JH5_LB0GEmZ8La?dl=0

    Thank you for the supporting information.  I've opened a new issue on the official tracker for Vintage Story (Github).  Hopefully Tyron and company can help with this.

    • Like 1
  16. 2 hours ago, breeze108 said:

    I have never seen a hollow tree, and have been playing on a server with your mod since last May. Are they only in certain types of trees. My base is in a jungle. Are they in the tropical trees too or only the northern ones?

    They show up in acacia, birch, kapok, larch, maple, oak, pine, and walnut trees.  They will ONLY appear though if the chunk is loading for the very first time, so in a well established world you might have to travel far off the beaten path to find one.  Side note, I did a ton of testing and watched streamers using both 1.15.x and 1.16.x and seen my fair share of tree hollows, so I know they're working.

  17. 51 minutes ago, Shion said:

    Found a hollow maple. Took out of it: two different seeds, mushroom, a stack of 3 eggs (creative item) and a snake.

    Isn't that a bug with eggs and snake?

    Oops, that was a bug with the eggs for sure.  With the snake, not so much...still work in progress though (pet snakes will eventually be a thing).
    Thanks for taking the time to report your findings!

  18. 2 hours ago, MadAlchemist said:

    Bed will not help at all. Because, unlike in Minecraft, sources are not visible :(

    Blockbed.cs, sleeping.cs, bebed.cs, + dnSpy or similar to go deeper.
    https://github.com/search?q=org%3Aanegostudios+bed&type=code

    You've got your work cut out for you though because iMountable is not fully fleshed out (although I understand that Tyron made some improvements to it after watching Vies streaming some of his Viescraft modding on Twitch).  https://www.twitch.tv/vies

    Alternatively, you could go the (budget) item route that I used for the raft.

    JakeCool then took that same approach for the handglider:
    https://github.com/91loocekaj/vs-usefulstuff
    as did Dante for the vsMovement mod I believe:
    https://mods.vintagestory.at/show/mod/970

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