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Xandu

Vintarian
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Posts posted by Xandu

  1. Hi, i uploaded a small update. It should primarily fix the survival skill experience bug. I was accidentally resetting a time counter to zero before i used it to calculate the experience you should get.🤦‍♂️

    -fixed not getting experience for the survival skill
    -hopefully fixed an issue with the firepit block entity this time. i am still not able to reproduce it so i can't really test it.

  2. 39 minutes ago, Vincent Morgan said:

    Ditto on Survival skill not gaining any experience. Everything else seems to work fine for now. All other skills gain experience properly and no crashes in any capacity, tested for over several hours in singleplayer.

    On a side note, I'll admit I haven't checked all the pages here to see if this has been asked already but, does "Exclusive" mean you're able to pick only a single skill from a tree to rank up to level 3? If yes, have you planned on ever making it possible to remove the limitation via a config option?

    And just because "Happy Meal" can be this risky to use, I think I'll just skip over it. I'd toss the idea to make an alternative version of the skill that does something else for the people who want to max the skill out but don't want to risk future problems but I'm just spitballing.

    Thanks for the quality mod. It's a breath of fresh air to my ongoing save. Kudos for continually updating it.

    RE: Survival skill. I'm using the v0.6.6 version.

    Ok. I will look into the survival skill. 

    Yeah you can only learn one of these abilities. But requirements are defined in: xskills_v0.6.6/assets/xskills/skills/[skillname].json. You can change these files which is not recommended because you have to do it for every version. But json patching should also work.

    You can deactivate the ability in the configuration files if you don't want to use it.

    Thanks for your appreciation.

  3. 1 hour ago, Michał Rychlewski said:

    Game crashes when trying to smith on multiplayer. 

    Running on 64 bit Windows with 16 GB RAM 
    Version: v1.16.0 (Stable)15.01.2022 18:41:02: Critical error occurred
    System.NullReferenceException: Odwołanie do obiektu nie zostało ustawione na wystąpienie obiektu.
       w XSkills.BlockEntityAnvilPatch.CheckIfFinishedPostfix(BlockEntityAnvil __instance, AnvilState& __state, IPlayer byPlayer)
       w Vintagestory.GameContent.BlockEntityAnvil.CheckIfFinished_Patch4(BlockEntityAnvil this, IPlayer byPlayer)
       w Vintagestory.GameContent.BlockEntityAnvil.TryPut_Patch2(BlockEntityAnvil this, IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
       w Vintagestory.GameContent.BlockEntityAnvil.OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
       w Vintagestory.GameContent.BlockAnvil.OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel)
       w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseBlock(Block selectedBlock, BlockSelection blockSelection)
       w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt)
       w Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt)
       w Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
       w Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
       w Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt)
       w _lb8GGBWOchQLOU3RFFw58Ijkh1D._1NlBQQ8qS5idQptIBQaAbARuOfxA(Single )
       w _vFhcDU5n6Z0hUte90jdaxlrDjR5._HuDdfzha8ZKZvU2y0RbH58r7VzR(Single )
       w _vFhcDU5n6Z0hUte90jdaxlrDjR5._XZOFA2JA54yZjH15yys9W7vL9hj(Single )
       w Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       w System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       w OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 476
       w OpenTK.GameWindow.DispatchRenderFrame() w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 452
       w OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) w C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:wiersz 375
       w _FKpOpQGqqf3cJWdQyWh1ysxsDBb._pYad7oBcQ5qtzQkYGDu4NFHQxhK(_5x3PJgrln4IBXPDNSNN0fecxKFb , String[] )
       w _sejP0Tcz8wTg70ptIdRr3CwQmrE._pYad7oBcQ5qtzQkYGDu4NFHQxhK(ThreadStart )
    -------------------------------

    For me everything works fine. Do you have any other mods that does things with anvils? What did you smith?

  4. 1 hour ago, Voicebox said:

    it doesnt seem like some skills are leveling up, survival is leveling up for some in muiltiplayer, but not others.

    Are you sure? It should work the same for everyone. Maybe the players just died and lost their experience?

  5. 3 hours ago, nebux said:

    1.16 carefull hands ability shouldn't have mushroom labeled as there is no difference if you remove them with or without a knife

    Wouldn't you destroy the roots without a knife? Or was this changed?

  6. Hey, I uploaded a small patch that hopefully helps large servers to reduce the performance cost of the mod. I also fixed a few small issues i encountered on the way.
     

    -reduced the number of updates some abilities made per second (from once per tick to once per second)
        -this hopefully helps large servers that have performance issues

    -the caveman ability no longer influences your temporal stability if you are above sea level
    -changed the description of the fast forward ability slightly
    -fixed a calculation error in the fast forward ability

    • Like 1
  7. 9 hours ago, Platidragon said:

    Question regarding lumiferous
    I noticed my friends can't see me glowing  but only i can see the glow
    does that mean it's a mere cosmetic that doesn't do anything beside change my visual????

    like do monsters spawn around me if i dont have any light source on beside lumiferious glowing in a game for example?

    Technically only the server and your client know which skills you have other players don't. That's the reason why they don't see you glow. But the server should handle you as somebody with a light source in your hand.

  8. 1 hour ago, nebux said:

    1.16rc7 latest xlib. smelter skill doesn't work anymore

     

    It seems to work for me as intended. Note that smeltable items generally cannot benefit from the ability to prevent endless metal creation loops. So what mold did you use?

  9. 1 hour ago, Adolf Sibin said:

    Hi,
    encounter a bug/crash. When I eat the last item it get crashed.

    cheers

    [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
      at XSkills.CollectiblePatch.Postfix (Vintagestory.API.Common.CollectibleObject __instance, System.Single __state, System.Single secondsUsed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity) [0x00043] in <61bec1e14a2242cfb29b731e548e5596>:0
      at (wrapper dynamic-method) Vintagestory.API.Common.CollectibleObject.Vintagestory.API.Common.CollectibleObject.tryEatStop_Patch2(Vintagestory.API.Common.CollectibleObject,single,Vintagestory.API.Common.ItemSlot,Vintagestory.API.Common.EntityAgent)
      at (wrapper dynamic-method) Vintagestory.API.Common.CollectibleObject.Vintagestory.API.Common.CollectibleObject.OnHeldInteractStop_Patch1(Vintagestory.API.Common.CollectibleObject,single,Vintagestory.API.Common.ItemSlot,Vintagestory.API.Common.EntityAgent,Vintagestory.API.Common.BlockSelection,Vintagestory.API.Common.EntitySelection)
      at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop (System.Single secondsPassed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel, Vintagestory.API.Common.EnumHandInteract useType) [0x00013] in <f3d9f7f646fa41a984a624563c420a1c>:0
      at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction (_yPPo82QNBralGM6H4k4fAlG0Umw packet, Vintagestory.Server.ConnectedClient client) [0x0032e] in <421c3a263bfb4dfc9f8411a628754880>:0
      at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <421c3a263bfb4dfc9f8411a628754880>:0
      at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00150] in <421c3a263bfb4dfc9f8411a628754880>:0

     

    11 minutes ago, Lucy Demoon said:

    same here

    I am sorry for this one. Should be fixed now.

  10. 1 hour ago, Adolf Sibin said:

    Hi,
    encounter a bug/crash. When I eat the last item it get crashed.

    cheers

    [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
      at XSkills.CollectiblePatch.Postfix (Vintagestory.API.Common.CollectibleObject __instance, System.Single __state, System.Single secondsUsed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity) [0x00043] in <61bec1e14a2242cfb29b731e548e5596>:0
      at (wrapper dynamic-method) Vintagestory.API.Common.CollectibleObject.Vintagestory.API.Common.CollectibleObject.tryEatStop_Patch2(Vintagestory.API.Common.CollectibleObject,single,Vintagestory.API.Common.ItemSlot,Vintagestory.API.Common.EntityAgent)
      at (wrapper dynamic-method) Vintagestory.API.Common.CollectibleObject.Vintagestory.API.Common.CollectibleObject.OnHeldInteractStop_Patch1(Vintagestory.API.Common.CollectibleObject,single,Vintagestory.API.Common.ItemSlot,Vintagestory.API.Common.EntityAgent,Vintagestory.API.Common.BlockSelection,Vintagestory.API.Common.EntitySelection)
      at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop (System.Single secondsPassed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel, Vintagestory.API.Common.EnumHandInteract useType) [0x00013] in <f3d9f7f646fa41a984a624563c420a1c>:0
      at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction (_yPPo82QNBralGM6H4k4fAlG0Umw packet, Vintagestory.Server.ConnectedClient client) [0x0032e] in <421c3a263bfb4dfc9f8411a628754880>:0
      at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <421c3a263bfb4dfc9f8411a628754880>:0
      at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00150] in <421c3a263bfb4dfc9f8411a628754880>:0

    Thanks for the report. I am quite confused why this one was not discovered earlier since it shouldn't be just in this version.

  11. On 1/5/2022 at 11:29 PM, Feroxious said:

    Xandu , when i try to put mods into my 1.16 rc6 server, I'm getting this error at launch : 

    Version: v1.16.0-rc.6 (Unstable)1/5/2022 6:00:01 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.API.Config.TranslationService.Load(Boolean lazyLoad)
       at Vintagestory.API.Config.Lang.Load(ILogger logger, IAssetManager assetManager, String defaultLanguage)
       at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets()
       at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase)
       at Vintagestory.Server.ServerMain.Launch()
       at ‭‏‎‬‍‫‍‎‍‏‫‎‮‮‬‭‬‏‮.‏‍‮‮‎‏‮‪‌‫‪‍‏‍‍‪‏‮‎‮()
       at _1OzxJijwDv4UbCmbYyW3H8Jf8QN._H28AIBPAN7K3Llru23eo2kbE1Dk(ThreadStart )
    -------------------------------
     

    any suggestions how to fix this ? 

    Should be fixed now. You just need to download the 0.6.4 version of xskills. Xlib does not need an update.

    • Amazing! 1
  12. 2 minutes ago, Feroxious said:

    Xandu , when i try to put mods into my 1.16 rc6 server, I'm getting this error at launch : 

    Version: v1.16.0-rc.6 (Unstable)1/5/2022 6:00:01 PM: Critical error occurred
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.API.Config.TranslationService.Load(Boolean lazyLoad)
       at Vintagestory.API.Config.Lang.Load(ILogger logger, IAssetManager assetManager, String defaultLanguage)
       at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets()
       at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase)
       at Vintagestory.Server.ServerMain.Launch()
       at ‭‏‎‬‍‫‍‎‍‏‫‎‮‮‬‭‬‏‮.‏‍‮‮‎‏‮‪‌‫‪‍‏‍‍‪‏‮‎‮()
       at _1OzxJijwDv4UbCmbYyW3H8Jf8QN._H28AIBPAN7K3Llru23eo2kbE1Dk(ThreadStart )
    -------------------------------
     

    any suggestions how to fix this ? 

    Which language do you use?

  13. I have uploaded a version for the current rc version of the game. I hopefully fixed the issues that occurred with the 16.0 update.

    -hopefully fixed a fire pit crash (could not reproduce the crash, so it is difficult to test whether it is really fixed)
    -fixed papyrus dropping cattails
    -liquids should now work properly with the canteen cook ability again
    -you can now add unlearn points to liquids
    -you can now receive unlearn points from alcoholic drinks in general
    -removed xskills mead

    • Thanks 1
  14. On 12/25/2021 at 8:19 AM, nebux said:

    thanks for the great mod!

    now some bugs in the latest 1.16rc2

    canteen cook doesn't work with liquids. liquids can only be placed as a max 6l in the cooking pot.

    can't shift click reliably items out of the strong bag inventory when is has a blue overlay

    bright harvest has a typo instead of "once" it is used "ones"

    Thanks for your bug reports. Unfortunately there is not much i can do about the canteen cock ability an the moment since the liquid capacity is implemented differently than the normal slots capacity  and can not be changed that easy. Maybe i can find i way when Tyron adjust the implementation or published the source code. 

    At the moment i couldn't find out why the shift click does not behave as expected. 

     

    On 12/29/2021 at 10:30 AM, nebux said:

    you can't get unlearn points anymore as making mead gives an alcohol beverage that doesn't give unlearn points

     

    I will remove mead from the mod with the next update. But i haven't come up with a new way to get unlearn points. I wanted to add them  to alcohol in general. But the way the alcoholic drinks are implemented make it quite difficult to add things like this.
     

    21 hours ago, nebux said:

    CTD when eating a gourmet 1 portion of 3stacks of meat with white currant

      Reveal hidden contents

    Running on 64 bit Windows with 16 GB RAM
    Version: v1.16.0-rc.5 (Unstable)03/01/2022 19:01:58: Critical error occurred
    System.MissingMethodException: Method not found: 'Void Vintagestory.API.Common.Entities.EntityBehavior.OnEntityReceiveDamage(Vintagestory.API.Common.DamageSource, Single)'.
       at XLib.XEffects.HotEffect.OnInterval()
       at XLib.XEffects.Effect.CheckTick()
       at XLib.XEffects.AffectedEntityBehavior.OnGameTick(Single deltaTime)
       at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt)
       at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt)
       at Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(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 _RpDe0Jt5dbuWGpUxAyvHOIbDBGg._JrOYFvXabkNin58oh7yl80dMH66(Single )
       at _NLF4wmb6UPVLzv4DtU2r1ijDMNo._g5gGlJCvd5tg8L2OIzh5Cqwv60N(Single )
       at _NLF4wmb6UPVLzv4DtU2r1ijDMNo._0gqbRXtZfqKlQCIZaKgLGM2FkhV(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) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at _nFNsDM20as86sGo44HbF6xxAkUD._UjMaM1bzP5Ozg5ilu06DMFIxPyO(_uhgd4BSf8z6N7PAibzFcq8c5IRD , String[] )
       at _Y4Bk3tLdFsgoJryQq19g4IoitkE._UjMaM1bzP5Ozg5ilu06DMFIxPyO(ThreadStart )

    This one looks like an interface error that should automatically be fixed with the next update. I am surprised that not more of this kind of errors showed up yet.

  15. 5 hours ago, Tarquinius753 said:

    The thing is, that it isn‘t saplings anymore but seeds. I have for example a pine farm to produce coal. Before 1.15 i used to get more saplings than needed to replant the forest without needing to shear the leaves (by using the skill). But now even if i shear them i get only enough to replant half of them. But other players have noticed it with the other trees too. Oak maple birch, kapok acazia but the new trees like redwood and ebony are really hard to get seeds. We just noticed that sustainable forestry doesn’t work anymore and thought it might be because the skill is still looking for saplings but the game giving seeds for all trees instead of saplings. But might also be caused by the game giving way less seeds than it gave saplings. I don’t know. We just want to avoid deforesting the whole servermap.

    I investigated this a little bit and couldn't find any technical issue. So it should work as in 1.14. It could be that the drop rate was lowered by the base game and therefore reduced the total drop rate. If you want, you can buff the ability in the configuration files to get more saplings.

    • Thanks 1
  16. 21 minutes ago, Tarquinius753 said:

    We are using your mods on our Server but have noticed that the sapling droprate skill doesn’t seem to affect the tree seed droprate. Would it be possible to adjust this skill to the 1.15 tree seeds?

    I thought i made it so that these saplings are affected by this skill. Can you say which saplings are not affected? I do not know anymore which saplings were added with 1.15.

  17. 47 minutes ago, CoB_Kai said:

    [Error] System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.CollectiblePatch.Postfix(CollectibleObject __instance, Single __state, Single secondsUsed, ItemSlot slot, EntityAgent byEntity)
       at Vintagestory.API.Common.CollectibleObject.tryEatStop_Patch2(CollectibleObject this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity)
       at Vintagestory.API.Common.CollectibleObject.OnHeldInteractStop_Patch1(CollectibleObject this, Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
       at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(_7Tp9zNMxEyO9KldCgN7pQgpQtPN packet, ConnectedClient client)
       at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket)

     

    we are using 0.6.1 / 0.6.2. After my player crashed, his corpse (Mod: Player Corpse) disappeared in front of his eyes, after logging back in.

    This one should be fixed in the 0.6.3-pre.1 version for the game version 1.16.0-pre.5. Unfortunately i don't have the time at the moment to make a patch for older versions of the game.

  18. I made a version for the current pre versions of the game for people that like to find bugs. So i don't know if everything works as intended but at least it should load the mod without issues. 
    This version is for the game version 1.16.0-pre.5.

    Patch Notes:

    -Made some adjustments on how meals with multiple baking stages such as pies calculate quality.
        -Increasing the baking stages no longer set the quality to a new random value.
        -Becoming charred has now a massive influence on the quality.
    -Made 1.16 api adjustments (primarily gui, liquid container api and food stuff)

    -fixed a crash that can occur when you die from eating damaging food
    -fixed a bug in the quality calculation when cooking stackable food (the items were merged with an item with 0 quality before the actual quality calculation, this still happens but will now be taken into account)

    xskills_v0.6.3-pre.1.zip

    xlib_v0.6.3-pre.1.zip

    • Thanks 1
  19. 15 hours ago, Hexedian said:

    A few observations and questions about the Gourmet ability...

     

    Getting above tier 5 must be extra rare; even with Gourmet 2 and skill level 9, I've never seen a 5.

    Stacked items seem to always go down in quality; if you cook a bunch of meats, the result's quality will go down with each subsequent meat, until it's terrible. If you pick them out one by one and stack them, the stack gets the average quality of the meats.

    The same thing seems to happen to pies; they get a quality when part cooked, but the quality always goes down when fully cooked.

     

    Does getting Epic quality require anything else? My goal of obtaining a Legendary pie seems out of reach...

    It scales up to cooking skill level 20. So there is still room for improvements. 😄 

    I will take a look at the stacked items. It shold behave the same as stacking them in your inventory.


    Pies are a little bit more complicated because of the backing stage mechanics of the game. It shouldn't always go down. It should be random. But i am going to make some changes there, too.

    It's the same as cooking meals. There are some factors that influence the quality of the meal such as the used ingredients and your cooking skill.

    • Like 2
  20. On 11/28/2021 at 1:50 AM, Russia said:

    @Xandu

    Weapon damage calculation appears to be off both surface and underground.

    Components: Hunter level 16 combat with 3/3 spearman, 19 temporal adaptation with 3/3 temporal unstable, weapon is spear with 8.9 damage/hit

    Temporally unstable area: Expected damage per hit ~14.52, actual damage per hit 16.098.

    On the surface, temporally stable: Expected damage per hit, ~11.49, actual damage per hit ~9.19.

    I arrived at the expected numbers by first reducing the base damage 8.9-15%= 7.565, then applied the bonuses to to that number:

    So, 7.565+3.9338 (52%, spearman) + 3.026 (40%, temporal warrior)= 14.589

    Any clue what's happening?

    *Damage per hit numbers were provided by VSHUD mod*

    Why you do less damage than expected at the surface i cannot say at the moment there seems to be another factor at place. But for the underground your values seem correct.

    The calculations are multiplicative not additive.

    So it is:
    7.565 * 1.52
    (spearman) *  1.4(temporal warrior)= 16.098

  21. 2 hours ago, CoB_Kai said:

    @XanduWhat command do i have to use to reset ALL of a players skills, tiers, points and whatever, i mean everything so that he has to start from scratch like if he/her is joining for the first time. I know there is a list of commands on the first page, but i don't really get it.

    for one player:

    /skill reset [playerName] all 1

    for all players:

    /skill reset all all 1

     

    But you cannot undo this. So you may want to make a backup of your skill sets first.

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