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Xandu

Vintarian
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Posts posted by Xandu

  1. 6 minutes ago, zambies1 said:

    I'm not sure if this problem is on my end or what, but I've went heavily into metalworking on the server I play on and got the "Smelter" perk (molds require 10% less metal to cast at first level). I then went to cast some things to try it out and the mold said it still needs 100 units of metal, so I did some digging in the .json files that hold the perks and couldn't find the smelter perk. So I'd just like to know if its an error, future feature, or I just screwed something up lol

     

    Hi. The mold still says 100 but if you actually cast metal into it you should only need 90. This works not for ingot molds, since then you could create an infinite metal loop. The way it works is that you will get 1 extra liquid metal for every 9 liquid metal you will put into the mold.

  2. 3 hours ago, Digitalr said:

    Also... Is there any way to exclude or add ores to geologist ability?

    Yes there is a "geologistBlacklist" in the mining configuration file. Just add something like "nativecopper" there to exclude copper.

     

    3 hours ago, Digitalr said:

    Please, add separate download, with source versions of patched files for skill experience levels.

    At this moment there is only pure/medium/rich/bountiful/ungraded experience grades, but, as example, brown coal are very common, bituminous much rarer, and anthracite is very rare, but all of them give same experience. Same things with metals: copper are very common. Tin are rare. IMHO, rare version of ores must give more experience.

    I can try to restore unpatched versions from patched, but, i believe, it can be useful not only for me.

    I will probably work on the ore experience distribution.

  3. 20 hours ago, ThePionier said:

    I just noticed, I don't think that when you glow and you place tree saplings at night, they illuminate an area like a torch in the light level that you glow right?

     

    20 hours ago, Digitalr said:

    Chiseling with luminiferous ability also turn chiseled block to light source. But reconnecting remove all this fake lights. 

    I found the glowing placed block issue. It's now on my top 100 weird unexpected bugs list. 😆

    20 hours ago, ThePionier said:

    Now I know why the glow works.
    The skill works every time you restart the server and then connect to it. If you leave the server running and join again after 10 minutes you will not glow again until you restart the server. So the same problem as with cooking with the extended food mod.

    Do you still have all your skill levels and abilities? And the abilities just do not work?

  4. 8 hours ago, DArkHekRoMaNT said:

    If only the author of XSkills is trying to force the loading of assets, I don't know why it might be needed in this case. 

    @XanduAs far as I can see, your mod has no open source, so it's quicker to ask this :) Do you do something with aasets? All the Compatibility Lib does is change the path to the asset from api.Asset.AllAssets. Perhaps forcing an asset to reload while playing might break this, are you doing something like that?
     

     

    Yes, i do things with assets. But i doubt that it has something to with the issue. I add an asset category for the skill requirements so that they can be better customized. And i actually force a reload when the mod starts and they seem to be not correctly loaded (so this only happens before anyone joins the server). And this shouldn't affect the cooking behavior.

  5. 3 hours ago, ThePionier said:

    So today I seem to glow, I don't know what is different today than yesterday. Maybe it was due to another mod, some have been updated. At the moment the extended food mod also has problems that it doesn't use the cooking skill properly when I want to cook more than 6 ingredients. Maybe it has to do with the skill that makes you glow.

    Maybe because the extended food mod now also uses the compatibility library mod?

    This is great. I have to look into this. 

  6. 38 minutes ago, ThePionier said:

    I see, I thought it wasn't working. Or I think light level 10 is too dark. :D Or do I have to press a button?2021-02-12_14-40-59.thumb.png.291c481df6891904db4cd889f8911458.png

    The way it works is: the darker the block you are standing on, the more you start to glow. So you do not need to press a button. Are you sure you have skilled the luminiferous ability? Do you have any other mods active? Are you playing single player or on a server?

  7. 13 hours ago, Susel_de_Baibak said:

    With cateyes skill extremely need a sunglasses 😎

    This is the reason why i mentioned it as a experimental ability and why there is a warning in the ability description. It will be more adjusted in the next update.

  8. 1 hour ago, Tech_Rabbit said:

    Molybdachalkos bits just disappear...

    edit: Or they just turn into ingots? I see they jump off the anvil but the bits are not in inventory. I think they are actually turning into ingots instead. Will test further. okay they just disappear. 

    Do you use another mod that do things with the anvil? Like Metal recovery? Happens this with helve hammers or when you smith by yourself? 

    If you have place in your inventory they shouldn't even spawn in the world.

     

    Found and fixed the issue. It happened when the stack size was zero and it tried to spawn empty stacks.

  9. 21 hours ago, Tech_Rabbit said:

    IMO looting should be a skill later in the combat progression, there are drops enough to where it is fairly OP

    Thanks to your reply I noticed that it wasn't possible to set the minimum required skill level in the config files. I changed that for the next patch so that you can set the minimum skill level how you like.

    • Like 1
  10. 1 hour ago, Kai Effelsberg said:

    I think it was just when i was about to hit ground when coming from the air.

    This is strange. I do this all the time and never had this problem. I made some changes so it shouldn't crash anymore, but i don't know why this happens in the first place.

  11. 54 minutes ago, Kai Effelsberg said:
      Hide contents

    Running on 64 bit Windows with 16 GB RAM
    Version: v1.14.7 (Stable)09.02.2021 19:49:49: Critical error occurred
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei XSkills.EntityAgentPatch.Postfix(EntityAgent __instance, Block ___insideBlock)
       bei Vintagestory.API.Common.EntityAgent.GetWalkSpeedMultiplier_Patch1(EntityAgent this, Double groundDragFactor)
       bei Vintagestory.API.Common.EntityPlayer.GetWalkSpeedMultiplier(Double groundDragFactor)
       bei Vintagestory.API.Common.EntityPlayer.updateEyeHeight(Single dt)
       bei Vintagestory.Client.NoObf.PlayerCamera.OnBeforeRenderFrame3D(Single deltaTime)
       bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       bei _XJ8aPSlEBe0PiHYbVJEdfXv1yjvA._Kgao3H1tkjUV97mMFigKazMDiUo(Single )
       bei _QXfAdKxrJ1KaNtwiV64JU2IvnpC._cl7z8c5uEEaIF1fo0XdijiZbRYk(Single )
       bei _QXfAdKxrJ1KaNtwiV64JU2IvnpC._peV5mb21IaSJTAYBddj4gA99BDo(Single )
       bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       bei OpenTK.GameWindow.DispatchRenderFrame()
       bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       bei _03wQBzfCnykaMLiRGgbQzrKOcn3._QN2fpVgRVBDOLs27GIkkdMlxeKf(_a9AJZVMB0wcgfRPD19VvLtZCbaX , String[] )
       bei _NdjU5BXvKkfOW2d88pNMbEAjE1q._QN2fpVgRVBDOLs27GIkkdMlxeKf(ThreadStart )
    -------------------------------

    Event Log, last 3 entries
    ==================================
    { TimeGenerated = 24.01.2021 10:26:09, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe
    Frameworkversion: v4.0.30319
    Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet.
    Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FFD9FE5D759
    Stapel:
     }
    { TimeGenerated = 14.01.2021 09:03:01, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe
    Frameworkversion: v4.0.30319
    Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet.
    Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FF84A68D759
    Stapel:
     }
    { TimeGenerated = 19.12.2020 00:17:25, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe
    Frameworkversion: v4.0.30319
    Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet.
    Ausnahmeinformationen: System.NullReferenceException
       bei Vintagestory.Client.NoObf.ClientWorldMap.MarkChunkDirty(Int32, Int32, Int32, Boolean, Boolean, Vintagestory.API.Common.Action, Boolean)
       bei Vintagestory.Client.NoObf.ClientWorldMap.loadChunkMT(_dZKT5htC7TsF6hecyrNHONKYFvBA, Vintagestory.Client.NoObf.ClientChunk)
       bei Vintagestory.Client.NoObf.ClientWorldMap+<>c__DisplayClass94_0.<LoadChunkFromPacket>b__0()
       bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single)
       bei _dUwwv9Q3M6hPimkiHEIazbxLr9g._X2niSFpb8ndF6zWsCcobp5QBcvO(Single)
       bei _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single)
       bei _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single)
       bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(System.Object, OpenTK.FrameEventArgs)
       bei System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       bei OpenTK.GameWindow.RaiseRenderFrame(Double, Double ByRef)
       bei OpenTK.GameWindow.DispatchRenderFrame()
       bei OpenTK.GameWindow.Run(Double, Double)
       bei _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14, System.String[])
       bei _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(System.Threading.ThreadStart)

     }

    Happened twice while i flew into the ground while in spectator mode, or maybe it was creative.

    Did this happen in specific locations? E.G. If you fly very deep or high? Or did this occur just randomly?

  12. On 2/7/2021 at 10:56 AM, Digitalr said:

    Yes, but it is little annoying, when you throw them away, while in your home. Anyway, i have improved version of this idea 😆

    You can define, which items are move to void on pickup. Something like strongback inventory, but acting like filter. So, if, as example, i blast quartz vein with ore bombs, and put quartz chunk and clear quartz chunk in this "filter" inventory, i dont need to throw tons of quartz to far corner at regular basis. It just removes from existance.

    That sounds like an interesting idea. But I think it would be more fitting to be its own mod.

     

    On 2/7/2021 at 6:16 PM, Digitalr said:

    Looks like mushroom harvesting skill allow infinite farming of cattails root. Instead of breaking, it drops root, but leave plant lower part intact. So... Break, take, repeat... Until inventory full

    Thank you for report. It will be fixed with the next update. It was a wrong bracket. 🙄

  13. 45 minutes ago, Ambulate In Somnis said:

    Hello, some bugs here at farmer tab. Compost not upgrading to 2nd level
     

    2021-02-08_01-36-34.png

    Hi. Thank you for your report. In this case it is not a bug but intentional. It is a feature i think i nowhere mentioned until know. But i want to add some ingame info to the mod. So hopefully i will add this there too. Basically you need to have a skill level to learn an ability that is the minimum skill level for the ability plus the current tier of the ability. So to learn tier 2 of an ability that requires a minimum skill level of 7 you need the skill to be at level 7+1= 8. So you can not save points and wait until you can learn an ability and then put in all ability points you have.

  14. On 2/5/2021 at 3:35 AM, Hexedian said:

    Another idea : a pottery ability that gives a chance to create a rare variant of the pottery item you made.

    I have implemented this but have no idea how to name this ability. So does anyone have a good idea?

     

    40 minutes ago, Digitalr said:

    :) And yet another idea for survival branch:

    "Void" ability - personal trashcan inventory (all items, put in this inventory, are removed from existance). May be, realisation similar to trashcan from Neccessarities mod.

    I don't know if this is really necessary, since you already can throw items away and just let them despawn.

  15. 4 hours ago, l33tmaan said:

    Well, the obvious thing for hammers would be stunning enemies, but I don't know how feasible that is to code.

    I once tried to add a knock back effect for hammers, but failed. Maybe i get a stun to work.

    3 hours ago, Hexedian said:

    Or, possibly, add a Tools Mastery skills under Combat, which gains bonuses the higher your skill for that tool is, i.e. with high Digging, you get more damage with shovels; with more Farming, you get bonuses with scythes.

    This sounds like a fun idea.

  16. 23 hours ago, Hexedian said:

    So, some ideas.

    The pottery skill should be renamed Handicraft or Primitive Crafting or Manual Labor, or something along those lines. Additional abilities should be added, or existing ones expanded to work on knapping, panning, chiselling and common works that don't fit within other skills. For example,

    - Fast Potter, JackPot and Infallible could be made to work with knapping.

    - Adding another ability that preserves durability of tools that don't fall into other categories.

    - Increase speed of panning animation, chance to get double drops from panning, and adding some items to panning loot chances, or decrease odds of junk-tier items when panning.

    - Unlocking new chisel options... One can only hope.

     

    Some additional ideas :

    - Add a functionality to some abilities to increase the number of blocks chopped by shears on leaves and scythes on crops and grass.

    - Change Shovel Knight to work with any tool, or unarmed, possibly with different abilities depending on tool.

    - Killing animals whose generation is higher than 3 should give Farming experience.

    - An ability to increase the perishable timer for cooked food, collected crops and killed animal meat.

     

    And finally :

    Typo in "composting" : Nutrition, not Nutraition

    Thank you for your ideas. I maybe will adopt some of them.

    18 hours ago, l33tmaan said:

    Could that Neighbors patch that was posted earlier get implemented? I see you've still got goblins in here and that's a fairly old mod.

    I probably will do this in the future.

    8 hours ago, ThePionier said:

    Would it be a lot of work to add a skill that pushes the hammer a bit?
    Kind of like the shovel knight only for hammer.

    It depends on what i add to hammers. More damage for example is pretty simple, but also boring. 

  17. 32 minutes ago, l33tmaan said:

    Looking at the MoreClasses code, they look identical to the vanilla ones in term of identification. Very interesting. If I do -0.1 for an expmultiplier, does that give the class a penalty? Could I, for example, make the Miner better at learning all of the Mining skills but worse at all of the melee Combat skills?

    Yes. This should work. But you should not put in values lower than -1.0 there. This could result in weird behavior.

  18. 13 minutes ago, l33tmaan said:

    Woah, nice! I hate to be that guy, but what about the MoreClasses classes like Archer?

    I haven't written any default values for these class specific boni yet. Maybe i will add some later.

     

    Since classes are easily identifiable through its name, it should be no prblem to put in modded classes there as long as they work as the vanilla ones.

  19. Uploaded a Verion 0.4.9:

     

    -fixed crash when breaking block under cattail 

    -fixed a typo  in the composting ability

    -added ClassExpMultipliers to skill configuration files

    -you can add classes and floats here to increase the experience a player with a specific class receives for this skill.

    e.g:  
     

    "ClassExpMultipliers": {
    	"commoner": 0.1,
    	"blackguard": 0.1
    }

    will increase the experience commoner and blackguards receive for a skill by 10%

    Added two abilities that should make it easier to see in darker areas. As suggested by @Digitalr i added an ability that will let the player glow in the dark. Which is ideal for exploring caves.

    The other one uses a shader to increase the darkness of dark areas and is a more experimental feature. I would suggest it more for overworld exploration in the dark. 

    • Like 2
    • Mind=blown 1
  20. 25 minutes ago, Kai Effelsberg said:

    I got reports that the mod will crash the client if you destroy blocks with cattail on them.

    I know. I want to upload a patch later that day.

    I never broke blocks with cattail on them. So i wondering why so many people are noticing this issue.

  21. 1 hour ago, Kai Effelsberg said:

    We got this error whenever we try to destroy blocks with grass on it in 0.4.7 (maybe fixed in 0.4.8, have to try out)

    29.1.2021 22:46:11 [Warning] Exception at client 80. Disconnecting client.
    29.1.2021 22:46:11 [Event] Player VSo_Admin got removed. Reason: Threw an exception at the server
    29.1.2021 22:46:11 [Error] System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.XSkillsGrassBehavior.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)
       at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
       at Vintagestory.Common.BlockAccessorBase.BreakBlock(BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
       at Vintagestory.GameContent.BlockPlant.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos)
       at Vintagestory.Server.ServerMain.TriggerNeighbourBlocksUpdate(BlockPos pos)
       at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(_VOScRRtAYcHFvBUCVU8Q2cQeB3O packet, ConnectedClient client)
       at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)
    29.1.2021 22:46:39 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.XSkillsGrassBehavior.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)
       at Vintagestory.API.Common.Block.OnBlockBroken(IWorldAccessor world, BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
       at Vintagestory.Common.BlockAccessorBase.BreakBlock(BlockPos pos, IPlayer byPlayer, Single dropQuantityMultiplier)
       at Vintagestory.GameContent.BlockPlant.OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos)
       at Vintagestory.GameContent.EntityBlockFalling.NotifyNeighborsOfBlockChange(BlockPos pos)
       at Vintagestory.GameContent.EntityBlockFalling.OnGameTick(Single dt)
       at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt)
       at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt)
       at Vintagestory.Server.ServerMain.Process()

    Hi. I already uploaded 0.4.8 to fix this.

  22. 41 minutes ago, luette said:

    Hey there, we tried xskills & xlib in combination with some other mods, and somehow, if I remove a block with grass on top, the grass stays and I get kicked from the server with an exception. Some NullPointerReference for dropped blocks, easily reproducable. It does not happen, if I remove the grass before the block. In Vanilla, the grass gets destroyed, if I remove the block underneath - somehow it does not work this way when xskills is enabled.

    We use CaptureAnimals, ExtraChests, medievalexpansion, merchant, moreclasses, primitivesurvival & wildfarming alongside xSkills (&xlib). Anyone having the same issue?

    Should be fixed now.

    • Like 1
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