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Buggi

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Everything posted by Buggi

  1. Rock Sniffer tool is now released as part of my Ores O' Plenty mod. Tells you the types of rock directly under the (rock) block you break without any hint as to depth, ores, or caves.
  2. Start an epic building project. Something that pokes into your creativity. The game offers an AMAZING freedom to build. Screenshot is my current work-in-progress build. Helped to make a model of the building before construction...
  3. Done and released: https://mods.vintagestory.at/randomchanges
  4. My Random Changes Mod is out now! Includes the World Eater, a tool that can mine 3x3 and 5x5 areas and veins of ore. Craftable Chandeliers, metal fences, etc. https://mods.vintagestory.at/randomchanges
  5. More details: 10.11.2021 22:36:02 [Fatal] System.ArgumentNullException: Value cannot be null. Parameter name: value at System.IO.BinaryWriter.Write(String value) at Vintagestory.API.Datastructures.StringArrayAttribute.ToBytes(BinaryWriter stream) at Vintagestory.API.Datastructures.TreeAttribute.ToBytes(BinaryWriter stream) at Vintagestory.Server.ServerSystemBlockSimulation.SendBlockEntitiesPacket(ConnectedClient client, List`1 blockEntities, List`1 noBlockEntities) at Vintagestory.Server.ServerSystemBlockSimulation.SendDirtyBlockEntities() at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) at Vintagestory.Server.ServerMain.Process() Happens when I fertilize farmland, tested on Terra Pretta. Tested with all soils and fertilizer unmodded.
  6. I don't know your source code as I didn't code the mod. But the error posted at the top of this page is caused by what I describe.
  7. 10.11.2021 16:54:23 [Error] Error thrown trying to serialize block entity Vintagestory.GameContent.BlockEntityFarmland at 5074, 112, 5283, will not save, sorry! Exception: System.ArgumentNullException: Value cannot be null. Parameter name: value at System.IO.BinaryWriter.Write(String value) at Vintagestory.API.Datastructures.StringArrayAttribute.ToBytes(BinaryWriter stream) at Vintagestory.API.Datastructures.TreeAttribute.ToBytes(BinaryWriter stream) at Vintagestory.Server.ServerChunk.BeforeSerialization() Updated to 1.15.9 and this started happening. Is there a formula to convert the coords to what we see in the game?
  8. This happens when you have code like this: List<Something> mylist = new List<Something>(); // add stuff to list foreach (Something item in myList) { // do some work myList.Add(new Something()); } To avoid this, either don't modify the list (or any Enumerable object for that matter) in the foreach statement, or write it like this: List<Something> myList = new List<Something>(); // do work for (int x = 0; x < myList.Length; x++) { Something item = myList[x]; // do work } This applies to all generic collections that are Enumerable. i.e. Anything that uses <T> as a type.
  9. Wish the dev's would chime in on this, would help make others enhance world-gen a bit to encourage exploration.
  10. The Angel Belt is now released! https://mods.vintagestory.at/angelbelt
  11. Well you replacewithblocklayers is only going to place it at the surface. Maybe try: [ { "op": "add", "path": "/structures/-", "value": { code: "omniummoddungeon1", chance: 1, schematics: ["dungeon1"], placement: "underground", offsetY: -84 }, "file": "game:worldgen/structures.json" }, ]
  12. Will stream again this Saturday (10-22) Last weeks stream:
  13. Yeah, finding the right rock is essential to finding ore. Even with my OresOPlenty mod the rock is vital. Hence the mod idea.
  14. Biggest draw to this game for me is the most excellent foundation it has to offer modders. It's still early yet, but if we as a community can start to draw the big modders away from Minecraft and have them port or code mods for VS then this game would be able to offer near limitless expansion and diverse gameplay. What's missing from this game is a late-game goal, automation, and reasons for exploration. If you compare VS to vanilla MC as MC was in the early years then VS wins as a more solid foundation to build a game. MC has had dozens of major updates since being 'released' and can't be directly compared to VS as it is now. Imagine Vintage Story with the Tinkerers Construct mod, Thermal Expansion, Thaumcraft, Create!, Astral Sorcery, etc... It would be unreal how awesome that would be. That is what has me excited for VS, the fact the game is so open to modding and the developers embrace that makes me hopeful.
  15. One mod idea I am thinking about making would be a sort of single block 'drill rig' that you place on the surface, slap with right-click a few times, and it pops up a report on what rock (not ore) is at that X,Z location from surface to mantle. Something like this: Drill Report (x,z: 334, 1234) Depth : Blocktype 0-3 : Dirt 4-44: Claystone 45-95: Andesite 96-mantle: Granite I have been having the WORST time trying to find Kimberlite on my server. Searched hundreds and hundreds of chunks. If only there were surface hints (unique land structures, etc) to hint at what's below. Teach a few people on how geology works So this mod idea is what I've come up with so far. Someone want to help with block design/texture?
  16. Would be nice wouldn't it! Will require programming to accomplish and the pool of people able to do that is smaller than your basic JSON modding. Maybe I could look into this for dipping my toe into the API.
  17. Thought I'd create a thread for my mods as there might be some who want to ask questions or otherwise communicate. Random Changes: https://mods.vintagestory.at/randomchanges Ores O Plenty: https://mods.vintagestory.at/oresoplenty Quartz Blocks: https://mods.vintagestory.at/quartzblocks Rock Blocks: https://mods.vintagestory.at/show/mod/1376 Angel Belt: https://mods.vintagestory.at/angelbelt Craft the belt and place in your belt slot, hit R to fly around. Works great for building big things. The Nightwatcher: https://mods.vintagestory.at/nightwatcher Adds the Nightwatcher, a cousin of the strawdummy who watches over your base and prevents Drifters from spawning around it in a configurable radius. Look for "watcher_config.json" in your ModConfig folder to change it. DOES NOT WORK DURING TEMPORAL STORMS Random Changes adds the Diamond Pickaxe, and the "World Eater" as the ultimate end-game mining tool. Dig 3x3 or 5x5 areas or entire sections of a vein of ore. Use F to select mode and have at it! Ore's O' Plenty mod now includes the Rock Sniffer! A tool that reports what Rock Types are below you. No heights, ores, or caves are reported, will also tell you if there's lava under you. I programmed the Rock Sniffer ON STREAM, check that out here: https://www.youtube.com/watch?v=OsZ-Hgdqxeo Been streaming the game on my channel: https://www.youtube.com/c/FlexibleGames The latest gameplay stream: https://www.youtube.com/watch?v=-tRsPMpHDiM Thanks!
  18. Buggi

    Class survey

    I would axe the concept of classes altogether. As a free-form sandbox game I would opt more for skill XP in the major areas of the game; building, crafting, cooking, combat, mining, and farming/foraging. Then as XP increases in those skills you can unlock buffs in specific skill tiers. Building a lot? Unlock jump buffs, speed buffs, and reach buffs. Crafting? Unlock clothing craft, mechanical crafts, deco crafts, etc. Cooking? Unlock better foods, faster cooking, higher satiety, etc Combat? Unlock weapon upgrades and recipes, as XP goes up, so does your damage, etc Mining? Mine faster with XP, unlock better % drop rate, etc Farming? Gradually get more drops the more you harvest, unlock crafting of seeds, etc This way a single player game has the ability to slowly progress and have access to the entire game rather than be locked out of options. If I don't choose Tailor, I can't ever craft cloths? What? You could just generalize XP and it would be up to the player to unlock the tech they want to focus on as they play. I don't see how knowing how to craft cloths causes you to, say, do less damage or whatever debuffs that class has. Start the character debuffed, and only through experience do they get better stats.
  19. Travel south to a warmer climate and set up a winter base to craft/farm during the winter. Typically only works for realistic climate.
  20. Pizza? Burgers? Bacon? If possible add some high-level 'meals' that add a buff that, for a time, reduces saturation loss. That way you can eat a big meal and go out exploring for a couple days without needing to bring lots of food with you. Just an idea... While this would likely require C# coding, it would be nice to have some extra perks with those big complicated meals.
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