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Xandyr1978

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. Ummmm...do you do tutorials? I would LOVE to learn how to do this...
  2. Ahhhhhhh. Then I've misunderstood completely. LOL. Thanks for the clarification, @Streetwind.
  3. I did the 1:8 ratio before, but ran into similar issues (though at the time, I think moisture was bugged. Still, with a 3x3 setup with water all around it, are the water effects not cumulative? Because that center block would be getting 50% from each water block that's within 2 blocks, does it not? Also, thanks for taking the time, @Thorfinn
  4. In a similar situation...here's my current farm setup...and I can't get decent moisture to the farmland...and it's surrounded. From everything I can find, it's not saltwater on my end, but is there a way to be sure? The screenshot shows the bucket of water, and it seems to be freshwater, or at least not called out as saltwater, specifically. At least, the screenshot WOULD show this...if it would allow me to upload. Edited to add link: https://imgur.com/a/cPFczkR, thanks for the suggestion, @Streetwind
  5. I'll try updating first. Thank you for the response. If not, the only thing I have installed that adds creatures (I believe) is the Fantasy Creatures mod, and maybe that's creating issues. Edited to add: the update seems to have fixed this, with no need for mod removal. I feel like an absolute UNIT for not trying that first. Thanks, @Spear and Fang for your help!
  6. So, I'm running VS 1.19 stable, and I've made sure the mods I'm running are updated for this version. Game created the world with no issues, I played for a few minutes, and suddenly everything that dropped from breaking stuff/harvesting just...stayed on the ground and vibrated. Oddly, for a bit, I'd GET the item, but the object would still be visible on the ground. Then I stepped into a particular chunk and BOOM. Crash to desktop. I ran the game in repair mode...still couldn't collect items, but the game loaded without issue. Went back to load the game normally...BOOM...crash to desktop. Here's my error log file. Is anyone language-savvy enough to be able to tell me what it is that's causing the error? I have a couple dozen mods installed, and some of them are best-used at worldgen, so it's hard to just turn mods off one-by-one to pinpoint the issue. Running on 64 bit Windows 10.0.19045.0 with 16366 MB RAM Game Version: v1.19.0 (Stable) 1/18/2024 9:25:46 PM: Critical error occurred Loaded Mods: bettercrates@1.7.0, buzzwords@1.6.0, extrachests@1.8.0, fantasycreatures@0.6.4, FlexibleTools@2.1.0, glowingarrows@1.2.0, juicyores@1.0.0, moreclay@1.0.1, OresAPlenty@3.1.0, pieontheshelf@1.0.0, potontheshelf@1.0.0, primitivesurvival@3.4.5, sca@1.0.1, ssppvv@1.0.5, temporal_gears_stack@1.0.0, game@1.19.0, ancienttools@1.5.12, animalcages@3.0.1, betterfirepit@1.1.3, hudclock@3.4.0, sailboat@1.2.6, medievalexpansion@3.13.0, th3dungeon@0.2.1-rc.1, vanvar@3.3.0, creative@1.19.0, vsquest@1.0.0, survival@1.19.0, vsvillage@0.9.0, metalrecovery@0.1.19-pre.1 System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.EntityItemRenderer..ctor(Entity entity, ICoreClientAPI api) in VSEssentials\EntityRenderer\EntityItemRenderer.cs:line 103 at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor) at System.Reflection.ConstructorInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr) --- End of inner exception stack trace --- at System.Reflection.ConstructorInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr) at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture) at Vintagestory.Common.ClassRegistry.CreateEntityRenderer(String className, Object[] args) in VintagestoryLib\Common\ClassRegistry.cs:line 383 at Vintagestory.Client.NoObf.ClientSystemEntities.OnEntitySpawnOrLoaded(Entity entity, Boolean loaded) in VintagestoryLib\Client\Systems\Entities.cs:line 148 at Vintagestory.Client.NoObf.ClientEventManager.TriggerEntityLoaded(Entity entity) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 442 at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntityLoadedPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 210 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 769 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318 at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.EntityItemRenderer..ctor(Entity entity, ICoreClientAPI api) in VSEssentials\EntityRenderer\EntityItemRenderer.cs:line 103 at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor) at System.Reflection.ConstructorInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr)
  7. Ooooo...cookies! Thanks, @Streetwind!
  8. I thought this might be the case, so I wasn't too concerned. My biggest issue was that jumping forward like that destroyed all the stored food I had, and my garden was just getting started (I'm slow to progress, LOL). I realize I could just use commands to give myself the items back, but instead I've opted for just replanting and foraging to rebuild my stores, and chalk the use of the command up to a lesson learned. Thanks for taking the time to respond @Streetwind. I very much appreciate it, even if it took me a bit to catch that you'd left an answer. Appreciate you!
  9. Hallo, fellow Storytellers! I have a question: I'd had an issue and tried to pull my game back from summer (August) to Spring (June). I used the setmonth command, not thinking, and now my world is a year further down the road. I was wondering if there was a way to reverse time in VS, as I'd like to get that year back. I understand that this probably isn't possible, but is there a way to set the year in the same way we set the month?
  10. Thanks so much for your responses, both of you! I rather figured it'd be that way, but wanted to check. I'm loving VS so far, and this community is a part of that!
  11. I know that we gather stone blocks (for things like the quern and such) by mining in a grid around a block so that it releases. I get the use of that for stone type blocks...but is there a benefit to doing this with blocks that contain ore? Is there a way to extract ore from those blocks without placing them back down and mining them out? I know there's a Pulverizer Mod that allows the Pulverizer to break certain ore chunks into their nuggets (and I love it), but is there a way to break ore blocks into their respective ore chunks? I realize that the gridded mining benefits us anyway, by allowing us to carry more ore than we would if it just dumped the chunks/nuggets into our inventory, so I don't want this to sound like I'm complaining. Just wondering if there's a mod or mechanic that I'm missing.
  12. Has this been implemented? If so, I'm not sure how to make it work, as my pulverizer just powders everything.
  13. Does this apply to both the smaller chests and the double-sized ones in V 1.16?
  14. Appreciate the heads-up on the login issue, as well as the swift response. Thanks again!
  15. I'll give that a try. Thank you! Does this also remove the specific world settings, or just the overall game-client settings?
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