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Xandu

Vintarian
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Everything posted by Xandu

  1. It is weird that it seems to load the xlib strings but not the xskills ones. What language are you playing the game in?
  2. A: I think this is a configuration error. You can edit/delete the combat configuration file or use the command "skill reset config combat" to delete it. It will create a new config file and will fix itself the next time you load a world. B: The smelter ability does not work for ingots. It would create infinite metal loops. You would be able to smelt an ingot and get more material than one ingot costs.
  3. Hi. I have tried this and the items were put into the strong back inventory. Can you reproduce this or send a crash report?
  4. The following options in the config file disable or enable the item switching for specific item types: "tools": true, "groundStorage": true, "seeds": true, "blocks": true, "stairs": true, "piles": true,
  5. It seems like the only line affected by mods is: "at Vintagestory.API.Common.Entities.Entity.ReceiveDamage_Patch1(Entity this, DamageSource damageSource, Single damage)". And i don't think that xskills patches the Entity class at any point. So i don't think that this is caused by xskills.
  6. Ok I will look at these mods and try to find the issues. This is weird. I took a look into the maths behind the hunger mechanics and from my understanding that shouldn't be the case. I might take a deeper look into it.
  7. Uploaded a small patch to include the feedback i got for the last version. -the mod can now automatically add behaviors for the combat and husbandry skills to entities -the experience will be calculated based on the entities health and damage -fixed the format of some german language files
  8. Hi. I made some tests and the skill seems to work as intended. Does this happen for every crop? Or at specific growth stages?
  9. I am currently working on a way to automatically generate xp values for all entities that don't have any values assigned. This should also work for all modded entities.
  10. Just noticed that your game is running on the version v1.16.4. The current mod versions are for game version v1.16.5 and are probably not loaded for your version. So maybe updating the game version could fix the issue. EDIT: Just noticed you figured it out.
  11. Is this on multiplayer or singleplayer? It could be an issue with another mod. I need some time to test this.
  12. Hi, i finally had some time to update the mod. I want to thank @00500005 for keeping the mod playable and for helping me fixing some of the bugs. I primarily wanted to fix the clay forming crash. But i ended up to restructure some parts of the code. Harmony patches are now applied much later in the Initialization process. This should not make any difference for single player games but could affect players joining a server. But this allows me to take the mod configuration into account when the mod uses harmony patches to implement features. So turning off abilities can now affect executed code, which can be used to turn off performance-intensive abilities or bypass crashes like the clay forming crash. But this is only implemented for pottery abilities yet and i want to extend this to other skills in the future. I also fixed some small additional issues. So here are the patch notes: -harmony patches are now applied much later when clients connect to a server -pottery related harmony patches are no longer apllied if the pottery skill is disabled -this also works for some specific abilities -reworked some of the pottery stuff -the BlockEntityClayForm.OnUseOver method is now longer overwritten but uses transpilers now -improved the handling of the inspiration ability -updated french translation by @Cendar -added japanese translation by @macoto_hino -added a new value to the cat eyes ability. it regulates the adaptation time in milliseconds -invalid file name characters in world names are now ignored when creating save files for worlds -abilities that can be improved are now highlighted in green -the geologist ability now shows the coordinates at which it was applied -fixed some blocks not being destroyed by bombs -fixed bloomery expert immediately putting back some items into the bloomery -fixed an issue with liquid only recipes(should fix the desaltinate issue) -fixed not beeing able to take salt out of ground storage -fixed an issue with expanded foods mixing bowls
  13. Hey guys, I had to do a lot of private stuff in the past weeks so i couldn't really update the mod in this time. I had planned to spend the current days to fix bugs and update the mod. But the current political situation changed my priorities drastically, so that the update has no priority for me at all at the moment. I am sorry for your inconvenience but at the moment i cannot say when i am able to update the mod to the current version of the game.
  14. For me most mushrooms work. I think i found one mushroom that didn't work but I think this should also be the case for the base game.
  15. Cooking with mushrooms should be fixed since version v0.6.8.
  16. Hi, I am currently in an exam phase. So i cannot update the mod until at least the end of the next week.
  17. Is an error or something similar mentioned in the logs?
  18. I didn't even know that a sling exists until now. I think the easiest way would be to add an ability that makes it work with the archer ability.
  19. In previous versions you could just look for the items in the handbook. The mod added mead to get unlearn points. With the 1.16 game update mead was added to the base game. So i removed it and just added the unlearn points to all alcoholic drinks. Unfortunately the liquids are not shown in the handbook.
  20. Because it was basically a base game method that crashed. Xskills just uses the method and puts the current player position into it. I assumed that the method would check if the position is valid but maybe i have to do this myself. Edit: Ok i checked it and the method actually checks whether the position is valid. So I have no idea what has gone wrong there.
  21. This sounds like a synchronisation issue. I will look into it. This looks like an issue with an invalid player position. Is it possible that a player was on a location he should not been? Did that happen once or more often?
  22. Hi, The base game has issues with recipes that only consists out of fluids at the moment. So there isn't much i can do about this.
  23. The extra folder is on purpose to not spam a lot of files into the ModConfig folder and to get a better overview of which files belong to the mod. Do not remove the write privilege. The mod needs this. If the mod overrides a value something is usually wrong with the value or it could not be loaded properly. Changing the line "expMult": 1.0 to "expMult": 5.0 in the file xleveling.json worked perfectly fine for me.
  24. You are right. But there look very similar and it seems to be the same issue. But from the report it does seem to be a vanilla problem. It still could be triggered by a mod. But i don't see why it should be caused by xskills. I looked into the method that crashed and could not find anything that could be messed up by xskills. I could still be wrong but investigating this could cost a lot of time.
  25. Thats two times the same bug report. Have you tried to load the game without the mods? This doesn't seem to be related to xskills to me at the moment.
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