Jump to content

Thranos

Vintarian
  • Posts

    35
  • Joined

  • Last visited

Posts posted by Thranos

  1. LOVING the new additions. Furrowed farmland is excellent for larger crop fields, and genuinely feels like it should be a vanilla mechanic.
    A question about the smokers, though- doesn't the meat seem to keep for a little too long? I know smoked meat keeps well, but it's keeping really, really well
    Like. Too well.
    Years well.

  2. On 12/13/2022 at 7:20 AM, Anthony frailey said:

    ( trust me, the wood beehive in golden combs, takes both linen, and ebony wood.  i see content creators, find loads of ebony , I find it to be the rarest tree in VS.  That thing takes a lot of work to make! ) 

    Oh god.
    You didn't realize that can be made with any wood in any combination?

  3. On 12/3/2022 at 5:47 PM, Azuli_Yanazake said:

    use. the. fix.
    There's still some buggy stuff like the mushroom substrate, but most of the content works.
    https://github.com/snakeriot/vs-wildfirming-fix

    The issue is that the fix isn't on the mod DB which makes it a pain in the ass to use on a multiplayer server due to the lack of auto-DL. It's fine for SP, but having to walk every MP client through manually adding/updating mods and troubleshooting the painfully diverse ways a simple task can be done incorrectly is just not worth it. I'd sooner have a server without it than have to deal with that again.
     

  4. All ranged-weapon using players are occasionally affected by this on the server I'm playing and sort-of-running, but we've discovered the following:

    A- It doesn't affect everyone at once
    B- If someone gets this bug, they can fix it by restarting their client, which works 100% of the time
    C- No errors appear in the server console
    D- Everyone can see the frozen projectile hanging in the air, even if the bug is not affecting them at the time
    E- The Bullseye reticule disappears when whatever goes wrong goes wrong, 100% of the time

    Hopefully some of this helps.

    • Like 1
  5. Versions past v1.2.8 cause a CTD when I look at trees (specifically the lowest trunk block) I had previously planted.

    7/6/2022 1:52:24 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at WildFarming.BlockEntityTrunk.GetBlockInfo(IPlayer forPlayer, StringBuilder dsc)
       at WildFarming.BlockBehaviorEntityInfo.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.API.Common.Block.GetPlacedBlockInfo(IWorldAccessor world, BlockPos pos, IPlayer forPlayer)
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud()
       at Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.BlockInView()
       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 _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
       at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(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) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
       at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )

     

  6. 43 minutes ago, l33tmaan said:

    Was this a meat stew or what?

    Two stews, I got the exact ingredients they used:
    First stew- Redmeat, Redmeat, Dumplings, Potatoes from More Crops
    Second stew- Onion, Potato, Dumplings, Dumplings

    Unable to replicate with just potatoes, so I don't think it's More Crops conflicting, but...

  7. 41 minutes ago, l33tmaan said:

    That's a new error... what'd you put in the dumplings? It almost looks like it couldn't handle all the nutrition or something.

    They cooked half and put the other half in the stew. The cooked, unstewed, and non-crashing half have 
    "Chicken nugget, eggs, spelt flour, salt, and water". Apparently they made some redmeat dumplings with the same layout and mixed them in the stew, if that helps.

  8. An interesting bug occurred with a player on my server.
    They made stew with dumplings, and it was hearty and filling- and also crashed anyone who moused over it.

    This is an example of the error thrown. Unsure if it was a bad mod interaction or what, but...

    System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at ExpandedFoods.BlockMealBowlBasePatches.nutriFactsFix(IWorldAccessor world, ItemSlot inSlotorFirstSlot, ItemStack[] contentStacks, EntityAgent forEntity, String& __result, Boolean mulWithStacksize, Single nutritionMul, Single healthMul)
       at Vintagestory.GameContent.BlockMeal.GetContentNutritionFacts_Patch1(BlockMeal this, IWorldAccessor world, ItemSlot inSlotorFirstSlot, ItemStack[] contentStacks, EntityAgent forEntity, Boolean mulWithStacksize, Single nutritionMul, Single healthMul)
       at Vintagestory.GameContent.BlockMeal.GetContentNutritionFacts(IWorldAccessor world, ItemSlot inSlot, EntityAgent forEntity, Boolean mulWithStacksize)
       at Vintagestory.GameContent.BlockMeal.GetHeldItemInfo_Patch1(BlockMeal this, 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.AsyncRecompose()
       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_Patch0(ClientMain this, 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) in C:\Users\REDACTED\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\REDACTED\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\REDACTED\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
       at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )

     

  9. 21 hours ago, TeacupAngel said:

    Thank you for telling me about this issue! This is a real headscratcher, I have never seen that happen once before, and now within a day or two there's quite a few people talking about seeing it too. If I can ask, what version of the game are you running, what other mods do you play with (if any), and how did you get the bug to happen?

    (By the way, CompatibilityFix really shouldn't have anything to do with this. All it does is basically tap VS on the shoulder and say "Hey, don't forget to load the compatibility files!" It stops doing anything before Bullseye is even loaded, so the chances of it affecting this bug seem astronomically tiny)

    Lastest VS version, the mods I share with Tyranus are Bullseye (of course), CarryCapacity, MedievalExpansion, MoreRoads, Primitive Survival, Spyglass, Xlib, and Xskills.

  10. Flint saw doesn't seem to be working. Can't make planks with it, no recipes appear with it either.

    Edit- The whittling recipes (specifically with the saw) are causing a lot of recipe issues with other mods. If this ever gets picked back up, a config to disable various things would be nice.

  11. Currently having an interesting, non-bug issue.
    Aurochs are walking into plants from Wildcraft that do touch damage (brambles, nettles, etc), which immediately sends them into a manhunting rage, and as a result sends me directly to meet god. Repeatedly. 

    Do you suppose there's any way to fix this issue?

  12. Getting a consistent "divide by zero" error from this mod as the above user did, grazing option does nothing. Other config options do nothing. Had to remove the mod itself to be able to load my save.

  13. I can't speak for Tooth, but we regularly have triple to quadruple digits of excess hares crop up on the server I play on.
    Edit- DEER TOO, OH GOD

    2021-10-01_13-20-38.png

  14. Yeah so uh, we had 5495 hares turning our server into a slideshow due to this mod. Somehow.

    I feel like that's not intended behavior. 

    Also our farm animals are multiplying insanely- as in one sow giving birth to dozens of piglets.

  15. 27 minutes ago, jakecool19 said:

    Can you give me the crash log for it?

    Turns out I should've just looked at the config and I'd have seen the "no farmland" option.
    And sadly, no, I don't have the log handy. Should be easy to reproduce, though, turn LivingTrees off in a world that has planted saplings, then try to load it.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.