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Deviator

Vintarian
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Deviator last won the day on May 22 2021

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Stone Age Settler

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  1. Updated, also added the oil lamp fix. Thanks
  2. Thanks for the info, I updated the mod. Let me know if it still gives you issues.
  3. I tried it in 1.15.2 and 1.15.3 and it works for me. Send me the error and I will take a look. You might have a conflict with another mod.
  4. I was doing mine as { "name": "allrounder", "id": 2, "maxTier": 3, "minLevel": 5, "enabled": true, "values": [ 1, 1, 1 ] }, I was assuming the values accumulated(1+1+1 etc), not that the total reset for each tier. Thanks for clearing it up!
  5. So I was able to edit the All-Rounder skill in the config to allow more specs, but it seemed to affect the text and purchasable levels only. I then edited the spec limit, but then that doesn't follow All-rounder... I could go as high as I wanted. Is there a way to have the specs go by the current All-rounder limit?
  6. One thing I just came across is none of the tools can be used in recipes. Found out while trying to make firewood with my new black steel axe.
  7. The vanilla trees use the same texture over and over, it's just larger so it doesn't look so repetitive, each of my little logs uses basically the center half of the vanilla texture. I might do something like using the bottom half on the bottom log and the top half on the top log or something like that. And yeah, the fruit got my attention too . I am guessing we will get that with the new pies recently announced. I played around with treegen and was able to get my large round logs to replace the square logs(and it looked decent I think), but for some reason the trees wouldn't fell like vanilla anymore, it always acted like placed blocks no matter what I changed. I imagine that is something hard coded in a class file somewhere, but that's beyond me at the moment. I am just scratching the surface of c# now so got a ways before I can safely poke around in there lol
  8. Thanks, I am not great with art, I just used the base game textures, the only one I edited was for the ends of the large round logs and all I did was bring the bark in a bit. I do wish they looked better in the end though. I might try to play with them later.
  9. BetterLogs adds new log variants for building... log blocks, slabs, corners, etc. There are now 2 versions of this mod. One with normal treegen and one with round-log treegen. Warning, the round-log treegen version can get a bit laggy in heavily forested areas, especially on slower systems. ONLY USE ONE VERSION! Updated for the new tree variants. You can now put log blocks in the crafting grid to swap between cube or round variants. Start by making a Log Splitter with flint. Now make some Daub with sand, grass, and clay. In the crafting grid, use the Log Splitter above a normal log to split it into 4 Better Logs. Now you can use the Better Logs and Daub to make the different Better Log variants. Installation: Download the latest .zip file from [VS Mod DB] or [Github] and place it in your mods folder.
  10. Got this crash on last hit of slab with rubble hammer... Running on 64 bit Windows with 16 GB RAM Version: v1.14.10 (Stable)5/7/2021 10:22:30 AM: 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 _vKnDSS3ZW5fZhqcIJSzL9xbAUttA._ZHf5IMlYChPlSKBWZX1ph2DB6EP(Single ) at _w1hCRzQiukKlSxBw6hggDUXQ0jC._3HP2xkrryy8Ktr1q1yqHHv9s1kb(Single ) at _w1hCRzQiukKlSxBw6hggDUXQ0jC._JbXJA0SA6LQOS6diuqtXAjMb8Fo(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 _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl , String[] ) at _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(ThreadStart ) ------------------------------- Loaded back in and just right clicked the air with the rubble hammer and got the same crash... repeatable. Doesn't happen when right clicking with the chisels, just the rubble hammer.
  11. Not like hundreds of blocks. I was more giving a direction... not west or sideways but up in case that mattered... still a bit jarring when inside small areas and your head ends up in your hallway ceiling lights as you walk out of a room, was wondering if anything can be done to stop it from doing that on multiple vertical blocks that do not represent a single block you could step up onto.
  12. I'm getting thrown upwards when I try to round a corner 2+ blocks high. It is like it is trying to make me step up when there is no step there, like bumping into a tree as you pass by it. Any idea why it might do this? I removed all other mods and still happened.
  13. The barrel... you can right click the screw press with a barrel to take the liquid out... but then when you mouse over the barrel in your inventory to get a tool-tip to see what is in it, the game crashes. I did some testing and it looks like when you right click the screw press with the barrel... the liquid goes into the input side of the barrel, not the storage side. You can then pick up the liquid and put it back down to transfer it to the storage side, but if you look at it while it is in your inventory, it still crashes. Probably not many using the barrel to move liquids, but I think it might be what was causing the other users game to crash with the screw press.
  14. Updated to 1.3.8 and still having the crash taking liquid out of the screw press with a barrel, then mousing over the barrel in the hot bar. Also, when I use the handbook to look up the mechanical stuff, it freezes the game 10-15 seconds before showing the recipes. Both issues happen with only EF and Compatibility installed.
  15. Looks like this might be the same issue as above...Here is the crash log I get when taking liquid from a screw press with a barrel, then mouse-hover over the barrel in the hotbar... Running on 64 bit Windows with 32 GB RAM Version: v1.14.10 (Stable)5/2/2021 10:55:11 PM: Critical error occurred System.IndexOutOfRangeException: Index was outside the bounds of the array. at Vintagestory.GameContent.BlockLiquidContainerBase.GetContent(IWorldAccessor world, ItemStack containerStack) at Vintagestory.GameContent.BlockLiquidContainerBase.GetCurrentLitres(IWorldAccessor world, ItemStack containerStack) at Vintagestory.GameContent.BlockLiquidContainerBase.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) at Vintagestory.GameContent.BlockBarrel.GetHeldItemInfo(ItemSlot inSlot, StringBuilder dsc, IWorldAccessor world, Boolean withDebugInfo) at Vintagestory.API.Common.ItemStack.GetDescription(IWorldAccessor world, ItemSlot inSlot, Boolean debug) at Vintagestory.API.Client.GuiElementItemstackInfo.Recompose() at Vintagestory.API.Client.GuiElementItemstackInfo.SetSourceSlot(ItemSlot nowSlot) at Vintagestory.Client.NoObf.HudMouseTools.OnMouseEnterSlot(ItemSlot slot) at Vintagestory.Client.NoObf.ClientEventManager.TriggerOnMouseEnterSlot(ClientMain game, ItemSlot slot) at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseMove(ICoreClientAPI api, MouseEvent args) at Vintagestory.API.Client.GuiComposer.OnMouseMove(MouseEvent mouse) at Vintagestory.API.Client.GuiDialog.OnMouseMove(MouseEvent args) at Vintagestory.Client.NoObf.GuiManager.OnMouseMove(MouseEvent args) at Vintagestory.Client.NoObf.ClientMain.OnMouseMove(MouseEvent args) at Vintagestory.Client.NoObf.ClientPlatformWindows.UpdateMousePosition() 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 _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl , String[] ) at _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(ThreadStart ) ------------------------------- Tried in fresh world with no other mods and still same crash.
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