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ruggbean

Very Important Vintarian
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Posts posted by ruggbean

  1. This is a skybridge and part of a larger build that I made for easier access to two traders, a translocator, and five halite domes within the same general area. I'm very proud of my work.

    2022-05-25_13-29-24.png

    2022-05-25_13-29-34.png

    2022-05-25_13-30-10.png

    2022-05-25_13-30-25.png

    • Like 6
    • Mind=blown 2
  2. So, I noticed when I was cooking that some of the ingredients would not return the actual ingredient name in the cooking text, but instead some of the JSON text from the asset files. 

    Ingredient items include:

    • Cherries
    • Olives
    • Lychees
    • Breadfruit
    • Pomegranites
    • Mangos
    • Oranges
    • Peaches
    • Yellow, Red, and Pink Apples
    • Pears

    I looked through some of the more recent updates and the bug forum and I didn't see this as a fix or an issue that someone else had brought up. 

    2022-05-14_19-40-35.png

    2022-05-14_19-42-50.png

  3. As I'm sure we are all aware, chiseling has four chisel modes - 1x1, 2x2, 4x4, and 8x8 - for when you want to chisel away or chisel back voxels for your projects. For those of us who are not currently using Workbench Expanded, if you have very specific chisel requirements for your projects, such as a lot of 1x1 chiseling, the process - while fun and enjoyable in its own right - can become somewhat tedious and take a lot of time. 

    I was wondering if it would be possible to implement a slider mechanic for the chisel, to be able to cut as much as possible within the four modes without having to physically chisel it all one bit at a time.

    My thoughts were that it would function much as normal in that you can choose one of the four modes to chisel with (you can't cut the whole block out on a 1x1 or even an 8x8) however, it would also operate similarly to Workbench Expanded in that all of the blocks that you slide chisel on any of the four modes would accumulate usage at the same time once the decision was completed. So if you slide chisel out 16 blocks using the 1x1 slider, the chisel would take usage equivalent to you having physically cut 16 blocks one by one. 

    In order to make the slide chiseling work, you would have to hold the left mouse button on the layer that you want to remove and release when you have all of the voxels that you want to remove, and vice versa for replacing with the right mouse.

    And slide chiseling could be toggled on and off in the tool mode menu so that you can accomplish both tasks of physical chiseling and slide chiseling.

  4. Hello,

    I have come across an error that I was able to replicate four times in succession. I have attached a copy of the crash report from all four instances to this post.

    I was attempting to mine some of the crystals with an almost broken pickaxe and each time, as the pickaxe broke against the ore crystals, the game crashed. I attempted to get video of this twice but I was unsuccessful both times. I was able to find two ore crystal locations near one another and the first one I was able to mine successfully without any issues; it was only when my pickaxe was about to break that I had any issues.Ore Crystals.txt

    2021-08-08_12-10-24.png

    • Like 1
    • Thanks 1
  5. For the sake of consistency, I would say have the Copper Age also be "Hold a copper Ingot in your main slot" instead of a copper pickaxe or tie the progression of each age [at least for the earlier ages] to both tools and ingots.

    I would also like to make a suggestion that plays on the ingots being the main source of transitioning from one age to another, if it is possible from a coding perspective, by tying the progression to copper and bronze ingots that you make yourself rather than those that you might find about the game. In the same way that you can access the lore books once for each entry, but if you have the same entry, you can't access the same lore book, tying the first copper and bronze ingot to a mold, but once you access the age, then you can't keep getting fanfare for reaching the age over and over again.

    For iron and steel, I agree that holding the ingot would be optimal, only because you cannot tie their creation to a mold and as far as I am aware, you cannot find them willy nilly in the game.

    A few questions for your progression, just for the sake of clarification - 

    1. What happens if you happen to find enough tin and copper nuggets for bronze, in that you skip the Copper Age and go right into the Bronze Age? 
    2. Or if you find a bronze pickaxe and a hammer (by chance) and you also find iron close by? 
    3. Do you get all of the bonuses tied to the previous ages or do you just get the bonuses of the ages that you hit? And if the second one, do you get to go back and access the ages that you missed or should you be required to hit all of the ages chronologically? I know that in the Elder Scrolls 3: Morrowind, there are certain story characters that, if you kill them, you can still go about with your game but you may not be able to access the main storyline if they are killed too early and the game makes you aware of this by saying "With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created." Some people might not care about the earlier bonuses if they are skippable, but some people might.
  6. On 6/3/2021 at 8:23 AM, DerLord said:

    It would be very kind of you if you could at least try to specify what you did to fix this.

    Just typing "I fixed it" in a thread should be a ban reason...

    If I remember correctly, the port number on the back of my server ID was not input correctly when moving to a new computer and I had to double check my server ID against the port number. 

    It would also be very kind of posters to sometimes show screenshots or exact logs of the issues that they are trying to get fixed, especially because there are multiple reasons why an issue can occur, especially on such an early access game. Did OP fix the issue? If not, why not come back and tell us what they did to fix it. Not sure who hurt you, but to insinuate that what I said or didn't should constitute a ban is rather extreme and I hope you have a better day about that.

    Capture.PNG

  7. Acorns
    Alpha Weapon Pack
    Anvil Metal Recovery
    Better Archery
    Better Backpacks
    Better Crates
    Better Plaster
    Better Poultice
    Better Stairs
    Capture Animals
    Carry Capacity
    Compatibility Lib
    Craftables
    Expanded Foods
    Extra Chests
    Fancy Doors
    Farmland Drops Soil
    Grass Stuff
    Hud Clock
    Hud Clock Server
    Iron Backpack
    Lazy Tweaks
    Lichen
    Medieval Expansion
    Meteoric Expansion
    Mod Books
    More Classes
    More Molds
    More Recipes
    More Roads
    Omok
    Ore Crystals
    Player Corpse
    Primitive Survival
    QPTech
    Quarry Works
    Quick Step
    Rope Bridges
    Specialized Bags
    Stackables
    Survival Cats
    Trade-o-Mat
    Volumetric Shading
    VS Prospector Info
    Wild Farming
    Workbench Expansion
    Zeekea
    Zoom Button

  8. 2 hours ago, Streetwind said:

    It's not about the number of mods. It's about what they do.

    A single mod can induce a crash for a variety of reasons. Maybe the author never tested it in multiplayer and is unaware that it acts up there. Maybe the mod was for an earlier version of the game, but hey, it still works... except when it crashes. Maybe two mods are conflicting. Maybe a mod's additional added features provoke a bug in the base game code that never happens in a stock setup because an unmodded game never uses certain things in that manner. And so on and so forth.

    This actually makes a lot of sense. Do you have a list of mods that you know conflict with one another? I'd like to be able to hopefully pass this information onto our server admin for consideration.

  9. I play almost exclusively in multiplayer right now, with a little bit of time in single player to fast test items or recipes. 

    I'm never had a crash in single player while I've had these mods, but I have crashed in multiplayer.

    If I disable the mods, I won't be able to play on the server that I'm on - it's not my server.

    Should we reduce the amount of mods that we have on the server?

  10. That's weird because this file shows that I've been running 1.14.8. 

     

    The last crash log that I have is from the 22nd and it reads as follows:
     

    Quote

    Version: v1.14.10 (Stable)4/22/2021 11:44:59 AM: Critical error occurred
    System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at Vintagestory.Common.GameCalendar.get_MoonSize()
       at Vintagestory.Common.GameCalendar.Update()
       at Vintagestory.Common.ClientGameCalendar.Update()
       at Vintagestory.Common.GameCalendar.Tick()
       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 _vKnDSS3ZW5fZhqcIJSzL9xbAUttA._mhcyOBzdAWALla9FVcjc15WACGi(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 )

    I have checked several times and I haven't seen any other updates in the file since the 22nd, so I'm absolutely stumped as to the cause. A notice does pop up saying that it's going to crash, and then it crashes a few seconds later.

    client-main.txt

  11. Over the past two days, my client has crashed several times, sometimes within minutes of each other, and I have taken a few steps to try and mitigate the issue.


    1. Closed all windows and file players that were playing in the background.

    2. Restarted my computer, both short-term and overnight

    3. Scaled down the version from 1.14.10 to 1.14.8.

    None of these steps worked and so I'm left with no reasons why there have been as many crashes as there have been. I've been playing on a multiplayer server, however, I've been able to play the game fine with almost no issues until now. 

    Attached is my compressed logs folder.

     

    Logs.zip

  12. Hello,

    This is a little bit of an inane question, but I was wondering if anyone had any idea of the day that the seasons change within a 30 day per month calendar. I'm trying to get a better grasp of the exact time when the seasons change, primarily to get a hold of crop growth and hunting before the harsh winter hits.

  13. Hello, I am having the same kind of connection issues as OP. I have tried several ways to address the issue, including reinstalling the game, logging out and back in, reattaching to the server, etc. I was previously able to access this server on a different computer but when I switched to a new computer, I suddenly had an issue logging in.

    Edit: So I think I fixed the problem as I am now able to connect

     

  14. Hello,

    Maybe I'm just blind or maybe I just haven't hit the appropriate area yet, but I was wondering if anyone had any information on whether or not certain trees spawn in certain biomes or in particular conditions. I've seen maples, oaks, birches, and pines, but I have yet to see acacias, kapoks, or bamboo.

  15. On 10/4/2020 at 3:17 PM, TorandoChaser said:

    That's part of why I love Vintage Story, it takes the base idea of Minecraft, which is by no means unique to or can only exist in Minecraft, and takes it down a different path. VS has what I'd been fruitlessly searching for in Minecraft for years.

    This right here is why I've stuck with Vintage Story for as long as I have and it feels like so little time. I've seen Minecraft for years and thought to myself, maybe I can make something cool, idk. The day that I saw someone else playing Vintage Story, I was almost immediately hooked. I feel like I get to learn something new about both the materials and the processes that it requires to make the materials, and I feel very rewarded when I make the materials happen. It felt really good when I made leather for the first time, when I prepped loads of food for winter, when I went through the arduous process of making steel. 

    And like you rightly said, it's not like Minecraft is a bad game for the way that it is set up. I am extremely grateful that it helped to pave the way to get to where we are now and I'm happy to have two fun voxel games that I can enjoy in different ways. But this game is where I choose to cut my teeth for the long haul and I'm very excited to be here.

    • Like 3
  16. I have yet to get into the mod scene for VS, but I'm very excited to see the different kinds of mods that are being introduced and updated along with the base game. Also, having looked at the post that you linked this post with, I'm happy to see more people who want to see this being worked, albeit with different keywords.

    If they haven't implemented the mod as a feature by the time I upgrade my computer and workspace, I'm definitely going to check it out; thank you!

    • Like 1
  17. So with the addition of bone soil panning, I've noticed a huge increase in the amount of copper spearheads that I've been getting. While I do appreciate being able to have this supply of weaponry at hand, it can get overwhelming very quickly. I know that at least two people have spoken on this topic previously, but I have a very particular suggestion for this implementation that I think would be ideal.

    Provided that the tool has not been made yet, you can melt down the spearhead back into their base or alloyed metals, but you need multiple spearheads instead of just one to make one ingot. Some of the original ingot has to be split and hewn in order to make the item that you wanted to make in the first place, so it requires more pieces for you to recreate one ingot. You could even make it to where small items like shears require four times the amount of metal, medium items like pickaxes require three times the amount of metal, and large items like swords require twice the amount of metal. (So one sword would be equivalent to 50 units of metal, one pickaxe would be roughly equivalent to about 33.3 units, and one shears would be equivalent to 25 units)

    This would probably make the quick click mistakes that are made (you clicked sawblade when you really wanted a sword) a little bit more tenable in the long run because you're not losing 100% of the work that you've made, despite there being no real way to mitigate the loss that you would take to your resources (metal, charcoal, and hammers). And for people who choose to be on smaller worlds, it allows them to save as much as possible by recycling. I, being on 1M seed, am going to have more resources to take from than someone on a 50K or 10K seed.

    • Like 3
  18. 34 minutes ago, Streetwind said:

    The thing with armor stands (and target dummies) is that they're not blocks, they're entities - like creatures.

    For example, that means you can push them around by walking into them. Does that still work for you?

    If yes, can you try pushing them into a more open space and see if you can then interact with them again? Maybe they are standing "in" something that blocks your access.

    I think I was able to get the issue resolved, but I will have to keep all of this in mind for next time. Thank you for the insight.

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