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Wraithhunter

Vintarian
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Posts posted by Wraithhunter

  1. 9 minutes ago, Noah Washington said:

    Any word on new edition updates?

     

    Not at the moment. I had some things in the works a few months back but life got really busy really fast. Though if you have any suggestions for any additions please let me know.

  2. 6 hours ago, Craluminum said:

    v1.14.8 (Stable), QuarryWorks 1.4.8

    1.  Very often the plugs fly away very high to the surface while you are chipping off blocks somewhere in the ceiling of the quarry. (This has already happened to me twice, and while I got to the surface to pick them up, they had time to disappear).

    2. Rubble Storage's info doesn't sync between players. I personally saw how the second player made sand in it and it still showed 500 stones. Restart helps.

    3. Hit (right-click) the air with Rubber Hammer cause crashed the game

    Version: v1.14.8 (Stable)2/24/21 09:53:37: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at stoneworks.src.RubbleHammerTool.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.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 _jeEziyUSYl0BpbOxT46FYwj5VWL._IIIrDcgMyMKwpTkEZsHikpfl3dh(Single )
       at _idIkJkIueHHf3Oz2WNlBdD0E1XR._DvzT6D0wN3fMakeuDyljJJ09hok(Single )
       at _idIkJkIueHHf3Oz2WNlBdD0E1XR._V5piYzG7beYPldE6UVxY58dqacE(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 _YrS2W1MoaeqC4xqH8ItdZB6vADN._8t1BmEWVlCT9mjx5M0vFIzU9tif(_7T00Rjby4si0wyEBez5dXNqLm7h , String[] )
       at _ejKuc6cg0k8V39o8jDIzquyczbO._8t1BmEWVlCT9mjx5M0vFIzU9tif(ThreadStart )

    2 and 3 should be fixed with the next update. I can't replicate the issue with the plugs, will fix if I can isolate the problem. Thanks for letting me know :D

  3. 10 hours ago, Ben Hailer said:

    I get a consistent crash when selecting the rubble storage crate in my hot bar before I can even place it on the ground.

    Edit: Noticed that I was a couple versions back on this mod so I updated but still had the same issue.

    Running on 64 bit Windows with 0 GB RAM 
    Version: v1.14.8-rc.1 (Unstable)2/19/2021 8:53:56 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at stoneworks.src.GenericStoneStorage.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack)
       at stoneworks.src.RubbleStorage.DoPlaceBlock(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ItemStack byItemStack)
       at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode)
       at VSHUD.NewPlacementPreview.Postfix(Block __instance, ItemSlot slot, EntityAgent byEntity)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(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 _ipdCTRGfCLl4yfQcpbyWZPZzBMZ._6C2asSglREPHjhx4NLj6jpKXKpH(Single )
       at _yWbPNPMmCoSseGoOZRcjfcIN4XC._OmZfb14mkw8Un0aM6Go5rdXofbC(Single )
       at _yWbPNPMmCoSseGoOZRcjfcIN4XC._3fRWFqXCqVOAQhIDfL6UaZGgx2o(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 _KWsZWkZAuZolPgdae7el5tHBTClA._q6fsrB8CmVl3iiVwe0lNTjMFm0(_Pz3UPCq6dLufqfMv42T2mvIRCDn , String[] )
       at _45bJKQetuLcXXKsD9ELwUG90ErH._q6fsrB8CmVl3iiVwe0lNTjMFm0(ThreadStart )
    -------------------------------
     

    Afraid that's a conflict with VSHud. :D

  4. New updates out!
    All bug fixes this time around! :D

    • The quarry should work more betta now! Thanks to ThothTheScribe again for finding a lot of edge cases! I swear everything works fine till you poke it! lol
    • The rubble storage shouldn't crash if you try to put a stick into it now! (Or anything else for that matter!) Thanks to QuestionSleep for finding this and letting me know :D
    • Slabs shouldn't be reproducing at an exponential rate anymore! That was a weird dupe bug... Thanks to ZigTheHedge for pointing out that this was a thing!

    A more complete listing can be found above. Generally though this just made everything less likely to crash.

  5. 18 hours ago, Craluminum said:

    Ability to place your molds (plugs and etc.) to vanilla tool mold rack when?

    They should already be working. The molds I added all use the vanilla mold class so they should work with any vanilla interactions that other molds have. As far as I'm aware though you can't put unfired molds in the mold rack.

  6. On 2/3/2021 at 10:49 AM, Tech_Rabbit said:

    I love and don't love this mod. The immersion for this mod is spot on! It's a cool mod.

    I have a problem wit the following:

    1. plugs cost 1 ingot but have no durability. Also there is no durability to hammer use when hammering the plugs. I propose that the hammer take durability damage and the plugs have a % chance to break when you make a slab.
    2. It takes like 40 seconds to quarry and chisel a 9x9 cuboid and process it into 2.5 stacks of stone bricks. This feels wrong taking a process that had a long process and moving it to the other side of the spectrum and making it too fast.

    Hey Tech_Rabbit! Thanks for the feedback!

    Adding Durability is on my to-do list and your suggested implementation was also my first thought! :D I'm not quite happy with how that feels though so I'm not completely sold on it, I have a few other Ideas I want to try before falling back on random break chances. However! The hammer taking durability damage was something I thought I'd already added, onto the to-do list it goes, should be in the next patch... or the one after that lol.

    As for the time needed to quarry, I agree it's currently a little to fast. Though during testing I found making it take more time was frustrating in it's own way since it's a repetitive action that doesn't have a lot of feedback. I'm hoping to implement a more interactive process in the future, at which point I'll probably increase the time required. I'm not too sure where I want to take the slabs though, for now I'm fine with the speed they give items since it's mostly just the same as using the crafting grid with a ~10%(ish) increase to return rates. (though that is adjustable in the tools json file.)

    Adjust-ability in general is also on the to-do list, though I think it's somewhere in the middle of said list so it may be a while.

    Thanks again! If you have any other suggestions I'd love to hear them!

  7. 10 minutes ago, Nozarati said:

    its version 1.3.3. I updated it a couple days ago on the server hoping it would fix the issue. And it happens with medium ones as well. Havent progressed to the bigger slabs as of yet.

    Is it occurring when placing the rubble storage block?

     

  8. 23 hours ago, Nozarati said:

    Keeps kicking me from the server any time i place down a small slab of stone. Still puts it down, I just have to reconnect every time.

     

    This was the log entry in the server log.

    Hey Nozarati!
    What version of the mod are you running, and does it happen with the other slabs?

  9. V1.3.3 is now live! YAY!

    Have you ever wanted to make a sandcastle but couldn't find any sand to do so? While now with the patent pending Rubble Storage™ you can! Chuck some stone or gravel into it, smack it with a rubble hammer and Voilà! sand! and gravel too I suppose, but who wants to make a gravel castle? That'd just be dumb, you'd never get it to stick together. Point being you can make gravel or sand with this block! Also it can be filled with 500 of any mix of sand, gravel, and/or stone then picked up and moved! Move-able storage ftw!

    Also patched a bug that was causing clients to disconnect from some servers when placing down multiblocks! Hopefully! Huge thank you to Monahven for pointing this problem out to me and to both Monahven and Raccoon for helping with testing to get this fixed! :D

    If you want to find a full list of patch notes they can be found above.

    As always feed back is appreciated! :D

    • Amazing! 2
  10. The Works!

    Intro

    Downloads are at the bottom of this post. Feel free to skip past this if that's all you're looking for, there's ingame documentation if you need a starting point.

    The works is a series of mods I've been working on to fix many of the quality of life issues I've found while playing vintage story and to add some immersion to already existing mechanics, I adore this game and want to see it become more than it already is.

    As of right now I've reached a point with the first mod in the series "Quarry Works" (more details of which can be found below) that I'm happy with it and am putting it into the world for ya'll to break, go forth and find edge cases! I welcome bug reports, report them via discord! On that note, anything relating to this mod can be found on the discord page for it, which can be found here! If you have any questions or concerns I can be found there nearly all the time! Because I have no life...

    All the source code is available on GitHub if you'd like to look at it... or fix it, my codes a undocumented mess. you've been warned. Github link!

     

    QuarryWorks!
     

    Spoiler

     

    Intro

    I'm excited to announce "Quarry Works"! Because "Earth Works" was taken when I started development! (Also a great mod, go check it out! Link!)

    I Hate getting rock in "Vintage Story", I mean I loved the idea behind it but hated the process so I set out to make that more enjoyable by implementing immersive quarrying methods. Besides, who doesn't like digging big holes into the ground!

    As of right now this mod brings:

    • Four tools, for shaping rock slabs into usable materials such as bricks or polished stone.
    • A whole bunch of stone slabs that can be used as decoration! Or carved up for resources using any of the aforementioned tools.
    • A Plug block that can be used to quarry large areas in relatively short amounts of time, with the simple application of smacking said plugs with a hammer.

    GettingStartedIcon.png.af344cb4a4104adca75a8278172fc639.png

            99337992_Quarryexample.thumb.png.683dce91496d50f8a68d85552f21eb69.png

    If at any point you are lost as to how to proceed check your in game manual, there are two guides on how to advance through this mod and how to acquire each item needed.

    Getting started in with Quarry works is fairly simple, but does require a lot of metal, so be sure to have at least reached the copper stage before starting up your quarry. Once there, get yourself some plugs and a hammer. Set the plugs into stone (As shown above, though you can also place them on the bottom of a block.) and hit them plugs with your trusty hammer, if everything has gone well you should see particles pop up on each of the placed plugs, I was always taught that sparks are how you know it's working! Now just go through right clicking on the plugs till they're all set into place and you'll get your first slab of stone! When you first place your plugs you'll be free to move them as you like but once you right click with your hammer all the connected plugs will be made into a network, at which point if you break one plug they'll all break and you'll have to place them down again. This is a feature... yeah...

    Once you've gotten your first slab find somewhere to place it down, all but the smallest of slabs are multiblock structures so you may need to find an open space to place it down. Once placed you can right click on it with one of the four tools that are included in this mod to get the resource that corresponds to that tool. If you right click on the slab with an empty hand it should tell you how much stone is left in to be shaped, once all the stone is depleted the slab will break.

    If you're one of them creative types there's also a ball of dirt to give your ill-gotten slabs a little more density.

    That should be the just of it! Now go out there and get some stone!

    PatchNotesIcon.png.8b01ef4787cb7ab242c04895a07d2c12.png

    v1.2.4-Beta!

    Spoiler

    v1.2.4-Beta!
    -Took a note out of Tyron's book and patched "Quarry Works" just after release. Crashes are how you know it's working!
    -Fixed an issue where right clicking a stone slab would crash the game if you were holding a stick, all should fear the mighty stick of crank.
    -Added a ball of dirt that can be used in creative to set the amount of stone that a slab contains.
    -Added a creative tab to make finding mod "Quarry Works" stuff easier.

    v1.3.3-Beta!

    Spoiler

    v1.3.3-Beta!

    Features:

    -Added a brand new "Rubble Storage" blocktool for storing stone, gravel, and sand. As well as for crushing stone to gravel, and gravel to sand. (Can also use a bucket a water on it if it contains gravel.

    -Added hud data to the "Rubble Storage" block to display contents. Will be doing the same to the slabs... later.... that code is a mess.

    -Added a smithing recipe for making the plugs, now you can have iron plugs! Still no steel though...

    Patched:

    -Fixed an issue with some servers dropping clients if the client placed a multiblock structure...hopefully. Huge thanks to Monahven and Raccoon for helping with this, it was a pain to nail down.

    -Fixed a rendering issue with tool molds when they are stored in the toolmold rack. Once again huge thanks to Monahven! I didn't even know this was a thing.

    -Fixed a few typo's in the handbook. not all of them, just enough that it looks like I made an effort.

    V1.4.5-Beta!

    Spoiler

    V1.4.5-Beta!

    Features!:

    -Added: The Rubble hammer has more use now, not much more but more. It can now break stone and gravel down in the world! Is it helpful? probably not.

    Patched!:

    -Fixed: A bug caused when placing more than one network of plugs on the same plane. Thanks to ThothTheScribe for pointing out this was a thing!
    -Fixed: A bug causing clients to be punted from servers when placing slabs on some server. Still no idea why this only happened on some servers. Thanks to ZigTheHedge for testing my slap-dash patch.

     

    V1.4.8-Beta!

    Spoiler

    V1.4.8-Beta!

    All bug fixes this time around.
    -A slew of fixes for the rubble storage. There was a really annoying bug causing a crash any time an item was attempting to be put into storage that only had one code part. Same kind of issue with Items missing Attribute Data. Thanks to QuestionsSleep for finding these and helping with testing them :D
    -Another Slew of edge case bugs for the quarry. Fixed a crash when placing more than on plug on the same plane. Fixed another that was causing the quarry to behave oddly if the height of plugs changed across a single plane. A few others I no longer remember. Thanks to ThothTheScribe again for the help on this. I keep fixing bugs and they keep finding more.
    -Fixed a bug causing slabs to douplicate them selves when broken. Thank you to ZigTheHedge for catching this!
    All told, this patch should help fix alot of the smaller edge cases that were cropping up... hopefully.

     

     

     

    Download

    QuarryWorks v1.4.8-beta - Rubble Storage For The Masses!

     

    • Like 6
    • Cookie time 2
    • Amazing! 4
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