-
Posts
110 -
Joined
-
Last visited
Content Type
Profiles
Forums
News
Store
Posts posted by DanaCraluminum
-
-
29 minutes ago, Milo Christiansen said:
The code for this is pretty simple, it is unlikely that any of the core code is broken in any major way. If it doesn't work getting it working again is probably a matter of renaming a function or two.
The zip file actually includes the source code (the block behavior is shipped as an uncompiled class that the game will then compile on the fly).
13.3.2021 16:39:46 [Warning] [brickinthewall] Failed parsing version string '1.2' at index 3: Expected PATCH version, found end of string (best guess: 1.2.0)
13.3.2021 16:39:46 [Error] [brickinthewall] Compiler errors during compilation:
13.3.2021 16:39:46 [Error] [brickinthewall] src\BrickTransitionBehavior.cs(17): The type or namespace name 'ModBase' could not be found (are you missing a using directive or an assembly reference?) [CS0246]
13.3.2021 16:39:46 [Error] [brickinthewall] An exception was thrown when trying to load assembly:
System.Exception: Could not compile from source files due to errors
at Vintagestory.Common.ModCompilationContext.CompileFromFiles(ModContainer mod, IEnumerable`1 paths)
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader)13.3.2021 16:39:46 [Warning] One or more source code mods failed to compile. Info to modders: In case you cannot find the problem, be aware that the game engine currently can only compile C# code until version 5.0. Any language features from C#6.0 or above will result in compile errors.
-
13 hours ago, Floyyd said:
I tried googling but can't seem to find an answer. What exactly is the purpose of this? Because it doesn't seem to make any logical sense on the surface.
Also another question, how do you like holster what your holding? If all my quickslots are full I can't seem to figure out a way to put it away and can't find the keybind if there is one.
Because of balance reasons
If you don't like it, you can use No Offhand Hunger Rate mod https://mods.vintagestory.at/show/mod/276
-
What a good mod we have lost
-
Drifter variants would be cool
-
Looks hardcore
-
-
20 minutes ago, Jeb_X said:
I am very new to the game so please bear with me.
I wonder about a simple thing: will this mod only show creative tabs for those mods I have installed or for every mod out there whether installed or not? I already have a need for this mod but I don't want to unnecessarily clutter my handbook with the reference to mods, I don't even have.
It only adds tabs for the mods that you have installed
-
Did you receive the key by email?
-
Suggestions:
1. Tag a whole vein of ore (blocks on the diagonal are also counted), I don't think it is technically difficult to just "mine this whole vein" as it is static. Mining a whole iron vein of 500+ blocks is a living hell.
2. Charging station for them that holds 10,000kj for example, instead of wasting a huge pile of coal going nowhere, yeah, I mean locusts with 1500kj, where 500/2000kj goes to the void
-
8 minutes ago, Alexandra Moon said:
I'm interested, but I'd prefer a controller to play, is that supported?
Xbox 360/One controller? There is solution for controller support in official discord https://canary.discord.com/channels/302152934249070593/302152934249070593/818313720115363860
-
How do you imagine it in a MP?
-
There is Waypoint Extensions mod https://mods.vintagestory.at/show/mod/98, very convenient
-
I think for fishing you need to first make the mechanics with a prevalence / abundance of fish per chunk. Also salinity / freshness of the water
-
-
12 hours ago, Saricane said:
Hello,
I built a small "panic room" in which I wait during temporal storms. It's just a 2x3 closed room covered with 6 cobblestone slabs, a hay bed (useless) and an oil lamp. It's been ok for several storms, and through the door, I could see drifters roaming in the base. But this time ... a deep drifter spawned in the panic room. Second later, I was dead. I don't understand how this was possible. Have you ever seen the same situation ? Is there a major flaw in my room or even in the concept of such a room ? Thanks.
Try something like that
-
1
-
-
1.14.8 stable
4.3.2021 13:16:21 [Error] [ats_wpex] Exception thrown when attempting to retrieve all types of the assembly VintageMods.WaypointExtensions, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.Assembly.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly), InnerException: . Will ignore asssembly. Loader exceptions:
4.3.2021 13:16:21 [Error] [ats_wpex] System.IO.FileNotFoundException: Could not load file or assembly 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].4.3.2021 13:16:21 [Error] [ats_wpex] System.IO.FileNotFoundException: Could not load file or assembly 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'VintageMods.Core.ModSystems, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].4.3.2021 13:16:21 [Error] [ats_wpex] An exception was thrown when trying to load assembly:
System.Exception: C:\Users\?\AppData\Roaming\VintagestoryData\Cache\unpack\Waypoint_Extensions_1_2_4.zip_44d812027add\VintageMods.WaypointExtensions.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) -
Issue: Wooden mallet can be used for smithing
-
1
-
-
12 minutes ago, LocoMiner said:
did making the iron anvil work? I tried making one and put three iron on my anvil before I realized the hammer wasn't changing anything
You need to configure it in the config file
-
-
Suggestion:
Yeast.
Edible wild daisy (for salads ofc)
-
1 hour ago, jakecool19 said:
It still comes out to the same amount of flax 4 twine = 1 linen. I changed it to that because some users reported not being able to use linen for some reason
Imagine for a second that you have a billion of linen
-
I can't add recipes with any item from your mod as ingredients, I wanna add cotton as alternative for Better Crates and etc., but it doesn't works because of poor code names
-
v1.14.8 (Stable), QuarryWorks 1.4.8
1. Very often the plugs fly away very high to the surface while you are chipping off blocks somewhere in the ceiling of the quarry. (This has already happened to me twice, and while I got to the surface to pick them up, they had time to disappear).
2. Rubble Storage's info doesn't sync between players. I personally saw how the second player made sand in it and it still showed 500 stones. Restart helps.
3. Hit (right-click) the air with Rubber Hammer cause crashed the game
Version: v1.14.8 (Stable)2/24/21 09:53:37: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at stoneworks.src.RubbleHammerTool.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsNoBlockSelected(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
at _jeEziyUSYl0BpbOxT46FYwj5VWL._IIIrDcgMyMKwpTkEZsHikpfl3dh(Single )
at _idIkJkIueHHf3Oz2WNlBdD0E1XR._DvzT6D0wN3fMakeuDyljJJ09hok(Single )
at _idIkJkIueHHf3Oz2WNlBdD0E1XR._V5piYzG7beYPldE6UVxY58dqacE(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _YrS2W1MoaeqC4xqH8ItdZB6vADN._8t1BmEWVlCT9mjx5M0vFIzU9tif(_7T00Rjby4si0wyEBez5dXNqLm7h , String[] )
at _ejKuc6cg0k8V39o8jDIzquyczbO._8t1BmEWVlCT9mjx5M0vFIzU9tif(ThreadStart )-
1
-
-
Does this work with helve hammers?
WeaponPack- New Weapons, shields and bows.
in Mod Releases
Posted
Tomahawk, dagger