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Everything posted by Feycat
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Can you crack off some individual pieces to show me how you did it??
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What new story locations would you like to see?
Feycat replied to Josiah Gibbonson's topic in Discussion
I mean, the story is the backbone of what the game is about. They've always talked about the story. Honestly it's what sets it apart from the hundreds of of crafting/survival games. -
My sheep have been pregnant for multiple MONTHS, and my months are on 20 days. Occasionally there's a baby goat in the goat pen, but there's never a lactating goat in there with it. My goats and sheep are just pregnant forever. They're gen 5 so it's not like they've never bred before, but what is the gestation time exactly?
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If you place a beam on a chiseled block, you CANNOT remove it until you remove the whole block. When they're not attached to a chiseled block, I haven't had a problem finding the lil hitbox
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What's everyone's take on sailing? How could it be improved?
Feycat replied to Josiah Gibbonson's topic in Discussion
I like it but only being able to access my storage while I'm sitting in the boat is annoying, and the fact it just launches me into the water when I get out is even more annoying. I've got a dock with blocks tight to either side and it still usually dumps me in the water. -
What Animal Would you most like to see added and why?
Feycat replied to Josiah Gibbonson's topic in Discussion
Holy cow the amount of people saying "yet another predator" blow my mind... I want some form of cow - aurochs, bison, oxen, etc - and some sort of cart-pulling animal like a donkey. I'd love to see a wheeled wagon, maybe it would only work on path or compressed dirt so it doesn't devalue the elk but it would feel great to go with a sledge or cart to go logging or mining. -
Oh that's incredible!!
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Holy moly, incredible!! I wanna walk around!
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This is my favorite thing I've chiseled. It's in the middle of my garden, I put up the plaster wall to show off more detail!
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I can't figure out how to place the iron trap doors. No matter whether I put them on the inside or outside, the ghost tells me they're in the wrong place.
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Yes, everything is up to date, and I'm running a very need-intensive mod collection on Skyrim, which is famously terribly optimized. When a block game is crashing more than Skyrim, something's definitely wrong, LOL
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Is anyone else having this? The whole game will lock up and have to be closed via the Task Manager. I'm getting a couple of these every play session. I make a backup EVERY time I start playing now just in case the world corrupts.
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Can you change things like ocean amounts with the console?
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I know you can regenerate chunks in order to make sure you get the story locations added to your world, but is it possible to change your world settings and then regen? My world doesn't really have oceans because it was made before 1.20 and I'd like to change that. I do not want to restart with a new world.
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We went from the nice scribe's office to... the collapsing library. That's unnerving. Does that mean something?
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I ran my first load of blister steel just fine and replaced the broken block (yay for the updated visuals!) but now every time I click the coffin it says this. I've gone all around it and can't find anything damaged, but it won't let me load more iron in. Has anyone else had this happen?
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Maybe this could be hunter-only to keep it from being too OP, but the ability to track a wounded animal via a blood trail would be amazing.
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Did the voices change in 20 or is this complaint about the voices we've always had?
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You can use the worldedit function to save all your buildings, that way you can find a new place in your new world and plop your settlement down again! I'm very attached to mine, I carry it with me >.>
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I really like your table and stairs designs, might steal that!
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I've honestly got 2 windmills. One is for my quern and built into a windmill building. The other is atop my smithing building and has one 5-long sail and powers a single helve hammer and a pulverizer with no problem. It's obviously dependant on the wind, but since the only thing I use the hammer for is clearing iron blooms/blister steel and plates for lanterns, it's plenty for my single player needs.
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I was in the middle of chiseling blocks in a tower when it crashed. Now every time I try to reload it, I get this: Running on 64 bit Windows 10.0.19045.0 with 16281 MB RAM Game Version: v1.19.8 (Stable) 10/12/2024 4:14:54 PM: Critical error occurred Loaded Mods: System.ObjectDisposedException: Cannot access a disposed object. Object name: 'The ThreadLocal object has been disposed.'. at System.Threading.ThreadLocal`1.GetValueSlow() at Vintagestory.GameContent.EntityBehaviorControlledPhysics.Initialize(EntityProperties properties, JsonObject typeAttributes) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 102 at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 363 at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 247 at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 558 at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 122 at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 553 at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 515 at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 218 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries for Vintagestory.exe, the latest 1 ================================== { TimeGenerated = 10/12/2024 4:09:49 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000 Faulting module name: KERNELBASE.dll, version: 10.0.19041.4957, time stamp: 0xc5225d0f Exception code: 0xe0434352 Fault offset: 0x000000000003b699 Faulting process id: 0x1da0 Faulting application start time: 0x01db1ccbe7f0ae13 Faulting application path: C:\Users\Gabe\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 8169b979-a3d1-4c55-ba4d-52f4570a4d62 Faulting package full name: Faulting package-relative application ID: } Running on 64 bit Windows 10.0.19045.0 with 16281 MB RAM Game Version: v1.19.8 (Stable) 10/12/2024 4:14:54 PM: Critical error occurred Loaded Mods: System.ObjectDisposedException: Cannot access a disposed object. Object name: 'The ThreadLocal object has been disposed.'. at System.Threading.ThreadLocal`1.GetValueSlow() at Vintagestory.GameContent.EntityBehaviorControlledPhysics.Initialize(EntityProperties properties, JsonObject typeAttributes) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 102 at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 363 at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 247 at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 558 at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 122 at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 553 at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 515 at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 218 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries for Vintagestory.exe, the latest 1 ================================== { TimeGenerated = 10/12/2024 4:09:49 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000 Faulting module name: KERNELBASE.dll, version: 10.0.19041.4957, time stamp: 0xc5225d0f Exception code: 0xe0434352 Fault offset: 0x000000000003b699 Faulting process id: 0x1da0 Faulting application start time: 0x01db1ccbe7f0ae13 Faulting application path: C:\Users\Gabe\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 8169b979-a3d1-4c55-ba4d-52f4570a4d62 Faulting package full name: Faulting package-relative application ID: } Running on 64 bit Windows 10.0.19045.0 with 16281 MB RAM Game Version: v1.19.8 (Stable) 10/12/2024 4:14:54 PM: Critical error occurred Loaded Mods: System.ObjectDisposedException: Cannot access a disposed object. Object name: 'The ThreadLocal object has been disposed.'. at System.Threading.ThreadLocal`1.GetValueSlow() at Vintagestory.GameContent.EntityBehaviorControlledPhysics.Initialize(EntityProperties properties, JsonObject typeAttributes) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 102 at Vintagestory.API.Common.Entities.EntitySidedProperties.loadBehaviors(Entity entity, EntityProperties properties, IWorldAccessor world) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 363 at Vintagestory.API.Common.Entities.EntityProperties.Initialize(Entity entity, ICoreAPI api) in VintagestoryApi\Common\Entity\EntityProperties.cs:line 247 at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\Entity.cs:line 558 at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 122 at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 553 at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 515 at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 218 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries for Vintagestory.exe, the latest 1 ================================== { TimeGenerated = 10/12/2024 4:09:49 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.8.0, time stamp: 0x661e0000 Faulting module name: KERNELBASE.dll, version: 10.0.19041.4957, time stamp: 0xc5225d0f Exception code: 0xe0434352 Fault offset: 0x000000000003b699 Faulting process id: 0x1da0 Faulting application start time: 0x01db1ccbe7f0ae13 Faulting application path: C:\Users\Gabe\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: 8169b979-a3d1-4c55-ba4d-52f4570a4d62 Faulting package full name: Faulting package-relative application ID: }