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Dilan Rona

Vintarian
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Everything posted by Dilan Rona

  1. Will try that now
  2. Dilan Rona

    Log spam

    Does the following mean anything to anyone here? My log is spammed several times per second with this. And I am running out of ideas on how to resolve this. To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object. Path '*-surface', line 2, position 14. at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Vintagestory.GameContent.EntityBehaviorHarvestable.Initialize(EntityProperties properties, JsonObject typeAttributes) in VSEssentials\Entity\Behavior\BehaviorHarvestable.cs:line 309 at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 137 at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2475 at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 207 24.4.2025 23:23:10 [Server Error] Exception: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'Vintagestory.API.Common.BlockDropItemStack[]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly. To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object. Path '*-surface', line 2, position 14. at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Vintagestory.GameContent.EntityBehaviorHarvestable.Initialize(EntityProperties properties, JsonObject typeAttributes) in VSEssentials\Entity\Behavior\BehaviorHarvestable.cs:line 309 at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 137 at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2475 at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 207 24.4.2025 23:23:10 [Server Error] Exception: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'Vintagestory.API.Common.BlockDropItemStack[]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly.
  3. Please post the solution here, some of us are boycotting Discord completely.
  4. Not always a possibility with me unfortunately. So I extend the life of my food for as long as possible by using a cellar cooled with cellar ice complements of Medieval Expansion. Also found the Mastodon chest mod, and it works great as well.
  5. getting the cr(& scared out of me near some ruins when a shiver deep shiver decided to jump from a tower and slay me where I stood. And it was a fresh map. KO in the first 2 minutes of the map.
  6. I also like the aspect of learning professions. For future posts though, could you please stick to English?
  7. I'd prefer the mechanical power as currently used, with an eventual upgrade to steam power. Any "electrical" upgrade really need to fit the theme of Jonas tech. But thats just my opinion.
  8. Use the .debug rooms hi command to check if the room is a valid room. Also, consider installing Medieval expansion. And make use of the cellar ice mechanic.
  9. There is also not the jarring sudden change in biomes as done in Minecraft. You can practically see the biome borders as it goes from one extreme to the other in some cases. It is a lot more natural as implemented in Vintage story. And as stated above, the game is still far from complete.
  10. https://mods.vintagestory.at/primitivesurvival Primitive Survival has a smoker mechanic. I suggest you use that one. At least until the smoker is in vanilla gameplay.
  11. Called bad luck for a reason, only its REALLY bad luck if your cause of death is "Death by Hounds" within the first 3 seconds ...
  12. Imo, they are fine the way they are. Might need to tweak them a bit more as they still spawn in armies during a severe temporal storm. I've had 9 bowtorns for every drifter on really bad storms, and ideally I think it needs to be 3-4 drifters for every bowtown spawned.
  13. Player corpse is highly recommended from me as well (https://mods.vintagestory.at/playercorpse).
  14. Give Clay Processing (https://mods.vintagestory.at/show/mod/22134) a try. Works great. @starfarer
  15. That bug has been fixed since this post was made, so the information posted above is no longer relevant.
  16. For anyone else here, I sent the mod directly to Brady_The's, and he assisted me with my mess of a mod. So its working now. Thank you, Brady_The's for your help.
  17. Re did everything from scratch. So all the recipes except for the 4 new ones I am trying to add is now working.
  18. Tried my hand at making a new mod to add recipes for Translocator Engineering - Redux. problem is it breaks EVERY recipe in the game (including vanilla), and I cannot figure out what I did wrong. Can I get some assistance from a more experienced mod developer please?
  19. Will be giving this a try. Got 8Gb memory, and a heavily modded game (86 mods last count). So I do have that problem of the occational lag spike.
  20. Must be something to do with the cellar mechanics. If food in a sealed crock stays fresh for 20 days in your inven, and you kept it in a cellar (that has it good for a year), and you store it for lets say 30 days. Taking it with you on your trip, and it says 20 days fresh. If that is how you ran into that food spoilage problem (and you were absolutely sure your individual ingredients were not spoiled), then I would say you found a definate bug somewhere. Havent had that problem yet, then again all my food is kept in my cellar full time, and I teleport using xcore whenever I need to get food.
  21. Agreed on that one. Wine Cellars doesnt look like a cellar without a few barrels lying on its side.
  22. Talk about necroing an old topic.
  23. tried a massive 11x11x11 charcoal pit. with the firepit fire ignited at top. Only 11x11x10 of the wood stacks turned to charcoal, leaving the bottom most wood layer untouched, and unburned.
  24. I agree with the dates and times on the loading screens need to be removed. Anything that should be on the debug level or logs should be on the log level, and not the loading screen. Personally the dots needs to stay exactly as they are though. It flows with the story that the loading screen presents.
  25. Very nice build so far. Would love to see what it will look like when finished. Getting ready for a mega build myself, just need to find a good location for it and get the dimensions for the ship right.
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