Jump to content

Xandu

Vintarian
  • Posts

    487
  • Joined

  • Last visited

  • Days Won

    20

Posts posted by Xandu

  1. 7 hours ago, Austin Hilton said:

    I didn't clear any cache on the server side, actually I'm not quite sure where the cache file is on the server side.

    Shouldn't it be on the same place? I have never run a server. So I am not sure either.

  2. 14 minutes ago, Austin Hilton said:

    Looks like it's still crashing after the cache clear. Thanks for the info on the Metalworking skill, that helps clear things up. :)

    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?

  3. 15 minutes ago, Austin Hilton said:

    Got a neat little crash here for you. Seems to happen while digging charcoal and the extra charcoal chance from forester happens. The user in question does not have the perk, if that assists with the debugging process. I'm more than happy to assist in any way I can.

    Server Main Logs: 
    4.4.2024 12:08:40 [Event] Player WaterhouseHawki got removed. Reason: Threw an exception at the server
    4.4.2024 12:08:40 [Error] Exception: Object reference not set to an instance of an object.
    at XSkills.XSkillsCharcoalBehavior.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single& dropChanceMultiplier, EnumHandling& handling)
    at Vintagestory.API.Common.Block.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1175
    at Vintagestory.GameContent.EntityBlockFalling.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSEssentials\Entity\EntityBlockFalling.cs:line 248
    at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2330
    at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2275
    at Vintagestory.GameContent.BlockBehaviorUnstableFalling.TryFalling(IWorldAccessor world, BlockPos pos, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorUnstableFalling.cs:line 143
    at Vintagestory.GameContent.BlockBehaviorUnstableFalling.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos, EnumHandling& handling) in VSSurvivalMod\BlockBehavior\BehaviorUnstableFalling.cs:line 109
    at Vintagestory.API.Common.Block.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 1339
    at Vintagestory.Server.ServerMain.TriggerNeighbourBlocksUpdate(BlockPos pos) in VintagestoryLib\Server\ServerMain.cs:line 2167
    at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 346
    at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 138

    Also I haven't been able to prove it, but there is another bug I am experiencing that causes metal to go to it's melting temperature when you start hammering it, I have a feeling this is caused by the metalworking skill, but no proof. More just throwing it out there if anyone else has experienced it.

    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.

  4. 7 hours ago, torrasque666 said:

    Does anyone else have an issue with the Fast Potter skill causing crashes when it activates?

    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?

  5. 56 minutes ago, Wandour said:

    hmm but any hint of the size/radius compared to vanilla?
    because it has 3 levels to it, so I'm thinking, since it works for picks without prospecting pick
    in can like

    lvl 1  lower then vanilla radius
    lvl 2 similar to the vanilla radius
    lvl 3 is bigger the vanilla radius

    that way it keeps it somewhat balanced while giving you the node search in a pickaxe

    but if you ever want it to be a speciality skill you can just keep it on the prospecting pick but increase the radius from vanilla each lvl
    so it's a prospecting speciality skill

    (these are just suggestions, by no means are demands, I just like sharing idea's)

    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.
     

    14 minutes ago, Cai Lupus said:

    I'm probably missing something, but what's up with the professions? I assumed they where something you selected when you created a character, but I see no option for that

    The first post of this thread has a part that explains the ability.

  6. 36 minutes ago, Wandour said:

    what's the difference between node prospecting searching and geologist skill?

    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.

  7. 1 hour ago, Wandour said:

    xandu you devil
    i noticed you made it so extensive farming doesn't proc when shifting resulting in fixing the problem with furrowed land from primitive survival and farming skill
    THAT'S GENIUS, it's so simple it's genius

    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.

  8. 23 minutes ago, StatsBloke said:

    Hi @Xandu.  I've just updated my server to game version 1.19.5, and both X mods to 0.8.0 (non-RC).  Tested unlearn points again: Still not working from drinking alcohol by any method.  Alcohols still note the number of unlearn points before drinking, but they are not "credited" to the player.

    Something I note looking at the server files is that while skill points are being written to the file in /saves/xleveling directory, unlearn points are not.  If I edit this file to give unlearn points while the server is running, nothing happens in game, and if I reboot the server, the file gets overwritten with the in-game value.  If I change it while the server is shut down, the file value gets given to the character on restart.  Skill points do not behave the same way it seems - unlearn points are only being read from that file at server boot.  I have no idea if that helps.  If you'd like to investigate, please do let me know if I can provide anything.  If you don't, that's totally fine - I can easily manually assign unlearn points with a server reboot and everything else in XSkills appears to be working.  Many thanks for your time!

    Hi. Can you write me on discord? I think communication is easier there. Can you send me your server-main log file?

  9. 25 minutes ago, Wandour said:

    I have noticed in the latest version 

    damage multipliers aren't working in 0.8.0 rc2
    I have tested falx and Spears at lvl 0  and lvl 20 lvl 3 warrior
    no damage difference on straw dummies 

    Straw dummies are not affected by abilities.

  10. On 3/21/2024 at 5:15 PM, l33tmaan said:

    Oh no, is it because Primitive Survival lets you make those neat little irrigation furrows? I'll have to let my farmer friend know, lol

     

    On 3/21/2024 at 11:26 PM, Wandour said:

    do you think it's possible to disable furrowed soil feature for skills skill to work?

    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?

    • Cookie time 1
  11. 2 hours ago, StatsBloke said:

    Thanks for the reply.  Yes, the ACA bottles.  They were working on 1.19.3 and 0.7.5 of XSkills.  But it doesn't look like that's the issue here - I've just done some testing to remove ACA bottles from the chain:

    I've just tried drinking some of my character's strong wines and ales from a base-game bowl (empty booze into bucket from ACA bottle, take from bucket with bowl), and then used Creative to spawn in a base-game bucket of blueberry wine (not cured), and used a bowl to try that too to completely remove any bottles from the scenario.  I also tried a few other types of alcohol from spawned buckets to check it's not just the blueberry wine.  Nothing gave me unlearn points.  They all said the unlearn value on the bowl before drinking.

    I am using ACA v1.1.3 and EF v1.6.8. Game is 1.19.4.  XSkills is 0.8.0-rc.2

    Let me know if you need any more info.  I'm a streamer, so I can easily grab screen recordings if that would help.

    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.

  12. 10 hours ago, Wandour said:

    I noticed extensive farming skill does not work where it should give hoes tool modes 
    it's not working on the latest version v0.8.0 rc2

    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?
     

    5 hours ago, StatsBloke said:

    I don't have time to test right now, but can do some more rigorous testing tomorrow.  I tried some strong rye ale from an ACA mod glass bottle.  To exclude the ACA and EF modded items, I then spawned in a base-game bucket of blueberry wine (not strong or fine from EF), though I forget how I drank from it exactly.  I may have used another bottle.  I will test with entirely base-game items and report back.  The items say how many unlearn points they will give on them as tooltips, and the values do seem reasonable given the recent change from everything being 1 point - strong is more than normal, fine is more than strong.

    I guess my character's gonna have a nice solo wine cellar party...

    I assume you are using the bottles from ACA? These don't work at the moment. 

  13. 1 hour ago, StatsBloke said:

    Also posted this on the mod page (as "Ernie"):

    Under 0.8.0-rc.2, and game 1.19.4, unlearn points are not being gained by drinking alcohol on my server.  They did previously work with 0.7.5.  I've tested myself with both pre-update and newly-spawned wine, and this was initially reported by another player.  Let me know if you need any more info. Thanks for the mod!

    @Xandu

    Edit: If I manually add unlearn points to a character by shutting the server down, editing the save file, then rebooting, they gain the points and can use them, so using points is working, it's just the gaining them that isn't.

    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?

  14. 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

     

  15. On 7/23/2023 at 3:46 AM, RogueRaiden said:

    so as posted here https://github.com/TaskaRaine/Ancient-Tools/issues/74
    a user sorted an Ancient Tools cart and because of the way the cart is, changes the cart inventory which caused an endless client crash when attempting to load the cart model. i had to disable the carts to get it to delete and stop the crashing. Taska says it would require a refactor on their side, maybe the sort feature can be disabled for the carts to prevent this

    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.

    • Thanks 1
  16. On 7/22/2023 at 9:57 PM, Conquest of Blocks said:

    so the 1st one happens regularly. it screws the server every time at least for some minutes

     

    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?

    On 7/23/2023 at 6:45 AM, Karagryphon said:

    player Dcing from server after digging sand?

     

    22.7.2023 21:32:44 [Server Event] Player Risskitty got removed. Reason: Threw an exception at the server
    22.7.2023 21:32:44 [Server Error] System.OverflowException: Array dimensions exceeded supported range.
       at XSkills.Digging.LoadPanningDrops()
       at XSkills.XSkillsSandBehavior.GetDropsList(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropChanceMultipl
    ier, EnumHandling& handling)
       at XSkills.DropBonusBehavior.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single& dropChanceMultiplier,
    EnumHandling& handling)
       at Vintagestory.API.Common.Block.GetDrops(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultipl
    ier) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\Block.cs:line 1143
       at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMu
    ltiplier) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryApi\Common\Collectible\Block\Block.cs:line 991
       at Vintagestory.API.Common.CollectibleObject.OnBlockBrokenWith_Patch2(CollectibleObject this, IWorldAccessor world, Entity
     byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier)
       at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBre
    ak cmd) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 701
       at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) i
    n C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 391
       at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Users\Tyron\Docume
    nts\vintagestory\game\VintagestoryLib\Server\ServerMainNetworking.cs:line 108

    A OverflowException is a new one. Do you have a mod that changes the drops from panning?

  17. 15 hours ago, Conquest of Blocks said:

    The file that holds the players skills got corrupted - the skills are all gone, the file is empty. I noticed that when i do /autosave, i am getting the following error in the console:


    error.thumb.png.c0a0a1e59a3fe3b407906b7b96a93e5a.png

    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.

  18. 1 hour ago, Digitalr said:

    Another two suggestions for skills:

    Survival branch - "hardy". Increased cold tolerance. May be need, on lvl2/3, as pre-requisite some skills (specialisations?) from other branches.

    Farming branch - "Apiarist (?)" - bees not aggressive towards player. Harvested skep, (without breaking), instant become populated.

     

    Upd: and one more, a bit weird, suggestion for survival(?): You have small chance, to find alive baby-animal, when harvesting corpse of female animal. Not only pigs/goats/rabbits, but predators also

    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.

  19. On 7/15/2023 at 7:20 PM, Exletalis08 said:

    Would it be possible to send me the code so I can modify it to add handling exp from harvesting carcasses?

    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.

    • Thanks 2
  20. 21 minutes ago, Exletalis08 said:

    In the Husbandry.json in the patches directory I updated this area:
    [
      {
        "file": "game:blocktypes/bone/carcass",
        "op": "add",
        "path": "/behaviors/-",
        "value": {
          "name": "XSkillsCarcass",
          "properties": {
            "xp": 0.25
          }
        }
      },
      {
        "file": "game:blocktypes/bone/bonyremains",
        "op": "add",
        "path": "/behaviors/-",
        "value": {
          "name": "XSkillsCarcass",
          "properties": {
            "xp": 0.25
          }
        }
      },

    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?

  21. 2 hours ago, Exletalis08 said:

    I tried to implement experience gain from harvesting carcasses and breaking the bones after the harvest, but for some reason my characters don't gain experience. After a lot of troubleshooting and looking at the example for creating a skill, does the mod have the potential to process a gain for this action? Thank you.

    What have you done so far?

     

    2 hours ago, Digitalr said:

    Another suggestion for survival branch:

     Improved water vidion skill (" Fisheye"?)

    For less foggy an more brighter underwater.

    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.

  22. On 6/27/2023 at 9:38 PM, Gunderwar said:

    Crash when shift clicking meat into a cooking pot
     

    Running on 64 bit Windows with 32 GB RAM 
    Game Version: v1.18.5 (Stable)
    6/27/2023 15:35:09: Critical error occurred in the following mod: xskills@0.7.4
    Loaded Mods: armordurabilityiix@1.0.2, aculinaryartillery@1.0.12, backpackpackplus@1.0.3, betterbackpacks@1.0.0, betterruins@0.2.1, cavecontent@1.0.1, extrachests@1.7.0, FarmSurvival@1.3.0, fastermetal@1.0.0, foundrymod@1.0.0, fulldrop@1.0.0, weaponpackg@1.0.1, reducedarmornegatives@1.0.4, meteoricexpansion@1.2.4, millwright@1.0.2, moreclasses@1.2.5, moremolds@1.4.12, NoMoreDrifterThrowing@1.0.0, optimizedleathertwo@2.0.0, optimizedpreservation@1.0.0, OresAPlenty@3.1.0, dzsalvageplus@1.0.1, sortablestorage@1.8.0, tprunes@1.0.8, game@1.18.5, weaponpackalphaunoff@1.4.0, wildcraft@1.6.6, animalcages@2.1.5, cooperativecombat@1.1.0, expandedfoods@1.6.6, fishing@1.1.3, hudclock@3.2.0, sailboat@1.1.0, lavoisier@1.2.8, petai@1.7.9, claywheel@1.1.0, stonebakeoven@1.0.3, th3dungeon@0.1.2, usefulstuff17@1.1.6, creative@1.18.5, vsquest@0.4.1, survival@1.18.5, waypointtogether@1.0.1, woodbarrels@1.0.4, woodfortifications@0.0.3, xlib@0.7.4, knapster@2.4.2, chemistrylib@1.1.4, tradercamps@1.0.5, feverstonewilds@1.2.0, vsquestexample@0.3.0, wolftaming@1.7.3, xskills@0.7.4, kosfire@1.1.3, kosphotography@1.2.2
    Involved Harmony IDs: XSkillsPatch
    System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.ItemSlotCooking.get_MaxSlotStackSize()
       at Vintagestory.API.Common.ItemSlot.GetRemainingSlotSpace(ItemStack forItemstack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 86
       at Vintagestory.API.Common.ItemSlot.CanTakeFrom(ItemSlot sourceSlot, EnumMergePriority priority) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 104
       at Vintagestory.API.Common.InventoryBase.GetBestSuitedSlot(ItemSlot sourceSlot, List`1 skipSlots) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 343
       at Vintagestory.GameContent.InventorySmelting.GetBestSuitedSlot_Patch1(InventorySmelting this, ItemSlot sourceSlot, List`1 skipSlots)
       at Vintagestory.Common.PlayerInventoryManager.GetBestSuitedSlot(ItemSlot sourceSlot, Boolean onlyPlayerInventory, List`1 skipSlots) in VintagestoryLib\Common\GameContent\Inventory\PlayerInventoryManager.cs:line 184
       at Vintagestory.Common.PlayerInventoryManager.TryTransferAway(ItemSlot sourceSlot, ItemStackMoveOperation& op, Boolean onlyPlayerInventory, StringBuilder shiftClickDebugText, Boolean slotNotifyEffect) in VintagestoryLib\Common\GameContent\Inventory\PlayerInventoryManager.cs:line 233
       at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 440
       at XSkills.XSkillInventoryBackpack.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op)
       at Vintagestory.API.Client.GuiElementItemSlotGridBase.SlotClick(ICoreClientAPI api, Int32 slotId, EnumMouseButton mouseButton, Boolean shiftPressed, Boolean ctrlPressed, Boolean altPressed) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 975
       at Vintagestory.API.Client.GuiElementItemSlotGridBase.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 773
       at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 645
       at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 460
       at Vintagestory.Client.NoObf.GuiDialogInventory.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Dialogs\GuiDialogInventory.cs:line 551
       at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 394
       at Vintagestory.Client.NoObf.ClientMain.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1834
       at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(Object sender, MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 219
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 792
       at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
       at OpenTK.Platform.Windows.WinGLNative.ProcessEvents() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\Platform\Windows\WinGLNative.cs:line 1554
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 368
       at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
       at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
    
    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 6/23/2023 09:23:51, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.18.5.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
    
    Process ID: 2d74
    
    Start Time: 01d9a5d435911817
    
    Termination Time: 3
    
    Application Path: E:\Games\Vintagestory\Vintagestory.exe
    
    Report Id: 983af830-30d1-4be6-a8f6-bfa8067d51f9
    
    Faulting package full name: 
    
    Faulting package-relative application ID: 
    
    Hang type: Unknown
     }
    --------------
    { TimeGenerated = 6/23/2023 09:11:22, Site = , Source = Application Hang, Message = The program Vintagestory.exe version 1.18.5.0 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
    
    Process ID: 1d5c
    
    Start Time: 01d9a5d34872d853
    
    Termination Time: 4
    
    Application Path: E:\Games\Vintagestory\Vintagestory.exe
    
    Report Id: 7f4ecb62-28de-434a-97be-30fbbe4aa054
    
    Faulting package full name: 
    
    Faulting package-relative application ID: 
    
    Hang type: Unknown
     }

     

    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.

  23. 37 minutes ago, Whiskey Sunshine said:

    As much as I love this mod, especially for a server with 10+ people, I've been running into a massive problem. Ever since we installed this mod on the server, the spoilage rate calculations seem break really badly whenever a crock or other container full of food is picked up. It's making stockpiling food for winter much more difficult. A sealed, cellar-stored crock with 240+ days shelf life (stored about a month before that, 30 day months) will nearly halfway spoil the moment it's picked up as if it's fast-forwarding, rather than keeping the existing duration and speeding up. Did some testing without the mod, and it doesn't happen either vanilla or with the full suite of other mods we have. This also happens to pies, bread, or really anything stored in ground storage or on shelves that can spoil.

    A crock on the shelf will go from the first pic to the second just by picking it up off the shelf and placing it on the table. Does this have anything to do with how the Salty Backpack and Preserver skills change the spoilage rates in player inventories? I do not currently have either skill. As far as I can tell there's no logs or errors being spit out anywhere either, so it's difficult to say exactly what's happening. 

    Beyond that, five stars, will not run a server without it ever again. Indispensable in keeping double digit players happily fed.

    2023-06-26_11-37-17.png

    2023-06-26_11-38-54.png

    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. 

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.