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Xandu

Vintarian
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Posts posted by Xandu

  1. 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
  2. 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

     

  3. On 11/30/2020 at 4:55 AM, infinitetech said:

    Perhaps you could start with only the normal hotbar, and by traveling a while with a filled inventory you could gain xp in a carrying/stowing/organization skill?  you could also add stack boosts as an option (a % modifier would be the most compatible), ability to pool similar resources, unlocking multiple hotbars/bag slots, move speed, jump height, pick up range, and so forth.  maybe the single row version is the default of your "waist pouch slot", and you can craft tool belts, utili-kilts, cargo aprons, and the like to get more rows you can toggle through.  just some ideas that seem friendly with your other mod, the request, and the feel of this mod as is.

    Hi, thank you for your ideas. This sounds very interesting.A few things i have already planned. I think the most interesting thing is the stack boosts. I think the stack boosts are very interesting but could be quite complicated to implement.

  4. 12 minutes ago, l33tmaan said:

    How does this interact with the class system that's about to come out?

    At the moment this are two different systems that exist parallel. The class system gives you a few small buffs and debuffs for your character. While this mod is more a of a progression system where you will get better over time. I am already playing around a little with the new systems and want to add class specific abilities later. But first i wanted to know how the whole class system would turn out.

    • Like 2
  5. Hi,

    i uploaded a Preview Version of Version 0.4 because some of you wanted to have a version that works with the current game version. This one is a huge update and i have not enough time to test everything as i would like. Especially because i still want to develop some things for the new skills. So if you want to use this update i recommend to backup your world and your skill sets. You can find them in the same folder as the save games. As always if you find any bug please report them so i can fix it.

     

    And here are the patch notes:

    Spoiler

    GUI: 
        -requirements in the ability tooltip are now colored (green if fulfilled, red otherwise)
        -abilities can now be hidden in the gui if they are disabled or requirements are not met
        -added skill groups to provide a better overview of the skills
        
    API:
        -abilities and skills can now be disabled
            -if a skill is disabled all of its abilities are disabled
            -disabled abilities are not shown in the gui
            -you can not receive experience for disabled skills
        -the mod now only saves data for learned abilities and skills which can reduce the size of files
        -config files: renamed UnlearnReadyTime to UnlearnCooldown. Because it is now the time the player has to wait.
        -The unlearn cooldown now reference to real life seconds instead of ingame hours.
        -The cooldown config is in real life minutes.
        -removed compatibility with old versions of the mod(0.2+ or older)
            -Added a new requirement: limitations
            -you can only learn a specific number of abilities from a set of limited abilities
            -professions are now part of a set of limited abilities instead of mutually exclusive to each other
            -the default limitation value for professions is 1. You can change this value in the mod configuration file.
        -Added Or, And, Not requirements
        -Added class requirment

    Skills:
        -You can now configure whether combat abilities affect PvP in the combat settings.
        -Moved the mining geologist blacklist config to the other mining configurations
        -Meteorites are now handled as ores
        
        -Added tool durability abilities for digging, forestry and mining skills
        -Added looter ability to combat
        -Added resin extractor ability to forestry
        -Added saltpeter digger ability
        -Added new skills: metalworking with 10 abilities, pottery with 8 abilities, cooking with 6 abilities, survival
        -Added photosynthesis ability to survival
        -Added all-rounder ability to survival
        -moved huge stomach from farming to survival
        -moved long life from combat to survival
        
        -The vampire ability now reduces life regeneration in the sunlight.
        
        -reduced the amount of metal ingots you receive from smelting some things(e.g plates) to prevent infinite metal loops
        -you will get farming experience from breaking pumpkin vines
        -internal changes(tidied up some code)
        -fixed a few typing errors
        -probably added new ones
        -probably missed some changes

     

  6. 6 hours ago, Digitalr said:

    UPD: After server restart, cannot reproduce issue. May be some speed variable not resetting, or, may be, this is result of combo miner+temporal skills (but i dont modify temporal abilities).

    Unfortunately i dont set marker on map, so, cannot return to exact place when issue occurs.

    Hi, thank you for your update. 

    I have looked into this and couldn't reproduce it either. And i was very confused about the soil part cause this shouldn't happen at all. I think you are right. I think a variable was not properly reset. This was also my best guess. I changed a few things for a future update and hope that this can not occur anymore but i have to observe this.

  7. 2 hours ago, Raul Beltran said:

    I thought I updated this yesterday, but I found the issue. It was the mod Armor Rework, which hasn't been updated since April, so guessing it wasn't meant for 1.13 and was causing several mods to break. Everything is working great now, thank you for the awesome mod :)

    Great. Thank you for your update. :) 

  8. On 11/9/2020 at 12:13 PM, Raul Beltran said:

    Not sure what is wrong, but I have been playing for 2 days with your mod and several other, but I am not seeing any xp increases in any skill. I have both zip files for 1.13.4 in the mods folder, and they are enabled in the mod menu.

     

    I am including the debug and client files, so you can see if there is something wrong on my end, or with a mod interaction.

    client-debug.txt 93.76 kB · 0 downloads client-main.txt 40.52 kB · 0 downloads

    @Raul Beltran, can you please provide me the server-event.txt, server-main.txt and the server-debug.txt log files? In most cases these are more relevant.

    -Which other mods are you using?

    -Can you open the gui and can you see any skills or abilities there? Just to check if the mod is loaded properly.

     

    2 hours ago, Digitalr said:

    Some players are reporting about significant FPS drops, when skill time counter are visible on screen. What can i do to fix this issue?

    @Digitalr you can try to force it to stay hidden('L' key by default.). And i will try to find the issue and fix it.

  9. On 10/30/2020 at 9:46 PM, Travis Pluid said:

    Any chance that Second Hotbar could be made dependent on equipment, such as a toolbelt?

    @Travis Pluid, as mentioned above i will probably add this to an another mod i am currently working on. But this mod is intended to add only this small feature without any conditions.

  10. 1 hour ago, EtherialMind said:

    just tested this mod on the 1.14.0-pre3 and it causes a crash. No rush on a new version or fix just wait until the stable RC if you are so inclined I just wanted you to know the results of my test.

    Thank you for reporting this issue.  I am currently working on a big update for the mod. I hope it will be ready with the 1.14 game update.

  11. 13 hours ago, Solace said:

    We're not receiving experience on the server. Is there a specific way the mod should be configured?

    Hi @Solace. Normally you just put the packed .zip files into your mod folders on the client and server side. You need to install both mods. Than you should be able to open the user interface and the mod should work.You should gain experience from breaking blocks like wood or dirt.  If it still don't work please tell me if you have any other mod installed or have changed the mod configuration or so.

  12. Xandus Inventory Tweaks provides a collection of small tweaks to improve the inventory handling. You can configure in a generated file which parts of the mod you want to use. To use the bulk operations configurations the mod must be installed on the server, too.
    All other features should work if the mod is installed on the client only.

    Auto-Sorting: The mod adds a configurable key (default: Z/Y), that can be used to fast sort items in inventories or to automatically sort items into open chests.

    Shortkeys:

    • Z: Sorts items from your inventory into chests that already contain these item types. Works with multiple chests at once.
    • Z+Shift: Sorts items in open containers by their id.
    • Z+Ctrl: Pulls items out of open chests into your inventory.
    • Ctrl+left mouse: Allows you to transfer all items up to a specific slot of the same item type to an open container.
    • Shift+Wheel: Allows you to push single items into open containers and to pull single items from open containers.

    Item-Switching: A lot of items can be automatically be swapped into your hotbar after you used the last item of a stack. This even works for broken tools. Additionally, used tools in your crafting grid will be switched as well.

    Configureable bulk operations: Allows you to configure how many items you want to use in bulk storage operations, such as placing down or taking from item piles, at once.

    Let me know if I missed anything important that you would like to be added.

    Installation

    As any other mods just download the .zip folders and put them into your games mod folder.

     

    Downloads

    Xandus Inventory Tweaks

     

    • Like 3
    • Thanks 1
  13. 2 hours ago, Sps said:

    I noticed that breaking pumpkins does not increase Farming experience, which seems to be resonable, because you probably are not able to distinguish breaking grown pumpkins on a field and breaking manualy placed pumpkins. However you could receive some farming exp for breaking the vines, what do you think?

    Done. You will get farming experience from breaking vines with the next update.

  14. @Zaldaryon, yes this could be a possibility. Maybe i will look into this in the future. At the moment i am more focussed on other things.

     

    @Dara Phairphire, thank you for this hint. I will fix this for the next update. 

     

    @Hexedian, thank you for your suggestion. Changing the bombs behaviours with abilities is a little bit more difficult. So don´t expect this for the near future. Maybe i will implement it with an later update.

     

    @Sean Moore, you can already do this indirectly. You can lower the experience  you need for every skill. The configuration files should be in your C:\Users\[User]\AppData\Roaming\VintagestoryDatafolder\ModConfig\XLeveling folder or something similar. There you can change 3 values for every skill that are used for the calculation:

    expBase, expMult, expValue

    The skills usually use the following quadratic calculation: (expValue * (level-2) * (level-2)) + ((level-2)* expMult) + expBase

    • Like 1
  15. Hey, i uploaded version 0.3.2 with following changes:

    • Adopted Zaldaryon idea and implement a Crystal Seeker ability.
    • It increases the effect of the ore miner ability for crystallized ores by 100%.
    • Destroying leaves now also gives a little bit of xp for the forestry skill. This is also thanks to Zaldaryon.
    • Abilities that affected leaves work now properly again. I think something was changed in the game files with 1.13 concerning leaves and i haven't noticed it until now.
    • Bountiful ores are now affected by the mining skill abilities and you can receive experience by mining them.

     

    @Zaldaryonyour last idea also sounds interesting, but this one would be some more work to implement and until now i have no other idea to implement this than scanning the whole area around the player every now and than which could result in quite some load on the performance depending on how big this area should be. I will think about this idea and maybe will implement this in one way or another.

  16. On 9/11/2020 at 12:47 AM, Hexedian said:

    Can we look forward to a smithing skill, or other crafting skills? Something to reward all that time spent at the forge, or make crafting chain armor less tedious would be nice.

    Hi, i was thinking about this, too. But it is more complicated to influence these systems. But it has become more easy with the recent update. So i will definitely look into a smithing and maybe a pottering skill. But it will take some time to implement it. I also need enough ideas for abilities to justify a skill.

  17. On 9/7/2020 at 10:08 PM, Rhonen said:

    hi Xandu

     

    
    7.9.2020 21:37:25 [Error] [xskills] An exception was thrown when trying to start the mod:
    System.FormatException: Der Index, basierend auf 0 (null), muss größer als oder gleich Null sein, und kleiner als die Größe der Argumentenliste.
       bei System.Text.StringBuilder.AppendFormatHelper(IFormatProvider provider, String format, ParamsArray args)
       bei System.String.FormatHelper(IFormatProvider provider, String format, ParamsArray args)
       bei System.String.Format(String format, Object[] args)
       bei XLeveling.XLeveling.CreateDescriptionFile()
       bei Vintagestory.Common.ModLoader.TryStartSystem(Mod mod, ModSystem system, ICoreAPI api, ModEventPhase phase)
    7.9.2020 21:37:25 [Error] Failed to start system XSkills.XSkills

    this error appears on client side

    Hey i uploaded a patch(0.3.1) so that this error should not crash the game anymore. But I couldn't reproduce this. Have you made any changes to the translation files or something like this?

     

    Additional the patch improved the effect hud. You can now switch between 3 modes: 

    • always show the hud
    • never show the hud
    • dynamic: only shows the hud if you are affected by at least one effect

    You can use the always show mode to move the hud around. You can switch the modes with the 'L' key by default. You can change this key in the ingame settings.

    It was also possible that a effect can glitch and become active endlessly. I don't know exactly why this happened but it should be fixed for now.

     I hope this will fix Aledarks bug report.

    As mentioned previously the patch also fixes a bug with the composting ability. The nutrients value tooltip should now update on the client.

    • Like 2
  18. 5 hours ago, Tarquinius753 said:

    Dear Xandu we are running Xleveling xskill on our sever and it works well but the composting skill doesent seem to do anything for my terra preta fields. is it possible that there is some bug? (at the moment we are on 1.13.1)

    Hi Tarquinius753, thank you for your report. 

     

    The ability works as intended. But the new values of the nutrients are not send to the client by the server. So it takes an other form of nutrient value change to show the effect e.g. a natural nutrients recovery step or a plant growth step. This will be fixed in the next update.

  19. Hi. Finally updated for version 1.13.2. Sorry, it took so long. 

    I renamed Xleveling to Xlib cause it consists now out of two parts: the old Xleveling and a new EffectsLib that allows the addition of effects to an entity like buffs and debuffs. At the moment the XSkills mod uses this to add temporal mining speed buffs that you can get by using specific new abilities.

     

    I also tried some new things with the new harmony library that was added in the 1.13 VS update. This allowed me to at the new mining speed modifiers in the first place.
     

    [Offtopic]
    I probably will make some changes on how the effects work in the future but it should just work for now. Additionally i tried some other things with the effects like getting wet or hypothermia. And i thought about something like illnesses. But this all would be something for another mod.

    • Like 1
    • Thanks 1
  20. 11 minutes ago, Rhonen said:

    mod seems not working with VS-1.13.1 stable

     

    
    Version: v1.13.1 (Stable)27.08.2020 17:39:10: Critical error occurred
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei XLeveling.XLevelingClient.MessageHandler(CommandPackage package)
       bei Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(_vfhtY4SEVfNZbkSuZ7aMCx25gB p)
       bei Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(_eWn6D9wP3GwFhkhsZpBDKFOPTli packet)
       bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       bei _xWlYI0mi012s6XVbYh4qv3UnJwE._Q7eJG4PJjIdrQF6o2HEiKvpRGUG(Single )
       bei _qjy3zfvf890vO3wXpmycZO4rYmd._3t9nsC1wk33LZun7TJ6ZiUcWUXH(Single )
       bei _qjy3zfvf890vO3wXpmycZO4rYmd._O2A5G76Bx6tOsvPPuqsEcuyBD6A(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 _uZ6HGHKReeiiB9LfjjkLo7ZjCzJ._xV6aEHjVQGyTKdkpWWvDkiPmtZG(_HHDDpmRo3wAcwk1CwOBy6ExXq4P , String[] )
       bei _2CycPlXbvsFGFF0F3qbUypri7GzA._xV6aEHjVQGyTKdkpWWvDkiPmtZG(ThreadStart )
    -------------------------------

     

    Hi, thank you for your report. I am currently working on a new version. This will also include some new abilities.

    • Amazing! 2
    • Thanks 1
  21. On 8/21/2020 at 9:05 AM, Julius van Vern said:

    Hey Xandu. First, thanks for the creat Mod. On player get the following Message, after connecting to the Server (1.13). Other Member have no Problems. Have you an idea? 

    Version: v1.13.0 (Stable)21.08.2020 05:54:57: Critical error occurred
    System.Exception: Don't know how to instantiate block behavior of class 'XSkillsBomb' did you forget to register a mapping?
       bei Vintagestory.Common.ClassRegistry.CreateBlockBehavior(Block block, String blockClass)
       bei Vintagestory.Common.BlockTypeNet.ReadBlockTypePacket(_rSjrI0Kz7iEAAHoJZMZnxuTQu6n packet, IWorldAccessor world, ClassRegistry registry)
       bei Vintagestory.Client.NoObf.GeneralPacketHandler.HandleServerAssets(_ObsGnMJS9kYUNwzN3IhaITP3Azj packet)
       bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
       bei _Tro4Pq9lzrCyqFSIQKWVxYGob6g._iwd4fs4KicCkoXdUJk8TQb6QxEE(Single )
       bei _GOvhuoHvUhV6DSqmhF1QtCbrUki._u475OTafdqfLJg04OqOzYKfDELL(Single )
       bei _GOvhuoHvUhV6DSqmhF1QtCbrUki._hdByNlLQKfOWBdLqhR3ruj4UiBf(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 _JQ8hJZaWfIKtgNCRVIFwsWJlGbD._PobINQXMJm1DRr8Q98KrBuOyaBI(_oOE8RvwwsA8CcfDxUcot5Tu1mbq , String[] )
       bei _E1zChrmPoD6YADl4x90dHsneZYx._PobINQXMJm1DRr8Q98KrBuOyaBI(ThreadStart )

    Hey, can you give me some additional informations? Are any other mods installed on the server or the client? Make sure he is using the same versions on his client that is running on the server. It is difficult to fix something I can not reproduce.

  22. I Uploaded Version 0.2.1. It works with VS version 1.13.0-rc2.

    • You can now configure the cooldown time and how many points you need to unlearn an ability.
    • You can find the configuration file in the default ModConfig folder.
    • You can now configure whether a player should lose earned experience points when he dies. This will not affect earned levels. By default the experience loss is zero.
    • Amazing! 1
  23. I Uploaded Version 0.2. But i have not much time for testing at the moment so it may contains bugs.

    • Added 2 new abilities to the digging skill.
    • Added a new temporal adaptation skill with 8 new abilities. It works together with the temporal stability mechanic of the game.
    • Added a mechanic to unlearn an ability. You must activate the unlearn button in the gui and than click on a skill. This will decrease the tier of an ability.
    • There is a cooldown to unlearn an ability. At the moment this cooldown is fixed at 5 ingame days.
    • You also need points to unlearn an ability. At the moment you can get these points from drinking mead which can be made from honey in a barrel.
    • Made a lot of internal changes to improve the api.
    • Fixed the repotting skill.
    • Fixed a bug with bombs.
    • Fixed other small things.
    • Like 2
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