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Xandu

Vintarian
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Everything posted by Xandu

  1. Yeah this is probably the issue. I need to adjust my code when a final 1.6 version is out. In the mean time you should not use both mods at once. You should use version xskills v0.6.11 and xlib v0.6.10. The rc versions are test versions before a final release version is released. So v0.6.10 is newer than v0.6.10-rc.x. But version v0.6.10-rc.1 should have an issue with assigning skill points that should be fixed with the newer versions. This is normally caused by an disagreement between server and client. When the client 'thinks' you can learn an ability and tries to do so and the server denies it. For example: Due to the changes on the load order with the 1.17 game update the requirements were not loaded properly on the client side. So you were able to try to learn abilities while on the server side you havn't had fullfilled all requirements.
  2. Weird. I use these versions and it works for me. If something is wrong you should at least get some kind of error message.
  3. Do the mods show up in the mods menu?
  4. What message do you get?
  5. 'exper' is the library from expanded foods. But it should be optional. So it should start without the mod. I am quite confused about this error because i am always run xskills without expanded foods. Do you have expanded foods installed?
  6. Just use xlib v0.6.10 with xskills v0.6.11.
  7. This was the same issue as the the problem with the seeds earlier. I fixed it for seeds but forget that hoes do the same things. It should be fixed now. You only need to update xskills.
  8. The dependencies errors are because you are using version 1.17.2 and the newest version was created for game version 1.17.3. You should be able to change the key in the normal game settings.
  9. This issue should be fixed with the newest update.
  10. Hi, For me 0.6.10-rc.2 seems to work for the game version 1.17.2. But to be honest I can't test everything extensively and i haven't played the game for a while now. So i rely on bug reports from other people and try to fix them. Especially after huge game updates there could be some bugs i haven't found yet. So i never guarantee that everything works. Especially when you use other mods as well.
  11. There should be a tooltip when you have selected a cage in your hotbar. But you can only use the cage when you have the ability and it only works on small animals like babies or hares. With the cage in your hand you can use right click on an animal to capture it. With another right click you can release the animal. Use SHIFT + right click to place a cage with an animal inside on the ground. Is a bottle a liquid container from a mod? Maybe this is the reason why it does not work. Have you tried drinking a full base game bowl?
  12. For me it seems to work. Maybe you have another mod that causes a conflict? Or you use modded wine that doesn't work. Do you have the tooltip that you get a point if you drink the wine?
  13. Ok. I was able to reproduce this. Now I try to figure out why this happens. It probably is possible but i don't want to add new features at the moment. Priority at the moment is to get existing things running for 1.17.
  14. It is weird that it seems to load the xlib strings but not the xskills ones. What language are you playing the game in?
  15. 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.
  16. Hi. I have tried this and the items were put into the strong back inventory. Can you reproduce this or send a crash report?
  17. 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,
  18. 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.
  19. 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.
  20. 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
  21. Hi. I made some tests and the skill seems to work as intended. Does this happen for every crop? Or at specific growth stages?
  22. 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.
  23. 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.
  24. Is this on multiplayer or singleplayer? It could be an issue with another mod. I need some time to test this.
  25. 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
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