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Hexedian

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Posts posted by Hexedian

  1. The Vampire combat ability lists its stats as

    Quote

    "name": "vampire",
    [...]
           2,
           4,
           6,
           80,
           65,
           50

    I believe it should be

    Quote

    "name": "vampire",
    [...]
           2,
           80,
           4,
           65,
           6,
           50

    otherwise, at tier 3, you have 65% life steal.

     

    Also, the patches/husbandry file has misspellings for arctic foxes and raccoons, missing a 'c' in both cases.

  2.  "When milking an animal you have a chance of {0}% and additional {1}% for every day the animal was not milked to get cheese instead of milk."

    That is not totally how animals work!

    I'm still laughing at that.

    You forgot to mention Salty Backpack.

     

    • Haha 1
  3. In 1.15 pre 4, butchering an animal causes a crash. No crash when xskills and xleveling are disabled.

    Spoiler

    Running on 64 bit Windows with 8 GB RAM
    Version: v1.15.0-pre.4 (Unstable)20/06/2021 9:37:36 AM: Critical error occurred
    System.MissingMethodException: Method not found: 'Boolean Vintagestory.API.Common.InventoryGeneric.get_IsEmpty()'.
       at XSkills.EntityBehaviorHarvestablePatch.Postfix(EntityBehaviorHarvestable __instance, IPlayer byPlayer, InventoryGeneric ___inv)
       at Vintagestory.GameContent.EntityBehaviorHarvestable.SetHarvested_Patch2(EntityBehaviorHarvestable this, IPlayer byPlayer, Single dropQuantityMultiplier)
       at Vintagestory.GameContent.ItemKnife.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
       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 _nw5iq7Nu0RWJnxlBZen6mJGmcSN._jQtFXqWU70j0qJc1Fcs9wVlm2W(Single )
       at _knXhXKQCYhvGbZXkDCncKaLldTL._BdeV9hzEfqFcm87gcxwrAtDeTgk(Single )
       at _knXhXKQCYhvGbZXkDCncKaLldTL._3JdxcXDlKfmdnBvyHIxr4AJFIze(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 _SaXpqv5O911lCsSIrDnAnx1C2Wl._lESBMi7dCimysuVIyentZFkbZ2C(_3DvyrNaGS3KUgpwJWmWNJ0OhmVh , String[] )
       at _xYPi1FuSC15HmCPKeAQ55E3UGnQ._lESBMi7dCimysuVIyentZFkbZ2C(ThreadStart )
    -------------------------------

    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 07/06/2021 5:31:14 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.NullReferenceException
       at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
       at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.ThreadHelper.ThreadStart()

     }
    --------------
    { TimeGenerated = 07/06/2021 5:24:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.0.0, time stamp: 0x60b27037
    Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
    Exception code: 0xc0000005
    Fault offset: 0x000007fe8a97cacd
    Faulting process id: 0x850
    Faulting application start time: 0x01d75be36286c3ed
    Faulting application path: C:\games\Vintagestory 1.15\Vintagestory.exe
    Faulting module path: unknown
    Report Id: bc4f5e24-c7d6-11eb-9a9d-001a4d4ae63b }
    --------------
    { TimeGenerated = 07/06/2021 5:24:27 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.NullReferenceException
       at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
       at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.ThreadHelper.ThreadStart()

     }

     

  4. I would have made all the breads with the same nutrition value give the same final product, to reduce the number of items. Maybe some people wouldn't like their blueberry bread to give bread with red spots, but it would mean fewer recipes in the handbook.

     

  5. Have you considered reducing the amount of similar items in the mod? For example, all the similar berry breads, sushi or dumplings could be made into a few recipes that would clutter the handbook less, and likely be easier to maintain.

     

  6. We've been talking about late-game survival, and have come to the conclusion that food is too abundant. What we need is abilities that increase food consumption; for example :

    Survival: Abundance adaptation

    Increases walk speed by 5/10/15%, but also increases food consumption by 10/20/30%.

    Requires One the road or Scout.

     

    Cooking: Healthy diet

    Increases maximum health and health regeneration by 5/10/15%, but increases food consumption by 10/20/30%.

    Tier 2 requires Chef. Tier 3 is exclusive with Probiotics tier 3.

    Cooking: Probiotics

    Decreases individual nutrition consumption by 5/10/15%, and increases food consumption by 5/10/15%.

    Tier 2 requires Chef. Tier 3 is exclusive with Healthy diet tier 3.

     

    All names and values are suggestions, of course.

  7. I've been trying to find out what causes a trade o rug crash, but I can't find anything definitive. So far, it seems to crash when there's oak saplings in a rug, after you've walked to it from far away; it doesn't crash if you log next to it. The crash may be related to opening the rug normally, then as owner, and sometimes the oak saplings don't show in the rug.

     

    Overall, I'm just confused.

     

  8. Barring new ruins (which sound really cool, but might be difficult to implement), have you considered new, simple systems for the Things That Shall Not Be Named?

    Spoiler

    Instead of sacrificing health to receive things that are usually easy to get (food) and gold (overpowered), why not actual sacrifices? Each god could have several options of what they like as sacrifices, and what they give in return. For example, hydra could take sacrifices of fish, and give random treasures in return (spoils of the sea). I could see that as a way to turn renewable resources into non-renewable resources, without getting the excessive amount of gold we currently get.

    There's probably multiple ways this could be done, and I'm sure there's many more difficulties to overcome, but it would create a great, unique aspect to the Thing statues.

  9. 10 hours ago, Papa Cheese said:

    rarely do I find enough of the same kind/freshness to make meals out of anything but fillets.

    What about limiting fish types per biome? Arctic char shouldn't spawn in warm biomes, for example.

    • Like 2
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