Xandu
Vintarian-
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Everything posted by Xandu
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Shouldn't it be on the same place? I have never run a server. So I am not sure either.
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Do you have cleared the cache folder on the server and the client of the affected player? Have both sides the the newest version of the mod?
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Hi. I think this bug is usually fixed by deleting the cache folder. It is weird but I think it helped some people. If this does not help I need to do a further look at this. There was a discussion on the second issue in the discord a few days ago. This is caused by the metalworking skill and it is intentional. It is the maximum temperature used for the heating hits ability.
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Do you have a crash report? Does this happen for every recipe or just specific ones? Do you have any other mods that influence pottery? Have you tried it after deleting the cache folder?
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The range of the ability should increase with higher tiers but it is hard to compare these with the vanilla values since the vanilla values are also configurable. But by default it is not as high as the vanilla one can get. This is also due to performance reasons. If the values are too big it could have an influence on the performance. I personally prefer the way it works at the moment because I don't need multiple pickaxes and can always use the same one. The first post of this thread has a part that explains the ability.
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Hi, The geologist skill is older than that feature. But I left the ability in the game because its works a little bit different. You can also use the ability when you have turned of the prospecting searching in the game settings. Also the ability uses the default pickaxe and you don't need the prospecting pickaxe for it to work.
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This is not how this actually work because there are still two different hoes technically. But when you have primitive survival xskills creates a dummy hoe from primitive survival that is used when you shift click.
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Hi. Can you write me on discord? I think communication is easier there. Can you send me your server-main log file?
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Straw dummies are not affected by abilities.
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I thought it would not be possible to fix this issue. But I had an idea to work around this and my tests made me optimistic that it should work fine. Is it stupid? Hell yeah, it is. But is it stupid if it works?
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Hi. It does not work with Primitive Survival.
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XSkills is 0.8.0-rc.2 worked for me. I think? I don't know. Have worked a lot on the system that I don't know anymore what worked and what not. But I am currently working on a new version that doesn't use harmony that should also solve this issue.
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Hi. It works on my machine. Do You use a hoe from a mod? Or do you have a mod that changes how does work? I assume you are using the bottles from ACA? These don't work at the moment.
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Hi. Which wine do you use? Is it vanilla or modded? Which container do you use to consume it? Do you have the tooltip that says that you receive unlearn points from it?
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Hey. I have uploaded a new version of the mods a few days ago and I wanted to go a little bit more into detail about the update. But first I want to say a few words why it took so long to update. Back when the first NET7 version of the game came out I was working on an update and wanted to switch to NET7. But I had some technical issues with it since the IDE I usually use and which my working environment is configured for didn't supported NET7 and newer versions of IDE seemed not to be supported by my PC. So I wanted to wait with the update until I had a new pc, which I still don't have but it seems like they fixed the issues I previously had with the IDE. Additionally there were issues with personal health and the health of a family member which limited my time. So the update is primarily a technical one without adding new abilities. The largest part is probably an rework of how some effetcs work which isn't really notable by players. But I also made a few changes to skillbooks and added a command to manually spawn them into the game with any values you want. This is also the reason why you should use skillbooks that are created before this update. The old ones may be removed later. Addionally unlearn points can now be decimal numbers which allows a greater control over how many points you can get. Therefore you can now also receive unlearn points if you consume less than one serving of a meal and it allows to give a greater variety of unlearn points. So 'better' alcohol now gives more points. I also implemented some community requests such as the 'sparring mode' which allows players to battle in PvP without the risk of loosing exp due to dying. So when both players have this enabled they don't loose experience when they are killed. This was suggested by someone from the discord server. At least it should work this way. Since I am not able to test these things on my own I would appreciate it if someone with a server and friends could test it and tell me whether it worked as intended. And there are some bugfixes and probably new bugs. Here are the patch notes: xlib: -reworked some of the effects stuff -especially how diseases and trigger work which are not used anywhere yet -also reworked the effect tooltips -fixed spanish translation file namings -moved skillbooks from xskills to xlib -will be removed from xskills later so you should use existing ones -added skillbook command to create skillbooks -reworked unlearn points -they can now be a float value -changed hotkey codes to all lower case -the gui that shows the required skill level for an ability now also considers requirements -added sparring mode which can be activated through a toggle in the gui -sparring mode disables the experience loss in pvp when both players have it activated -spare ability points are now shown in the name of skills in the skill menu xskills: -charring items in an oven now give a small amount of experience if it is the first backing stage -abilities are now applied correctly while cooking non liquid items in a saucepan -reworked the ontheroads ability, it no longer needs a harmony patch to work and it is now updated less often -you can now get a decimal number of unlearn points -changed how many unlearn points you get from alcohol -more processed alcohol now gives you more points -hopefully fixed an issue with the quality calculation for mixing bowls which allowed players to get infinite quality -gears in the strong back inventory are no longer count twice when trading with traders -fixed an issue that could occur when running the .charsel command -fixed an issue with some mushrooms in recipes
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I added a blacklist to the config file where you can add inventories that must not be sorted. Additionally I added the "cart" as a default to the this list. So this should fix the issue. Additionally I wanted to say that I opened a Patreon account a few weeks ago. Just in case people want to support my work on mods. You can find the link in the ModDB page of the mod.
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Is the one that corrupted the save file the first one or the one with the "GetCookingTimeMultiplier" crash? Do you have made any changes to your server before these issues occurred? Such as installing or updating mods? A OverflowException is a new one. Do you have a mod that changes the drops from panning?
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Thank you for your report. Are there any other issues in the log files before the one you posted? To cause the issue you posted there must be an error somewhere previously to put the mod in such a state. There is explicit code to prohibit a player of a SkillSet to be a null reference. But somehow it seems to have become null. Additionally one player seems to be online and offline at the same time at least in the mods perspective? This seems to cause issues when the mod creates the save file. I have add a check to this for the next update to prohibit a total crash of the whole save process. But I don't know how it ended up in such a state in the first place.
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I have something like this on my todo list for a long time and don't know why I haven't implemented it yet. Probably because I hadn't had a name for such an ability until now. Isn't this the "beemaster" ability that already exists? I write the idea on my list. But don't know whether I will implement it.
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I will add this feature to the next update. But I will set the base value to 0. It allows you to set a value you want.
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Yeah. This does not work. There is no code in the XSkillsCarcass behavior to add experience. So the xp property is just ignored. You would need to write c# code to change this. Why do you want the carcasses to give experience? Isn't it easier to just increase the experience you receive from killing animals?
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What have you done so far? I think I have to mess around with shading and rendering stuff for this to work. I don't have much experience in this area. And I don't know whether this code is accessible at all. But I wanted to look at the stuff nevertheless. So something like this could come in the future.
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Does this happen every time or just occasionally? I have seen this reported a few times but never got a crash report and I never experienced this crash myself. So thank you for this one. It helps to track down the issue.
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Which version of the game do you use? Because this is a base game issue in the 1.18.5 version. Updating to the 1.18.6-rc.2 version might fix the problem.
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Hold the right mouse button.
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