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Malicante

Vintarian
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Posts posted by Malicante

  1. 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!

    Spoiler

    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
     

     

    • Like 1
  2. 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.

    • Like 1
  3. 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:

    Spoiler

    Running 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
     

     

    image.png

    • Sad 1
  4. 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 crashed
    22:32:58 [Server Notification] All clients disconnected, pausing game calendar.
  5. 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.

  6. 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

    • Amazing! 1
  7. @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!

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