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amoon

Very Important Vintarian
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Posts posted by amoon

  1. Topic: Yearly Chunk Replenishment.

    We are experiencing a situation with a scarcity of resources for inexperienced, new players when they spawn into Mystic Winds due to the fact that the area has been picked clean (mostly).

    After giving thought & discussion, it's completely valid to expect, after a hard winter & autumn rains, that in addition to the current animal population renewal, that the erosion would expose those surface deposits that still exist below ground (maybe if >75%) then the surface indicator nuggets would reappear.

    It could be a seasonal server check (not asking for daily renewal checks). In consideration of server load & climate conditions, those checks could be spread across differing latitudes so that the check does not happen worldwide simultaneously.

    It also stands to reason that in the spring wild crops would also sprout if those have also been depleted (again, if >75% of the original world gen crop has been harvested).

    This suggestion is based upon realistic situations that could make for reduced hardship for new, inexperienced players on heavily populated servers that become resource scarce at spawn.

    • Like 5
  2. hmm, crafted a raw bowstave from bamboo, placed it in a chest to dry and the client crashed...using VS1.15.0-pre11 and VSHUD 2.06-pre3

    Version: v1.15.0-pre.11 (Unstable)7/1/2021 11:35:25 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at VSHUD.VSHUDTaskSystem.ProcessActions(ConcurrentQueue`1 actions)
       at VSHUD.VSHUDTaskSystem.<ProcessMainThreadActions>b__8_0()
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)

     

  3. 22 hours ago, Anthony Mooney said:

    D:\Program Files\Vintagestory\Lib\netstandard.dll D:\Program Files\Vintagestory\netstandard.dll C:\Users\Anthony\AppData\Roaming\VintagestoryData\Mods\netstandard.dll D:\Program Files\Vintagestory\Mods\netstandard.dll

    did you read that? there was never a 'netstandard.dll' in those locations to finish loading your mod.

  4. that is confirmed in 1.14.10:

    30.6.2021 12:45:44 [Warning] Client side assembly resolver did not find the assembly in the binary path, the lib path or the mods path. Tested for the following paths: 
    D:\Program Files\Vintagestory\Lib\netstandard.dll
    D:\Program Files\Vintagestory\netstandard.dll
    C:\Users\Anthony\AppData\Roaming\VintagestoryData\Mods\netstandard.dll
    D:\Program Files\Vintagestory\Mods\netstandard.dll
    30.6.2021 12:45:44 [Error] [wpex] An exception was thrown when trying to load assembly:
    System.IO.FileNotFoundException: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified.
    File name: 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'

     

  5. finally looked into why, for the past 2 weeks, my WPEX wouldn't load...

    the client-main.txt states...

    [Error] [wpex] An exception was thrown when trying to load assembly:
    System.IO.FileNotFoundException: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies. The system cannot find the file specified.
    File name: 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'

    ...so, it seems that wpex is trying to find netstandard.dll, which doesn't seem to be included with wpex.

    • Cookie time 1
  6. Not a big fan of the rivers, seem more like elongated lakes since they're ALL at the same Y level. Couldn't find any ruins or traders spawned until I rolled Immersion back to 1.2.0. Viola, traders AND ruins began showing up again. Did y'all break something?

  7. These ideas cause me to contemplate my next base location with ample acreage for a wind-farm full of windmills driving generators.

    Those generators feed the high voltage lines running to my foundry supported by hammers driven by motors. All of which will reduce the mechanical shafts now cluttering my production area.

    Where do I send the $?

  8. It's nice to know that other people have also considered some of my ideas. I can remain assured that I'm not totally insane (yet).

    Another idea I've been tossing around in my head is a cart, 2 wheeled perhaps, pulled behind the player (2 free hands!) that would be a portable container. IDK whether VS can even accommodate moving container entities. Thankfully my job is not coding, I'm in the dept. of imagination. :) A wheeled cart would realistically require some form of ramp to travel uphill though.

    ...ramblings of a dreamer.

  9. Totally random and incomplete ideas for more immersion:

    wooden butcher block to carve carcasses into meat & byproducts (increased efficency/yield vs butchering on the ground)
    stone table (like butcher block) to pound plant matter to fibers
    spinning wheel to twist fibers into threads/yarns
    loom to weave fiber to cloth
    raw hides need to be scraped/soaked/salted/stretched & sun dried
    tanning frame to cure hides
    tailoring table (maybe gen purpose table with dynamic recipes based on placed item?) to cut & assemble cloth/leather with thread/sinew

    general purpose table could have a grid for placing recipe items 3x4? 6x9? dynamic based on table size? recipe categories could include food prep (chopping/assembly(sandwiches!)), sewing/cutting(cured leather,woven cloth), tool assembly/repair(rebinding w/sinew/rope/twine (think NeoLithic tool binding (knapped rock + stick != usable tool), sharpening/re-knapping to extend durability)

    • Like 1
  10. New to VS. Tested vanilla then decided to load some mods. Obviously I have attempted to load one or more mods that cause a crash when attempting to knap flint ingame. SP client crashes prior to showing the available knapping recipes.

    Crash report:

    Spoiler

    Running on 64 bit Windows with 24 GB RAM 
    Version: v1.10.5 (Stable)9/15/2019 12:34:02 PM: Critical error occurred
    System.Exception: Couldn't build bounds from children, there were probably no child elements using fixed sizing! (or they were size 0)
       at Vintagestory.API.Client.ElementBounds.buildBoundsFromChildren()
       at Vintagestory.API.Client.ElementBounds.CalcWorldBounds()
       at Vintagestory.API.Client.GuiElementDialogBackground.ComposeElements(Context ctx, ImageSurface surface)
       at Vintagestory.API.Client.GuiComposer.Compose(Boolean focusFirstElement)
       at Vintagestory.GameContent.GuiDialogBlockEntityRecipeSelector.SetupDialog()
       at Vintagestory.GameContent.BlockEntityKnappingSurface.OpenDialog(IClientWorldAccessor world, BlockPos pos, ItemStack baseMaterial)
       at Vintagestory.GameContent.ItemFlint.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
       at _9e0FcFVO6EMO3bdNWzfSbE2sCAA._HlOLWdvobSY72jhASalhtIkydcC(BlockSelection , EntitySelection , EnumHandInteract , EnumHandHandling& )
       at _9e0FcFVO6EMO3bdNWzfSbE2sCAA._lRYcNvHKVXlYp99ExhHLx8aVtUC(Single )
       at _9e0FcFVO6EMO3bdNWzfSbE2sCAA._LDMvhSw1Ur3dgCVAwfk6cnuMwpP(Single )
       at _wLUA7Zl57ubNuYMvmoIHAT2JsEX._mNx3XlLWSsCzIw8hL2W1XpTClKe(EnumRenderStage , Single )
       at _uRXOmV7NCIeGfNfhKiw3RLg97He._mNx3XlLWSsCzIw8hL2W1XpTClKe(EnumRenderStage , Single )
       at _uRXOmV7NCIeGfNfhKiw3RLg97He._MVUB6CvWCvTl60cTa6WtlHpgQ5I(Single )
       at _6bNEHNRhjQC693KfswnXnTmr5QP._MVUB6CvWCvTl60cTa6WtlHpgQ5I(Single )
       at _gaDEjOUf0jWColBe5GhxhuQfozZb._TljCHbaQhlhTB3soGynkMra1DB9(Single )
       at _gaDEjOUf0jWColBe5GhxhuQfozZb._IukhLkWAtLZG8GYc75dDEEuGLMS(Single )
       at _QXTQjJDeP6xAQG8pACSOAHcIda5._5UQWfVab73zOotsC5dVADPWqUcg(Object , FrameEventArgs )
       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 _oQIa2n4XUX9TrbUQ2XidMn96o6J._4aXI82OJZhVbIJrDryaWQTHfwSz(_NOsv5ihsSUbw96PedLF6tquccJA , String[] )
       at _alObrCebnYhDtriOdTEzw3gEdHG._4aXI82OJZhVbIJrDryaWQTHfwSz(ThreadStart )
    -------------------------------
     

    My question is thus, how can I determine which mod is failing based upon the obfuscated methods in the aforementioned crash report?

     

    The modlist that successfully loads in a newly generated world is:

    Spoiler

    mod@1_10.4-BlockPhysics-1.0.18.zip, mod@5ab070c7bd6f3_PemmicanFood0.1_01.5.2.zip, mod@Armour_Release_V0.1.8_V1.10-RC1.zip, mod@BV_weapons.zip, mod@BVbear.zip, mod@BVcupboard1-01.zip, mod@CarryCapacity-0.4.4.zip, mod@compressedstone_v1.0.0.zip, mod@Desertflora101.zip, mod@Doors_and_Windows_v1.1.2.zip, mod@Earthworks-1.0.1.zip, mod@Graveyard-1.1.3.zip, mod@lakeflowers.zip, mod@rebalance_v1.0.0.zip, mod@SaltProduction.zip, mod@Stone_Hoe_v0.1.2.zip, mod@StorageBin_Release_v010.zip, mod@VintageStorage1.1.zip, mod@VS-1.10.4-The-Neolithic-Mod-2.0.23.zip

    Further investigation and reading through client-main.txt revealed errors in Earthworks and rebalance so I have removed them and am attempting a new world and will reproduce knapping flint, fingers crossed.

     

    I would still like to know how to determine precisely which mod errors from the obfuscated method in the crash report.

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