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Haltingpoint

Vintarian
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Stone Age Settler

Stone Age Settler (3/9)

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  1. In reading the update to 7.0.9 it sounds like it can cause weird issues, but I am still on 7.0.8 running 1.21.6 in a world generated on 1.20.-- or 1.21.-- (I forget). I have started exploring by boat, and as the fog on the map peeled away, I was left with this weirdness below where the snowing area on the left seems like a completely different map spliced in. Rowing alongside it, entire mountains are cleaved cleanly down the side, caves underwater are exposed, etc. There is also a 10C temperature differential one block over when I cross to the white side. I notice the following error when loading the world that seems like it may be related? 3.1.2026 13:31:02 [Error] [terraprety] An exception was thrown when trying to start the mod: 3.1.2026 13:31:02 [Error] [terraprety] Exception: Patching exception in method static System.Reflection.MethodBase SmoothCoastlines.MoreContinentalUpheavalPatches::TargetMethod() ---> System.Exception: Method static System.Reflection.MethodBase SmoothCoastlines.MoreContinentalUpheavalPatches::TargetMethod() returned an unexpected result: null at HarmonyLib.PatchClassProcessor.RunMethod[S,T](T defaultIfNotExisting, T defaultIfFailing, Func`2 failOnResult, Object[] parameters) --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original) at HarmonyLib.PatchClassProcessor.Patch() at HarmonyLib.Harmony.<PatchAll>b__10_0(Type type) at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action) at HarmonyLib.Harmony.PatchAll(Assembly assembly) at HarmonyLib.Harmony.PatchAll() at SmoothCoastlines.SmoothCoastlinesModSystem.StartPre(ICoreAPI api) at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 661 3.1.2026 13:31:02 [Error] Failed to run mod phase Pre for mod SmoothCoastlines.SmoothCoastlinesModSystem Any suggestions as to what might be causing this, and if there is anything I can do to fix it? I already tried backing up the save and running '/wgen regen 1' to see what would happen, it it did not neatly splice it with the existing world.
  2. Is that any different than having a dirt block where the fence is? It looks like the slab is in the bottom half of the block space under the fence. Is there a reason I would need to use the fence?
  3. I tried adding a 1 block high tunnel but it seems adult pigs can fall into the 1x1x1 hole on the other side and go through the tunnel. I tried adding a half slab on the upper half of the 1x1 gap tunnel I made, but no piglets seem to come through. Am I missing something?
  4. What is the half slab trick? Do you have a screenshot or link to it?
  5. Will the adult pigs eat it out of the trap though?
  6. I have a 3x3x2 pit with a large trough in the center. I have 1 board and 3 sows inside, and two of them just gave birth so there's a ton of piglets running around. Whenever I go into the pit to try and place and set the reed basket trap, I get mobbed by the parents and almost died. How do I effectively and safely get all of the piglets out so I can transfer them to a pen in my barn?
  7. I am making leather for the first time. I see the leather calculator which is nifty, but I am unclear on the process, how many barrels I need, etc. I have watched a video guide but honestly I do not retain video content. I want a clear step-by-step written guide I can reference. Are there any good ones?
  8. I may just need to design my pen differently so they have more space to run away and then have a double airlock with the gate. But ideally I could place the trough just outside the pen in the main walking strip in my barn and drop the food in, and let them eat through the fence. Curious what the behavior is and if it is the same for all animals.
  9. Hmmm...ok, so lets say I power through and get some iron and want to make it early on for more charcoal. What do I need to google to look for designs that incorporate this? And what should I know about using it?
  10. I just made my bismuth anvil and am now in the bronze age. However I have not yet located an iron vein so I am not quite ready to make iron. What I do need next though is a boatload of charcoal and I have nowhere good to make it. I scavenged an iron door from a dungeon that looks cool. Am I able to somehow make a large charcoal-making structure with the iron door incorporated that is reusable for charcoal?
  11. I have run the lore command `/worldconfig loreContent true` and used that linked mod. I have not encountered any ruins, traders, or monsters yet. I have not thoroughly explored my existing populated map area though...am I correct that I should see some locusts in the existing map, and the other stuff like ruins and traders will only spawn in map areas that are currently gray? Or should those populate in my current map? Is there a way to get them to do so?
  12. Sorry, what is the way to toggle this off? And are there any other longer lasting implications from toggling creative mode like that? I am ok periodically doing that to purge these things.
  13. So I am still confused...it sounds like the approach of: Create copy of save Enable mod Flip lore content config flag Will result in locusts possibly appearing in the cave areas I have already explored. But not any new caves. And they are relatively easy to kill and do nothing other than sit in caves as a monster, and once I clear them, they are gone for good and do not respawn? I am unclear if the bells will still appear. Also, what are thoughts on the approach of deleting the applicable files for things like locusts?
  14. Got it, so: "Supernatural" = Rust Monster And the hierarchy is: Rust Monsters Rotbeasts Mechanicals Unfortunately, with that mod you linked @Echo Weaver, from the description it says: This means I would have to abandon my current play through or risk locust nests. Are locusts part of the "stuff that is absurdly unlikely I will stumble upon" things? I believe Homo Sapiens defaults to disabling temporal things, but if not I want to say I did so. Not sure how to verify though...I certainly have not seen anything about that in many hours of playing.
  15. Can you recommend any specific mods that work with 1.21 and cover off on what I am looking for?
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