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Xandu

Vintarian
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Everything posted by Xandu

  1. You have to make a simple mod or edit an existing one for this. Go to the assets/domain/patches folder or create it inside of the mod. Create a file within this folder with your patches. The name of the file does not matter. You can look at the "husbandry" file in the corresponding folder of the xskills mod to see how a patch should look like.
  2. It would be interesting whether it happens with the old world and without xskills. It only works with some modded animals and with base game ones. But you can make it work with other modded animals with some JSON-patching.
  3. Can you try to disable the mod and see whether you get a similar error in the same world?
  4. Hi, I don't know if I have already said it. But the next update will add compatibility with these mods. Hi. You make a normal trader and your item stack should look something like this: { "code": "xlib:skillbook-normal-darkgreen", "type": "item", "stacksize": 1, "stock": { "avg": 1, "var": 0 }, "price": { "avg": 20, "var": 0 }, "attributes": { "skill": "farming", "experience": 200.0 } }, If you delete the experience part the experience will be randomized in a specific range. At the moment it will be randomized every time but this will be fixed with the next update. Holding right click is the default key for using items. It is the same for food. So I assumed it is not necessary. Something like this is on my to-do list. Something like this could be part of the combat skill but it is not so easy to implement. It seems like you are using custom values for your smelter ability. This can cause issues when you can recycle items since it is balanced for the default values. The math for the smelter ability is a little bit special and does not work correctly for every value. This has technical reasons. The ability does not really reduce the amount of units you need but gives you extra units. The percentage value should be an integer divisor of 100. Do you have mods that add new types of saplings/trees? You can try to delete the cache folder. This fixes some issues sometimes.
  5. I don't know if this will help. I could also use dnspy or something like that but I try to avoid that. Yes, you can do this. Just change the cateyes config entry. You can set the "minLevel" value to 1 and change the 6 to something like 2 or just add the 2. The 2000 is the adaptation time in milliseconds. If you add new values you also have to adjust the "maxTier" value. So it would look like something like this: { "name": "cateyes", "id": 17, "maxTier": 3, "minLevel": 1, "enabled": true, "values": [ 2, 2000 6, 2000, 8, 2000 ] } If you want the higher tiers only be available at level 8 you also have to look at requirements in assets/xskills/skills folder. I could not reproduce this issue even with the grace timer in a new world. But I added some checks that hopefully fix this issue. I am happy that you could fix the issue. I can not provide support for older mod versions. But it looked like a broken firepit entity. So if this happen again try to destroy your fire pits and build new ones.
  6. You could use something like this to log it: if (TemporalAffected == null) entity.Api.Logger.Log(EnumLogType.Error, "TemporalAffected is null!"); if (entity.Stats == null) entity.Api.Logger.Log(EnumLogType.Error, "Entity.Stats is null!"); You can also use this newly created repository: https://github.com/Xandu93/VSMods. It might be helpful in your testing. The mod seems to implement their own bed class and bed entity class. So they don't use the base game code and I would need to look at their source code to see how they implemented it.
  7. I don't know why this happens when you enable a mod. I would assume it happens randomly, never or every time but it should not depend on any other mod. Do you have temporal stability enabled in your world?
  8. Hi. Can you give me your full log?
  9. This usually can have on of these reasons: 1. There is a key conflict with another mod. So check if the key is used multiple times. 2. The mod is not loaded properly. This can be the case if "xskills" or "xlib" is not enabled or if you don't have the right version of one mod. So make sure you have downloaded the newest version of both mods and both are enabled.
  10. This is a minimum version condition. You can often use newer versions. It should fix the issue.
  11. Hi. You should use xlib Version v0.8.5-pre.1
  12. The 1 is the base value. Not the minimum value. The base value is a multiplier for the calculations that depend on your skill and randomness. So the calculation looks something like: quality = 1*random*skill.
  13. I made a new update which should fix your issue. Additionally you should now be able to set your configuration to ' "Lock Slots": [ -6, -5, -4, -3, -2, -1] ' to lock the last 6 slots.
  14. Hi, you can put in an array of slots you want to lock. The first slot in your backpack is the zero slot. So setting this to : ' "LockedSlots": [0,1,2,3,4] ' will lock your first 5 slots of your backpack. But you can put there any numbers you want. This seems to be a bug. The 'SurvivalPick ' config seems to lock the wrong function.
  15. It is bugged at the moment.
  16. This has been suggested before, maybe I'll add something like this in the future.
  17. It works as intended. You get 0.5/1.0 extra clay for every block you harvest not for every clay item you get.
  18. Hi. This is a known issue that sometimes happen. I take a look at from time to time but couldn't find out why this happen.
  19. This is a known issue. For some reason the base game sometimes has issues with using the right value. I could not figure out why this happens and there is nothing I can do about it. But it only seems to affect the gui and should have no impact on the actual values.
  20. I could not reproduce this issue even with these two mods installed. Maybe it is just a combination of multiple mods that caused this crash.
  21. Hi. I will add a configuration that should fix the issue. The longer you sleep, the longer the effect lasts. I think you reach the maximum at 8 hours of sleep ingame time. But I don't know how sleep works in multiplayer. I don't know how the outlaw mod would cause this. I took another look at your crash and it seems like it happens when charcoal collapses? I didn't even know that this can happen. Is this some kind of mod?
  22. Thank you. It is always good to know whether a change worked or not.
  23. The issue is that there is a variable that should have a value but has no valid value at all. But I have no idea what variable that should be. It is something like a missing player entity. So a non existing player has broken the coal block. Or maybe the forestry skill does not exist at all. But this are cases that should not exist except something else went quite wrong. I made a few changes to the ability for the next patch that maybe fixes your issue.
  24. There are a lot of mods in there and a lot of error messages and warnings. Have you tried it in single player? Have you tried it with only xskills and xlib enabled?
  25. I would expect the folder somewhere there. But I have never run a server. Can you give me a full server main log?
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