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Fatigue

Vintarian
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Wolf Bait

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  1. Hey there, we're playing on the ResurganceRP server and someone joined and is having an issue- They seem to crash whenever anything from Expanded Foods / A Culinary Artillery is held in someone's hands. I'm not sure exactly what could be causing this; they've done a full wipe of the game, their appdata and even updated their version of .NET Framework to see if they can get around the problem, but there's no luck. Maybe this stacktrace will mean more to someone that knows the codebase. Running on 64 bit Windows 10.0.19045.0 with 16342 MB RAM Game Version: v1.19.7 (Stable) 23/05/2024 9:26:08 pm: Critical error occurred in the following mod: aculinaryartillery@1.1.4 Loaded Mods: aculinaryartillery@1.1.4, blacksmithname@1.1.6, chiseltools@1.11.5, decor@1.0.15, geoaddons@1.3.3, globalbloc@1.0.0, HangingOilLamps@1.0.1, hideandfabric@1.3.0, hideplayername@2.0.6, hideplayerpins@1.0.0, mannequinstand@1.0.3, millwright@1.1.4, moreclay@1.0.2, pieontheshelf@1.0.0, pipeleaf@1.6.0, rpvoicechat@2.3.9, spyglass@0.5.1, ssppvv@1.0.5, Swordz@1.1.6, game@1.19.7, abcsreborn@0.1.8, animalcages@3.0.2, BedRespawning@1.0.1, beehivekiln@1.5.4, betterfirepit@1.1.4, betterruins@0.3.3, blacksmithenhancements@1.0.4, butchering@1.5.5, canmarket@0.3.31, carryon@1.7.4, Clumps@1.0.0, coinage@1.10.1, commonlib@2.3.2, cooperativecombat@1.1.1, divisionoflabor@1.0.8, fairplayguardian@1.1.7, flowerfarming@1.1.0, fromgoldencombs@1.4.30, grassiergrass@1.0.0, herbarium@1.1.0, increasedstepheight@1.2.0, sailboat@1.2.8, jopainting@1.4.0, medievalexpansion@3.13.1, morepiles@1.5.0, pelaguswinds@1.0.0, playerlist@1.8.0, claywheel@1.1.0, resurgencepack@1.4.0, scarecrow@1.4.3, simplecloth@1.0.2, stonebakeoven@1.1.3, thecritterpack@0.9.1, creative@1.19.7, vsinstruments@1.2.7, survival@1.19.7, workbenchexpansion@1.8.0, xlib@0.8.3-pre.1, playercorpse@1.9.0, stonequarry@3.2.1, wildcraftfruit@1.1.1, wildcraftherb@0.0.1, wildcrafttree@1.1.0, xskills@0.8.5-pre.1, alchemyresurgence@1.1.6 System.NullReferenceException: Object reference not set to an instance of an object. at ACulinaryArtillery.ItemExpandedRawFood.GenMesh(ITextureAtlasAPI targetAtlas, String[] ings, Vec3f rot, ITesselatorAPI tesselator) at ACulinaryArtillery.ItemExpandedRawFood.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 387 at Vintagestory.Client.NoObf.RenderAPIGame.GetItemStackRenderInfo(ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\API\RenderAPIGame.cs:line 189 at Vintagestory.GameContent.EntityShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 484 at Vintagestory.GameContent.EntityPlayerShapeRenderer.RenderHeldItem(Single dt, Boolean isShadowPass, Boolean right) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 280 at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 224 at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D_Patch0(SystemRenderEntities this, Single deltaTime) at Vintagestory.API.Client.DummyRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in VintagestoryApi\Client\API\IClientEventAPI.cs:line 83 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 200 at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 806 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 901 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 730 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries for Vintagestory.exe, the latest 1 ================================== { TimeGenerated = 19/05/2024 2:33:19 pm, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.19.7.0, time stamp: 0x65310000 Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad Exception code: 0x40000015 Fault offset: 0x00000000000df046 Faulting process id: 0x1880 Faulting application start time: 0x01daa994b99713a7 Faulting application path: C:\Users\(redacted)\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Users\(redacted)\AppData\Roaming\Vintagestory\Lib\openal32.dll Report Id: d6675446-b6a4-443b-a4c4-eb5207e6106f Faulting package full name: Faulting package-relative application ID: }
  2. Would you ever consider releasing a version of this mod without the addition of the content found under /assets/primitivesurvival/blocktypes/relic ? I'm curious about the answer because the server I'm on (RP heavy, got it's own lore type deal) is hesitant to add this to the game when it adds new enemies and otherwise "eldritch stuff", but then immediately lament the fact we don't have access to all the other awesome things your mod has to offer. If it's not able to be config'd out somehow, what's your stance on alteration for use in a server pack?
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