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Everything posted by VaelophisNyx
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Using a fair few mods, but the issue is: When an extinguished torch is placed, it generates enough errors that the server dies to too-many-errors, but the client crashes to: Running on 64 bit Windows 10.0.18363.0 with 32718 MB RAM Game Version: v1.21.6 (Stable) 1/11/2026 12:21:10: Critical error occurred in the following mod: canbeignited@1.2.0 Loaded Mods: aloysiahatesdwarfbirch@1.0.0, beamium@1.2.2, betterarrows@1.0.1, betterforest@0.1.1, bigcooking@0.1.1, blackguardadditions@1.1.8, bloomerydropsupdated@1.0.1, bradyrockyextraction@1.1.0, cellardoorfork@1.4.1, chickenfeed@1.1.10, cbr@2.0.1, chiseltools@1.15.6, clayfromdirt@1.0.8, clay_goes_in_mining_bag@1.0.0, coldstorage@2.0.0, copperandgrain@1.0.0, craftablejparts@1.0.0, craftablemetalparts@1.0.0, driedpeat@1.1.2, earlybeehivekiln@1.0.1, efficientbrickfiring@1.0.1, eftradersfix@1.0.4, fernslikegrass@1.2.2, flourbags@1.1.1, folkoffortune@1.0.1, forlornadditions@1.0.3, geoaddons@1.4.5, gildedsteel@1.1.2, hangingoillamps@1.0.5, icyexc@1.0.0, JacksFirewood@1.1.0, juicyores@1.0.1, limestonefromcaves@1.0.1, lumberslingcontinued@1.0.8, meatup@0.1.2, mbr@1.0.0, millwright@1.3.1, mineralinguisticswithatadmoreinfo@1.0.0, more-chute-rotations@0.0.2, moreashlarblocks@1.0.0, moreftsat@1.0.0, morepolishedrocks@1.0.0, nobearjetpacks@1.0.2, noroofingrecipes@1.0.1, oldquern@0.0.1, OresAPlenty@3.3.0, particlesplus@2.3.1, pigfeed@1.0.9, playermodellib@1.7.3, cbetterfertilizer@1.4.0, primitivesurvival@4.0.2, prospecttogether@2.1.2, purpleblackbronze@1.0.0, quicklimepk@1.1.1, ruderalis@1.0.2, satup@0.1.0, snowcaps@0.0.0, stoneagedrystone@, stoneharvesting@1.2.1, suevitebloomery@1.0.1, temporal_gears_stack@1.0.0, usefuldrifterlootg121@1.2.2, linearpowercont@0.4.1, game@1.21.6, vsimgui@1.1.16, warmerclothing@1.1.0, elkspawn@1.1.0, warmoillamp@1.0.0, weedgardens@1.0.1, wlts@1.0.1, wildfarmingrevival@1.4.2, zoombuttonreborn@2.0.1, biggerstoneandnuggetstacks@1.0.1, accessibilitytweaks@4.0.0, aculinaryartillery@2.0.0-dev.11, altmapiconrenderercontinued@1.5.0, offhandpenalty@1.2.3, attributerenderinglibrary@2.4.0, awearablelight@1.1.4, beararmorrepair@1.0.3, bettererprospecting@2.0.0, betterfirepit@1.2.0, betteritemflags@0.1.2, betterjonasdevicesfixed@2.1.4, betterruins@0.5.5, bettertraders@0.1.0, biggercellars@1.0.1, blacksmithenhancements@1.1.4, blocksoverlay@4.7.1, bradycrudebuilding@1.4.5, canbeignited@1.2.0, carbonuranite@0.0.3, charcoalpitdoor@1.0.0, chickensitreloaded@1.0.0, composter@1.2.2, configlib@1.10.12, cooperativecombatrework@1.0.0, coriaendershaders@1.0.3-pre.2, craftablewattleanddaub@1.1.21, critcherscalculator@1.0.2, crushablelime@1.0.0, daymarescupmod@1.0.7, eggpiemod@0.1.0, evenjugincrements121@1.1.0, extrainfo@1.11.0, fieldsofsalt@1.2.4, fromgoldencombs@1.9.4, gimap@1.6.0, handbookdeclutterer@1.0.0, icantbearit@1.0.0, improvedsheepupdate@1.0.2, jaunt@2.1.2, joyofsailing@1.4.0, justthepepper@2.0.0, kilnspreading@1.0.2, knapster@3.0.2, koboldrdx@1.2.7, lumberjackone@1.0.3, mngeology@1.0.1, materialneeds@1.1.10, metalpots@1.6.3, millwrightvawtaddon@1.0.2, minerz@0.2.0, mobsradar@2.1.12, morefluxes@0.4.0, noindoorfog@3.1.0, nooceantranslocators@1.0.1, norottinghides@1.0.1, optitime@1.3.11, panningmachine@1.0.6, pelaguswinds@1.2.2, pomnotes@0.7.5, claywheel@1.1.7, rivers@4.7.3, ropetiable121@1.3.0, rustboundmagic@3.1.11, spawnhighlightcustom@1.1.2, spearsplus@1.2.1, boozetrade@1.0.0, statushudcont@4.1.1, stepupcontinued@0.0.1, stickemup@1.2.0, stirlingmotor@2.0.0, stonebakeoven@1.2.0, strelnaturetweaks@1.0.4, sunnydaysmod@1.0.0, tanningredux@1.0.2, temperatureheighttweak@0.3.0, terraprety@7.9.0, tieredarrows@1.2.0, uraniumexpanded@1.1.4, vanvar@7.1.1, creative@1.21.6, vsroofing@1.1.0, survival@1.21.6, waypointtogethercontiued@4.1.0, zerolosscharcoal@1.0.0, zzzinstandtemporalmobdrops@1.1.3, castaway@1.0.1, crudenomore@1.0.0, draconis@1.1.4, expandedfoods@2.0.0-dev.6, em@3.4.0, fruitintroughs@1.0.2, gardenerz@0.1.5, jammorefruitin@1.0.2, moreblueclay@1.0.2, poolsofbrimstone@1.0.0, soilamendments@1.0.0, storageoptions@2.0.0, thriftysmithing@1.2.0, dragonfarm@1.0.0, emmetaltweaks@0.0.2, pastapatch@1.0.2, expandedfoodscheese@1.0.0 System.MissingFieldException: Field not found: 'Vintagestory.API.Common.ModelTransformNoDefaults.Translation'. at editjournal.src.BlockBehaviorCanBeIgnited.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandling& handling) at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1405 at Vintagestory.GameContent.BlockTorch.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VSSurvivalMod\Block\BlockTorch.cs:line 191 at Vintagestory.API.Common.CollectibleObject.OnHeldUseStep(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1240 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 311 at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 164 at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25 at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 836 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 1/9/2026 03:36:11, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000 Faulting module name: ntdll.dll, version: 10.0.18362.1533, time stamp: 0xd6055cfe Exception code: 0xc0000005 Fault offset: 0x00000000000a7037 Faulting process id: 0x4fc Faulting application start time: 0x01dc8141a32d76c8 Faulting application path: C:\Games\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll Report Id: 2d14b77f-491e-4ae9-989a-af41d253a516 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 1/7/2026 07:45:59, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000 Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x00007fff3bd526c9 Faulting process id: 0x1abc Faulting application start time: 0x01dc7fb5b7ca35f3 Faulting application path: C:\Games\Vintagestory\Vintagestory.exe Faulting module path: unknown Report Id: 10c5c2b1-a673-4648-ad35-c0c090ec1f42 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 12/31/2025 02:18:57, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000 Faulting module name: KERNELBASE.dll, version: 10.0.18362.1474, time stamp: 0x5ae7af90 Exception code: 0xe0434352 Fault offset: 0x0000000000043b19 Faulting process id: 0x17f8 Faulting application start time: 0x01dc7a924ea9b599 Faulting application path: C:\Games\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 0804b7c3-1404-44df-a880-ff1c5e05ec67 Faulting package full name: Faulting package-relative application ID: } It's bizarre and I don't know what we're using that would be capable of causing this
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oh that got removed? Lame. It was a cool block to have...
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Huh! yeah I don't think it's even mentioned anywhere
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Simple concept, food and drinks that are above room temperature should restore your body temperature when it's lower than normal. Would make fresh soups and stews more important in cold climates, and maybe encourage "reheating" food there too. Coming with the addition of things like coffee, cocoa, and tea would be nice, along with cups in general to mange drinking stuff less than 1L at a time without fussing with putting 10ths of a liter back in a container one by one. Yes I'm aware some of this is manageable right now with mods, but it'd be nice to not need to mod in every possible creature comfort and system.
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Should pottery be dried before it can be fired?
VaelophisNyx replied to LadyWYT's topic in Suggestions
I vote no entirely because it's a step too far towards just being a paint-drying simulator. The game already has a lot of time sinks, I don't think this one needs to be that too -
https://mods.vintagestory.at/qptech
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How moddable is the new delayed heal system? can it be fully reverted via patch modding, to take it back to pre 1.21? (I really dislike delayed heals being the ONLY healing)
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during the day, if it's not bright enough they can still spawn inside. Check with something like status HUD's light level indicator, or, spawn highlights
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Yeah fire clay is excessively rare now. This really has to be reverted, it should not be soooooo rare (and flint isn't cheap since it's not renewable!)
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Terrible micro-stuttering in 1.20.0-rc3, I can't play! :(
VaelophisNyx replied to lm_2000's topic in Discussion
Yes, but turns out it was One mod causing it (Visible High Fertility Soil) Particle overload even at reduced settings- 13 replies
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Terrible micro-stuttering in 1.20.0-rc3, I can't play! :(
VaelophisNyx replied to lm_2000's topic in Discussion
Getting this myself, with 32GB of RAM as a client, which only uses about 16GB at most VRAM isn't even 10% full GPU is ~60% utilized (RX 9070 non-XT) but shows it drops to ~40% for that one frame, then goes all the way back up CPU utilization is also not much, even per-core none go above 60% it's also settings agnostic. Nothing I change impacts it.- 13 replies
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An idea that may be better for a mod, but, would be neat to see: Rather than have bespoke classes, why not have each positive and negative trait (Including recipe traits) available to anyone, but, with a point-buy system. This lets you make a pseudo-class for any role you'd like to play, as long as you can balance it with negative traits of your choosing. This gives players more control, and importantly, more potential for unique playstyles.
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Simple concept, just unsure how to do it myself in a sane manner A patch-mod that makes mushrooms (including those from Mycodiversity and Mushroomz) count as Protein instead of Vegetables, as they should be
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Meteoric Iron should be able to become meteoric steel
VaelophisNyx replied to Meowsler's topic in Suggestions
damn, you got me there- 4 replies
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Due to recent events, I probably won't be interacting much with the mod portal, but power to whomever wants to
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Some things are realistic because that makes it hard some things are realistic because that's realistic thus the game's pacing and immersion feel strange, disjointed. Inconsistent.* You can absolutely make most of that without metal. And most importantly you need to care about the singleplayer experience, not just multiplayer, otherwise why even include it? *this is a complaint I have with other indie titles like Zomboid, which has a lot of "this is realistic because it makes it harder to survive" and "this is very gamified so it can't be beneficial by being realistic" stuff
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In the interim, for issue 1 https://mods.vintagestory.at/oldquern I made a mod to fix it
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Drifter plushies & Rusty/Temporal Gear coasters are an idea
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To elaborate on the quern point: Now locked behind finding enough copper to make an anvil at minimum (something that may take long enough to kill interest in the game!), is: Leather (Lime, borax) Sulfur for poultices Salt from Halite Potash from Sylvite Flour from grains None of this should mandate the ability to make advanced metal tools.
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Just to be fast on this: Querns should not be post-anvil. Either RNG for ore spawns needs to account for this, or, it needs to be reverted Beehive Kilns come too late. FAR too late By the time I can build a beehive kiln, I have already baked literally everything I will ever want or need in pit kilns, because their cost and setup is extremely painful
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I'm going to side with the OP on this one. The boss fights are overtuned for players who don't sit there and min-max after studying it for hours. Most folk are there for the survival and story, not the boss fights. If you want intense boss fights in a survival-ish game, terraria is right there. But the point of this not being an action game is actually important, because the goal supposedly isn't a game centered around combat, and yet that's EXACTLY WHERE WE ARE. There's Boss fights, temporal storms that force you to go out and fight for no real rewards or just hide in a 1x2 AFKing for a while, entire new classes of enemy that make the game even MORE centered on combat in recent updates. Frankly if the goal was survival game with occasional combat, that goal has long since been failed.
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game mechanic Ability to disable area based temporal instabilities
VaelophisNyx replied to bozgi's topic in Suggestions
This is partially incorrect. Rifts still work but turning off stability also hard-disables storms it's a feature I've asked Tyron consider decoupling from stability itself but it seems to have been ignored -
Personally I think the game not being "About combat" is a moot point we aren't asking for it to be a drifter slaughtering simulator, just that we're rewarded sufficiently for bothering with them other than just hiding in a 1x2 box until storms pass if I'm out there dealing with hordes of nightmare drifters I definitely feel like more than 3 flax twine and a single temporal gear is at least agreeable ...also adding more bosses that require combat to kill for story progression is...well about combat....soo pick one, Tyron
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Meteoric Iron should be able to become meteoric steel
VaelophisNyx replied to Meowsler's topic in Suggestions
Thing is meteoric iron is just Iron but very pure. By making steel you'd drive out most of the impurities in the iron anyway, thus, all steel is "meteoric" steel- 4 replies
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as far as the class ranged damage malus goes, it does seem really weird? melee would make more sense for it
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