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Xandu

Vintarian
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Posts posted by Xandu

  1. 9 hours ago, RinVindor said:

    I noticed that the Helve hammer doesn't give XP when you use it, any chance that could be included for metal working? The grind for metal working is real 😄

    I plan to increase the experience you get for this skill.

    • Like 1
  2. 9 minutes ago, Brent Strickland said:

    i have Metal Recovery since i used it since 1.12 and recently remembered to get xskills for 1.14 as well.

    Unfortunately metal recovery and the metalworking skill are not compatible with each other. Because both mods altering some of the vanilla anvil functions.

  3. 14 hours ago, Noah Crouse said:

    How do you smelt metal bits down into ingots again, particularly steel. I got the skill that gives me bits for the parts I take off of metal when smithing, but I mainly work steel, so I'd like to smelt that back down, but don't know how to. I tried putting them in the bloomery, but it doesn't work. Can we smelt down steel bits yet?

     

    Just noticed the mod was updated with a recipe for blister steel out of steel bits, which is super nice! I still do have an issue though. sometimes when I'm done smithing, it seems like the bits pop towards me, but they fade through the floor below me when they land, so I can't get them.

    Usually you should get them in your inventory. Sometimes the items act just a little bit weird. I try to adjust the item spawn point a little bit and see whether this helps. 

     

    27 minutes ago, Brent Strickland said:

    i have a question: Do you only get Metalworking Experiance from filling casts? because i have not gotten any from smithing anything out of ingots.

    You should also get experience from working items on an anvil. Do you have an other mod that does things with the working on anvils?

    On 12/22/2020 at 2:04 PM, Tarquinius753 said:

    Yes we are reading it. And many player have noticed that they get big frame spikes when smithing as soon as they have a metalworking skill. We have no idea how that happens but since we only noticed it after lerning a smithing skill we assume there is someting that the mod does (perhaps additional calculations).

    Thank you for the update.

    My investigation on this issues shows that this also happens in vanilla. It is only slightly less there. The weird thing is that it seems to depend on how often you rotate your item. In the standard position you have no lag spikes at all(at least for me). And you have the most lag if you rotate it 3 times.

    • Like 1
  4. 3 minutes ago, Tarquinius753 said:

    Yes we are reading it. And many player have noticed that they get big frame spikes when smithing as soon as they have a metalworking skill. We have no idea how that happens but since we only noticed it after lerning a smithing skill we assume there is someting that the mod does (perhaps additional calculations).

    Thank you for the update.

    Ok. Then i continue to post more detailed patch notes.

    Does this happen with a specific ability or in general with every smithing ability?

  5. Hi, i uploaded version 0.4.2.

     

    API:
        -ensures now that on ability tier change functions are called when a new player joins a game even if the ability tier is 0
        -is required to ensure data integrity in some cases
        -the mod has now a specific load order(0.075) to ensure that json files are loaded before the mod starts

    Changes:
        -added a recipe to craft blister steel out of steel bits
        -added cultivated seeds ability to farmer skill
        -added scout and on the road abilities to survival skill
        -migrated more hard coded requirements to json files, so they are easier to customize
        -reworked the beemaster ability: you can now harvest bee hives with right click and do not need to break them
        -added a expMult stat to the player stats which can be used to increase the experience gain for all skills
        -you can set the base value of the expMult stat in the xleveling config file
        
    Balance:
        -geologist now requires the miner ability
        -beekeeper ability tier 3 now requires farmer ability tier 1
        -strong back ability now requires a specific level in the metalworking skill or mining skill
            -IMPORTANT: This can you cause to lose the ability or decreases its tier. The items in the inventory should be placed in your default character inventory or are dropped into the world.
            
    Fixed:
        -you can now cook mushrooms again(they are marked as items in the vanilla cooking recipe while actually being blocks what caused problems)
        -hopefully fixed a crash that can occur when a player casts tools (and i think disconnected from the server)
        -changed how the strong back ability loads its inventory to prevent an edge case where you could have the inventory slots without having the ability (hopefully it just works from now)
        -fixed: non-persistent effect stat modifier could become persistent after loading (seems to be a vanilla bug or maybe it is intentional, anyways it acts weird)
        -Is anybody actually reading this?

    • Like 3
    • Thanks 1
  6. 1 hour ago, Digitalr said:

    It seems, there is a bug with "Mixed clay" ability - it cannot be taken. Skillpoint returned and ability rank resets when GUI closed.

     

    Hi, This only happens when there is a disagreement between server and client whether you can learn the ability. The server seems to have other conditions for the ability than the client. I noticed that sometimes requirement are not loaded properly from json files. I don`t know why this happens. I´m investigate it at the moment. I think this causes the issue.

     

    It seems to be very random. And when i try to observe it it always works. But when i look slightly in an other direction it breaks again. Its like an electron.

  7. 4 hours ago, Grimscythe said:

    This does appear to be a bug on our end as well. We (my fiancé and I) had no issues using mushrooms as an ingredient without the mod.

    I will upload an update with a fix for this and a few other changes in the next days (hopefully tomorrow).

    • Like 1
    • Amazing! 1
  8. 1 hour ago, Tarquinius753 said:

    Until now that happened once. We dont have other mods that do anything with the crucible. we just wantet to let you know to help you keep the mod running at its best.

    We really love what your mog briings to the game. The vanilla game is really missing a skill system. Thank you for your work!

    Thank you for your appreciation. My best guess what happened is that the player disconnected from the server while the tool casting. Which caused the weird behavior on the players client side and the server still tried to cast the tool with the non existing player entity which caused the server crash. I didn´t know that  this could happen. I will add some lines to prevent that this could happen again.

  9. 7 hours ago, Tarquinius753 said:

    It was while casting bronz tools usung the skill that makes you use less metal when casting. when the casting was finished the crucable said 0 units in ist but was still blowing and acting lice it has metal in it. when trying to place it it made ghost images of itself and when the gostimages were broken they disappeared and dindt drop itself. at the same time the crucable couldent be moved from the slot in the inventory. at this time server went into infinite loop and needed to be restarted.

    Hope this helps

    Yeah this is helpful. This seems to be a server client disagreement. But i can't reproduce it. So does this happen more often or was this just a one time thing? Do you have any other mod that maybe does something with the crucibles?

  10. 30 minutes ago, Tarquinius753 said:

    Unfortunately we had a crash related to the mod

     

    18:56:30 [Server Fatal] System.NullReferenceException: Object reference not set to an instance of an object. at XSkills.BlockSmeltedContainerOnHeldInteractStepPatch.Prefix(EntityAgent byEntity, BlockSelection blockSel, Int32& __state) at Vintagestory.GameContent.BlockSmeltedContainer.OnHeldInteractStep_Patch2(BlockSmeltedContainer this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) at Vintagestory.API.Common.CollectibleObject.OnHeldUseStep(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) at Vintagestory.Server.ServerSystemInventory.callOnUsing(ItemSlot slot, ServerPlayer player, Single& secondsPassed, Boolean callStop) at Vintagestory.Server.ServerSystemInventory.OnUsingTick(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()

    Thank you for your report. But can you give me some more information? How this actually happened? Cause i don't know where this could crash.

  11. 40 minutes ago, Tarquinius753 said:

    Tahnk you very much for the fast fix. One player just got the strong back skill but it dident work for him. might there be a bug too?

    I tested this ability so much after the latest problems with it. And i would highly doubt my sanity if it would still be broken. So i tested it again and for me it seems to be fine. 

    Maybe he just used the wrong key? You can set the key at Settings->Controls->Character controls->Xskills hotbar switch

    • Like 1
  12. 1 hour ago, Tarquinius753 said:

    I couldnt find a way to melt the small steel pieces down that you get from your mod whil smithing. Did i miss something or is this intendet?

    And the skill that you can destroy stone faster (in german Spitzhackenexperte) seems not to work for any player on aour server anymore. it dousnt speed up the breaking of the blocks nor does it show the counter for the effect layer.

    It is currently not possible to smelt them down. I haven't looked in the whole steel working stuff yet.

    Uploaded a 0.4.1 version to quickly fix the skill. You only need to update XSkills. 

    • Like 1
  13. Hey i uploaded a new version. Since there seems to be no reported crashes i decided to release this as the stable 0.4 version with following changes:

    Changes:

    • added a expEquation configuration for skills.
    • added a hint which key you can use to use the strong back ability

    Balance:

    • increased the base experience gain for cooking by 50%
    • the cooking base experience is now also multiplied with the amount of ingredients you use to cook(which was the intention in the first place but i have forgot to implement it)
    • additional you receive a 10% bonus experience for every different ingredient you use(so you can get 30% more experience for cooking a rice-flax porridge with mashed potatoes and cranberries than cooking a hefty readmeat stew)
    • in total you now receive up to 7.8 times the cooking experience
    • doubled the default experience you need to level up survival, you need to remove the survival config file or at least the exp section of it so this changes can be applied. of course you can also left it as it is but i felt like it leveled to fast in compared with the other skills

    API:

    • fixed: durability abilities always triggering when a durability ability was picked
    • Like 2
  14. Hey,
    i added a configuration section to the mod description. Hopefully this will fix some of your confusion. I know that the exp value things can be quite confusing. I am bad in naming things. If there are still some questions please contact me. So i know where i have to be more specific.

    I am also currently working on the cooking skill experience gain.  It will probably end up in 6 to 8 times more experience.

     

    6 hours ago, Stefano Da Giau said:

    I've tweaked those values in previous updates, and I didn't notice any substantial change in the levelling speed. However inside the mod in the xskills/patches subfolder I noticed that every skill file has values for the experience of every action linked to the skill. increasing the values increase the speed in a linear way. The problem is that there is no pottery/cooking/survival/blacksmithing file in that subfolder.

    I got access to the Survival/strong back skill, where am I supposed to go to find the additional inventory?

    You can use the R key for the strong back ability.

    • Like 1
  15. 1 hour ago, dedok13x said:

    Game v1.14.2, mod v0.4.0-Pre5
    Looks like skills that reduce chance of durability loss (like Careful Miner) makes tools unbreakable. Have 2 lvl Mining and 1 lvl Careful Miner, so it should be 7% chance to not lose durability when break a block. Copper pickaxe (73/300) after breaking about 100 blocks still have 73 durability.

    Thank you for your report. You are right. I missed one character there. Will be fixed with the next update.

  16. Hi everyone,

    I am sorry for this nasty strong back crash. I thought i tested everything. Apparently i was wrong. This is the reason why the version is marked as a pre release and not a full version. But here is the fix along with some other changes i made in the past days.I hope everything works fine now or at least don't crash the game.

    API:
        -reworked parts of the effects library
        -effects can now be defined with json files
        -effects should now work better
        -added a new stat effect that can be used to manipulate every player stat
        -removed old obsolete effect types
        -effects are now loaded after the player loads into a world, so short ones don't run out immediately
        -improved performance of the effect hud
        -added tooltips for effects(WIP)
        -effects are now automatically translated if a it can find a translation
        -the xleveling commands now also accept localized names instead of only internal names(thought i already did this months ago)
        
    Balance:
        -buffed the default values for adrenaline rush
        
    Bugfixes:
        -fixed an issue with bloodlust not stacking properly
        -fixed a crash caused by the strong back ability
        -fixed adrenaline rush triggering when you die
        -fixed: Effects were not reset on the client side when the player dies

     

    • Like 1
  17. 13 minutes ago, Reina said:

    Update:

    We disabled Xskills on the server and I'm able to log in again. 😆

    So it seems like it was definitely the strongback skill causing the issue. The ability works fine when you first take it and start using it. It just was causing crashes when i tried to log back IN to the game the next day after logging out for the evening after getting it.

    Hi. Thank you for your update. I found the issue. It is a problem when the server sends the inventory to the client and the inventory has a flexible size.

  18. 3 hours ago, Reina said:

    Hi,

    First off thanks a lot for this mod, my friends and I are in love with it!

    My friend hosts a dedicated server on their PC that we play on, and we recently updated to 1.14 stable, and everything was working great!

    But then I saw the new survival skill that adds the second hotbar you can toggle with R, and I took my skillpoints in that and it was working fine :D (though I didn't put any items in it yet since i was traveling light at the time).

    Everything was fine, but then when I logged out of the server and tried to rejoin, my game is crashing every single time now.

    My friend who hosts the server is able to log in just fine, and hasn't had any issues. They also haven't put any skill ranks in the survival skill for extra hotkey slots. The crash log also seems to mention Inventory. We're trying to figure out if there's a way for the server host to edit the save and remove the skillpoints from me to see if that fixes it.

    This may NOT be related to the mod, but the crash seems to only affect me, who took the skill ranks in inventory, and gives me an inventory related crash log. 😧

    If this is related to the mod, and you need any information, or anyone has any advice on how to fix it, I'd love to hear ❤️

     

     

    Hi, thank you for your report. When i tested it on my singleplayer world every thing worked just fine. So it seems to be a multiplayer issue. I will look into this. You can try to disable the ability by setting the enabled value in the configs from true to false. Or as @Jerry Cihangir mentioned you can just edit the save file and set the tier to 0 or delete the section completely.I hope this will fix the issue until i have found a solution.

  19. 38 minutes ago, Rhonen said:

    @Xandu

    FyI
     

    Used your latest mod version with the 1.14.0 stable candidate.

    I added a new value to this ability. When the mod now loads old configuration files it shows this error. But it is more something like a warning. It just means that there is a wrong number of values in the configuration files. It will fix this by itself.

  20. Hi, uploaded another Update.

    This Version should now be compatible with the game 1.4.0 version.

     

        -added salvager ability to metalworking(allows you to harvest locust with hammers for metal)
        -reworked the requirement system(again)
        -it is now possible to define requirements with json files and patch them
        -until now i have not migrate all requirements to this new system
        
        -fixed: bloodlust tooltip
        -fixed: iron blooms thinking their maximal temperatur is 0

    1 hour ago, dedok13x said:

     

    Right click on pot with meal causes crash. Pot must be placed on ground out of fireplace. Game v1.4.0, mod v0.4.0-pre3

      Reveal hidden contents

    Running on 64 bit Windows with 32 GB RAM 
    Version: v1.14.0 (Stable)07.12.2020 0:16:49: Critical error occurred
    System.MissingFieldException: Поле не найдено: "Vintagestory.GameContent.BlockEntityCookedContainer.RecipeCode".
       в XSkills.BlockCookedContainerPatch.Prefix(Boolean& __result, BlockCookedContainer __instance, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
       в Vintagestory.GameContent.BlockCookedContainer.OnBlockInteractStart_Patch1(BlockCookedContainer this, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
       в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection)
       в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
       в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
       в Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       в Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       в Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       в _6HHEy0R7TdcydZEq9IGp6JeHxdi._AlWFhh8JhMArtkbaP7hQAQ2sQCE(Single )
       в _gVBHOlByVD3vztgY4vPBxj2Bdae._ZKkvVIgccAdBc9j9BIZLqcgTrNL(Single )
       в _gVBHOlByVD3vztgY4vPBxj2Bdae._UQuOSpN5p2QIPbIExoPtD2ecXtb(Single )
       в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       в OpenTK.GameWindow.DispatchRenderFrame()
       в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       в _93RBbYKdbejiH9hVmbTS8c6kZxJ._hbMghNVJIKTGI5zBx3SuxRG1XDI(_Lsm9ms4vr0dfuNPxkLwK9w8a58N , String[] )
       в _eVFDVqwXngafMmcD9boVPO86iWx._hbMghNVJIKTGI5zBx3SuxRG1XDI(ThreadStart )
    -------------------------------
     

     

    This seems to be related to version problems that should be fixed.

    • Thanks 1
  21. 5 hours ago, Digitalr said:

    Playing with mod little more, found small problem in translation. This version is more accurate. Also, IMHO, "exclusively with" skills option is more "red/negative" then "green/positive". May be it need some recoloring?

    ru.json 2.1 kB · 3 downloads

    The idea of the colors is that they show if a requirement is fulfilled or if it is not fulfilled and blocks you from learning the ability. So if it is green it just means that you haven't learned the other ability what would prevent you from learning the ability.

    Thank you for your translations. I really appreciate that.

     

    4 hours ago, dedok13x said:

    game v1.4.0 -rc9, mod v0.4.0-pre3: missing values in ability description (only this one ability)

    Question also: do you plan to "unhardcode"  character class<=>ability restrictions? Asking because i play with custom classes.

     

    VzWLRXDq.jpg

    I wanted to add a way to modify requirements with json files. But i can not say when it will be ready.

  22. Uploaded the 0.4.0-Pre3 Version.

     

    -added russian translation by Digitalr

    -fixed: Happy Meal ability should now trigger as intended

    -fixed: Sand and Gravel should now drop properly

    -fixed: placing pots or bowls with meals with 5 ingredients should no longer crash the game

    • Thanks 1
  23. 3 hours ago, Kai Effelsberg said:

    Have to report a crash that happens when trying to form clay and harvest mushrooms. Maybe with other actions as well?


     

      Reveal hidden contents

     

    Running on 64 bit Windows with 16 GB RAM
    Version: v1.14.0-rc.8 (Unstable)12/3/2020 6:35:03 PM: Critical error occurred
    System.MissingMethodException: Method not found: 'Void Vintagestory.API.Common.IWorldAccessor.SpawnItemEntity(Vintagestory.API.Common.ItemStack, Vintagestory.API.MathTools.Vec3d, Vintagestory.API.MathTools.Vec3d)'.
       at XSkills.BlockEntityClayFormPatch.Postfix(BlockEntityClayForm __instance, ClayFormCheckIfFinishedState __state, IPlayer byPlayer, ItemStack ___workItemStack)
       at Vintagestory.GameContent.BlockEntityClayForm.CheckIfFinished_Patch2(BlockEntityClayForm this, IPlayer byPlayer)
       at XSkills.BlockEntityClayFormPatch.Prefix(BlockEntityClayForm __instance, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode, ClayFormRenderer ___workitemRenderer, ItemStack& ___workItemStack, Cuboidf[]& ___selectionBoxes)
       at Vintagestory.GameContent.BlockEntityClayForm.OnUseOver_Patch1(BlockEntityClayForm this, IPlayer byPlayer, Vec3i voxelPos, BlockFacing facing, Boolean mouseBreakMode)
       at Vintagestory.GameContent.ItemClay.OnHeldAttackStop(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
       at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _iE8w1nWXWoexop2PomTqIorDdeh._nla3rTinhsYYAeN5vB5ZpLjGvWD(Single )
       at _0wwvd4G0QKRz5FGzHYNKAGy1Plh._5BSMOXq0dPuTIbIiOq1h2Za6HXc(Single )
       at _0wwvd4G0QKRz5FGzHYNKAGy1Plh._XIemDCC9qP2V8jHzQEFatD2hXFb(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 _KytgzCShxx4DByBBOOJQhG6NP0M._dFeABDJFRNPJZo5BulTiD0DEVSN(_BVCrdgabutbgoyw3PekGVC8ZSir , String[] )
       at _pRnbwwygekodMKKWfTv8JpxlnC1._dFeABDJFRNPJZo5BulTiD0DEVSN(ThreadStart )
    -------------------------------

    Event Log, last 3 entries
    ==================================
    { TimeGenerated = 11/30/2020 10:34:05 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0020001, exception address 00007FFA970F3B29
    Stack:
       at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at System.Environment._Exit(Int32)
       at System.Environment._Exit(Int32)
       at System.Environment.Exit(Int32)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       at OpenTK.NativeWindow.OnClosedInternal(System.Object, System.EventArgs)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       at OpenTK.Platform.Windows.WinGLNative.HandleDestroy(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
       at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.DestroyWindow()
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
       at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
       at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
       at OpenTK.GameWindow.Run(Double, Double)
       at _DzkSwfZz37AjUm00qhARtnwI73g._yunzmXLCuvTdwfdcFUsKJcJPiYA(_G1AUKHwb6F5PJrCptFbr8q2WXFO, System.String[])
       at _6a8KuVcvYASivDyJOxvyyBso5rh._yunzmXLCuvTdwfdcFUsKJcJPiYA(System.Threading.ThreadStart)
       at _DzkSwfZz37AjUm00qhARtnwI73g._Ufxdd7RsA3xwEaedGWOrS2kzesx(System.String[])
     }
    { TimeGenerated = 11/30/2020 6:28:29 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: exception code c0020001, exception address 00007FFA970F3B29
    Stack:
       at System.Environment._Exit(Int32)
       at System.Environment._Exit(Int32)
       at System.Environment.Exit(Int32)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       at OpenTK.NativeWindow.OnClosedInternal(System.Object, System.EventArgs)
       at System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon)
       at OpenTK.Platform.Windows.WinGLNative.HandleDestroy(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
       at OpenTK.Platform.Windows.Functions.DestroyWindow(IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.DestroyWindow()
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.DefWindowProc(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr, OpenTK.Platform.Windows.WindowMessage, IntPtr, IntPtr)
       at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
       at OpenTK.Platform.Windows.Functions.PeekMessage(OpenTK.Platform.Windows.MSG ByRef, IntPtr, Int32, Int32, OpenTK.Platform.Windows.PeekMessageFlags)
       at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
       at OpenTK.GameWindow.Run(Double, Double)
       at _yrd7DRHjYt2aJYRh5SVKTWbLoPF._Sp8vmWBaO75ppWCciv7GQiQG5pO(_vP7Jnrc614sHmVvfHnkDt3mmV1L, System.String[])
       at _NZnJc0jadrs2ul5ZN7k8egsplnC._Sp8vmWBaO75ppWCciv7GQiQG5pO(System.Threading.ThreadStart)
       at _yrd7DRHjYt2aJYRh5SVKTWbLoPF._8Bz8mbPWgcGTWYC1HlYUnI8oMzf(System.String[])
     }

     

     

     

    2 hours ago, Digitalr said:

    Smithing on anvil also crashed game.

     

    2 hours ago, Brian Miner said:

    100% crash when looting bushes with XLib and XSkills enabled on 1.14.0-rc8 on a multiplayer server.

    Did not crash in single player. 

     

    Hi. I think these issues are related to a incompatibility of the rc8 version with the current mod version. So i uploaded a version that is compatible with the rc8 version and hope this will fix these issues. I also added a few things that i have last worked on and i think that are ready to deploy.

    Patch notes:

    -fixed mead icons

    -API:
        -added FValue and SkillDependentFValue methods to playerAbilities
        
    -Abilities:
        -added Happy Meal ability to cooking
        -added Strong Back ability to survival
        -added Bloodlust ability to combat

     

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