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Xandu

Vintarian
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Posts posted by Xandu

  1. On 4/17/2024 at 8:30 AM, ShnitzelKiller said:

    If you swap a tool with a replacement in your "strong back" extra inventory slots, the durability display gets bugged, with a duplicate of the old item's durability showing up on the new one.

    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. 

  2. 1 hour ago, ShnitzelKiller said:

    I think this bug might be related to this mod, specifically when you have the huge stomach perk. Basically the game forgets what your max satiety is every time you eat / drink a small quantity of food and takes a few seconds to equalize, making the hunger bar jump around wildly.

    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.

    • Thanks 1
  3. 14 hours ago, Austin Hilton said:

    I haven't touched XSkills itself, nor have I downloaded any mods that alter XSkills. I really wish I had more to give, other than I had a hunch, and by uninstalling the Outlaw mod from the server, this crash is no longer happening. 
    It was consistent too, if you were trying to dig charcoal, you were going to crash. Once again, I'm sorry I can't provide anything else other than that anecdote. 

    WAIT. You're totally on to something. Charcoal doesn't have gravity by default, even with all settings for gravity turned on. This mod here does that https://mods.vintagestory.at/danatweaks, specifically the unstable soil portion. 

    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.

  4. 18 hours ago, ShnitzelKiller said:

    It would be nice if smithing products like plates with different quality didn't auto-stack, kind of like how different freshness of food items affects stacking behavior. Kind of sucks to pick up a "normal" metal plate and have it auto-stack with your masterwork iron plate, halving its value.

    Hi. I will add a configuration that should fix the issue.

    9 hours ago, Jiraiya1989 said:

    Please can you explain for me skill well rested? I dont get it. 480s start when? After sleeping? So on multiplayer server it is useless?

    EDIT: ok i see after sleeping i not need sleep real, only stay in bed in multiplayer and how long i need stay in bed?

    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.

    2 hours ago, Austin Hilton said:

    Xandu! I figured it out! When you started speaking of the player that didn't exist, it got me thinking. The mod that would closely relate to that and has had problems in the past regarding these issues, has been the Outlaw Mod. After removing the mod from the server, it appears that the charcoal is now working correctly. Your mod was just the one throwing the error. I would probably note somewhere that there is incompatibility with the Outlaw Mod, but just figured I'd circle back and let you know. :)

    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?

  5. 22 hours ago, Austin Hilton said:

    Interesting, even more strange is that it works on single player but not on multiplayer. When you release this I'll make sure to come back and report on any changes. Thanks for your time looking into this!

    Thank you. It is always good to know whether a change worked or not.

  6. On 4/6/2024 at 1:59 AM, Austin Hilton said:

    Single-player seems to work with no problem with the mod pack, though you are correct there is a large number of mods here. From what I can tell (and you know way better than me so tell me if I'm wrong), it seems the server is expecting a certain value different than what the client is expecting on the charcoal drop? 

    Tests were done both in single-player and both with the mod pack and without the mod pack, both did not crash. The crash only seems to be happening on the server.

    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.

  7. 58 minutes ago, Austin Hilton said:

    server-main (3).txtHere's the server main, with me reproducing the crash myself.

    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?

  8. 2 hours ago, Austin Hilton said:

    I sadly don't see one in my FTP, nor in any of the directories. I can confirm that everyone on the server does crash however when digging charcoal. Disabling the skill in Forestry doesn't seem to help either.

     ce31f2a1d28026e1a56716b2a57f9233.png

    I would expect the folder somewhere there. But I have never run a server. Can you give me a full server main log?

  9. 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.

  10. 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?

  11. 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.

  12. 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?

  13. 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.

  14. 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.

  15. 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.

  16. 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?

  17. 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.

  18. 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
  19. 4 hours ago, Wandour said:

    hello yes

    we have mods like skills, primal survival, useful stuff, i can't think of one that changes it really

    and I'm using steel hoe

    Hi. It does not work with Primitive Survival.

  20. 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.

  21. 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. 

  22. 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?

  23. 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

     

  24. 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
  25. 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?

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