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Ambulate In Somnis

Vintarian
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Posts posted by Ambulate In Somnis

  1. Sometimes lower blocks just disappearing or replacing "?" sign blocks. I understand that control blocks for grown trees. Maybe it is game bug?
    Also, when cypresses are 1 cell apart, they die.
    Well, a suggestion ->
    Сan make forest floor near a tree when there are a lot of trees around? What converges with the onset of the forest, and not single trees that eat away the garden.

  2. fix animation from 1st person when working with tools and synchronize with animations from 3rd person.
    Make animation from 3rd person so that it would be more natural and more pleasant when turning on 3rd person animations in 1st person

    • Like 1
  3. Make the wind private for distributed very large zones (which will eliminate visual errors in the behavior of clouds that will follow the direction of the winds) that already exist (those responsible for the frequency of precipitation) with intermediate zones that adjust the direction of the wind according to neighboring weather zones, making the wind vector smooth and consistent

  4. Replace meter-thick logs in some trees (like birches) as fruit trees and make (maybe later) leaves fall in autumn.
    Maybe made birch block for full-grown trees with adult trunks.

  5. 12.2.2022 11:59:57 [Error] Patch 3 (target: game:itemtypes/resource/stone.json) in morepiles:patches/piles/needsvanillafix/itemtypes-resource-stone.json failed because supplied path /behaviorsByType/*/0/properties/stackingCapacity is invalid: The json path /behaviorsByType/*/0/properties/stackingCapacity was not found. Could traverse until /behaviorsByType, but then '*' does not exist. Full json at this path: {
      "*-chalk": [
        {
          "name": "ArtPigment",
          "properties": {
            "decorBlockCodes": [
              "caveart-chalk-1-*"
            ],
            "paintableOnBlockMaterials": [
              "Stone",
              "Wood",
              "Brick",
              "Ceramic",
              "Metal",
              "Meta"
            ]
          }
        }
      ]
    }
    12.2.2022 11:59:57 [Error] Patch 4 (target: game:itemtypes/resource/stone.json) in morepiles:patches/piles/needsvanillafix/itemtypes-resource-stone.json failed because supplied path /behaviorsByType/*-chalk/0/properties/stackingCapacity is invalid: The json path /behaviorsByType/*-chalk/0/properties/stackingCapacity was not found. Could traverse until /behaviorsByType/*-chalk/0/properties, but then 'stackingCapacity' does not exist. Full json at this path: {
      "decorBlockCodes": [
        "caveart-chalk-1-*"
      ],
      "paintableOnBlockMaterials": [
        "Stone",
        "Wood",
        "Brick",
        "Ceramic",
        "Metal",
        "Meta"
      ]
    }
    12.2.2022 11:59:59 [Error] Patch 0 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-corrupt/- is invalid: The json path /server/behaviors/9/dropsByType/*-corrupt/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
      "code": "XSkillsEntity",
      "xpByType": {
        "*-normal": 1.0,
        "*-deep": 1.5,
        "*-tainted": 2.0,
        "*-corrupt": 2.5,
        "*-nightmare": 3.0
      }
    }
    12.2.2022 11:59:59 [Error] Patch 1 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-deep/- is invalid: The json path /server/behaviors/9/dropsByType/*-deep/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
      "code": "XSkillsEntity",
      "xpByType": {
        "*-normal": 1.0,
        "*-deep": 1.5,
        "*-tainted": 2.0,
        "*-corrupt": 2.5,
        "*-nightmare": 3.0
      }
    }
    12.2.2022 11:59:59 [Error] Patch 2 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-nightmare/- is invalid: The json path /server/behaviors/9/dropsByType/*-nightmare/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
      "code": "XSkillsEntity",
      "xpByType": {
        "*-normal": 1.0,
        "*-deep": 1.5,
        "*-tainted": 2.0,
        "*-corrupt": 2.5,
        "*-nightmare": 3.0
      }
    }
    12.2.2022 11:59:59 [Error] Patch 3 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-normal/- is invalid: The json path /server/behaviors/9/dropsByType/*-normal/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
      "code": "XSkillsEntity",
      "xpByType": {
        "*-normal": 1.0,
        "*-deep": 1.5,
        "*-tainted": 2.0,
        "*-corrupt": 2.5,
        "*-nightmare": 3.0
      }
    }
    12.2.2022 11:59:59 [Error] Patch 4 (target: game:entities/land/drifter.json) in locustmod:patches/survival-entities-land-drifter.json failed because supplied path /server/behaviors/9/dropsByType/*-tainted/- is invalid: The json path /server/behaviors/9/dropsByType/*-tainted/- was not found. Could traverse until /server/behaviors/9, but then 'dropsByType' does not exist. Full json at this path: {
      "code": "XSkillsEntity",
      "xpByType": {
        "*-normal": 1.0,
        "*-deep": 1.5,
        "*-tainted": 2.0,
        "*-corrupt": 2.5,
        "*-nightmare": 3.0
      }
    }

    Mod patching everything and mortar probably not working in couple with this mod and moreroads (craluminium)
    Pls fix, because players will sad without XSkills

  6. Running on 64 bit Windows with 96 GB RAM 
    Game Version: v1.16.3 (Stable)
    Loaded Mods: animalcages@2.0.6, backpackpack@1.0.3, composter@1.0.2, dragonflies@1.0.6, emotemenu@1.0.4, fancydoors@1.1.0, pieontheshelf@1.0.0, game@1.16.3, automap@0.1.8, fancyplanters@1.0.2, hudclock@2.7.0, petai@1.3.4, prospectorinfo@3.1.2, stepup@1.2.0, creative@1.16.3, survival@1.16.3, wildfarming@1.2.3, xrowboat@0.0.3, campaigncartographer@2.1.0-pre.1, cats@1.3.1, wolftaming@1.3.1
    10.02.2022 22:54:50: Critical error occurred
    System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
       в XSkills.EntityBehaviorMultiplyPatch.Prefix(EntityBehaviorMultiply __instance, StringBuilder infotext)
       в Vintagestory.GameContent.EntityBehaviorMultiply.GetInfoText_Patch1(EntityBehaviorMultiply this, StringBuilder infotext)
       в Vintagestory.API.Common.Entities.Entity.GetInfoText()
       в Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.ComposeBlockInfoHud()
       в Vintagestory.Client.NoObf.HudElementBlockAndEntityInfo.EntityInView()
       в Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       в Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       в Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       в _TcPKe0ld0EAbHR8YsMG1OLy9q8O._G7ImpIHUCfpaZwTmd8In2KuoHYA(Single )
       в _SbWHHe8Ad6lBV8IRbvWFqut7ren._mSnyaJUIQhBb8A1j3UUn7uh5BBO(Single )
       в _SbWHHe8Ad6lBV8IRbvWFqut7ren._b365Cpnna1p8GSaDyyO3EH2VfOD(Single )
       в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 476
       в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 452
       в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375
       в _muFH2BhSjNKo8GSc2o33Nm6Ckup._SwLkq72vc0vcc3OnHXTAS19pm9p(_tVmXPdKJ3JBDWFc8tBtvgftcfhl , String[] )
       в _XL1Xa21FKJVFetNmIumId5p6UDU._SwLkq72vc0vcc3OnHXTAS19pm9p(ThreadStart )
    -------------------------------


    tried place a dog from petai

  7. Can i intercept moment of metal casting  with yours library and how?
    I need to add effects on player.
    I wanted to use harmony patches, but I thought that if my patch intersects with your mod...
     

  8. 5 hours ago, Thalius said:

    There is a setting in the mod config file to reduce or increase the radius where cave ins (and compromised blocks that lead to them) can occur,  and an option to disable cave ins altogether.

    Which one? There are 10 lines.

      "CaveInChance": 0.1,
      "CaveInRadius": 5,
      "CaveInDepth": 7,
      "CaveInDepthOffset": 3,
      "CaveInSupportBeamRadius": 5.0,
      "CaveInChainChance": 0.75,
      "CaveInDamage": 0.1,
      "CaveInSideways": true,
      "CaveInSidewaysChance": 0.25,
      "CaveInDust": 1.0,

  9. In zip there two same named dlls. When loading on windows server throwing error "File already exist".
    If i delete one file it says "An exception was thrown when trying to load assembly:
    System.Exception: declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute".

    UPD 1. Its because deleting one file as all by same name. Rezip mod fixing that.
    UPD 2. There exception at "System.Exception: Don't know how to instantiate block of class 'BlockDeepSeaweed' did you forget to register a mapping?"

  10. VS API  -> Entity - >BehaviorHunger.cs
    This method calls when player respawns and get healed by

    Revive()

    in API lib.
     

            public override void OnEntityReceiveDamage(DamageSource damageSource, float damage)
            {
                if (damageSource.Type == EnumDamageType.Heal && damageSource.Source == EnumDamageSource.Revive)
                {
                    SaturationLossDelayFruit = 60;
                    SaturationLossDelayVegetable = 60;
                    SaturationLossDelayProtein = 60;
                    SaturationLossDelayGrain = 60;
                    SaturationLossDelayDairy = 60;
    
                    Saturation = MaxSaturation / 2;
                    VegetableLevel /= 2;
                    ProteinLevel /= 2;
                    FruitLevel /= 2;
                    DairyLevel /= 2;
                }
            }


    VS API Entite -> Entity.cs

    This method heals when player was respawned

            public virtual void Revive()
            {
                Alive = true;
                ReceiveDamage(new DamageSource() { Source = EnumDamageSource.Revive, Type = EnumDamageType.Heal }, 9999);
                AnimManager?.StopAnimation("die");
                IsOnFire = false;
    
                foreach (EntityBehavior behavior in SidedProperties.Behaviors)
                {
                    behavior.OnEntityRevive();
                }
            }

     

    How override this methods?
     

  11.     public class test : ModSystem
        {
            //public override bool ShouldLoad(EnumAppSide side) => side == EnumAppSide.Server;
            public override void StartServerSide(ICoreServerAPI api)
            {
                
                api.Event.PlayerRespawn += new PlayerDelegate(OnEntityReceiveDamage);
            }
    
                
    
            public void OnEntityReceiveDamage(IServerPlayer player)                 
            {
                System.Threading.Thread.Sleep(2000);
                EntityBehaviorHunger player_data_hunger = player.Entity.GetBehavior<EntityBehaviorHunger>();
                EntityBehaviorHealth player_data_health = player.Entity.GetBehavior<EntityBehaviorHealth>();
    
                float MaxSaturation = player_data_hunger.MaxSaturation;
                
                player_data_hunger.SaturationLossDelayFruit = 600f;
                player_data_hunger.SaturationLossDelayVegetable = 600f;
                player_data_hunger.SaturationLossDelayProtein = 600f;
                player_data_hunger.SaturationLossDelayGrain = 600f;
                player_data_hunger.SaturationLossDelayDairy = 600f;
            
                player_data_hunger.Saturation = MaxSaturation / 10f;
                player_data_hunger.VegetableLevel = 2f;
                player_data_hunger.ProteinLevel = 2f;
                player_data_hunger.FruitLevel = 2f;
                player_data_hunger.DairyLevel = 2f;
                
                player_data_health.MarkDirty();
            }

    Hmm, stats was removed, but health and saturation still fillings up.
    is this a bug?
    @Tyron

  12. 13 hours ago, Lich said:

     

    Yeah, this does not sound like something my mod in specific would do. I feel like this should be filed as a proper bug report in the bug issue tracker for the game, because if this can occur with blocks with my mod (which is purely a content mod, aka the simplest form of mod using purely json API hooks, no new code) then this can occur with any other mod that adds new blocks (possibly even the vanilla game), and thus should be something that Tyron probably needs to know about.

    Do you have an idea how to clean ModID table?

  13. 4 hours ago, Tech_Rabbit said:

    @Ambulate In SomnisIt's not the mod. This happened to my server at one point. If you install or update any mod from now on, I bet that you will have random blocks change to other blocks. For us we got oak fences turn into iron buckets, coopers reeds turned into trade o mat machines, glacier ice turned into trade o mat carts. Your ModID table is corrupt if that is happening.

    How i can fix this ModID table?

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