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Deviator

Vintarian
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Everything posted by Deviator

  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.
  16. Amazing... Really love the mod, thanks for the quick fix!
  17. I'm getting a crash when using Z to sort into a chest multiple stacks of food(berries, vegetables, etc) with different freshness times remaining. I tried removing all other mods and it still happens. I tried a fresh world with only this mod and it still crashes. It doesn't pop up an error, just freezes. I checked the log files and the only thing I can find is in server-debug.txt it repeats this line over and over filling up the file at about 3mb per second until you end the process. 23.4.2021 23:15:19 [VerboseDebug] Deviator moved 0xCranberry from backpack-/jcSd4bPUX3CobucHaC3qh0F to chest-512960/174/511706
  18. 1-7-22 - v0.2.1 for VS 1.16 Updated for 1.16 BamBOOM adds a new bamboo based ore blasting bomb. Installation: Download the latest .zip file from [VS Mod DB] or [Github] and place it in your mods folder.
  19. After more testing, it looks like this only happens if the quantitySlots are the same between the bags AND the slotBgColor is different for each bag. Still not sure what might be causing this.
  20. Thanks for the heads-up. I did some testing with both mods and it turns out both mods crash if the slot quantity is the same AND inventory slot colors are different. If the slot colors are the same, no crash... if the slot quantity is different, no crash. It is a very strange thing and I am not sure what would cause it.
  21. 1-7-22 - v0.3.1 for VS 1.16 Updated for 1.16 Travel Markers adds glow-in-the-dark markers to light your way in caves or on the surface. Start by grinding copper and zinc nuggets in a quern, or use a hammer to get the crushed version. [all recipes are shapeless] Next, mix the crushed copper and zinc to make phosphor. Now use the chart below to make a colored pigment in the crafting grid. Examples: Finally, mix fat or wax, a pigment, and phosphor to make the marker. Installation: Download the latest .zip file from [VS Mod DB] or [Github] and place it in your mods folder.
  22. Steps to produce... Copy miningbag.json to miningbagnew.json In the new file, change the code: to miningbagnew Change the slotBgColor (leaving the color the same does not cause crash) Open game, open inventory screen (inventory screen closed does not cause crash) then swap the 2 different bags in the backpack slots Running on 64 bit Windows with 16 GB RAM Version: v1.14.8 (Stable)4/9/2021 8:47:24 AM: Critical error occurred System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) 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 ) -------------------------------
  23. 8-09-21 - v0.2.0 for VS 1.15 AccessibleRecipes adds new crafting grid recipes for Knapping, Clay Forming, and Smithing to make crafting easier for players with restrictive movement conditions(arthritis, RSI, etc). Create blank instruction pages with cattails. Create a completed instructions page with sticks and blank pages. Create final recipes with completed instructions and the appropriate materials. Each completed instructions page has 10 uses. Installation: Download the latest .zip file from [VS Mod DB] or [Github] and place it in your mods folder.
  24. v0.4.2 for VS 1.16 Fixed spelling error Oil Lamp can now be swapped to hand with X Thanks Asraiel for updating the links and adding the new items! SpecializedBags adds 3 new multi-slot bags that carry only certain items. Agriculture Bag: Holds seeds, grain, fruit, vegetables, soybeans, pumpkins, mushrooms, dry grass, flax fibers, cattails/horsetails, cattail/papyrus roots, berry bushes, ferns, lilies, vines, flowers, fertilizers, compost, soil, hoes, and scythes. Forestry Bag: Holds logs, sticks, boards, firewood, bamboo, saplings, resin, honeycombs, axes, shears, and saws. Builder Bag: holds building items such as soil, logs, bricks, paths, ladders, fences, rocks, planks, shingles, glass, and more. Installation: Download the latest .zip file from [VS Mod DB] or [Github] and place it in your mods folder.
  25. I had this happen multiple times in my world. Specifically Acacia tree on Blue Clay... the clay that the sapling is planted on becomes a log.
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