Jump to content

Xandu

Vintarian
  • Posts

    445
  • Joined

  • Last visited

  • Days Won

    20

Posts posted by Xandu

  1. On 4/4/2021 at 9:31 AM, Craig Berg said:

    a couple of us have also seen the above issue. we have drank the mead, clicked the unlearn button, then clicked the skill to unlearn, then clicked the unlearn button again, it shows an unlearn cooldown. at this point the both of us closed the menu and upon opening it again there is no cooldown and the point is back where it was.

    Do you all running the same and current version of the mods (0.5.0-PR3) on the clients and the server? It sounds like a server-client synchronization issue. I could not reproduce this on my test world.

     

     

    I found the issue. It will be fixed with the next update.

  2. 1 hour ago, Killer-of-Lawyers said:

    Just a heads up I noticed I was getting a lot of resources from bombing, so I popped into creative mode and did some 5x5 ore plots with a bomb vs mining with a pick.

     

    With a bomb I got 64 and 14 ore, with the pick I got 54.  It could just be random chance making up the difference, I'd have to do it over and over to get the averages, but maybe a number is off somewhere?  I have bomberman 3 and Blaster along with 2/3 ore miner.

    It seems like i have to some tests with bombs.

  3. 19 minutes ago, Ketrai said:

    Quite odd, but a restart fixed it. I can only guess something didn't initialize right. Apologies for the bother!

    Do you play single player or on a server? Cause sometimes things seems to broke on multiplayer servers and i do not know why this could happen. Just want to know whether this could be one of these things.

     

    2 hours ago, Digitalr said:

    Feature suggestion: tool blacklisting for XSkills skills/abilities. Either - by name, or by item class.

    Currently, we have issues with items, supported multiblock mining, such as electric drill from Temporal Tinkerer, or hammers. Each time, when player break initial block, tool lost durability, but when other 8 blocks processed by script, durability restored. So... tool become undestructible.

    A blacklist seems a little bit laborious. I try to find another way to fix this.

  4. 1 hour ago, Ketrai said:

    It seems this mod conflicts with cooking recipes added by mods such as primitive survival (fish stew). Preventing the player from making them.

    Can you please tell me which recipe(with ingredients) you mean exactly? Cause i just cooked something with fish and it worked perfectly fine.

  5. Hey, I uploaded a new version.  Primarily to a fix a compatibility issue with QPTech. But i also added two new abilities and improved the ability unlearn system a little bit. I also added the abilities and skills guide to the handbook in the game for all languages.

     

    API:
        -Added OnTierChanged method to the Ability class. By default it just calls the OnPlayerAbilityTierChanged delegate if it exists.
        -Added the StatAbility class which is an easy way to create an ability that modifies a player stat.
        -You can now add the attribute "unlearnPoints" to every consumable item to make it give unlearnPoints. So you not have to rely on this weird mead stuff. :D

    Changes:
        -Added the sniper ability to the combat skill.
        -Added the light footed ability to the husbandry skill.
        -Added a handbook page with some general information for Skills and abilities to all languages.
        -The 'unlearn button is now localized.'

    Fixes:
        -Placing modded firepits will no longer crash the game.

    • Like 2
  6. 1 hour ago, LocoMiner said:

    Maybe I missed it on here. I cant get the unlearn button to give skill points back.

     

    Ok I found it on page 2. You should have the need points and mead thing to the first page. Not sure why the modders post stuff in the forum replies but never updates the first page.  Makes it very hard to find stuff 

    I want to add things like this to the ingame handbook. I am currently working on this.

  7. 5 hours ago, Digitalr said:

    Can i suggest addition to farming skills?

    Somewhat like "Extensive farming" allowing multiblock 3x3 soil to farmland conversion with hoe, seed placing and fertilizing

    Hi. I think this is a great idea. But at the moment i do not want to add things to the farming skill, because there will probably some changes to farming with the 1.15 update and i want to look how this tuns out before i add things that do not work anymore with the next game update or are implmented as a vanilla feature.

    • Like 1
  8. 1 hour ago, RustyKnight said:

    Would it be possible to add increased accuracy to the archery skill, in addition to increased damage?  In addition, would I be able to easily change the values for the percentages on skills if I were to unpack and then repack the .zip?  I always go for the hunter class because I mainly use bows, but if I were able to get accuracy from the archery skill and fiddle with the values to increase the boost from the scout skill, I could stop playing hunter without worry (and play commoner)

    As a side note, I feel like the massive hits you take to certain skills' xp when playing certain classes don't make sense; simply decreasing the xp boost to 0 seems more than enough to average out the classes compared to the big negatives some classes have in so many things.  In addition, a clear way of getting xp in certain skills would be nice; me and my friend have no idea how to train a few of the skills.  Temporal adaptation, our best guess is just mess around in unstable areas; ditto for survival- do we just get xp by surviving?  Things like that.

    I think increased accuracy is possible. I already thought about adding something like this.

    I do not recommend to change any values in the packed mod folder.  But the mod creates a bunch of config files where you can configure a lot of values including every exp modifier and every value for every ability. You should take a look at the configuration section of the mod description.

    For temporal adaptation you gain exp for being in temporal unstable areas. You gain experience for the survival skill over time. But you lose some of this experience when you die.

  9. 2 hours ago, Bentorium said:

    Hello

    Very nice mod must say keep up the good work. Gives some reasons to gather stuff.

    Just asking if there is plans to add Tailoring / Leather working / Carpentry skills in future?

     

    B.

    Thank you. When they add unique gameplay features for this i will probably add skills for these as well. But it will probably take some time to get some ideas and implement them.

    • Thanks 1
  10. 3 hours ago, Slaad said:

    Tried logging in and the server started throwing an error at me:

    15.3.2021 06:40:25 [Notification] Delayed join, need to load one spawn chunk first.
    15.3.2021 06:40:25 [Notification] Placing player at 511951.9375 185 511782.78125
    15.3.2021 06:40:28 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.BarrelRecipePatch.Prefix(ItemSlot[] inputslots, ItemStack& __state)
       at Vintagestory.API.Common.BarrelRecipe.TryCraftNow_Patch2(BarrelRecipe this, ICoreAPI api, Double nowSealedHours, ItemSlot[] inputslots)
       at Vintagestory.GameContent.BlockEntityBarrel.OnEvery3Second(Single dt)
       at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       at Vintagestory.Server.ServerMain.Process()

    It loops this error until I ctrl+c the server.

    Removing xskills_v0.5.0-PR1.zip from my mods folder ensures this error doesn't happen. I've been running the server for a week or two now without issues, so I'm not sure if this is related to another mod or an item someone placed while I was logged out.

    Thank you for reporting this issue. I uploaded a small update to fix it. You just need to update xskills.

  11. I uploaded a new version to the mod db and changed the download links to link to the mod db entries of the mods. I probably will upload all future updates to the mod db. I wanted to add some more stuff to this patch but it already has passed some time since the last update and meanwhile i accumulated some bug fixes and some compatibility patches. So i release it as a 0.5.0 pre release with some new abilities.

     

    0.5.0 PR 1:
    -Api: 
        -Added GetExperienceMultiplier method to the Skill class 
        -Added expLossCooldown configuration
        -You can now use the command "skill reset config [skill]/all" to reset the configuration of a skill or all skills. The command will delete the current config files and new ones will be created when you start the game the next time.
        -The ability tooltip now shows the actual required skill level instead of the skill level you need to learn tier 1 of the ability.
        -Added minLevel configuration for abilities so you can set the skill level that is required to learn an ability. 

    -Changes:
        -Added default exp modifiers to classes
        -Added Tool Mastery ability to the combat skill
        -Added Iron Fist ability to the combat skill
        -Added an indicator that shows the current experience multiplier for each skill in the skill menu
        -Added inspiration ability to pottery
        -Added husbandry skill with 6 abilities
        -Animals are no longer affected by the looter skill
        -Bright areas aren't as bright anymore when you use the cat eyes ability.
        -You get now experience from ores depending on their rarity and their depth.
            -You can configure both experience bonus modifiers in the mining configuration file.
        -Added support for the neighbors mod
        -Or- and and requirement descriptions now have a indentation.
        -Should now be compatible with the farmlanddropssoil mod. (needs Compatibility Lib v. 1.2.2+)

    -Fixes:
        -Fixed: harvesting reed roots not destroying the reeds
        -Fixed: spawning of empty metal bit stacks
        -Fixed: luminiferous ability turning some blocks into light sources
        -Fixed: disabling abilities not working.
        -Fixed: hopefully (can't test this, so it would be nice if someone could tell me whether it works now): combat abilities in pvp if enabled (was broken due some testings i did)
        -Fixed: The salvanger ability should now be compatible with mods that add drops to locusts.

    • Like 4
  12.  

    13 hours ago, jakecool19 said:

    Is the loot table for the Salvager skill available in the JSON? If so, I can make a compatibility patch for it for my mod.

    I probably need to adjust some code to make it work. I am on it.

    • Thanks 1
  13. 2 hours ago, Cjleeh said:

    I was able to pin point the exact mod that was conflicting with yours. XSkills 0.4.9 by Xandu

    I am not sure how to proceed. If I should be talking to you, or if I need to discuss this with Xandu for a possible fix. That is if it can be solved. I have no idea on the complexity of such things, and that is why I am glad to have dedicated people like you do things I can't. 🥰 To elaborate when XSkills is enabled. The farm blocks disappear as if your mod was not enabled. Even when the nutrients are at there full capacity. When I turn XSkills off, I get the soil back as intended by your mod.

    At the moment the mods are not compatible. I try to fix this with the help of the Compatibility Lib mod.

  14. Hey. I tried some things with your mod and the 'dependsOn ' but couldn't get the 'invert' to work. So i looked at the source code of your mod and noticed that in the ModJsonPatchLoaderPatch.cs file the line 108 is:

     flag = flag && (loaded & !dependence.invert);

    But doesn't that mean that it will be false whenever loaded ís false? So it is not inverted. Shouldn't it be something like:

    flag = flag && (loaded ^ dependence.invert);

    For an exclusive or. Or do I get something wrong and don't understand how it's supposed to work?

    • Confused 1
  15. 27 minutes ago, Kotel said:

    I don’t know for what reasons, but with the latest update of the mod, I can’t butcher the locusts, could you fix it

    Do you use another mod that adds drops to locusts?

  16. On 2/26/2021 at 6:37 PM, Hexedian said:

    After much sciencing, hitting each others with spears and swords, with no armor, and taking into consideration class bonuses, we have come to the following conclusion :

    The combat abilities Swordsman and Spearman do not give any damage bonus at all. There was no difference in damage before and after taking the abilities, even for players with 3 points in the abilities.

    Do you have enabled the combat abilities for pvp in the config files?

  17. 16 hours ago, DragooKnight11 said:

    I seem to have trouble changing the configs for a server, sometimes I can get a change to stick, but I am unable to disable any skills so far.  I want to disable recycler as I am using a farmland drop mod instead.  I have tried stopping the server, changing configs, and starting the server; I have also tried changing the configs while the server is active and restarting it.  IDK how I got the previous change (no points or cooldown for unlearning) to stick, it just seemed to happen randomly. 

    Is there a specific sequence that I need to preform to make a change to the configs persist and activate through server restarts?

    I'm sorry. This seems to be a bug. For some reason it reset the 'enabled' setting every time back to true.

     

    The points or cooldown for unlearning settings work for me. But i look whether i can find any issues there.

  18. 1 hour ago, Platidragon said:

    Maybe include panning/ hunting / and harvesting animals in processing  or at least hunting included with combat

    because it kind defeat the purpose to choose a hunter or some role like that if half the class gives you nothing in terms of xp

    for odd reason can't get xp from digging most type of soils  and veeery little xp from rare digs

    I am currently working on an animal husbandry skill. But at the moment i don't have much free time to work on it. You usually get little amounts of experience for this skill. It is more the quantity that matters for this skill. But you should get experience for all soils. Do you have any mod that add new soil's or add behaviors to soil?

     
  19. 10 minutes ago, Question Sleep said:

    It is working on the weapon pack (from Mr1k3) just not on wires in temporal engineering (from Niker323) for me at the moment.

    I figured out what is going on. Everything works as intended. The wires are resmeltable so you can't profit from the ability since you could create a wire from 0,9 ingot bars and than smelt the wires again to one new ingot which creates an infinite ingot loop. So it triggers an internal check that prohibit that the ability is triggered.

  20. 22 minutes ago, Question Sleep said:

    I am not sure if another mod is blocking it but the wires mold acts like ingot molds. 1/3 smelter 100 units fill one mold with no extra, while standard molds, like the hammers, fill 100 units plus 10 remaining still.

     

    Where would I check for the entity class? Under the itemtypes, blocktypes, or recipes? 

    nvm

    its burned value is "BlockToolMold"

    Ok. In this case i have to do some tests by myself.

  21. 1 hour ago, Question Sleep said:

    Is there a way to add molds to the skill perk such as the wire mold from temporal engineering or weapon pack?

    As long as the author of the other mod uses the BlockToolMold class respectively it's entity class BlockEntityToolMold or inherit from them the molds should work with the ability. 

    Have you already tried to use one of them with the ability?

  22. 4 hours ago, Hexedian said:

    It's kind of funny but... Is Happy Meal supposed to add Fly Agaric? Sure, it's valid, but it's not great to find in your stew...

    Well it just adds a random ingredient, so yes it is kind of intentional. It's just bad luck. Maybe i will add a filter or something later.

×
×
  • 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.