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Xandu

Vintarian
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Everything posted by Xandu

  1. I tested it with both mods and had no issues at all. Vinegar is only an asset mod and it shouldn't affect this. But i tested it nevertheless. So i don't know why your game crashes. Make sure to use the newest version of the game and of the mods you use like @AstralVoid mentioned. When i upload a new version i always compile it with the newest version of the game. So it can cause issues with older game versions.
  2. Hey, for me everything seems to work fine. Do you have any other mods installed that maybe change how the bucket works or add other liquids or something like that? Cause the bug report is not very helpful unfortunately. The crash doesn't seem to happen in one of my functions. I know mead is a little bit weird. I wanted to created a way to 'forget' abilities and this is the one i came up with.
  3. You can reset all players by simply delete the save file, since the mod uses its own save files. You should find it here: "VintagestoryData\Saves\XLeveling\[World Name]" I will investigate this. The cooking skill only applies to meals. You will only get experience from cooking meals and the abilities only affect meals. So the simple cooking recipes are currently not affected. The reason for this is that the meals are technically implemented than the other cooking recipes.
  4. I will probably expand the existing commands to enable that.
  5. This is more a vanilla api question than related to the mod. But you should be able to get the worn armor with something like this: InventoryCharacter inv = byPlayer.InventoryManager.GetOwnInventory("character") as InventoryCharacter; ItemWearable head = inv[12].Itemstack?.Item as ItemWearable; ItemWearable body = inv[13].Itemstack?.Item as ItemWearable; ItemWearable legs = inv[14].Itemstack?.Item as ItemWearable;
  6. Uploaded Version 0.4.5. Seems i messed up a few things with my latest smithing optimizations. This patch should fix it and a few other thngs. And finally after 10.000 years i uploaded a small guide on how to create your own skills. Changes: -Added xml-documentation file for IntelliSense support to xlib. -You can now get metalworking experience from helve hammers, but you get a 75%[configurable] penalty on the experience. -Items now count as helve hammered when there were hammered once with a helve hammer. This is to prevent players from letting a helve hammer do 99% of the work and then smith the last few voxels for gaining experience and other bonuses. -Added the automated smithing ability to metalworking. Fixes: -Finally fixed the vanishing Requirements bug. Hopefully. (Apparently the compiler does something weird, while optimizations, so that the bug only appeared on the optimized release versions. So it was very difficult to track down.) -Helve Hammers can now profit from your Metal recovery ability, if you also have the machine learning ability. -Fixed Master Smith ability not working.
  7. Hey. I updated XToolsSwitch to version 1.1. XToolSwitch can now also switch other things than tools. It can switch various items and blocks. I added a config file where you can configure what item switches you want to enable. Let me know if you think i missed something importend that you want to be switched arround, too.
  8. It seems like this mod is not compatible with the current game version.
  9. This sounds like a good idea. I thought that XSkills would be compatible with this mod after 0.4.4 update. But i took a quick lock at his source code and noticed that it should be compatible with most abilities exept of the "Machine Learning" ability. Unfortly there is nothing i can do about it.
  10. No, i considered to make this a separate ability. But i thought it would make the whole smithing system obsolete and therefore would be a little bit over powered. I could limit it to a few recipes. But which one should i choose? So maybe this is one thing for the future.
  11. Hi, it should affect following abilities: "finishing touch", "heating hits", "duplicator" and "metal recovery".
  12. For some reason the requirements seems to be not loaded sometimes randomly. I really don´t know why this happens and at this point i am very frustrated about it.
  13. Hi, i uploaded Version 0.4.4 to be compatible with the newest 1.14.3 Version of the game. I primily changed the way how the metalworking skill is implemented to be more compatible with other mods that change how anvils work (like metal recovery) and hope that everything still works. And since i was already working on the skill i also made some performance improvements to smithing. -the metalworking skill should now be compatible with other anvil altering mods -optimized performance of smithing on an anvil(noticed that a 'performance heavy method' was called multiple times which i thought has no performance cost at all) -also improved the worst case performance of this vanilla method (Previously its runtime depended on the number of rotations of the smithing work. The runtime cost should now be constant.) -if you have the mod metal recovery activated you should no longer be able to pick the metal recovery ability -fixed: some interactions with held items weren't possible
  14. Until now i thought t is technically not possible or at least quite laborious. But i think i found a way to make it compatible with most anvil altering things. So i try to make it compatible. Thanks for the report. It should only spawn the animations but should have no other effect. This will be patched with the next update. Ok. Maybe it has. I will look into this.
  15. Hi, Apparently the game does not have a configuration for the death punishment if you do not set it explicit. I would assume that it has at least a default value. At the moment you can fix this by setting it to "drop" in your game.(command: "/worldconfig deathPunishment drop") and than reload your game. I will fix this with the next update.
  16. Hey, i just added a small mod here.
  17. Thank you for your suggestion. I have implemented it. Thank you for this detailed report. I think i found the issue and i hope i fixed it. But i can´t test this at the moment. So it would be great if somebody could tell me whether it works now. I made a few changes to the experience gain for this skill. Here are the patch notes for 0.4.3: API: -expanded the effect trigger system (which is not used currently) -effects can now be triggered from consuming specific items (which is not used currently) -effects can be cured now from consuming specific items (which is not used currently) -added a new secret effect type(which, who could have guessed this, is not used currently) -so i prepared some stuff for future stuff Changes: -added Soulbound Bag ability to survival skill -you should now get combat experience from killing bells and corrupt sawblade locust Balance: -increased experience gain for casting tool molds by 50% for the metalworking skill -slightly increased the experience gain for working an item on an anvil for the metalworking skill -slightly increased combat experience gain for killing locusts -slightly increased combat experience gain for killing wolfs -doubled combat experience gain for killing drifters -you do not gain combat experience anymore by killing most animals, but they are still affected by your abilities -migrated the remaining hard coded requirements to json files Fixed: -hopefully fixed a crash related to the machine learning ability in multiplayer -Fixed an issue where locusts could be harvested with knives
  18. You produce mead from honey in barrels and fill it in bowls and than drink it. Maybe i should add this to the tooltip.
  19. I plan to increase the experience you get for this skill.
  20. Unfortunately metal recovery and the metalworking skill are not compatible with each other. Because both mods altering some of the vanilla anvil functions.
  21. Usually you should get them in your inventory. Sometimes the items act just a little bit weird. I try to adjust the item spawn point a little bit and see whether this helps. You should also get experience from working items on an anvil. Do you have an other mod that does things with the working on anvils? My investigation on this issues shows that this also happens in vanilla. It is only slightly less there. The weird thing is that it seems to depend on how often you rotate your item. In the standard position you have no lag spikes at all(at least for me). And you have the most lag if you rotate it 3 times.
  22. Ok. Then i continue to post more detailed patch notes. Does this happen with a specific ability or in general with every smithing ability?
  23. Hi, i uploaded version 0.4.2. API: -ensures now that on ability tier change functions are called when a new player joins a game even if the ability tier is 0 -is required to ensure data integrity in some cases -the mod has now a specific load order(0.075) to ensure that json files are loaded before the mod starts Changes: -added a recipe to craft blister steel out of steel bits -added cultivated seeds ability to farmer skill -added scout and on the road abilities to survival skill -migrated more hard coded requirements to json files, so they are easier to customize -reworked the beemaster ability: you can now harvest bee hives with right click and do not need to break them -added a expMult stat to the player stats which can be used to increase the experience gain for all skills -you can set the base value of the expMult stat in the xleveling config file Balance: -geologist now requires the miner ability -beekeeper ability tier 3 now requires farmer ability tier 1 -strong back ability now requires a specific level in the metalworking skill or mining skill -IMPORTANT: This can you cause to lose the ability or decreases its tier. The items in the inventory should be placed in your default character inventory or are dropped into the world. Fixed: -you can now cook mushrooms again(they are marked as items in the vanilla cooking recipe while actually being blocks what caused problems) -hopefully fixed a crash that can occur when a player casts tools (and i think disconnected from the server) -changed how the strong back ability loads its inventory to prevent an edge case where you could have the inventory slots without having the ability (hopefully it just works from now) -fixed: non-persistent effect stat modifier could become persistent after loading (seems to be a vanilla bug or maybe it is intentional, anyways it acts weird) -Is anybody actually reading this?
  24. Hi, This only happens when there is a disagreement between server and client whether you can learn the ability. The server seems to have other conditions for the ability than the client. I noticed that sometimes requirement are not loaded properly from json files. I don`t know why this happens. I´m investigate it at the moment. I think this causes the issue. It seems to be very random. And when i try to observe it it always works. But when i look slightly in an other direction it breaks again. Its like an electron.
  25. I will upload an update with a fix for this and a few other changes in the next days (hopefully tomorrow).
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