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Dauron

Very Important Vintarian
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Posts posted by Dauron

  1. 19 hours ago, Robert Milligan said:

    Hi Dauron. Thanks for the mods. This is LoneWolfREM from Aura Fury and an Admin there. I'm testing 1.17.6 and testing on an existing world where your mods are in use I can tell you that the BetterCrates are empty. So wanted you to know and will help test or happy for ideas of what I might do to get this working. Thanks.

    I messaged you with some suggestions on Discord.

    Has anyone else had any issues with 1.17.6? I updated and my test world loads fine so I'm not sure what the issue is.

  2. 7 minutes ago, Joe Patterson said:

    Does this apply to both the smaller chests and the double-sized ones in V 1.16?

    This only adds the smaller chest sizes. I may consider making double chest ones in the future.

  3. 3 hours ago, David Wyall said:

    Any plans on updating Better Crates for 1.15 when it is stable?

    Yeah I have a version ready but I'd like to wait until 1.15 is stable before releasing. Sounds like maybe in the next day or so.

  4. On 6/29/2021 at 4:15 AM, Robert Milligan said:

    Thanks for this mod. I love it so much.

    Please update for 1.15.0-pre.XX versions.

     

     

    Posted a new version 1.4.0 for VS 1.15. Though I had no issues using the previous version on 1.15. I will update on the MOD DB once 1.15 is stable.

  5. 15 hours ago, Robert Milligan said:

    Thanks for this mod. I love it so much.

    Please update for 1.15.0-pre.XX versions.

     

     

    I'll try to update it in the next day or two. Thank you for your patience.

  6. 6 hours ago, Windego said:

    How does one go about changing the .json to allow the chests to be carried on your back? Can that change, if at all possible, be made mid-playthrough?
    Great mod by the way! Loving it. Makes storing items much easier than having a buttload of chests.

    I made an edited version for you to allow back carrying. Just remove the version you have and use this one instead.
    If you're on a server it needs it too. It should cause no issues but it's recommended to make a backup of your world whenever updating mods.

    Download: ExtraChestsCC_v1.3.1b.zip

  7. 3 hours ago, Digitalr said:

    Another issue...

    If any mod change stack size to greater value, then, after player take few stacks of items with new stacksize from container, server start to throw huge list of exception. Not sure, but, i believe, exceptions are generated after item despawn timeout ended.

    Any mod that changes default stack sizes is going to cause a lot of issues eventually. I can't support or really even test this because it's possibly unrelated to my mod. Ideally if you're going to use mods that change stack sizes it should be in place at the beginning of a server not after it's already been live for a while.

    Unfortunately I've gotten away from VS modding for a few months now and my time to fix issues is limited. I'm only going to be able to fix issues that are directly related to my mod as is and not caused by interactions with other mods.

    If the mod that is changing stack sizes is changing many items then it's definitely something that should be put in place from the beginning. If it's only changing a few items out of convenience then it's possible to edit/remove the patch files for the stack size changed items and change them back to default values.

    That's all I can really suggest for now.

  8. On 1/26/2021 at 7:11 AM, Craluminum said:

    Storage blocks overlaps inventories each other or displayed so that it cannot be closed by "X". "Not playable" when two or more storage blocks inventories are open

    Please look at Known Issue #1 in the original post. You'll need to lower your GUI scale in the game options or move the inventory windows manually for the bigger chests. The GUI issue is something that can't be fixed with a content only mod.

    • Like 1
  9. 13 hours ago, ray57913 said:

    When upgrading from game 1.14.2 to 1.14.5 (1.2.3 to 1.2.5 for the mod) is there a way to keep inventory without moving it out? I tried last week but it cleared the contents

    You need to have the mod updated to 1.2.5 before loading your world in 1.14.5 for the first time.  Hopefully you have a backup of your world.  Updating the mod after they're empty won't fix it.

  10. 15 hours ago, Lisabet said:

    Hi, was wondering if it'd be possible to make it so you could upgrade the chests by sneaking/adding the plate rather than needing to pick up the chest and craft it that way?  What I have in mind is like being able to add the silver/gold lining to a lantern placed on the floor instead of having to pick it up to add the lining.  Would it be possible to use that mechanic to work with upgrading chests?

    Also, semirelated question; does anyone have the ability to make the windows in game resizeable? i.e. bigger chest has more slots, grab the bottom right corner of the window and drag to resize to fit the new number of slots instead of having a scrollbar (or along with having one)

     

    *edit* wondering if the signs could work that way too, adding to the chest with sneak/click instead of breaking the chest and using the crafting window

    While all of your suggestions are possible, this mod doesn't include any code. It is a content only mod, which means it relies on the vanilla code for the chest mechanics. I will think about it in the future but right now I'm heavy into development of my next mod so I can't make any promises if/when it will happen.

    Thank you for your input.

  11. 7 hours ago, Vallen said:

    Updated to 1.14.5 and it seems the same issue is here. The crates were displaying blank and inaccessible. Updated the BetterCrates mod from 1.2.2 to 1.2.5 does NOT seem to fix it. Using CarryCapacity to pick them up and replace just deletes the contents completely but the crates are accessible again. Note that we are NOT using BetterChests.

    It sounds like you updated this mod after the issue presented itself. You need to update the mod before loading a world for the first time after updating from VS 1.14.2 to VS 1.14.3 or higher. Updating the mod after the world has loaded in and saved can't fix the problem unfortunately.  If this is not the case then I'll look into it further, but I know of servers that have not had any issues with VS 1.14.5 and they're using either 1.2.4 or 1.2.5.

  12. I think some mods need to recompile for 1.14.3 so that's what I'm doing. Posting a new version 1.2.4 shortly. Will be 1.14.3 compatible only.
    This won't fix an already loaded world where the crates are empty. You need to have the mod updated before loading into 1.14.3 for the first time.

    • Like 1
  13. 3 hours ago, MaxieMan said:

    After installing your mod on my server I've been having issues where certain chests cause clients to crash when they open them. This is temporarily fixed by breaking the chest and making a new one, but it begins to happen again after some time. Any idea of what might cause this? Here's the crash log:

    
    
    
    Running on 64 bit Windows with 16 GB RAM 
    Version: v1.14.2 (Stable)12/30/2020 3:22:07 PM: Critical error occurred
    System.Exception: Chunk retesselated listener number 0 threw an exception (a=False, b=False, b=False)
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.GameContent.BlockEntityAnimationUtil.<StartAnimation>b__16_0()
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vec3i chunkPos, ClientChunk chunk)
       at Vintagestory.Client.NoObf.ChunkTesselatorManager.OnFinalizeFrame(Single dt)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._X2niSFpb8ndF6zWsCcobp5QBcvO(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(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 _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------
    
    Event Log, last 3 entries
    ==================================
    { TimeGenerated = 12/30/2020 12:11:21 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: System.Exception
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerChunkRetesselated(Vintagestory.API.MathTools.Vec3i, Vintagestory.Client.NoObf.ClientChunk)
       at Vintagestory.Client.NoObf.ChunkTesselatorManager.OnFinalizeFrame(Single)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(Vintagestory.API.Client.EnumRenderStage, Single)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(Vintagestory.API.Client.EnumRenderStage, Single)
       at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single)
       at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._X2niSFpb8ndF6zWsCcobp5QBcvO(Single)
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single)
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single)
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(System.Object, OpenTK.FrameEventArgs)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       at OpenTK.GameWindow.RaiseRenderFrame(Double, Double ByRef)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double, Double)
       at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14, System.String[])
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(System.Threading.ThreadStart)
    
     }
    { TimeGenerated = 12/18/2020 4:54:15 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 00007FF812093B29
    Stack:
       at System.Environment._Exit(Int32)
       at System.Environment._Exit(Int32)
       at System.Environment.Exit(Int32)
       at _FxoapxPRiV5MwbaFwu9ZjI5uiQu._YAVoZtbV5cwe0WdpbVCDdWZLwKS()
       at Vintagestory.API.Client.GuiElementTextButton.OnMouseUpOnElement(Vintagestory.API.Client.ICoreClientAPI, Vintagestory.API.Client.MouseEvent)
       at Vintagestory.API.Client.GuiElement.OnMouseUp(Vintagestory.API.Client.ICoreClientAPI, Vintagestory.API.Client.MouseEvent)
       at Vintagestory.API.Client.GuiElementTextButton.OnMouseUp(Vintagestory.API.Client.ICoreClientAPI, Vintagestory.API.Client.MouseEvent)
       at Vintagestory.API.Client.GuiComposer.OnMouseUp(Vintagestory.API.Client.MouseEvent)
       at _huHsn0RbJO3ryia0aqdhX6Bb1sS._XMRlElq0Rg6quIIKA3ytPtPW3Jd(Vintagestory.API.Client.MouseEvent)
       at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(System.Object, OpenTK.Input.MouseButtonEventArgs)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       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.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 _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14, System.String[])
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(System.Threading.ThreadStart)
       at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._Q94MSQMy7MbChZ1FRrVUB2AgwfL(System.String[])
     }

     

    Which "certain" chests? A popular server with a consistent 15+ people on it have been using this mod since 1.14 release and this is the first I've heard of this issue. Do you have other mods installed?

  14. 11 hours ago, VampireWeenie said:

    I'm having the same issue Mark (meggert) was having. No matter what I do, I can't take items out of the crates. I've tried both left and right click with and without shift and control. Nothing works!

    Are you using the latest version? I haven't heard of anyone having this issue since I fixed a while back.

  15. 2 hours ago, DArkHekRoMaNT said:

    But does it work for crafting an iron chest?

    You mean allow a meteoric iron plate to be used in place of an iron plate to make an Iron Chest? I guess I could add the recipe but it seems kind of wasteful. Unless someone is really having a hard time finding iron to make into steel and has lots of meteoric iron laying around.. I'll think about.

  16. 5 hours ago, Demonhavok said:

    yeah I figured out that if you use the bowl on the crock it breaks the seal as normal but if you use the crock on the bowl it dishes out a portion but remains sealed. When I empty one of these sealed crocks and then try and place it in the crate that is where I think the issue occurs. I found that by switching food from another crock into it then back out again it fixes the state and I can place it in the crate. Much better than 30 shelves to place everything on lol

    I updated the mod. Server and clients will need it. Should fix the issue with the crocks. Let me know if you are still having issues.

  17. 19 hours ago, Stefano Da Giau said:

    How do I enable them to be carried on the back? :3

    In the mod zip file you would need to replace the 2 files under assets\extrachests\blocktypes with these two files: chests.jsonlabeledchests.json

    I changed these files to include the back carrying. I did not include back carrying by default because it's too powerful.

    If you are on a server the server needs to do the change as well. The server dictates the allowed behavior.

    Hope this helps!

  18. 5 hours ago, Demonhavok said:

    Our server is running version 1.14 with better crates version 1.2.2 and sometimes it is difficult to put fired crocks into the better crates. many of them seem to go in just fine but sometimes one will not want to go in and you have to place it and pick it up dozens of times and eventually the crate will accept it.

     

    Thanks for the report.

    It appears that when a crock is fresh made in the firepit it doesn't have an attribute of "sealed" set yet. Once it's placed on the ground and picked back up it then has it. This doesn't mean its actually sealed it just has the info set to either true or false. So there is basically 2 kinds of crocks that a crate should allow: one's that are fresh made and never placed down/picked up, and ones that have been placed down/picked back up. That's why they aren't combining in a crate because the vanilla "equals" method sees one crock with the "sealed" attribute and one without. I only had to place a crock down once and pick up to fix in my testing.

    This is a vanilla bug with the way crocks are handled, it's not noticed because you can't stack crocks in your inventory as they only stack to 1. If you could then your inventory would have 2 different empty crocks that don't stack together.

    To make sure they all stack properly in a crate you should only need to place it down and pick up one time if it's freshly made and then it should match all others that have been handled the same way.

    In my testing I also noticed something else about the crocks (and bowls) that I didn't realize was happening. I'll be working on a update to address all of this over the next day or two.

    Thanks again for the report. It's hard to test everything.

  19. 1 hour ago, dragoness_ said:

    I may have ran into a problem on my server with Extra Chests. IDK if I installed it wrong or mislabeled a filepath. 

    https://gyazo.com/a00dfac8f6e819b618d627f9ef5f5d00

    When I hopped onto the server to check, I was not able to find those chest, but the better barrels (err.. Crates) was fully functional. 

    Sometimes if another mod has an issue either with a crafting recipe or whatever it can create a chain effect for others. The first mod that throws the errors in the log may be the culprit. It's possibly looking for an item that doesn't exist anymore. One item in particular that got changed was the sword, the code used to be "sword" and now it's "longblade". So any mod that made custom swords would have to update their recipe files to account for that.

    I haven't had any other reports of issues and I know of a server or two that has this mod working just fine. I've made multiple worlds to test 1.14 compatibility. If you figure out the problem let me know as I'm curious. Unfortunately there's nothing I can do with this mod to fix the issue you're having. Good luck!

    • Like 1
  20. 40 minutes ago, meggert@wi.rr.com said:

    Hello! First thanks for this mod! Now I would like to report a bug I'm having with it after today's game update to v1.14.0. I have installed the updated files for this mod as well as Extra Chests and Carry Capacity (these are the only 3 mods I use). My bug is that while I can add items to a crate with a right-click, I can't take items out of the crate with a left-click. While all that happens with left-clicking with a open hand is I get the damage particles. If I break the crate with an axe, I do get the items that were in the crate! I should add that Extra Chests and Carry Capacity are working properly.

    Thank you,

    Mark

    Thanks for reporting this. I'm not really sure what happened, but I recompiled the mod and it seems to have fixed it. Uploading version 1.2.2 now. Please try it out and let me know of any other issues. Thanks again!

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