Jump to content

Xandu

Vintarian
  • Posts

    445
  • Joined

  • Last visited

  • Days Won

    20

Posts posted by Xandu

  1. 21 hours ago, Hexedian said:

    If some skills take too much experience to level up... How about giving different classes experience gain bonuses in relevant skills? And this might possibly make commoners and clockmakers more popular, if they get useful experience bonuses.

    Also would be great if it's configurable, so custom classes can have their own skill bonuses.

     

    And a random idea : a cooldown on exp losing on death, so temporal storms don't reset all your skills if things go poorly.

    Hey. This are great ideas. But i don't know if i would make this default features. But maybe i will implement it as optional. 

    • Like 1
  2. Hi I uploaded a small patch, you just need to update XSkills for this one. I mainly addressed some of the feedback of the last days. 

    On 1/26/2021 at 3:45 AM, Nozarati said:

    Updated my server to the latest of this mod seems that some people are getting this crash. Possibly related to helvehammer that was set up before update?

    client-crash.txt 3.57 kB · 7 downloads

    So this should be fixed now. It was caused by an case that is only relevant on multiplayer servers and not in single player worlds. And this is one of the things i sometimes forget.

     

    On 1/25/2021 at 4:18 PM, Ambulate In Somnis said:

    Server with many other mods too heavy to update

    Sorry but i just can't make sure that the version runs on multiple game versions. It would just be to much work. But most mods that work on the 1.14.5 verion should also run on the 1.14.7 version.

     

    15 hours ago, Hexedian said:

    It's hard to test, but I suspect the Looter skill increases drop by an absolute 10%, not a relative 10%, given that players with Looter tend to find way more temporal gears in storms than players without.

    I looked at the maths for this and everything looks fine. I just manipulate the drop Quantity Muliplier of the base game. So if the result is weird it is probably an issue in the base game. But there looks  also eveything alright. So i think it is just randomness or impression.

     

    On 1/26/2021 at 11:58 PM, AstralVoid said:

    Thank you for adding configurable XP formulas/values at some point - it did feel a bit slow in Combat personally for my multiplayer group as well, but that is easily fixable, and highly subjective. I'm glad you give us the tools to fix this 🙂

      Minor feedback/enhancement request: is it possible to add Reeds and Grass (for dry grass) to the list of plants affected by the Farming\Gatherer perk? The mushrooms/berries only seems a bit underwhelming in comparison. I saw there was the bare bones of a Husbandry file so maybe that's something you're saving for later.

    Separately, I'm looking at an issue where Beekeeper does not give additional honeycomb on breaking in multiplayer (maxed out still only gives 3). But this is likely due to a conflict with Stackables replacing some info on the Skep, specifically maxstacksize, to allow stacking - no other mods installed reference or have jsons modifying skeps currently (at least on an extract and find in file via Notepad++). Still playing with it, but it's not a major issue.

    Also minor, but I did notice while troubleshooting the above, that alternate language translations (e.g nl.json, fr.json, es,json) have

    
    
    "abilitydesc-beemaster": "Breaking harvestable skeps will give you the skep back.", 

    and that may need an update to correspond to the en.json:  

    
    
    "abilitydesc-beemaster": "You can harvest skeps with right click without breaking them.",.

    If you have a GitHub or other method you use to track these I'd be happy to add these as separate items there as well.

     

    Thank you for your feedback. So since multiple people noticed that the experience gain for the combat skill is to low, i lowered the default needed experience by 50%. So let me know if this is a better pace now or wheter it is to low or to still to high. 

     

    Reeds should be originally be affacted by this ability. But back then it was not possible to implement it due to the way reeds are implemented in the game. But since the implementation of the harmony lib it was now possible. I just havn't done it until now. Adding grass to this ability is good idea. So i implemented it, too. Reeds are also now affacted by the careful hands ability. Yes a wanted to add a Husbandry skill for animal stuff. But at the moment there is no progress at all.

     

    I fixed this. When i reworked the beemaster ability, i removed the ability accidently by removing to much source code. 🤦‍♂️

     

    Thank you for reporting the translations errors. I fixed this. Writing these translations always takes some time and it is not very funny. So there are probably more errors.

     

    Here are the short patch notes:

    0.4.7:
    -Balance: 
        -reduced the default experience you need to level up combat by 50%

    -Changes:
        -harvesting skeps with the beemaster ability now gives experience
        -the abilities careful hands and gatherer now also affect reeds
        -the ability gatherer now also affect tall grass

    -Fixes:
        -fixed a client side crash in multiplayer games caused by helve hammers
        -fixed: breaking beehives now should be affected by the beekeeper ability and should give experience for the farming skill again

    • Thanks 1
  3. 7 hours ago, l33tmaan said:

    Do modded weapons get bonuses from skills? If not, is there a way to patch them myself?

    Modded weapons get bonuses from abilities as long as their tool attribute is set to 'bow', 'sword' or 'spear'.

    • Like 1
  4. On 1/22/2021 at 5:44 PM, Tech_Rabbit said:

    They mean hitting different voxels. I can ask about the rest.

     

    This would be great. As mentioned before, from the given informations i can't figure out what is going wrong there. I think it could be a mixture of different mods.

     

    On 1/24/2021 at 4:41 AM, l33tmaan said:

    I've updated XSkills and started a new world. After 10 hours of fighting goblins, drifters, and bandits I was... one tenth of the way to leveling up Combat. This is rather demoralizing, is it supposed to be this low? I went into the files and boosted all Combat gains by 4 times and killing things feels like less of a horrible grind and more of a regular grind.

    Additionally, could you integrate the bandits from VSo mod collection into this? These guys are pretty tough and getting no XP for killing them sorta... sucks.

     

    I increased the experience you received from killing drifters in one of the latest patches. Maybe i will further increase it. I would need to do some more testing to decide this. But at the moment I don't have much time to play the game and as you have already done you can also adjust it yourself as you desire.

     

    I will not add integration for server exclusive mods. Ask the creator of this mod to add compatibility. You can also add it by yourself with a small JSON-Patch, that can look something like this:

      {
        "file": "game:entities/land/wolf-male",
        "op": "add",
        "path": "/client/behaviors/-",
        "value": {
          "code": "XSkillsEntity",
          "xp": 1.0
        }
      },
      {
        "file": "game:entities/land/wolf-male",
        "op": "add",
        "path": "/server/behaviors/-",
        "value": {
          "code": "XSkillsEntity",
          "xp": 1.0
        }
      },

    This one is obviously for male wolves. Important is to add the 'XSkillsEntity' behavior to the behaviors of the entity and set a value for the experience.

     

    On 1/24/2021 at 7:11 PM, Ambulate In Somnis said:

    Please update older mod for 1.14.5. 
    The skill Photosyntesys is broken, because if its had learned, the hp is infinite

     

    I fixed this with the last patch. I always compile the mod with the latest game version. Maybe it could even work with older game versions. But i generly can not provide new mod versions for older game versions. You should update your game instead.

     

    • Thanks 1
  5. 6 hours ago, Tech_Rabbit said:

    "got alot of crashes while smithing an anvil
    hitting some specific bits just closed out my game"

    All I have for you. 

    I made a few tests and tried to cause this crash even with metal recovery enabled, but wasn't able to. Are you sure you have no other mods that alter the anvil? You mentioned 'hitting some specific bits'. What bits do you mean? I would assume it would caused by bits at the very edge. Is this correct? Does this happen with every recipe or only with specific ones? 

     

    Does anybody else encounter this issue?

  6. Hi, i uploaded a new update for the game version 1.14.7. It mainly adds some functionality to the level command and fixes some bugs. At least my tests do not show any health flickering. If anybody still expereince this or finds any other issue, pleases contact me again. 😄

     

    -Changes:
        -reworked the level command
            -setting a level now sets the experience to zero
            -you can now set the player and the skill to 'all' to affect all players or skills
            -you can now use a 'skill' command as a synonym for the 'level' command
            -Note that 'all' statements can cause some lag especially on populated servers
            -if you use the reset command with a level it will also set the skill level to this level
            -so the command 'level reset all all 1' will reset all skills of all players and sets all level to 1
            -Warning: this cannot be reversed
        -the long life ability uses now the stats system of the game instead of the maxhealth modifiers of the health behavior.
            -i hope this will fix the life bar flickering
        -You can no longer get better soil from the recycler ability than originally used.

    -Fixes:
        -fixed a crash when you run xlib without xskills or any other mod that actually adds skills
        -improved the stability of some cooking related functions. I hope that will prevent crashes. 
        -fixed: the photosynthesis skill skyrocketing your health into the infinity
        -shift left clicking items into cooking pots should now work better with the cooking skill

  7. 1 hour ago, Kai Effelsberg said:

    Running on 64 bit Windows with 16 GB RAM
    Version: v1.14.5 (Stable)16.01.2021 09:48:49: Critical error occurred
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei XLib.XLeveling.XLevelingClient.MessageHandler(CommandPackage package)
       bei Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(_GbM4CoNlFVTll1RhBGqzZA5sDe3 p)
       bei Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(_GD9ciVuaLSuqhaQHk9gF8TzYyWl packet)
       bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       bei _3N75KjamhBm5aOdc4GCpNSbCM3S._df3GxtG5OOiD7YZvbaraCiLbckx(Single )
       bei _7KGTxxuvfNubJZCLAMEMJZBkPDeA._07k4LSTgxALpYbS1S6K07SItFcH(Single )
       bei _7KGTxxuvfNubJZCLAMEMJZBkPDeA._aysJzMcCvicDqo8MC3TmjcDsfdZ(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 _4eRDDOqtbaPbgjN2dJ1zzD1FCRy._ExJp6VhLWG4xQoHsVn72tgyNbeG(_bWl72q5sGuTQypu8W8r7cRXUcRF , String[] )
       bei _XKAWv6MyciUiZmECUonQCwPaCwE._ExJp6VhLWG4xQoHsVn72tgyNbeG(ThreadStart )
    -------------------------------

    Event Log, last 3 entries
    ==================================
    { 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)

     }
    { TimeGenerated = 19.12.2020 00:07:35, 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)

     }

    Can you give some additional information about when this happened?

  8. 2 hours ago, l33tmaan said:

    I've got a lot of mods, but the only two that I can think of that do those are Primitive Survival (adds metal buckets) and Vinegar (lets you turn berries into vinegar). If there's a convenient way to get a full list of my mods, I'll be happy to post them. 

    I tested it with both mods and had no issues at all. Vinegar is only an asset mod and it shouldn't affect this. But i tested it nevertheless. So i don't know why your game crashes. 

    Make sure to use the newest version of the game and of the mods you use like @AstralVoid mentioned. When i upload a new version i always compile it with the newest version of the game. So it can cause issues with older game versions.

  9. 17 hours ago, l33tmaan said:

    I posted about this in the Bugs section because I didn't realize mead was an XSkills item, but... mead breaks my game.
     

    Hey, for me everything seems to work fine. Do you have any other mods installed that maybe change how the bucket works or add other liquids or something like that? Cause the bug report is not very helpful unfortunately. The crash doesn't seem to happen in one of my functions.

    I know mead is a little bit weird. I wanted to created a way to 'forget' abilities and this is the one i came up with. :D

     

  10. 10 hours ago, Tech_Rabbit said:

    Would be nice to be able to reset all players for the bigger servers.

    You can reset all players by simply delete the save file, since the mod uses its own save files. You should find it here: "VintagestoryData\Saves\XLeveling\[World Name]"

    7 hours ago, Tech_Rabbit said:

    Server crashing bug:

    image.thumb.png.f3c8adcca391d6dc9ee6b5619cf81d7a.png

    I will investigate this.

    5 hours ago, an unknown player said:

    How does gaining Xp for skills work? I cooked some bread in my game but wasn't gaining any cooking experience. 

    The cooking skill only applies to meals. You will only get experience from cooking meals and the abilities only affect meals. So the simple cooking recipes are currently not affected. The reason for this is that the meals are technically implemented than the other cooking recipes.

  11. 2 hours ago, AstralVoid said:

    I've been looking into this mod a bit and wanted to know - does it currently support the ability to check worn armor types? Digging around the XML I see options to check DamageSource as well as the amount.

    Wanting to add in an armor skill (or set of skills - depending on the armor type) and perks that could be specialized to improving light/heavy armor, or even no armor, but wasn't sure if it was possible just yet.

    This is more a vanilla api question than related to the mod. But you should be able to get the worn armor with something like this: 

    InventoryCharacter inv = byPlayer.InventoryManager.GetOwnInventory("character") as InventoryCharacter;
    
    ItemWearable head = inv[12].Itemstack?.Item as ItemWearable;
    ItemWearable body = inv[13].Itemstack?.Item as ItemWearable;
    ItemWearable legs = inv[14].Itemstack?.Item as ItemWearable;

     

  12. Uploaded Version 0.4.5. Seems i messed up a few things with my latest smithing optimizations. This patch should fix it and a few other thngs.

     

    And finally after 10.000 years i uploaded a small guide on how to create your own skills. :D

     

    Changes:
        -Added xml-documentation file for IntelliSense support to xlib.
        -You can now get metalworking experience from helve hammers, but you get a 75%[configurable] penalty on the experience.
        -Items now count as helve hammered when there were hammered once with a helve hammer. This is to prevent players from letting a helve hammer do 99% of the work and then smith the last few voxels for gaining experience and other bonuses.
      -Added the automated smithing ability to metalworking.


    Fixes:
        -Finally fixed the vanishing Requirements bug. Hopefully. (Apparently the compiler does something weird, while optimizations, so that the bug only appeared on the optimized release versions. So it was very difficult to track down.)
        -Helve Hammers can now profit from your Metal recovery ability, if you also have the machine learning ability. 

       -Fixed Master Smith ability not working.

    • Like 1
  13. Hey. I updated XToolsSwitch to version 1.1.

     

    XToolSwitch can now also switch other things than tools. It can switch various items and blocks. I added a config file where you can configure what item switches you want to enable. Let me know if you think i missed something importend that you want to be switched arround, too.

    • Like 1
  14. 29 minutes ago, Dara Phairphire said:

    You could do only 'flat' parts such as the hand tool parts like GE Helve Hammers does. (Is not compatible with XSkills.)

    This sounds like a good idea. I thought that XSkills would be compatible with this mod after 0.4.4 update. But i took a quick lock at his source code and noticed that it should be compatible with most abilities exept of the "Machine Learning" ability. Unfortly there is nothing i can do about it.

  15. 11 minutes ago, Thomas Bork said:

    Ok, so they doesn´t learn to make for example axe head or so?

     

    No, i considered to make this a separate ability. But i thought it would make the whole smithing system obsolete and therefore would be a little bit over powered. I could limit it to a few recipes. But which one should i choose? So maybe this is one thing for the future.

  16. 16 minutes ago, Thomas Bork said:

    Sorry if it is answered before, but what skills/recipes does "Machine Learning" teaches to the automatic hammers?

    Thanks in advance

    Hi, it should affect following abilities: "finishing touch", "heating hits", "duplicator" and "metal recovery".

  17. 52 minutes ago, dedok13x said:

    Game v1.14.3, mod v0.4.4

    Bug: Long life and Huge Stomach abilities can not be acquired - spent point returns back after reopening skill tab.

    Tried reconnect to server just in case of client-server sync problems - it did not helped.

    For some reason the requirements seems to be not loaded sometimes randomly. I really don´t know why this happens and at this point i am very frustrated about it.

    • Like 1
  18. Hi, i uploaded Version 0.4.4 to be compatible with the newest 1.14.3 Version of the game. I primily changed the way how the metalworking skill is implemented to be more compatible with other mods that change how anvils work (like metal recovery) and hope that everything still works. And since i was already working on the skill i also made some performance improvements to smithing.

     

        -the metalworking skill should now be compatible with other anvil altering mods
        -optimized performance of smithing on an anvil(noticed that a 'performance heavy method' was called multiple times which i thought has no performance cost at all)
        -also improved the worst case performance of this vanilla method (Previously its runtime depended on the number of rotations of the smithing work. The runtime cost should now be constant.)
        -if you have the mod metal recovery activated you should no longer be able to pick the metal recovery ability

        -fixed: some interactions with held items weren't possible

    • Like 1
  19. On 1/1/2021 at 6:48 AM, l33tmaan said:

    Are there any plans for this mod to be compatible with Metal Recovery in the future?

    Until now i thought t is technically not possible or at least quite laborious. But i think i found a way to make it compatible with most anvil altering things. So i try to make it compatible.

     

    3 hours ago, Rhonen said:

    Bug report - character tries to eat Ingots and firewood

    hi @Xandu we have problem with your mod.
    while tried to place ingots or firewood with shift+ctrl the character tries to eat that items.
    this "handling" is happening when your latest version (0.4.3) of skill+lib mod is active.
    tried also both mods alone in singleplayer.

    added a clip
     

      Reveal hidden contents

     

    Best regards

    Thanks for the report. It should only spawn the animations but should have no other effect. This will be patched with the next update.

    Ok. Maybe it has. I will look into this.

  20. 45 minutes ago, Digitalr said:

    Strange, but i cannot find this ability in survival branch :(

    Corresponding descriptions are present in language files, so i make translation "for future use".

     

     

    2020-12-31_13-09-42.png

    ru.zip 9.22 kB · 0 downloads

    Hi,

    Apparently the game does not have a configuration for the death punishment if you do not set it explicit. I would assume that it has at least a default value. At the moment you can fix this by setting it to "drop" in your game.(command: "/worldconfig deathPunishment drop") and than reload your game.  I will fix this with the next update.

  21. On 12/26/2020 at 10:33 PM, Digitalr said:

    Small suggestion for survival skills:

    Ability, allowing keep on death content of "strong back" inventory.

     

    Thank you for your suggestion. I have implemented it.

     

    On 12/27/2020 at 8:30 AM, cuotel said:

    Me and my friend consistently get a crash when we play together with this mod installed and certain conditions are met. we tested it a lot and this crash only occurs when one of us has the Metalworking ability 'Machine Learning' and places an ingot or iron bloom on an anvil with a helve hammer hitting it. It works perfectly fine in SP but it instantly crashes as soon as one of us places an ingot on an anvil with a helve hammer while we have the Machine Learning ability, however it only crashes for the person that didn't place the ingot or bloom on the anvil. here is the crash log from my end: 

    
    Version: v1.14.2 (Stable)12/27/2020 1:45:11 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.XSkillsBlockEntityAnvil.CheckIfFinished(IPlayer byPlayer)
       at Vintagestory.GameContent.BlockEntityAnvil.OnHelveHammerHit()
       at Vintagestory.GameContent.Mechanics.BEHelveHammer.get_Angle()
       at Vintagestory.GameContent.HelveHammerRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._0WtXQJqGAidcdKMfPHF0OxDIauE(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------

    and here is the crash Log from my friend (I'm aware they are practically identical).

    
    Running on 64 bit Windows with 32 GB RAM 
    Version: v1.14.2 (Stable)12/27/2020 2:06:27 AM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.XSkillsBlockEntityAnvil.CheckIfFinished(IPlayer byPlayer)
       at Vintagestory.GameContent.BlockEntityAnvil.OnHelveHammerHit()
       at Vintagestory.GameContent.Mechanics.BEHelveHammer.get_Angle()
       at Vintagestory.GameContent.HelveHammerRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
       at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _uWwiuXC8cGTH1JnsWiUY9FUaXOo._0WtXQJqGAidcdKMfPHF0OxDIauE(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single )
       at _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14 , String[] )
       at _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(ThreadStart )
    -------------------------------

     

     

    Thank you for this detailed report. I think i found the issue and i hope i fixed it. But i can´t test this at the moment. So it would be great if somebody could tell me whether it works now.

     

    On 12/27/2020 at 4:34 PM, Brent Strickland said:

    How much experance do you get for combat? most of my skills are well past level 2 but combat is only just past 100 exp.

     

    I made a few changes to the experience gain for this skill.

     

    Here are the patch notes for 0.4.3:

    API:
        -expanded the effect trigger system (which is not used currently)
        -effects can now be triggered from consuming specific items (which is not used currently)
        -effects can be cured now from consuming specific items (which is not used currently)
        -added a new secret effect type(which, who could have guessed this, is not used currently)
        -so i prepared some stuff for future stuff

    Changes:
        -added Soulbound Bag ability to survival skill
        -you should now get combat experience from killing bells and corrupt sawblade locust

    Balance:
        -increased experience gain for casting tool molds by 50% for the metalworking skill
        -slightly increased the experience gain for working an item on an anvil for the metalworking skill
        -slightly increased combat experience gain for killing locusts
        -slightly increased combat experience gain for killing wolfs
        -doubled combat experience gain for killing drifters
        -you do not gain combat experience anymore by killing most animals, but they are still affected by your abilities
        -migrated the remaining hard coded requirements to json files
        
    Fixed:
        -hopefully fixed a crash related to the machine learning ability in multiplayer
        -Fixed an issue where locusts could be harvested with knives

    • Like 1
×
×
  • 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.