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jakecool19

Vintarian
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Posts posted by jakecool19

  1. 4 hours ago, Lostar said:
    Running on 64 bit Windows with 16 GB RAM 
    Game Version: v1.16.5 (Stable)
    Loaded Mods: cottagewindows@1.0.8, dragonflies@1.2.0, expandedfoods@1.5.4, primitivesurvival@2.9.5, game@1.16.5, carrycapacity@0.6.5, farmlife@1.2.3, lichen@1.6.1, petai@1.4.4, creative@1.16.5, survival@1.16.5, wildfarming@1.3.2, cats@1.4.5, foxtaming@1.0.0-pre.1, wolftaming@1.4.2
    7/8/2022 3:14:36 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at WildFarming.BlockEntityTrunk.GetBlockInfo(IPlayer forPlayer, StringBuilder dsc)
       at WildFarming.BlockBehaviorEntityInfo.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.API.Common.Block.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud()
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView()
       at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
       at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
    -------------------------------
    
    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 7/8/2022 3:14:36 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0020001, exception address 00007FFD0516474C
    Stack:
     }
    --------------
    { TimeGenerated = 7/7/2022 12:42:24 AM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0020001, exception address 00007FFD0516474C
    Stack:
     }
    --------------
    { TimeGenerated = 7/6/2022 6:08:03 PM, Site = , Source = Windows Error Reporting, Message = Fault bucket 1726649466493275827, type 5
    Event Name: RADAR_PRE_LEAK_64
    Response: Not available
    Cab Id: 0
    
    Problem signature:
    P1: Vintagestory.exe
    P2: 1.16.5.0
    P3: 10.0.22000.2.0.0
    P4: 
    P5: 
    P6: 
    P7: 
    P8: 
    P9: 
    P10: 
    
    Attached files:
    \?\C:\Users\steph\AppData\Local\Temp\RDR4AC9.tmp\empty.txt
    \?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.916eb72e-96c1-4f05-a9b0-98383816c6be.tmp.WERInternalMetadata.xml
    \?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.8f8ee5da-a843-46a8-8c90-8808e21856d1.tmp.xml
    \?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.4755a252-fded-43b5-851f-ab51bf52f459.tmp.csv
    \?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.e6bf6cb5-9b4e-4293-b879-f2b0cd2b49e3.tmp.txt
    
    These files may be available here:
    
    
    Analysis symbol: 
    Rechecking for solution: 0
    Report Id: a1b48cb9-83b1-41f2-a4c1-3ed5eb667667
    Report Status: 268435456
    Hashed bucket: 366589d3cc86a9fd17f64a8aa5f30eb3
    Cab Guid: 0 }

     

    Try updating to Wild Farming 1.3.3.

  2. 12 hours ago, Lostar said:

    Looking at the base of some trees (think it was a pine this time) is still crashing players on the server after updating the hotfix.

    Can you post the crash log?

  3. 7 hours ago, Katlamos said:

    So, I'm still getting this crash, HOWEVER, I have discovered it's only happening on my multiplayer server. Seems to be the exact same crash error as before

    Ok, I have released a patch that should help with that crashing.

    • Thanks 1
  4. 18 hours ago, Thranos said:

    Versions past v1.2.8 cause a CTD when I look at trees (specifically the lowest trunk block) I had previously planted.

    7/6/2022 1:52:24 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at WildFarming.BlockEntityTrunk.GetBlockInfo(IPlayer forPlayer, StringBuilder dsc)
       at WildFarming.BlockBehaviorEntityInfo.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.API.Common.Block.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud()
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView()
       at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
       at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )

     

     

    10 hours ago, Katlamos said:

    Getting this exact same crash with my client, it's not fun.

    Running on 64 bit Windows with 32 GB RAM 
    Game Version: v1.16.5 (Stable)
    Loaded Mods: acorns@0.5.1, backpackpackplus@1.0.3, cottagewindows@1.0.7, expandedfoods@1.5.4, fancysky@1.0.4, HangingOilLamps@1.0.1, moredungeons@0.1.1, MoreTorchHolders@1.0.0, necessaries@1.1.2, orecrystals@1.3.6, primitivesurvival@2.9.5, rackablefirestarter@1.0.0, stackables@2.0.5, superfuel@2.0.7, survivalcats@1.2.3-rc.2, vtpp@1.0.0, game@1.16.5, alchemy@1.6.3, captureanimals@2.1.1, carrycapacity@0.6.5, farmlanddropssoil@1.4.0, farmlife@1.2.3, fixbadrecipes@1.0.2, fixhandbookclutter@1.0.4, fromgoldencombs@1.3.13, hudclock@2.7.0, lichen@1.6.1, medievalexpansion@3.7.1, petai@1.4.4, prospectorinfo@3.1.2, singlepause@1.0.3, slidingdoor@1.0.0, tpnet@1.6.0, usefulstuff@2.3.2, vanvar@1.1.3, creative@1.16.5, survival@1.16.5, wildfarming@1.3.1, woodchests@1.0.3, xrowboat@0.0.3, metalrecovery@0.1.16, cavebeacons@1.0.4, compatibilityfix@1.0.0, doffanddonagain@2.0.0, foxtaming@1.0.0-pre.1, stonepiles@1.0.4, wildcraft@1.2.3, wolftaming@1.4.2, bricklayers@0.9.2
    7/6/2022 10:05:00 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at WildFarming.BlockEntityTrunk.GetBlockInfo(IPlayer forPlayer, StringBuilder dsc)
       at WildFarming.BlockBehaviorEntityInfo.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.API.Common.Block.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud()
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView()
       at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
       at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
    -------------------------------
    
    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 7/6/2022 10:04:49 AM, Site = , Source = Windows Error Reporting, Message = Fault bucket , type 0
    Event Name: AppHangTransient
    Response: Not available
    Cab Id: 0
    
    Problem signature:
    P1: Vintagestory.exe
    P2: 1.16.5.0
    P3: 625674b5
    P4: unknown
    P5: unknown
    P6: unknown
    P7: unknown
    P8: 
    P9: 
    P10: 
    
    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1D3B.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1D4C.tmp.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1D4B.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1D8A.tmp.txt
    
    These files may be available here:
    
    
    Analysis symbol: 
    Rechecking for solution: 0
    Report Id: 7dbb6b42-0af0-4637-9390-69d700b5de33
    Report Status: 2049
    Hashed bucket: 
    Cab Guid: 0 }
    --------------
    { TimeGenerated = 7/6/2022 5:00:57 AM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0020001, exception address 00007FF90CB84FD9
    Stack:
     }
    --------------
    { TimeGenerated = 7/5/2022 5:22:57 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0020001, exception address 00007FF90CB84FD9
    Stack:
       at System.Environment._Exit(Int32)
       at System.Environment._Exit(Int32)
       at System.Environment.Exit(Int32)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       at OpenTK.NativeWindow.OnClosedInternal(System.Object, System.EventArgs)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       at OpenTK.Platform.Windows.WinGLNative.HandleDestroy(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
       at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.DestroyWindow()
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DispatchMessage(OpenTK.Platform.Windows.MSG ByRef)
       at OpenTK.Platform.Windows.Functions.DispatchMessage(OpenTK.Platform.Windows.MSG ByRef)
       at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
       at OpenTK.GameWindow.Run(Double, Double)
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP, System.String[])
       at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(System.Threading.ThreadStart)
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._Y05IfXM9WkIspw6hPrVSMF7UXwF(System.String[])
     }

     

    Released a patch which should help with this crash and the backward compatibility in general.

    • Thanks 1
  5. 21 hours ago, Magmarashi said:

    Ok, so, vanilla flowers now only yield 1 seed for 2 flowers like Wild Craft but, unlike Wild Craft, vanilla flowers don't leave behind a root when harvested that regrows. You get 1 plant from 1 seed, and now 1 seed from 2 plants. Why?

    I have reverted it back to the original recipe in the latest patch.

  6. Just released an update that is a refactor of the tree growth mechanic. Living trees will no longer use the special trunk block at the bottom, and will instead be comprised purely of vanilla blocks. So chopping trees and removing this mod while having living trees in the world, should be fine. Also, for the time being I have completely removed the termite mechanic and termite mounds from foliage repopulation. Flower seed yields were nerfed to match Wild Craft seed recipes.

  7. On 6/30/2022 at 9:04 PM, genderneutralnoun said:

    I can't seem to place animal feed (as in the item) in large troughs. Here's my modlist:

      Reveal hidden contents

    acorns, advancedsmithing, weaponpacka, ancienttools, tonwexp, axleinblocks, backpackpackplus, weaponpackbeta, betterarchery, betterbackpacks, bettercrates, betterdrifters, bth, BuggisRandomChanges, cavecontent, cavepaintings, cellardoor, chiseltools, civbooks, composter, cottagewindows, cralutweaks, dragonflies, expandedfoods, extrachests, extraclayforming, fancydoors, fancysky, FlexibleTools, foundrymod, fulldrop, weaponpackg, gravelsandfix, HangingOilLamps, hideandfabric, itemlights, knappingmastery, aaamakeitcompatible, meteoricexpansion, MineIndicator-txp-vplus, moreclasses, potatoes, moredrygrass, moredungeons, moremetals, moreminerals, moreroads, leadroof, MoreTorchHolders, MoreTreeSeeds, necessaries, neededthings, nightwatcher, nomolding, nooffhandhunger, orecrystals, OresAPlenty, paints, peca, peifme, peiftt, plantmat, plastervar, preservationmod, primitivesurvival, qptech, quickerbarrel, realshingles, ruststones, SmallWindows, specializedbags-18Slot, spidersilk, spyglass, stackables, sterilebandages, sticksfromfirewood, superfuel, survivalcats, locustmod, thecritterpack, travelmarkers, usefulscrap, viesblocks, viescraftmachines, volumetricshadingcontinued, game, vshud, zeekea, zoombuttonreborn, linenbackpack, alchemy, attachit, egocaribautomapmarkers, bonfires, captureanimals, carrycapacity, dssilicatebricks, extraoverlays, fancyplanters, farmlanddropssoil, farmlife, fixbadrecipes, fixhandbookclutter, flintchisel, fromgoldencombs, gasapi, helvehammerext, hudclock, immersivecrafting, lc, lichen, medievalexpansion, moreanimals, morebags, morepiles, mcrate, petai, pei, peifm, petool, playercorpse, primitivetools, prospectorinfo, ruinvariants, singlepause, slidingdoor, smallfixes, snowballmod, ssppvv, stonequarry, techmolds, tprunes, tpnet, temporalmirror, th3restock, translocatorlocator, usefulstuff, vanvar, creative, survival, whackem, wildfarming, woodbarrels, woodchests, woodfp, workbenchexpansion, xmelee, xrowboat, metalrecovery, accessibilitytweaks, campaigncartographer, bullseye, cats, cavebeacons, tradercamps, compatibilityfix, defensive, doffanddonagain, feverstonehorses, foxtaming, glassmaking, moremolds, packanimals, stonepiles, wildcraft, wolftaming, xinvtweaks, yeet, bricklayers, blammfix

    Yeah, way too many, I know... Any idea what's causing this?

    I'm not too sure, is there any kind of crash it is giving when you try to place something in there?

  8. On 4/17/2022 at 12:42 PM, Melfice said:

    Using the Asphyxia mod, how would one go about heating a room during winter?

    The room needs to be completely closed with no openings, aside from a (closed) door obviously.
    How do you vent the gases, aside from opening a door and thus letting the heat out?

    Hmm, I did not consider that, I could make see about making a chimney block, although theoretically, opening a door every once in awhile should air it out.

    • Like 2
  9. On 5/26/2022 at 5:59 AM, CoB said:
      Reveal hidden contents
    [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.GameContent.EntityBehaviorEmotionStates.OnEntityReceiveDamage(DamageSource damageSource, Single& damage)
       at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch1(Entity this, DamageSource damageSource, Single damage)
       at GasApi.EntityBehaviorAir.OnGameTick(Single deltaTime)
       at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt)
       at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt)
       at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt)
       at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt)
       at Vintagestory.Server.ServerMain.Process()

    MP server crashed.

    And could you add an option to the config to set up the duration until players run out of air underwater? @jakecool19
    EDIT: from a player: "for me it goes down way to fast thats all. Venting easily solved, explosions=risk vs reward. But there has been times where I walk into a house or a cave and before I can turn around the meter is at 0 and i am taking damage" - maybe an option how long it will take before the negative health effects occur or giving visual warning first so that players have time to react before taking damage.

     

    On 6/21/2022 at 3:38 PM, CoB said:

    I did /debuglogticks and this is one of the most demanding processes - any way to reduce it?

    entity-done-bh-air: 114.35ms

    pops up all the time

     

    On 5/23/2022 at 3:55 PM, CoB said:

    Legit question above i guess.
    And could you remove the oxygen bar in spectator mode? @jakecool19

    Vintagestory Screenshot 2022.05.23 - 21.54.23.08.png

    I have released a hotfix to correct an issue with the tick reducer on the EntityBehaviorAir so all players and entities only take a breath every 3 seconds, instead of every tick. In case it is still demanding though, I also made a config option to disable breathing for nonplayer entities. I also added a config option to change how much air the players have and the airbar should be hidden from spectator mode.

    • Like 1
  10. On 2/28/2022 at 3:54 AM, Ambulate In Somnis said:

    Sometimes lower blocks just disappearing or replacing "?" sign blocks. I understand that control blocks for grown trees. Maybe it is game bug?
    Also, when cypresses are 1 cell apart, they die.
    Well, a suggestion ->
    Сan make forest floor near a tree when there are a lot of trees around? What converges with the onset of the forest, and not single trees that eat away the garden.

    I'm not able to replicate this, and I do not think I quite understand can you explain what you mean by them disappearing? And what tree is it that does this. As for the forest floor, the way it is now, it only places the floor once, when it fully matures. If I did it the way you have suggested, then it could do it repeatedly, and many people did not like when that happened with the old way.

  11. Ok I released another patch, this time near completely reverting the breeding behavior to what it was like pre 1.15 when the duplication bug first appeared. As always let me know if there are still any baby explosions as I still have not been able to replicate this.

  12. 2 hours ago, Susl said:

    I installed WildCrtaft, but it didn't fix the problem, I still don't understand how to get bundles of herbs. Basil and herbs similar to it in functionality are what they were, and remain so. What could be the problem?

    Herbs have been completely removed from this mod, and Wildcraft completely redid them. You would have to ask there for this information, because I have been modding I haven't really had time to actually play this game in a while.

  13. 14 hours ago, Salamander said:

    You guys got any tips for permanently removing termite nests that the previous update spawned? New ones aren't popping up by freshly grown trees but the old ones keep spawning back in still, sometimes just a couple seconds after the nest was destroyed. And I may have imagined this but I could have sworn I saw a new nest cluster spawn on top of a newly planted sapling (uprooting it in the process) near some old nests so now I'm worried that the termite menace might spread to new trees if they grow close enough.

    Try turning off termites in the config, go back into the world, break nests, save and then turn termites back on.

    • Like 1
  14. 7 hours ago, Cyraxan said:

    The player had a suplayer role with no creative rights, so this whole swarm was created using farmlife@1.2.2 mechanics.

    Despite server settings in FarmLifeConfig.json

    "BreedingCapRange": 20.0,
      "BreedingCap": 3,
      "BreedingCapMinPop": 4,

    a few pigs produced several hundred piglets in a very tiny pen, which I think is an obvious bug.

    Also - I expected that without food, the animals in the pen would starve to death without food, but they didn't.

    I reported the case to https://github.com/G3rste/petai/issues/21, here's his comment: 

    "Hmmm, these animals shouldn't even be considered pets by my mods.
    Or maybe it's because my "should attack" check is more expensive than in the base games, and there are too many pigs in the pen?

    There's nothing else I can do at the moment, I'll leave it open for other test results. "

     

    Animals starving to death has never been a feature, it only prevents them from breeding, growing, being sheared, and being milked, but they have never died from hunger.

    Do you have an accurate number of how many piglets there was? And how many pregnant females there was?

  15. 12 minutes ago, Cyraxan said:

    unknown.png

    just had to purify that pigletswarm from server. made by an suplayer w/o creative 'to level xskills'

    server was heavy overloaded

     

    19.2.2022 21:15:23 [Notification] A tick took 751,46ms
    entity-ai-tasks-tick-start-execPetAI.AiTaskPetSeekEntity: 374,47ms
    entity-done-bh-air: 91,88ms
    entity-controlledphysics-end: 77,88ms
    entity-ai-tasks-tick-start-execFarmlife.AiTaskTweakedSeekFoodAndEat: 66,24ms
    entity-ai-tasks-tick-cont-PetAI.AiTaskPetSeekEntity: 35,81ms
    entity-ai-tasks-tick-start-execVintagestory.GameContent.AiTaskMeleeAttack: 19,4ms
    entity-done-bh-repulseagents: 15,98ms
    gmleVintagestory.Server.ServerSystemEntitySimulation: 15,8ms

    20.2.2022 00:35:11 [Notification] External Origins in load order: modorigin@C:\VSS163\assets\creative\, modorigin@C:\VSS163\assets\survival\, mod@AdvancedSmithing1.1.0.zip, mod@AncientTools_V1.3.5.zip, mod@animalcages_v2.0.6.zip, mod@axleinblocks_v1.0.12.zip, mod@BetterDrifters_v2.1.3.zip, mod@CreaturesandCritters1.1.2.zip, mod@necessaries_v1.16.0-1.1.1.zip, mod@NeededThings.zip, mod@NightWatcher-v1.2.zip, mod@Potatoes.1.0.3.zip, mod@PrimitiveSurvival2.8.0.zip, mod@qptech1.7.2.zip, mod@RangedWeapons-0.4.5.zip, mod@SuperFuel_v2.0.7.zip, mod@tradeomat_v1.16.0-1.6.0.zip, mod@ViesBlocks-VS1.16.3-v2.0.2.zip, mod@ViesCraftMachines-VS1.16.3-v1.6.0.zip, mod@AdminMod_Release_V0.3.8.zip, mod@alchemy-1.5.9.zip, mod@CarryCapacity-VS1.16.0-v0.6.4.zip, mod@FromGoldenCombs_1.16.0-v1.3.6-rc.4.zip, mod@gasapi_v1.0.1.zip, mod@HelveHammerExtensions_v1.16.0-pre.8_v1.2.0.zip, mod@Lichen-v1.6-VS1.16.0.zip, mod@medievalexpansion-3.7.1.zip, mod@MoreAnimals-1.0.2.zip, mod@MoreBags-1.0.0.zip, mod@petai_snapshot.zip, mod@PlayerCorpse_v1.16.3_v1.3.1.zip, mod@StoneQuarry_v1.16.3_v1.6.3.zip, mod@TeleportationNetwork_v1.16.0-pre.8_v1.5.1.zip, mod@usefulstuff_v2.3.1.zip, mod@wildfarming_v1.2.6.zip, mod@workbench-expansion-1.4.1.zip, mod@xlib_v0.6.8.zip, mod@xmelee_0.0.10.zip, mod@Bullseye 2.2.4.zip, mod@cats_v1.3.2_petai_v1.3.+.zip, mod@FeverstoneHorses-v1.2.5-1.16.x.zip, mod@wildcraft-v1.1.5.zip, mod@wolftaming_v1.3.2_petai_v1.3.+.zip, mod@xskills_v0.6.8.zip, mod@AlphaWeaponPack_Patchv2.0.0.zip, mod@TemporalTinkerer_v2.3.5.zip + farmlife1.2.2

    Um a lot to unpack here.

    1. Is this from reproduction, or did this player spawn them in?
    2. The majority of that lag is actually from the PetAI mod based on the tick overload you pasted. although with that many entities in packed into one space like that there is going to be a ton of lag
    3. Nothing to do with troubleshooting, but if he spawned all those creatures, then why would they do that if they have creative abilities? Why not just use the Xskill commands to easily level up?
  16. 16 hours ago, Lash said:

    Is there any way to disable ferns from spreading or them from turning soil into forest floor? Like Iotid said we've been having a lot of issues with overspawning of ferns to the point that they flat up take over and choke out the grass and stuff. Makes it more frustrating than interesting imo.

    The latest update no longer has forest floor spawning where things are planted, instead forest floor only spawns under trees when they first. I will add a config option to disable that feature altogether later. As for the ferns, if you open up the mod and go to blocktypes\wood\trunk.json, you can lower the weight of the ferns to lower\stop fern population. But I am going to implement a new setup from @Scout later once I am able to test and tweak it.

    • Like 1
  17. On 2/15/2022 at 2:21 AM, Cyraxan said:

    welcome mats seems to have unusual enormous high CPU, mem and tick usage on server and client
    few mats could notable drop FPS on solid PC, several mats can easy turn video into slideshow

     

    image.png.30c434704fb029b649ff652ca69bcc0f.png

    My mistake, I had the tick update on high for testing and forgot to put it back down. It should now be at a reasonable update rate and should no longer run on server.

  18. On 2/15/2022 at 2:37 AM, Cyraxan said:

    a very promising mod, but is currently affecting server performance too much

    15.2.2022 10:31:45 [Notification] A tick took 770.44ms
    gmleGasApi.BlockEntityBehaviorBurningProduces: 343.08ms
    entity-ai-tasks-tick-start-execPetAI.AiTaskPetSeekEntity: 117.28ms
    entity-done-bh-air: 86.24ms
    entity-done-bh-harvestable: 51.99ms
    end: 48.68ms
    entity-controlledphysics-end: 29.18ms
    entity-ai-tasks-tick-start-execFarmlife.AiTaskTweakedSeekFoodAndEat: 25.54ms
    gmleVintagestory.Server.ServerSystemBlockSimulation: 12.95ms

     

    Released a hotfix to make it longer in between updates for burning block entities.

    7 hours ago, macoto_hino said:

    The gas description section was a little hard to read, so I made a small correction. Please use it in the next update.😅

    gasapi_v1.0.1 - ja.json 4.48 kB · 0 downloads

    Will do in next update, thank you!

  19. 11 hours ago, Cyraxan said:

    a very promising mod, but is currently affecting server performance too much

    15.2.2022 10:31:45 [Notification] A tick took 770.44ms
    gmleGasApi.BlockEntityBehaviorBurningProduces: 343.08ms
    entity-ai-tasks-tick-start-execPetAI.AiTaskPetSeekEntity: 117.28ms
    entity-done-bh-air: 86.24ms
    entity-done-bh-harvestable: 51.99ms
    end: 48.68ms
    entity-controlledphysics-end: 29.18ms
    entity-ai-tasks-tick-start-execFarmlife.AiTaskTweakedSeekFoodAndEat: 25.54ms
    gmleVintagestory.Server.ServerSystemBlockSimulation: 12.95ms

     

    I will reduce its update cycle, but if you where to disable smoke in the GasConfig, would that cause a lot of the overloading to free up?

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