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jakecool19

Vintarian
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Posts posted by jakecool19

  1. 16 hours ago, Pamela Wild said:

    Good to know.  What will happen to the herbs if we don't use Wildcraft???

    The herbs will remain, since they are unused vanilla assets, they will not turn into question marks, but without Wildcraft they will be useless.

    • Thanks 1
  2. On 11/3/2021 at 10:10 AM, DArkHekRoMaNT said:

    Collecting honey and bushes does not work. Do you add items to diet but don't process it? Raccoons have the AI task:

     {
      code: "seekfoodandeat",
      movespeed: 0.010,
      priority: 1.6,
      animationSpeed: 1.75,
      eatTime: 2,
      eatLooseItems: true,
      eatItemCategories: ["Fruit"],
      eatItemCodes: ["honeycomb"],
      animation: "Walk",
      eatAnimation: "gather",
      eatAnimationLooseItems: "eat",
      mincooldownHours: 6,
      maxcooldownHours: 12,
    },

     

    Are you using the Apiary locust for hives?

  3. On 11/5/2021 at 12:37 PM, Pamela Wild said:

    Any chance we could get some new herbs??  Like Rosemary, Parsley for savory and possibly some "sweet" ones like cinnamon, nutmeg & cloves????

    Would sure "enhance" the pies........

    I am not adding any new herbs, however the herbs will soon be removed from this mod and added to Wildcraft, and they plan on adding more herbs and spices like dillweed.

  4. This is just absolutely amazing! I loaded up a world just to see some of the things, and everything I have seen so far is incredible. The fish actually have the ability to ascend and descend in the water and stay in water for the most part, and your dungeon design is spectacular. And the boss totally blew my mind. I won't talk about it much here so that I don't spoil, but when I heard its music my jaw dropped. And it had so many cool attack patterns and effects as well. There are definitely some bugs, some of the fish, like the shark are invisible, and the boss music and temporal drain effect never wear off if you die and not kill the boss. But overall I am blown away by what you have accomplished!

    • Like 4
  5. 12 hours ago, DArkHekRoMaNT said:

    Only while the player is offline. My PlayerCorpse had such a problem, so I now additionally store the player name for output, not just the UID.
    PlayerByUID also returns only online players on client side, since this is a wrapper over api.World.AllPlayers.

    Thanks for the tip! Locust should now maintain their owner display if their owner is offline, although if the locust was deployed before the patch, it will either need to be redeployed or the owner needs to interact with it(right click) to get it to display. Also @TBNRregs the sawblade harvester should now be able to chop living trees from Wild farming.

  6. On 10/31/2021 at 5:14 PM, LocoMiner said:

    Does this work with .15.7 stable. My world crashes. As you requested

     

    Running on 64 bit Windows with 16 GB RAM 
    Version: v1.15.7 (Stable)10/31/2021 1:17:16 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.API.Common.CollectibleObject.GetHeldItemInfo_Patch3(CollectibleObject this, ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
       at UsefulStuff.ItemToolhead.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo)
       at Vintagestory.Common.CreativeTab.CreateSearchCache(IWorldAccessor world)
       at Vintagestory.Common.CreativeTabs.CreateSearchCache(IWorldAccessor world)
       at Vintagestory.Client.NoObf.GuiDialogInventory.OnOwnPlayerDataReceived()
       at Vintagestory.Client.NoObf.GuiManager.OnOwnPlayerDataReceived()
       at Vintagestory.Client.NoObf.ClientMain.OnOwnPlayerDataReceived()
       at Vintagestory.Client.NoObf.GeneralPacketHandler.HandlePlayerData(_xWBcRtKtMHsPx2vlMTVIBEZO8Dj packet)
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       at _iZ5rVmV6HXdQR8IP3qeaCA7PDqb._T9YfRFmW6X4ZcWzG7vSwet0Rgrs(Single )
       at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._5soGXezAcR5oyhhq2pmELCuEn2M(Single )
       at _2hFm1B1DwOk1Z7yF6DtBdLeBFKaA._ZzmaNk5IGbtvQ61ssCzCszyBw2n(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)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _LiN8p156auXcqjjOW5aVAZ0QkUc._fwMbTl3XHB2eqbxoLfc3FpMIE00(_CFodeVozKjT5VhVV66Wv4Bd7r3c , String[] )
       at _qBF2AKwdIhCkNZsjxBA24g20vlH._fwMbTl3XHB2eqbxoLfc3FpMIE00(ThreadStart )
    -------------------------------
    shes when I add this mod to it

    Crash with MCB stone pickaxes has been fixed in latest release.

  7. 6 hours ago, DArkHekRoMaNT said:

    Locusts lose their owner if player offline. Do you take api.World.AllPlayers information on the client side? It only returns players online

    Do they permanently lose the owner, or just visually do not display the owner if they are not online? The locust stores the playeruid in their WatchedAttributes and gets the player object from entity.World.PlayerByUID.

  8. In my experience, I would definitely tend to having less, bigger mods, over several fragmented ones. With the few mods I have now, I am contemplating either merging or abandoning a couple of them, especially after 1.15. With many mods as others have stated, maintenance becomes a real chore and burden, and then you have to start worrying about not just compatibility with mods made by other people but also between your own mods. Although, this is coming from the perspective of someone who makes code mods which change game mechanics which make them much more prone to bugs and breaking, vs your content mods which have relatively much less upkeep, since they just use vanilla mechanics. So really, it is a question of, do you feel like the predicted maintenance would be ok or too much for you?

    • Like 1
  9. 22 hours ago, Thalius said:

    Greetings, @jakecool19!

    Just wanted to check in and see how progress was going, and if you had any idea when the mod will be updated next?

    We are waiting on and looking forward to seeing gasses added back in. Currently we have them disabled due to their needing work, but disabling them also turned off the new locust types and the snail and other water critter.  Eager to seem them all added back into the world environment, along with having lower world gas issues to deal with and work around or take advantage of down in the mines.

    Loving the mod. It has certainly shaped a core part of the Wilderlands server experience.  Looking forward to the full experience once you have it ready to go! ;)

    ~TH~

    Well if it is gases you are looking forward to, then I have some really good news for you! The gas system overhaul is complete, and the Gas System 2.0 is functional. It is going to have some major improvements over the old one, due to using chunk save data instead of blocks.

    Gas System 2.0

    Spoiler
    • Gas Diffusion In Non Air Blocks: Since gases will no longer be in game blocks, they can spread throughout and be inside any block. When spreading gases will check to see block sidesolid to see if it can diffuse to another block. Likewise gases in non liquid blocks will tend to stay out of liquids, and gases in liquids will tend to stay dissolved in liquids. So in other words, a cheap exploit like placing a door to breathe underwater, will not work at all.
    • Multiple Gases Per Block: Multiple gases can be inside the same block making for more dynamic air quality
    • Gas Percentages: Instead of the 0-8 concentration system, gases will now have 0%-100%, for more accuracy. Note: This is for individual concentration not the atmosphere as a whole. So you can have multiple gases be at 100% in the same block.
    • New Gas Diffusion Type - Equal: Alongside the Light gases, which pool to the ceiling and Heavy gases that collect on the ground, there will now be a third distribution type, Equal. Equal gases that are near same density as the air, will spread evenly throughout a space, regardless of gravity. Currently carbon monoxide is the only equal gas, which along with its suffocating properties will make it much more deadly in confined spaces.
    • New Gas Property - Acidity: Acidic gases (Nitrogen Dioxide and Sulfur Dioxide) when in water can have nasty effects on entities. Water with a moderate concentration of these gases will actively damage player armor as they are in it. At high concentrations, it will damage entities.
    • Gas Simulation Thread: Gas spreading simulation is now handled off the main thread for better performance. So even if it does get into an infinite loop somehow, it will not freeze the server.
    • Enhanced Modding Capabilities: Since the gases are not blocks, there is no need to worry about having a whole bunch of question mark blocks in your world, if you are to remove the mod, and if you re-add the mod, the gases will still be there. Likewise, it will not interfere with multiblock structures like the Refractory furnace. Not only those it reduce possible conflicts but it also hopefully lends itself to be modified by other mods. The definitions for gas is in a modifiable json config, and adding a gas that does not have a definition will not break anything, making it possible for someone to create their own gases with just json patches. Likewise, in the code the gas is store in a generic format in the chunk mod data (Dictionary<int, Dictionary<string, float>>) so other code mods could potentially access the gas data, without having to make this mod a hard dependency.
    • Things still in the works: Incorporating gases into world gen, gas mask

    image.thumb.png.e29fb1c0be44db9c51ef9d3a39928a4a.png

    Another major feature I have been trying to work on is a Cave Biome system for the noise generated caves, to add a bit more fun and adventure to them.

    Cave Biomes

    Spoiler
    • Generated Blocks: Cave biomes have their own blocks for their floor, and ceiling. Likewise, they have their own hanging blocks, blocks on the floor, and some even have special interior blocks.
    • Three Distinct Zones: I have structured the biomes in a way to resemble the ocean somewhat. Topmost Zone is the Living Zone, Middle is the Dead Zone, and the bottom is the Geological Zone.
    • Living Zone: Zone closest to sea level. There will not be much valuable or dangerous things in this zone. Types of biomes may include things like aquifers, lichen, etc at this zone
    • Dead Zone: Right below the Living Zone and contains lots of dead rotting things, fungi, and extremophilic life. It will be rich with processed organic materials and minerals, like coal and bony soil, but will have much more dangerous creatures, and will contain many flammable, and explosive gases like methane and hydrogen sulfide.
    • Geologic Zone: Near the mantle of the world, this Zone will be rich in minerals and metals, but contain extremely toxic and suffocating gases like nitrogen dioxide and carbon monoxide, with most creatures being of a mechanical or biomechanical makeup. Types of biomes might include crystal caves/geodes, magma chambers, corrupted etc.
    •  Configurable Json: The biomes are defined in a JSON and can be modified and added
    • Still being worked on: Making actual biomes and deciding where they go, gas system incorporation, efficiency

    2021-10-09_15-37-03.thumb.png.eac6a01a9b04cc03c76eb14631513d68.png

    For the most part the Gas system is working and has all the features of the original, but still needs a lot of polish, refinements, and testing. The cave biome system while working, significantly hurts world gen performance, and I am struggling to figure out ways to make it more efficient.

    • Amazing! 1
    • Mind=blown 1
  10. On 10/18/2021 at 10:30 AM, TheArchive said:

    Hello, I am in the process of getting a server ready for a few friends. One of my testing people reports that the vine skeps crash with the following error when they are placed. 

    Version: v1.15.7 (Stable)18/10/2021 09:08:25: Critical error occurred System.NullReferenceException: Unable to to find a rotated block with code caelumterras:skep-empty-south, you're maybe missing the side variant group of have a dash in your block code at Vintagestory.GameContent.BlockBehaviorHorizontalOrientable.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) at Vintagestory.Client.NoObf.ClientMain.OnPlayerTryPlace(BlockSelection blockSelection, String& failureCode)

    I released an update to stop that crash, although for right now it prevents them from being rotated.

  11. On 10/15/2021 at 10:28 AM, shadou66 said:

    Love this mod, thank you so much for it.  I do need to ask a dumb question.  How do I access the config file?  Are there hot keys to open it in game or do I have to go into the mod file itself?  I need to turn off the poop.  My fps has been dropping to like 15-17 crazy low.  I couldn't figure it out until I walked out into a field and saw literally hundreds of wild rabbits and chickens.  I don't think this mod effects the spawning of wild creatures but the poop.  The poop was everywhere, on every block. I don't know what's causing the wildlife overpopulation but getting rid of the poop can only help.  Come to think of it.  I haven't seen any wolves lately.  Hmm.  Anyway, so I need to turn off the poop and I know that I can do this through the config file but I'm not sure how I should access that file.  I know Jakecool is on a break, but if anyone else out there knows, any help would be appreciated.

    Sorry didn't see the other posts regarding over population.  I still don't know how to access the config file.  I'd rather not edit the mod itself unless I have to.  Thanks.

    Are you running the most recent version? That caps populations, and like Travis said config is there with an option to disable poop.

  12. 10 hours ago, Windego said:

    Any news on the 1.15.7 update for this mod? I absolutely adore it and it's essential to two other mods I used to play alongside with on older game builds. After my hardware upgrade, I've been wanting a fresh start. If it gets updated to 1.15.7, will I be able to use the mod in an already present save of 1.15.7? Or will I need to make a new save for safety?
    Superb mod nonetheless.

    Does it not work with 1.15.7? Unless there were major changes, which should not be any in a minor patch, it should still work fine. And thank you!

    • Thanks 1
  13. Just released another hotfix to deal with the population problems, although if this does not help then I really have no clue what else to do. There is now a cap on breeding which for every animal is the Breeding cap(by default 3) * the lowest litter size of that animal, within the breeding cap range(by default 20). If the space a female is in is overpopulated she will not mate with males and will lose a pregnancy. Make sure before downloading this patch that your farm is not overpopulated or pregnant females will lose their babies. You have been warned! Also, now wolves can be turned into dogs from gen 3 instead of 10.

    • Like 2
  14. On 9/22/2021 at 11:39 AM, SturgeonFish said:

    I second this, I'd also like the abilty to turn off wild animal pooping.

    There is already an option to do that...

    On 9/23/2021 at 5:30 PM, Tooth Fruity said:

    Any reason that grubs don't appear for me? Under sticks or in hoppers. Not sue what I'm doing wrong.

    You have to put a compost bin on top of a hopper and fill it with rot. It will take a few days before grubs appear in the hopper. Make sure the hopper is either blocked off at the bottom or there is a container to catch them.

    On 9/30/2021 at 8:51 AM, Softly said:

    A question, what generation will allow me to shear my sheep? I'm at gen 4 with gen 5 lambs and no option to shear the adults :o

    They have to be at least gen 3 and it will tell you in the heads up display if it is ready. It can take up to two months for them to be ready, and they have to be fed well. If they are Hungry! it will stop the wool growth

  15. On 9/17/2021 at 2:15 PM, Thranos said:

    Is there any way to safely disable the LivingTrees config on an existing save?
    I'd been wondering why my planted trees weren't growing and why they demanded farmland, and found out this mod was doing it.
    I set LivingTreesEnabled to false, but as a result, attempting to load the save resulted in crashes until I set it back to true, seemingly due to the planted trees existing.

    The issue is that I'm not 100% sure of the location of every tree I or anyone else ever planted on the save, and any of them being loaded would cause a crash.

    Is there a way to fix this, or some kind of workaround, or am I going to have to play minesweeper with every chunk in the save?

    Can you give me the crash log for it?

  16. On 9/6/2021 at 12:18 AM, Kyle Stemen said:

    This mod crashes the server in 1.15.5.

    21:02:41 [Client Fatal] System.MissingFieldException: Field not found: System.Nullable`1<bool> Vintagestory.API.Common.Block.SnowCoverage Due to: Could not find field in class
      at (wrapper dynamic-method) Vintagestory.GameContent.WeatherSimulationSnowAccum.Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer_Patch1(Vintagestory.GameContent.WeatherSimulationSnowAccum,Vintagestory.GameContent.SnowAccumSnapshot,bool,Vintagestory.API.Common.IServerMapChunk,Vintagestory.API.MathTools.Vec2i,Vintagestory.API.Common.IWorldChunk[])
      at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate (Vintagestory.GameContent.WeatherSimulationRegion simregion, Vintagestory.API.Common.IServerMapChunk mc, Vintagestory.API.MathTools.Vec2i chunkPos, Vintagestory.API.Common.IWorldChunk[] chunksCol) [0x00173] in <9317042fa1f54145823dc93fd6e06966>:0
      at Vintagestory.GameContent.WeatherSimulationSnowAccum.TryImmediateSnowUpdate (Vintagestory.GameContent.WeatherSimulationRegion simregion, Vintagestory.API.Common.IServerMapChunk mc, Vintagestory.API.MathTools.Vec2i chunkCoord, Vintagestory.API.Common.IWorldChunk[] chunksCol) [0x0006e] in <9317042fa1f54145823dc93fd6e06966>:0
      at Vintagestory.GameContent.WeatherSimulationSnowAccum.Event_ChunkColumnLoading (Vintagestory.API.Common.IServerMapChunk mc, System.Int32 chunkX, System.Int32 chunkZ, Vintagestory.API.Common.IWorldChunk[] chunks) [0x00044] in <9317042fa1f54145823dc93fd6e06966>:0
      at Vintagestory.Server.ServerEventAPI.TriggerChunkColumnSnowUpdate (Vintagestory.API.Common.IServerMapChunk mapChunk, System.Int32 chunkX, System.Int32 chunkZ, Vintagestory.API.Common.IWorldChunk[] chunks) [0x0000a] in <0929cb4a0bf94f28ae863eabe44f778a>:0
      at Vintagestory.Server.ServerSystemSupplyChunks.loadOrGenerateChunkColumn () [0x0014a] in <0929cb4a0bf94f28ae863eabe44f778a>:0
      at Vintagestory.Server.ServerSystemSupplyChunks.LoadChunkAreaBlocking (System.Int32 chunkX1, System.Int32 chunkZ1, System.Int32 chunkX2, System.Int32 chunkZ2, System.Boolean isStartupLoad, Vintagestory.API.Datastructures.ITreeAttribute chunkGenParams) [0x001e7] in <0929cb4a0bf94f28ae863eabe44f778a>:0
      at Vintagestory.Server.ServerSystemSupplyChunks.LoadWorldgenHandlerAndSpawnChunks () [0x0027c] in <0929cb4a0bf94f28ae863eabe44f778a>:0
      at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnBeginWorldReady () [0x00000] in <0929cb4a0bf94f28ae863eabe44f778a>:0
      at Vintagestory.Server.ServerMain.EnterRunPhase (Vintagestory.API.Server.EnumServerRunPhase runPhase) [0x000a2] in <0929cb4a0bf94f28ae863eabe44f778a>:0
      at Vintagestory.Server.ServerMain.Launch () [0x0028b] in <0929cb4a0bf94f28ae863eabe44f778a>:0
      at _q065sSmA3CNgGuKTGnlAjR4ljPw._jv5ACTxQ2zYdp9fsBzvU76QFoiQ () [0x000b0] in <b672d076b02e463ea883df3788c927ec>:0

     

    I released a patch to fix this

  17. 4 hours ago, Cloaked said:

    Does the latest version fix the issue of animals having too many babies per litter? The server I am on has the same problem as the other posters: one pregnant animal gives birth to over 30 lambs, deers, bunnies, wolves, whatever.

    It's pretty messed up.

    I don't know. This latest patch is just to further address the wild population problem.

  18. On 9/2/2021 at 7:20 AM, Op Point Baker said:

    I've tweaked most of the vanilla treegen files. Is there a way to disable all the changes to trees?
    Would making "LivingTreesEnabled" false revert all tree gen mechanics to vanilla?
    [I did see that having "HarshSaplingsEnabled" set to false does remove the changes to sapling growth.]

    Thanks for all your mods They are Really Awesome!
    I hope life smoothes out for you. :)

    Disabling Living trees will make it use vanilla mechanics

    • Thanks 1
  19. Quick addition to the mod, the Chiseling Bench! This can be used to revert chiseled blocks back into their non chiseled forms and add materials to a block. The block must be completely filled in, in order to revert it. Also @Lisabet fixed quenching mechanic.

     

    • Thanks 1
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