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Capsup

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Posts posted by Capsup

  1. On 7/20/2021 at 11:34 AM, Sypher Tendervine said:

    When using the !time command, the bot seems to think that it's Spring, even in the dead of winter.

     

    w/ Latest 1.15.1

    The bot will only report the current calendar time at the default spawn location.
    The world is much like Earth, so it doesn't have spring and winter at the same time everywhere. Are you perhaps quite far away from the default spawn?

    Otherwise you will have to provide me a world copy where you stand at the default spawn and the bot reports something different from the in-game calendar, so I can recreate it.

  2. 3 hours ago, Lisabet said:

    for the longest time after you added the borders, I couldn't figure out why I couldn't change anything in the config file that is mentioned here.  I finally deleted the old config file (I think it only had one line about rendering on map) and my next load had the options that were added.  

    Yeah, unfortunately there's no way "good" way for me to do this, assuming that I don't want to ruin people's already-existing modifications to the config, whenever I make changes to it. I don't want to force regenerate the config, so for now I'm just doing it like this and putting a big fat note in the changelog, that says you should do exactly that (4.0.1 had it too).

    3 hours ago, Lisabet said:

    I don't think I understand how to enable the autotoggle (where the squares show on the map if your prospecting pick is active but not if you're using a different tool); I have it set to true, but it doesn't seem to work that way

    "RenderTexturesOnMap" has a higher priority than "AutoToggle", do you have that to true? You can toggle it with `.pi`. If you currently see the textures on your map all the time, then use `.pi` to turn it off and after that, AutoToggle will automatically toggle that whenever you have the prospecting pick equipped. If RenderTexturesOnMap is false, hit me up on Discord at Capsup#8250 and we can try to debug it for you. It does work for me in-game.

  3. 11 hours ago, zybillo said:

    Yes, all the settings are as in the description, I deleted the bot and put it on a new one. After starting the server, the bot works for some time but does not execute commands, and then it completely turns off. I have been using the bot for several months, everything was fine, but now it has deteriorated for two months.

    If you're saying it used to work, but now no longer does, I'm not really sure what I can tell you to be honest. There hasn't been any updates to the code in that timeframe, so it must obviously be something else that has had an impact on the stability of it. Can you zip up your entire logs folder once it starts not responding and then PM it to me? Maybe the logs can tell us more of what is happening.

  4. On 3/29/2021 at 2:21 PM, zybillo said:

    hello, the bot does not respond to commands, the game chat shows warnings about storms, and does not respond to commands . What can it be?

    I realize this is a month later, but this sounds like what would happen if you do not have the config properly setup to connect to Discord. Did you follow the installation instructions in the OP and make sure you got the connected message as expected?

  5. On 2/11/2021 at 6:57 PM, Evil Toaster said:

    Also, the library "DSharpPlus" is incompatible with Windows Server 2008 in my experience🤔

    That sounds like a bit of a .NET Framework thing though. Windows Server 2008 isn't officially supported by Microsoft any longer, so I'm not too worried about that. It's probably a good indicator that it's time to upgrade your OS too. :)

  6. On 2/9/2021 at 4:20 AM, CJHKnight2 said:

    So problem solved!!! EvilToaster found that mu Ubantu Linux Server needed a Mono package update. Server was running Mono 4.0 I use Akliz server hosting and they upgraded to Ubantu 20.04 and Mono 6.0. VSChatbot now works flawlessly! 🤩

    Glad to hear that! I have no idea how you guys figured it out based on that error message, but sweet.

  7. 2 hours ago, momai Alex said:
    
    12:54:31 [Server Notification] Entering runphase LoadGame
    Version: ??????????????? ?????? artEA#8001 v1.14.0 (Stable)01/10/2021 12:54:31: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object
      at DSharpPlus.DiscordClient.SendMessageAsync (DSharpPlus.Entities.DiscordChannel channel, System.String content, System.Boolean tts, DSharpPlus.Entities.DiscordEmbed embed) [0x00006] in <73bf8d85ff3e42158583ab7e0be5fd9f>:0
      at vschatbot.src.DiscordWatcher.sendDiscordMessage (System.String message, DSharpPlus.Entities.DiscordEmbed embed) [0x00001] in <0dd8f803229d46d8922633b2f9b3fa75>:0
      at vschatbot.src.DiscordWatcher.Event_ServerStartup () [0x0000d] in <0dd8f803229d46d8922633b2f9b3fa75>:0
      at Vintagestory.Server.ServerEventAPI.OnServerStage (Vintagestory.API.Server.EnumServerRunPhase runPhase) [0x00025] in <785327a3fe2e4d2ebe5e223bef6e3faa>:0
      at Vintagestory.Server.ServerSystemModHandler.OnBeginGameReady (_wTXE2v1LflyYDnwkuDFOLi4HPJm savegame) [0x00000] in <785327a3fe2e4d2ebe5e223bef6e3faa>:0
      at Vintagestory.Server.ServerMain.EnterRunPhase (Vintagestory.API.Server.EnumServerRunPhase runPhase) [0x0009a] in <785327a3fe2e4d2ebe5e223bef6e3faa>:0
      at Vintagestory.Server.ServerMain.Launch () [0x002b4] in <785327a3fe2e4d2ebe5e223bef6e3faa>:0
      at ?????????????????????????????????????????.????????????????????????????????????????? () [0x000ce] in <46462d398d354fd8929b482784f4efa0>:0
      at _eVFDVqwXngafMmcD9boVPO86iWx._hbMghNVJIKTGI5zBx3SuxRG1XDI (System.Threading.ThreadStart ) [0x00007] in <785327a3fe2e4d2ebe5e223bef6e3faa>:0
    -------------------------------
    Crash written to file at "/home/server/data/Logs/server-crash.txt"
    
    Unhandled Exception occurred
    Version: ??????????????? ?????? artEA#8001 v1.14.0 (Stable)01/10/2021 12:54:42: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object
      at DSharpPlus.DiscordClient.Dispose () [0x00056] in <73bf8d85ff3e42158583ab7e0be5fd9f>:0
      at DSharpPlus.DiscordClient.Finalize () [0x00000] in <73bf8d85ff3e42158583ab7e0be5fd9f>:0
    -------------------------------
    Crash written to file at "/home/server/data/Logs/client-crash.txt"
    
    [ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
      at DSharpPlus.DiscordClient.Dispose () [0x00056] in <73bf8d85ff3e42158583ab7e0be5fd9f>:0
      at DSharpPlus.DiscordClient.Finalize () [0x00000] in <73bf8d85ff3e42158583ab7e0be5fd9f>:0
    Unknown command line option: '--arch=32'

     

    :((

     

    I'm assuming you don't see the message 

    [Notification] vschatbot: connected to discord and ready!

    before that error?
    In that case, is your configuration actually correct?

    Also, I think a race condition can occur here if your network is too slow in comparison to server startup, the VS server itself will attempt to send a 'ready' message to Discord before the bot has actually connected. Anyways, I added a simple check so it just discards the message at that point. Will be included in the next release.

  8. 4 hours ago, hachnslay said:

    Where is the prospector data saved? I doubt it is server side like waypoints.

    I play on 2 different devices. It would be nice to copy the data for the server i play on from one to the other.

    Wish for a feature: allow us to set the path where the data is saved, so we could put it in cloud storage (dropbox / onedrive ...).

    The data gets saved in

    %appdata%\VintagestoryData\ModData

    on a per world basis.

    I added the suggestion as a future todo.

  9. On 12/24/2020 at 3:41 PM, LocoMiner said:

    Does this work for 13.4? I havent upgraded yet.

    It should work for 1.13.4, yep.

     

    On 12/23/2020 at 6:41 AM, Anesos said:

    Nice. Thanks for the update for 1.14.

    One thought... could there be an option for the overlay to only show up when holding a propick in your hand? Then it would automatically toggle itself on and off rather than requiring commands.

    I'll add it to my list. It wouldn't be a quick change to make, but it's probably a really good idea. I'm thinking I can make .pi still force toggle, while making the propick equip toggle if .pi was not used.

    • Like 1
  10. Updated the OP with some more information about the commands that the bot makes available. I don't believe I've mentioned these anywhere except for people asking directly. It still works with v1.14.2

    Still interested in hearing about feedback and feature requests. We have only encountered the bot becoming sort of unstable, once, on the RabbitTech server, but a simple restart of the server fixed it. I've seen it running on a few servers, and so far I haven't heard of any bugs encountered. The two posters from above never got back to me, so I'm not sure if they managed to fix their issues.

  11. Abandoned by author. No further support.

    VSProspectorInfo

    This mod takes the results from your prospecting pick attempts and stores the results automatically, on the appropriate chunk in the world map. This makes it a lot easier to dig for local peaks of ores, generally just prospecting whenever you're out spelunking and gives you visual aid as to where you have prospected before.

    I recommend you to read more at the moddb instead: https://mods.vintagestory.at/vsprospectorinfo

    This mod is a fork of P3t3rix's original mod, ProspectorInfo, from here, so all credit to him for the original idea of the mod and the original code! I merely forked it, fixed it for v1.14.2 and added some new features.

    The mod is purely client-side, and will not require the server to have it installed, but neither will any data be shared with others. Don't install on a server.

    Features

    68747470733a2f2f692e696d6775722e636f6d2f524241474242672e706e67.png.cd39d898c58ca43030b6bc4a5db42351.png

    • Parse, save and load prospecting pick data, per chunk
    • Toggleable visual aid on the world map, of which chunks you have data for

    Installation

    1. Download the zip package for the latest release here: https://gitlab.com/vsmods-public/vsprospectorinfo/-/releases
    2. Drop the zip directly into %appdata%\VintageStoryData\Mods (or where ever your VS data is installed to)
    3. Don't extract it
    4. Make sure you do not have the old vsprospectorinfo (or prospectorinfo) installed

    Commands

    • .pi - main command for the mod and the default sub-command is to 'showoverlay', which will toggle the rendering of the texture on the map
    • .pi showoverlay [true,false] - Sending no arguments will simply toggle the value of the RenderTexturesOnMap config option. Sending either true or false, will set the config option to the appropriate value
    • .pi setcolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the TextureColor field in the config & rebuilds the texture.
    • .pi setbordercolor [0-255] [0-255] [0-255] [0-255] - Set's the value of the BorderColor field in the config & rebuilds the texture.
    • .pi setborderthickness [number] - Set the BorderThickness value in the config & rebuilds the texture.
    • .pi toggleborder [true,false] - Set's the `RenderBorder` value in the config & rebuilds the texture.

    Configuration

    • TextureColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the texture. Default: 7 52 91 50
    • BorderColor [0-255] [0-255] [0-255] [0-255] - The default color to use for the border texture. Default: 0 0 0 200
    • BorderThickness [number] - The thickness, in pixels, of the border color. Default: 1
    • RenderBorder [true,false] - Whether or not to render the border at all. Default: true
    • AutoToggle [true,false] - Whether or not to toggle the texture on map automatically, based on the player equipping/unequipping a prospecting pick. Default: true

    Usage

    Whenever you finish prospecting a chunk, the data is saved into the ModData folder and added to the chunk info of the world map. This is just a 1:1 parsing of the chat message that the prospecting pick sends. 

    The mod renders a transparent square of all chunks that have been prospected. If a chunk is re-prospected, the message is simply overwritten. The rendering of these squares can be toggled with the .pi command.

    Contribute

    Want more awesome Vintage Story content? Help me spend more time developing mods than enterprise software, by becoming a patron or donating straight to paypal!

     

    Prospecting mini-guide

    All you gotta do for prospecting is find the ‘local peak’ of whatever ore you’re trying to find. Run around the world and start prospecting each chunk until you get like a reading of Medium or above, then you can begin finding the local peak. Propick once, if nothing, skip like 5 chunks.

    Use `.debug wireframe chunk` to visualize chunk borders, so you always stand in the middle of a chunk to do it, so the distance between your propick attempts are consistent. Remember that only the first block destroyed matters, the two other do literally nothing besides making it a non-trivial task to propick.

    It shouldn't take very long to find the local peak if you propick once in a chunk, then go 1 chunk in each cardinal direction from the same chunk and propick again. Then keep going like that, until you find the local peak. 
    As long as you do it once per chunk (and save data with mod or bookmark), you will very quickly see the pattern of the ore map. Then you just have to continuously walk in the direction in which the concentration of ore increases, to quickly home in on the local peak.
    If you 'overshoot' by skipping like 2 or 3 chunks at a time, and then the percentage starts going down, then you already know that one coordinate of the local peak is between where your concentration started to drop and where you propick'ed the last time where you saw it increase.

    Once you found the local peak, dig straight down in the corners of the chunk + the middle, until you find the veins of ore. Optionally, use the secondary propick mode on the way down to help you find veins. 

    You never want to be digging horizontally, only vertically. To find every single vein in a chunk will, at most, require 6 tunnels from the top to bottom, if you use secondary-mode propick at every 6th block going straight down in your tunnels.

    Source Code:

    https://gitlab.com/vsmods-public/vsprospectorinfo

    Releases:

    v4.1.0(19/07/2021): https://mods.vintagestory.at/download?fileid=1881
    v4.0.2(10/05/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/719ff5a6d2c29dccf088ddfa9fd826fb/vsprospectorinfo_v4.0.2.zip
    v4.0.1(28/04/2021): https://gitlab.com/vsmods-public/vsprospectorinfo/uploads/ee1b7ba875f76b2664cd5de053045bf6/vsprospectorinfo_v4.0.1.zip

    • Like 14
    • Cookie time 1
  12. On 11/23/2020 at 9:16 AM, Julius van Vern said:

    Thanks for this great mod. He works perfectly. But on more please. Only 3 seconds per user, was send from the Bot. This should be manually adjustable or reduced to 2 seconds. Is it possible? Thank you :)

    Hey, glad to hear it works for you!

    I'm not entirely sure what you're asking though? I can't think of anything that only happens every x seconds, could you elaborate a little bit on what that might be? I'm not entirely sure what it is you want made configurable.

    On 11/23/2020 at 2:53 PM, Digitalr said:

    Bot not sends messages about temporal storms. Game chat, server start/stop, player login/disconnect - all OK.

    Storm notifications enabled in config.

     

    Hit me up on Discord at Capsup#8250 and we can try to debug it together, if you're interested. It works for others. :)

  13. Abandoned by author. No further support.
    VSChatBot

    Here's a Discord Bot for those of you who want to engage your community more by allowing them to see what goes on in-game, all from the safety of their favourite chat application, Discord!
    I've been developing it in cooperation with the awesome community of RabbitTech, so a big shout-out to those guys (especially TechRabbit himself) for dealing with the silly bugs and giving feedback. 

    Features

    • Send text messages from the General chat in-game, directly to a discord channel 
    • Send messages from the same Discord channel, directly to the General chat in-game 
    • Assuming storms are enabled, storm notifications will be sent when they approach, begin and end
    • Optional death messages
    • Optional server up/down messages
    • Various utility commands like !help, !time, !players and !lastseen

    Installation

    It's a discord client wrapped as a regular mod, so installing it is like any other regular VS server-side mod. 
    You will, however, have to manually create a bot at https://discord.com/developers/applications

    1. Create a new application and name it something appropriate
    2. Go into the Bot tab and 'Add Bot'
    3. Optionally disallow 'public bot' which seems to be the default
    4. Go into the OAuth2 tab
    5. Scroll down and give it the 'bot' scope
    6. Scroll further down after clicking and add the 'send messages' text permission
    7. Scroll up again and copy the link that Discord has generated into a new browser window
    8. Add it to the respective server you want
    9. You should now see a bot connect to your Discord server
    10. Go back to the Bot tab and keep it open for when you need to copy your Bot token into the config file

    Once this is done, you can take the vschatbot.zip and put into your mods folder.
    On the first start-up, the mod will create a vschatbot.json config file in your ModConfig folder and then shut down. This needs to be filled otherwise the bot will not function.

    The 3 mandatory fields are:

    • "Token" which is the token generated by the Discord application. Must be a string, so surrounded by "".
    • "ServerId" which is the id of the discord server you want it to connect to. Make sure this remains a number (so no "")!
    • "ChannelId" which is the id of the channel on the discord server you want it to send messages from in-game to, and take from. Make sure this remains a number!

    ServerId and ChannelId are the identifiers given by Discord to your server and channel. You can find them directly in Discord if you enable developer mode and then right click -> 'copy id'.

    Once these are filled, you can restart the server and you should see the following message as part of start-up in server-main.txt in your log files:

    [Notification] vschatbot: connected to discord and ready!

    If not, something went wrong, most likely during configuration of the Discord bot.

    Contribute

    Want more awesome Vintage Story content? Help me spend more time developing mods than enterprise software, by becoming a patron or donating straight to paypal!

    Commands

    The bot have several commands available, but all are out-of-game. They can be triggered by prefixing your message with ! or @mentioning the bot

    • !help [string] - shows all the available commands if sent with no arguments. If sent with argument, will show the command help of that particular command.
    • !players - shows all online players at the time
    • !time - shows the current time of the server and the current season. The time of the server respects the server config of additional days per month and more, so you will see dates like 35. March. This is to be expected and is how the game calendar works.
    • !lastseen [playername] - allows you to look up when the given playername was last seen online (only works after the bot has been installed obviously).
    • !stats [playername] - shows more detailed stats for an individual (only total play time + deaths atm, more coming as I develop my player stats mod)

    Source Code
    https://gitlab.com/vsmods-public/vschatbot

    Releases
    v1.2.0 (29/04/2020): https://gitlab.com/vsmods-public/vschatbot/-/releases/1.2.0
    v1.1.1 (03/01/2020): https://gitlab.com/vsmods-public/vschatbot/-/releases/1.1.1

     

    • Like 5
    • Amazing! 2
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