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Devestatio

Vintarian
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Posts posted by Devestatio

  1. On 11/20/2020 at 5:38 AM, Ben Hedges said:

    After debugging, i got it working on the server, something to do with a duplication of the mods in the local client mod directory and sever mod directory. I removed all from the local client besides 1 that needed to be client and left the rest in the server mods folder and it worked next time in logged back in.

    Thanks Devestatio for your help

    Glad you got it sorted out, sorry I didn't reply sooner, unfortunately my household got hit with covid, so as you can guess the sickness is sapping away all my life force, making it difficult to function at all.  But I'm alive and that's what counts :) hope you're all taking care and being safe ❤️

  2. 8 hours ago, Ben Hedges said:

    Hey there,

    Im trying to use this mod on a local server but haven't got it to work. If i load a single player world, i get the menu appearing and can lift objects up but on the server i get no option to do so.

    I have put this mod in both the server and client mods folders as im unsure at times where to install mods for servers. Do correct me with the correct way to install it if im mistaken.

    Game version 1.13.4

    Mod Version: Carry Capacity 0.4.11

    Double check you don't have other mods impeding this one, I had an issue with an armor mod that broke 4 others mods for me.

    • Like 1
  3. On 11/17/2020 at 4:47 AM, The_Lazy_Warlock said:

    Hmm, I'm not sure if animals will eat straw, since it's pretty low in nutrients. 

    That said, if others agree that they get way too much straw I can maybe find other uses for it. One I considered was making briquettes to at least make use of them as a fuel source.

    Uusing them to make a better fuel would be great, as it has no use beyond skeps, after you get established.  :( Maybe combine it with peat to make a long/hotter burning fuel?

  4. 3 hours ago, Mr1k3 said:

    Should also note that the other mods should be fine to use, Its just that stackables patched so many files that there was a huge chance another mod changed one of those files, and patching a json twice seems to have random outcomes.

    You rock!!! Glad to see you figured it out, I did message the dev for lazy warlocks as well to make him aware. Maybe people seeing this will be better at keeping compatibility in mind :) Wish funds weren't tight right now, I'd buy you lunch :D❤️

  5. 1 hour ago, Mr1k3 said:

    The recipes are a completely different json from the one changed by the mod, so It would more than likely be a mod that changes the blocktype/wood/log json, which would be properties like burn temp/duration, hardness, sound, texture directories, etc. If one of these mods replace that json, my patch might not be loaded properly.

    Just let me know what other things don't stack for you that are shown in those images, might be able to track down the issue if I get enough samples.

    Aaaand just as I say that, i find it... It was lazy warlock's teaks :(

    Anyway you would consider adding a stacking toolhead's and tool molds module? those are the main 2 things left in his that I really like. Oh and the endgame Iron Spear with appropriate scaled up dmg to match.

  6. 2 minutes ago, Mr1k3 said:

    That is really strange, the log mentions nothing about the log patch being wrong. I've also tested it in 1.13 with an existing and new world and have not been able to re-create the issue. It seems like it might be because another mod you are using patches the same log file, I wouldn't know which one is doing that though.

    Hmm not sure which it would be, as no other mods out change stack sizes or alter logs or firewood as far as I have seen. could it be an issue with the editing your mod and lazy tweaks do with the stick from logs and firewood?

  7. 2 minutes ago, Mr1k3 said:

    All the wood types are controlled by the same number, sounds like the mod is not working at all. Could you send me a server-main txt from your logs folder after you launch that world?

    It is working, because my sticks, clay, and ore nuggets are all at the increased stack sizes. Let me exit my game and I can send you the logs, will edit this to include it in a minute.

    server-main.txt

  8. 6 hours ago, Mr1k3 said:

    Here we go again! Two more mods: "Stackables" and "NoMolding"

    Stackables is a mod to increase stack sizes, and NoMolding is for bypassing the clay-forming mini-game I'm tired of doing.

    Looks like some things aren't getting the extra stacking applied, mainly right now in my new game it isn't increase stacks for Pine & Maple logs, or firewood. not that far in, so not sure what else might not be working. Clay, sticks, and nuggets are working. Would be nice to see Dirt and Cattails included as well for larger stacks. Thanks for the new mod :)

  9. I thought I updated this yesterday, but I found the issue. It was the mod Armor Rework, which hasn't been updated since April, so guessing it wasn't meant for 1.13 and was causing several mods to break. Everything is working great now, thank you for the awesome mod :)

  10. 2 hours ago, Rhonen said:

    Released: Version 1.1.2

    a little tweak for singleplayer and server:  only one global starterpack.deliveritempackage.json will be created / used.
    you can copy the old `starterpack.deliveritempackage.json` from  /vintagestorydata/moddata/<world-id>/ to /vintagestorydata/modconfig/
    so you have not to configure each world seperatly.

    Thank you for this change, I know you didn't have to, but it makes a HUGE difference in how usable the mod is :)❤️ , it's working perfect now, and with your help I was able to tweak the starter pack to my liking :D

    • Cookie time 1
  11. For single player, that is not a solution, as that means anytime someone starts a new world they start with your premade pack... isn't there a way for you to reference the deliveritempackage.json file from the mod configs directory as others have done? That way the config in that folder takes precedence instead of your pre packed one.

    If that is not something your able to do, then this mod is pointless for singleplayer customization, as anyone can easily just go into creative mode with the gamemode command and give themselves what they want.

  12. I see that now thank you, looks like he has one more than you though "A saw on Firewood for 4 sticks", though he does say saw on boards is the most efficient. :P  Also have an awesome addition you could add to the craftables pack, "leather combining" you can craft 4 small leather around a flax fiber to make 1 medium leather, craft 2 medium leather on each either side of a flax fiber to make 1 heavy(large) leather piece. ;)

  13. 1 hour ago, Mr1k3 said:

    Added new mod: "Craftables".

    This mod allows you to craft a bunch of stuff like sticks and echo chambers, allows the crafting of blasting powder from most coal items with a substitute of rot for sulfur, also adds uses for items like fly agarics and quartz.

    Anyway you could add a config to disable the stick recipe?, as that is already provided by Lazy Warlocks Tweaks, but I really would love to have your other additions :)

  14. @copygirlI tried to steal the vendors barrel by trying to pick it up a few times with your mod, and got a hard crash with this log.

     

    Spoiler

    Running on 64 bit Windows with 32 GB RAM
    Version: v1.13.4 (Stable)11/11/2020 1:03:23 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.Client.NoObf.SystemRenderPlayerEffects.onBeforeRender(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.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _VtIDI6oYFpyEcQSZBFso9UVxS9aA._ZnYzeuHqveMMiEvOnpahncAMjfg(Single )
       at _LSAAgZhw31Rqs2is6nnojfZBbQC._4BykKOCicJqCBHpyWIgTmxWrTrg(Single )
       at _LSAAgZhw31Rqs2is6nnojfZBbQC._6XmOxKoTYrFLRCGd58p58XW43nD(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 _lYLQLGyldvbDG9rPQyiRVeIqQVp._EEzpApWBQHtHR4iMJabXK2wDvlA(_ex0VSgRAdtsvhANmJHZHaf9ATWt , String[] )
       at _IcGByoJhapvESnm6vaOawAHbkeU._EEzpApWBQHtHR4iMJabXK2wDvlA(ThreadStart )

    Guess that'll teach me for trying to steal from the vendor HAHA  :D:D:D

  15. I take it this is for v1.12, as when I add it to a 1.13 game it breaks many other mods I use. :( Hopefully this gets update, and if you do update it, might want to check cross mod compatibility. It was making these not work for me QOL Tweaks mods, Carry Capacity, and Starter Pack.

  16. 19 hours ago, copygirl said:

    The mods folder in the install directory is meant for official mods that come with the game. It might be overwritten as you update the game. So I always suggest placing them into the appdata mods folder. They should however work identically. (I should know this because I worked on the mod loading logic of the game.)

    Ok found the offending mod "Armor Overhaul", appears the mod was put up in April, so I am guessing it wasn't actually meant for 1.13. I left a message for the mod author in case he plans on updating the mod as it breaks many other mods right now on 1.13. Everything is fine now :) thanks for the great mod :D❤️

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