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Posts posted by Malicante
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Aye, I've got the server hosted on with G-portal.
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Further prodding of things that I wasn't using shows that again, with just EF and ACA, spiles don't appear to collect sap from any tree type, and the mixing bowl, at least for me, stirs just fine. Recipes however, are hit and miss. Dumplings, for example, cannot be made with anything but salt. Attempting meat nuggets in any form, soybeans, and chopped veggies/shrooms fails. I am sorry I do not possess the coding magic or knowledge to help you find and zap these issues.
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Thank you for your great mods! I am incredibly confused right now, though.
Running this mod with all the other mods I like to use in Singleplayer, the saucepan works just fine. Copying everything to the precise exact match on a server, however, causes it to flip out and DC the client only.
This is the error code I get on a server running just EF and ACA:
SpoilerRunning on 64 bit Windows with 16 GB RAM
Game Version: v1.17.4 (Stable)
9/27/2022 5:53:33 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.6
Loaded Mods: aculinaryartillery@1.0.6, game@1.17.4, expandedfoods@1.6.1, creative@1.17.4, survival@1.17.4
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.SimmerRecipe.Match(List`1 Inputs)
at ACulinaryArtillery.BlockSaucepan.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
at Vintagestory.GameContent.BlockEntityFirepit.SetDialogValues(ITreeAttribute dialogTree) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 690
at Vintagestory.GameContent.BlockEntityFirepit.OnSlotModifid(Int32 slotid) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 141
at System.Action`1.Invoke(T obj)
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 480
at Vintagestory.GameContent.InventorySmelting.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VSSurvivalMod\Inventory\InventorySmelting.cs:line 116
at Vintagestory.API.Common.ItemSlot.MarkDirty() in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 449
at Vintagestory.GameContent.ItemSlotWatertight.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VSSurvivalMod\Inventory\ItemSlotWatertight.cs:line 63
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 448
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 638
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
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Sadly, it seems like it just throws a generec thing. Updated to 0.8.4, Console on crash:
22:32:41 [Server Event] Malus ---.--.--.---:----- joins.22:32:46 [Server Notification] A client reconnected, resuming game calendar.22:32:57 [Server Notification] Last player disconnected, compacting large object heap...22:32:58 [Server Event] Player Malus got removed. Reason: The Players client crashed22:32:58 [Server Notification] All clients disconnected, pausing game calendar. -
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Latest release and latest client update, 0.8.3 is throwing a Crash To Desktop when using the handbook to look at stick recipes. Going back to 0.8.2 reverts the crash. Crashlog below, only getting the crash on a dedicated server at this time (weirdly).
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Loving this mod, especially the new grindstone! I have two questions/suggestions to go with your new grindstone. The first is, will we later be able to make a version of grinder that is mechanically powered, for those in the later ages, and would you be willing to make a config that allows people to change how much repair to loss there is?
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I expected that, to be honest, but not that they'd keep changing their names even without said storms (Though again, probably should have since they run off of Time and not Darkness or Sky, hehehe). I guess I more thought that the storms would less disable and would more "scramble" your network, shuffling around what teleporter was named what until you messed with them or some such thing akin to Temporal maint work.
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Just tested your newest version, and after smashing and replacing the teleport block, it is working excellently!
EDIT @3:28 PM: I appear to have spoken too soon, a small issue with renaming teleports has popped up in multiplayer. You can rename them but the name resets when you go to teleport at any teleport node. Outside of that, still working amazingly and the folks on the small server I am running thank you for such a nice looking and easy to use mod!
EDIT 2 @8:02 PM: Another fun bug decided to rear its head after trekking around for a while: The teleporter list wipes itself clean, upon committing aliven't and returning home, it appears the teleporter network renames each teleporter after X amount of time passes. Also Temporal storms seem to knock your network out
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Single player seems to be working perfectly with the rename and warping about, multiplayer is throwing two different crashes, error logs both attached. Renaming instantly crashes you to Desktop, while standing in the center of the ring only crashes you a quarter of a second after the teleport menu comes up, saying no available points found.
Thanks for your hard work!
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Updated to 1.0.1, destroyed and replace the teleport blocks, but nothing has changed, at least on the client side. Looking at the server log has a few tidbits, I'll leave a copy of said log for you to peruse in case I'm blind to something important.
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@DArkHekRoMaNT Server wise, I am seeing this ping in the server log when tossing the gear into place, though it has nothing in the tooltip as to what to do with the teleporter, nor does it's name change:
[Server Notification] [tpnet] Added teleport Blancathey at 499707, 116, 499328 to teleports list
Sadly, the teleports do not register to a given player either, either spawned or found. Anything else I can do to help make this work serverside, please let me know!
A Culinary Artillery 1.1.4
in Mod Releases
Posted · Edited by Malicante
I decided to go ahead and disable all my mods save for EF and ACA and test in single player, instead of running all my mods in single player. For bonus confusion, it crashes on making a new world and trying to make broth, just like my server. I think I'm just going to give up for now and leave it in so it doesn't corrupt my server world, and will just eat what does work. I wish you the best of luck with figuring out this weird, pesky issue!
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.17.4 (Stable)
9/28/2022 5:52:46 PM: Critical error occurred in the following mod: aculinaryartillery@1.0.6
Loaded Mods: aculinaryartillery@1.0.6, game@1.17.4, expandedfoods@1.6.1, creative@1.17.4, survival@1.17.4
System.NullReferenceException: Object reference not set to an instance of an object.
at ACulinaryArtillery.SimmerRecipe.Match(List`1 Inputs)
at ACulinaryArtillery.BlockSaucepan.GetMeltingDuration(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
at Vintagestory.GameContent.BlockEntityFirepit.SetDialogValues(ITreeAttribute dialogTree) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 690
at Vintagestory.GameContent.BlockEntityFirepit.OnSlotModifid(Int32 slotid) in VSSurvivalMod\BlockEntity\Firepit\BEFirepit.cs:line 141
at System.Action`1.Invoke(T obj)
at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 480
at Vintagestory.GameContent.InventorySmelting.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VSSurvivalMod\Inventory\InventorySmelting.cs:line 116
at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 424
at Vintagestory.GameContent.ItemSlotWatertight.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VSSurvivalMod\Inventory\ItemSlotWatertight.cs:line 103
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 448
at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 979
at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 772
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 638
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 459
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 536
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2251
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 220
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93