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Kurazarrh

Very Important Vintarian
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  1. Ah, sorry, I can't believe I forgot the game version. I'm in 1.16.5 at the moment.
  2. Rhonen, Love the ongoing improvements to this mod. I use it all the time! Ran into a bug tonight. I put a chiseled "bookshelf" block (the kind you can find in ruins or buy from furniture traders) and the game hard crashed to desktop and threw an error with the following stack trace: System.NullReferenceException: Object reference not set to an instance of an object. at workbenchexpansion.src.inventory.InventoryWorkbenchExtended.UpdateChisselCopyRequirements() at workbenchexpansion.src.blockentity.BeWorkbenchExtended.OnSlotModified(Int32 slotId) at System.Action`1.Invoke(T obj) at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at System.EventHandler`1.Invoke(Object sender, TEventArgs e) at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792 at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg) at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554 at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368 at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] ) at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart ) I tried it a second time, with the same error, and then again in a separate world with only Workbench Extended loaded, and it did it again, so I hope I've helped to rule out potential mod incompatibilities. Hope this helps, and let me know if there are any other details I can provide!
  3. For now, I'll probably just have to turn off the mod when I'm playing singleplayer. It doesn't appear to happen when I'm playing on a server, whether or not the HUDClock server-side mod is installed. If I get a chance to fiddle with it and find out anything else about it that I think might be relevant, I'll certainly come back with more info!
  4. Rhonen, I still love this mod but I think I may be running into a strange performance issue. I had been experiencing strange, regular hiccups in my framerate--but only on single-player games--where every 1.5 seconds or so, I'd have a frame that took like half a second to render, but in between, the FPS would return to a stable 60 (vsync). I think, but cannot be certain, that it started with version 2.5.0 (it started so long ago, and I didn't identify the cause until very recently). I mentioned it in the AF discord chat, and was told that the issue was from the clientside mod querying the server for the serverside mod, which isn't available on singleplayer. I removed the mod from my singleplayer, and lo and behold, my framerate is no plagued by regular long frame times.
  5. This mod is great, but as a server owner, it would be pretty cool to be able to install server-side in order to control which of the display options are available to clients. I think it adds to the excitement to not know when a storm is going to approach until the game alerts you. Knowing that a storm will come in advance of the game alert is kind of... cheaty, imo. Is there any possibility of adding server-side controls to restrict which options are available to players?
  6. I often have crocks that get low on their spoilage timer, but when I click on them with a bowl to remove a portion of food, the timer on the crock gains a bit of a bonus. It's not usually a ton of time, but a crock with 5 hours left to spoil might jump to 18 hours after I do nothing but remove one serving of food. This can also happen when the crock has started to spoil. I just removed a serving of food from a crock that was 5% spoiled. The food I received was not spoiled, and the crock's timer changed to show that it had about 8 hours to go until it started to spoil. I'm not able to really tell if this is just some kind of desync between the displayed time and the actual spoil time, or if the spoil timer itself is getting changed when I remove servings of food.
  7. I have noticed that, dependent on the time of day, the north- or south-facing sides of blocks are more brightly illuminated (I assume because of the sun's position), regardless of any local light sources. Any side of a block that is "in the sun's shadow" is always darker, even if it is more brightly illuminated at a local level, and even if it is deep underground where no sun can reach it. This can make it difficult to do things such as chisel dark-colored blocks from certain angles.
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