Thorfinn
Vintarian-
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Everything posted by Thorfinn
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Marvelous. Delete the Cache directory in your VintagestoryData directory, then restart VS. I'm guessing Mod Manager will not show ACA or EF. If that's the case, and you trust that you have the correct version of them in your downloads folder, then click on Open Mods Folder and copy them in. If you are not sure, download them again, then copy them in. Then click on Reload Mods
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What is in Mods?
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By default, AppsData\Roaming\Vintagestory
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Oh, then you probably somehow got them in in Roaming\Vintagestory\Mods instead of Roaming\VintagestoryData\Mods. If so, make sure those are the correct ones for the version you are using, move them to VintagestoryData\Mods (or just redownload them -- they are pretty tiny unless you are using an acoustic modem) and re-delete the Cache directory. [EDIT] Make sure you don't leave them in the executable's directory. I'm pretty sure the Mod Manager can figure out what to do with different versions in different locations, as I made that exact mistake back in 1.14 or 1.15, but I really don't have any idea what it does with similar versions. [/EDIT] They should be fine zipped or unzipped. Moving them from Cache will probably just copy them back and leave them in Mods as well. But I'd prefer to go with the known quantity. I'd just delete the cache folder, re-download them, then open the game, go to Mod Manager, click on Open Mods Folder, then copy from downloads to the Mods directory that VS opened for you. Click on Reload Mods and see what happens. I just verified that process works for my install. Good luck! [EDIT2] I don't think deleting Cache will ever cause a problem. When the game loads the mods, it unzips everything in Mods into Cache. Deleting Cache would have just let you know you were missing the two mods without having to go hunting for them. I probably overdo deleting cache -- I do it every time I change my modlist. [/EDIT2] [EDIT3] A thought. Delete the Cache folder, restart the game, open the Cache folder and see if ACA and EF are there. If so, you need to find where those copies are and get rid of them. Most likely they are in the Mods folder in the executable directory. [/EDIT3]
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Was able to duplicate your problem in Windows 10, @Rhyagelle Problem is you have a space in your executable path, so that needs to be enclosed in quotes, and you have a space in your data path, so that also has to be enclosed. So here's what works on mine, albeit the space is in a different part of the path. "C:\Users\Lothar\AppData\Roaming\Vintagestory 117\Vintagestory.exe" --dataPath "C:\Users\Lothar\AppData\Roaming\Vintagestory 117\Data" [EDIT] Just like that. Four double quotes, and you don't need --addModPath -- that's just for if you have mods not only in your data directory, but also somewhere else. For example, if this was on my machine I'm testing the .Net7 version on, I'd leave the mods where they are in whatever I called 1.17, and include that with the --addModPath switch. Quite smart, on reflection. It looks like you need to only update mods for any version in one place, but by changing the --dataPath switch, you can support different instances of the game with different settings. One of the reasons I don't use spaces for anything in the directory structure, since space is a delimiter, and you have to figure out how each thing you use escapes that. [/EDIT]
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When I installed the .Net7 release, I decided to try out your suggested path, @Rhyagelle, because I am the only one who is going to be using that machine. Works really well. With one proviso -- I think you have to tell the installer NOT to launch. Just exit, edit the shortcut as @Streetwindexplains above ( --dataPath ) and things come up fine, i.e., you place the mods in the D:\Games\VS117\Data\Mods directory that it helpfully creates for you when you first run it. If you launch from the installer, it seems to have problems figuring out your edited paths. The downside is it might be a bit confusing -- there is both a .\Mods directory with the game files and a .\Data\Mods directory where you place user mods. I don't think it's critical which they reside in, but probably should not be both, and if user mods are always in the .\Data\Mods it is easier to tell at a glance if you have an old version that needs to be deleted.
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Same. I used to just burn off territory, and would find wolf carcasses in the burned out area, and never encountered wolves there later. Though I rarely play more than a little into spring 2, so maybe their spawn percentage had not yet come up?
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Hadn't been paying too much attention to changes in 1.18 and as a result, by the time I got back from an all-day foraging mission, I had burned down everything around my homestead.
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Hey, forgot to get back to you. Thanks for the heads up, @Streetwind. Thanks, too, @Rhyagelle. I had to use the modpath switch, too. Probably end up having to use the logs switch, too, but we will see. I also found that at least in Win10 Pro, apparently you cannot use the double quotes unless you actually need them. Leave them out if your path has no spaces, or possibly special characters. Don't know.
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That might be useful. If the spots could be isolated, they could be fenced in and you can begin a new side hustle as a wolf rancher.
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No, yours would just set up a directory called "data" inside your install directory. I want to leave things nested inside users. I'm pretty sure @Streetwindhas the right answer. Leaving the quote is a very common error
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I don't know how you set things up, but vs defaults to VintagestoryData, not Vintagestory\Data. Personally, I think I'll shorten it to vs118 [Edit] Are you trying to keep the data inside your install directory? [/Edit]
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Oh, command line switches. Dopey me, I didn't think to look for that. Thanks!
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OK. Worldgen is always kind of a crapshoot. You can have the same modlist and it works 10 times in a row, then the 11th crashes. I think probably its just that some mapgen feature happened to be spawned in your starting location. If you have tried loading your world in repair mode and it didn't work, I fear you are probably not going to get it back, at least with EF included. It bothers me that as you read through, say, server-main.txt that there are all kinds of mods that have unresolved warning issues. For example, I kind of wonder if Culinary Artillery and Primitive Survival both neglected to define an optional dependency on Wildcraft Trees, because according to the load order, those tree types have not been defined before ACA and PS try to use them in recipes. Depending on what else is in a modlist, it might yank the mods into the right load order anyway and mask the problem. Thus what appears to be caused by one mod is really the product of some other unrelated shuffling in the background.
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Are you running on 1.17 or 1.18? How do you get out of that condition? Does it eventually say, "...it Sighs", or does it crash to desktop or what? And did I understand you correctly that when the only 5 mods you have loaded are Creative, Survival, Essentials, Culinary Artillery and Expanded Foods, it does that? Or is it that when you remove EF, you can now load? If the latter, I would suspect a circular dependency chain. EF has so many optional dependencies that problems can be not only inconsistent, but really bizarre. For example, Cuniculture causes problems with EF. No idea if it's just that some resource has been reused and overwritten or if there is a dependency issue (seems unlikely) but it is what it is. Leave Cuniculture out and things load fine. Sorry to have to be the bearer of bad news, but the only real way to tell is to start with the 5 mods, then add stuff that it has optional dependencies on, like Primitive Survival, Wildcraft, Acorns, Alchemy, More Animals, Ancient Tools, um... I'm sure I'm missing a few there, but I'm drawing a blank. You can read through these 83 pages and try to find them or just go on to the next phase -- adding in the rest of the mods a few at a time until you find whatever it is that causes issues. [EDIT] Dopey me, the very first post lists compatibility. I missed Wild Farming, but I don't think it works. And I'm sure he's got stuff in there from Alchemy and Ancient Tools. [/EDIT] [EDIT2] Oh, and don't do this with your old world. Create a new one each time. Delete the whole mess when you figure out which one (or more) is the problem. Then try to load the your old world with a modlist you know works, and if that crashes, try to load it in repair mode. But I know for a fact that 1.17.11 should work with ACA, EF, Primitive Survival and Wildcraft because I just tested it on my machine, just to make sure. [/EDIT2]
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What does "nothing happens" mean? What error message is it throwing? I can't really tell from your description. Are you starting a new world, and it gets up to the spot where the sets of dots appear repeatedly at the bottom of the loading display? And then the error handler pops up? Reason I'm asking all this is as near as I can tell, you are encountering a mapgen issue, but to the best of my knowledge, there's no mapgen in this mod.
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How do you use alternate directories, @Streetwind? I installed the executable in a different location, but it still wants to use the same data directory. My workaround so far has been renaming VintagestoryData as needed, but that seems a little more cumbersome than it needs be.
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This. Even a dirt block works to seal it up. You can place three storage vessels under the wall of your mud hut and access them all by removing a single block from the floor, which is plenty of food storage until you can make up a proper cobblestone cellar. With a little imagination, you can have up to 14 storage vessels accessible by removing a single block.
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
I'll have to give the ceramics another shot, then. Particularly now that 1.18 appears to have seriously weakened standard beekeeping. It might actually be pretty close now. Do you run 1.18 yet? Do you find the vanilla skeps fill at about the same rate as ceramics? Do number of flowers make any difference at all, assuming you are at least 5+3/skep in range? Or is that different now, too? To be fair, the old system was almost cheese. If you had the patience, it was possible for a skep to see 1574 flowers, 1573 if you wanted to harvest it. Though practically speaking, I usually stopped between 300 and 400. Not a whole lot of difference going over 400 that I could tell. A good solid day's collecting flowers would shave maybe a second or two off the time to harvest. Hard to justify that when there's so much else to do. Thanks for the heads up on the context pop-up. I misread it as "ShowComboSomething" and didn't want to try figuring out what that did quite yet. Could be. Or just have the counter stop where it is, and continue from there when you put it back together rather than resetting to zero. I had made tearing the hive down way too much work. So long as you have space right there, it's not much different than filling a barrel with 50l of water using a bucket. It's just that I rarely do anything with backpack slots, other than carry the first skep and trade baskets for linen bags and better, so was unfamiliar with how those slots work. But if I have 6 nearby open ground spaces, one for whatever current backpack I have in slot 1, and 5 for the torn-down Langstroth, I can pretty easily go through it in short order. The big thing I learned so far is to make all your hive components on-site. Don't even try to haul them from your house four at a frickin' time.- 185 replies
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- beekeeping
- bees
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Holy cow, the wildlife in 1.18!
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
Oh, my bad. I should have waited a bit longer. It took me about 3 full days just to figure out how to get 2 Langstroths set up. Yes, I just checked and you are correct. This looks really slow. Super slow. That was in 1.17.11, and it was late July before I had 80 linen. I wanted to set the broods within a minute or two of the same time with one hive having minimal flowers, the other the full 224, and see if there was a difference. But come to find out, checking in on things appears to reset timers to zero, so I don't know how to check. Wait until end of season and see how much each produced? But that means no jam for year 1? No lanterns or candles until fall? Unless I pan bony soil, I guess? In any event, I am a little concerned. If it takes 7 days to fill a frame, April to November will only be 9 frames. Realistic, maybe, but holy cow, quite a change from vanilla. But on the other hand, it looks as if 1.18.0 Pre-3 might cap skeps at 64 flowers. I don't know what that means for turn-around, but in the current vanilla game I got my first skep set out on the evening of day 2 with 64 flowers, added a bunch more flowers, I'm now about noon on day 5, large pop, still reading 64 flowers though I've placed 2 more full stacks of flowers within range, there's no message about swarming, and the empty skep next to it is still empty. Looks like serious nerfage. Unless maybe Dwarf Furze isn't a flower anymore... [EDIT] Upshot is that 1.18 might not be that much different in production rates from FGC. [/EDIT] [EDIT2] I definitely agree that it would be nice to have a step by step description, and that the items in the description be the same as the name of the thing you have to craft. So, for example, say you have to craft 1 base, then craft 1 super, then place the super on the ground, then craft the frame, then line the frame, then put the lined frame into the super, repeat until you use up all available materials or have installed 10 frames, then put the super onto the base, repeat for up to 3 more supers, the put the... ok, here's the step I don't really remember. Somehow you build a brood to put on top using a populated skep and a roof and something or other. It's not that complex. It's just complicated. [/EDIT2]- 185 replies
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- beekeeping
- bees
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From Golden Combs (1.16-Current) Apiculture Mod
Thorfinn replied to Vinter Nacht's topic in Mod Releases
I could be mistaken, but I think that you fill the entire (up to) 40 frames of the Langstroth in the same 7 days that it took to fill the ceramic pot. If that really is the equivalent of harvesting 40 ceramic pots, that's a big deal. It is still slower than a reasonably-sized vanilla apiary, but it absolutely dominates the ceramic pot. The only issue is the repair cost, which is probably a non-issue by the time they get worn in vanilla. It's pretty easy to end up with full gambeson plus 4 full sails by late summer/early fall, and be swimming in linen/twine the rest of the game. The initial opportunity cost is still, what, all of that? Gambeson and windpower, to put up a single Langstroth, that can be outdone by vanilla? [EDIT] The question remains: What is the vision here? Is it to make a technology that, with sufficient expenditure, surpasses vanilla, or is it to re-balance vanilla? [/EDIT]- 185 replies
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- beekeeping
- bees
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On vanilla, no. For whatever reason, there is something in the world that does not have a class or object definition in the game files, and I would think that any default spawns, mapgens and drops would not only be instantiated, but easily correctable by repair. The only issue would be that if there were mods involved, repair would have to use some ! filtering. I assume it does some, or it would not be useful to those who removed mods, but not having seen the repair code, I have no idea. A while back when 1.17 was in release candidates, someone reported a situation where two fruit trees spawned near enough together to cause a crash when they added leaf nodes, but I didn't pay much attention -- I figured with that detailed a description, it would have been handled. Since then I have seen two adjacent fruit trees, and no crash, so it must have, but maybe they weren't the wrong trees. *Shrug* If there's even a remote possibility that you might have enabled a mod that affected mapgen or drops, even if you have since removed it, I'm kind of a broken record -- delete the Cache directory in the player data directory, i.e., whatever\VintagestoryData\Cache and let it regenerate, then if that crashes, delete it again and try repair. I'm still curious, though. Are y'all in a temperate zone?
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It just loads the map in repair mode. That is supposed to automagically fix all the invalid objects in the world. I understand often it gets used when someone stops using a particular mod and the world is filled with white cubes. Personally, I never bother. If I'm discontinuing a mod, I restart a new world. I still don't know how some invalid fruit tree snuck past all the playtesting that's been going on, unless maybe you were starting tropical/subtropical? We always start temperate, and there are lots of games we never see things like hyenas or papyrus. Acacia only because we often play with Primitive Survival.