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Xandyr1978

Vintarian
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Posts posted by Xandyr1978

  1. 1 hour ago, Thorfinn said:

    Hmmm. I never really pay attention to that. But I'm pretty sure that's right. The block that touches water us supposed to be 75%, one block away from the water is 50%, etc, So the center block in your array should only read 50%, barring rain.

    You aren't use to playing in a rainy climate, are you? 

    FWIW, the standard way of doing the farms is 1 water surrounded by 8 farmland. Makes a nice 3x3, and if you put a cooper's reed in the tile with the water, it makes scything easy.

    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

  2. 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

  3. 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!

    • Like 1
  4. 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)
     

  5. On 10/21/2023 at 2:42 PM, Streetwind said:

    Unfortunately this is not possible. VS allows you to do a lot of different things to the ingame time, through different commands, but the one thing you are never allowed to do is go backwards in time. In fact, the dev team is very quick to patch out any loophole that surfaces which lets you do so.

    The reason for this is simple: reversing time tends to corrupt your save. A lot. Often, that corruption is irreversible, leading to a total loss of the whole savegame (unless you had a backup).

    And honestly, why is it so important which year you are in? You wanted to go back to spring, and the command made it happen. That the date is slightly different doesn't affect gameplay in any way.

    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!

    • Cookie time 1
  6. 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?

  7. 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.

  8. On 1/31/2021 at 9:04 PM, redram said:

    This is already planned.  You will have a chance to get a 'bonus nugget' when processing ore this way.  If there is a desire to have different grades of a given material, you'll simply have to run it through multiple times to get the finer grade.

    Has this been implemented?  If so, I'm not sure how to make it work, as my pulverizer just powders everything.

  9. 7 minutes ago, Brady_The said:

    World settings should remain untouched. clientsettings.json contains mainly game settings (music frequency, screen resolution, etc) and keybindings. Of course you can make a copy of the original file before deleting it, or simply rename it (by adding a couple of letters in front of clientsettings for example).

    It also contains the session login, so you'll have to relog with your game account after deleting/renaming the file!

    Appreciate the heads-up on the login issue, as well as the swift response.  Thanks again!

     

  10. 28 minutes ago, Brady_The said:

    You could try if deleting clientsettings.json (and potentially clientsettings.bkp) in %AppData%\VintagestoryData solves this problem.

    I'll give that a try.  Thank you!

    Does this also remove the specific world settings, or just the overall game-client settings?

     

  11. Suddenly, my X key won't swap hands, and the mouse's scroll button doesn't cycle through my toolbar.  This is the first time I've had this issue.  Tried rebinding the keys to no avail.  Tried reinstalling the game fresh.  No luck.  Roommate can play ON MY WORLD and has no issues.  Yet all the keys work and the mouse scroll function is fine everywhere except within VS.  Help?

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