Rhonen
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Rhonen last won the day on July 7 2023
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to be honest, when i introduced them i had no xp in modding this game. so i only used an other block as pattern. at that time, there was no rot variant needed. but i will change it for the upcomming version. also add the information that a new map will be required. Anyway, thanks for your informations
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Your fix is not so simple as you paste. the current version is: "variantgroups": [ { "code": "block", "states": [ "stone", "wood" ] }, { "code": "state", "states": [ "up", "down" ] }, { "loadFromProperties": "abstract/horizontalorientation" } ] so all current blocks should have already that abstract orientation support. the question is: why is the tool trying to apply the code "rot" which was never supported? so any kind of active placed block does not support rotation, because its not necessary. when adding that variant, then you also have to patch all placed blocks too. for me there is no requirement. can add it for the upcomming major version, but then new map is required. i also wondering that the game now requires that any custom block would require { "code": "rot", "loadFromProperties": "abstract/horizontalorientation" } instead of { "loadFromProperties": "abstract/horizontalorientation" } but if it so, then its a hard braking point.
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Looks like a mod incompatibility. as i know there is no mod that adding stationary spikes or other defense blocks. Also in my mind a palisade is a kind of wall, which you have to create on your own.
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i am sorry that i have no further idea. On the communityserver, where i am active, we have much less mods but also on .net7 and not such kind of error. So i am sorry that i can not help here for now.
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it is not the point, that i do not believ that this crash is happening on your side. but i can not reproduce it, with the given scenario. also the stacktrace does not tell me, that the mod is causing this error. thats the problem. Also what i can not see in your screen, that the stackable behavior is triggered... so no cellar ice arround. did you work in creative mode? the point is i can not achieve your situation without the pile is spreading arround, also in creative mode. only the first Pile will placed as a full stacked pile of cellar ice. so may be any kind of mod is manipulating the pileable items here?
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can not reproduce your error. may be an unexpected error in runtime and then the block not saved correctly. the nullpointer is not caused by the mod. so, hard to say whats going wrong. also may be a mod incompatibility which has caused the problem. as you can see 3 layers (2x 16 stacked and a third with 8 stacked) cellar ice in front of chests... no problems.
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Thanks for your warm words. To your quesiton: that is not possible for now. First, there is no "half"size block, so any 3-wide or 5-wide gates would get lost. On the other hand my multiblock-gate mechanic is older then the reworked door-api from vanilla. so i would have to reimplement the whole compatible gates. Second point would be the portcullis. They are moving up. and that would also cause a problem that the interaction-boxes would not be applicable to used block-positions. it would also need a new implementation. At last the mod was never optimized for pvp rules. May be i am wrong, but what you requesting sounds like you need here options for fighting against players. Or am i wrong? So for now, no chance. May be obsulete when vanilla will bring this things on its own. then i can reduce the mod. This handling was very complex for me.
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currently not enough time. can not promise at all.
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i do not know how the id-generting on pileable blocks is working. normally the block-id is generated by <mod-id>:<code> in the json file. but in pileable generated blocks ... no answer to it. also no idea how to prevent conflicts betweens mods.
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Out of memory is a realy precise error message.
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i am not sure but i think is that it based on a generic blocktype. its only a different recipe and a different texture. But i will have a look to improve/fix this in a future maintenance fix. Thank you.
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my mod is never calling 'RenderEntities' so, it is not caused by my mod. i will post in that git-topic.
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For that "PileCoolingHoursPerLayer": 8.0 is available.
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Then may be the debug-mode makes some strange things, which does not appear on my machine. But as already mentioned: There is no mechanic inside the mod, which is operating in that interval of 30 - 45 seconds. so i have no idea, what can be the problem on your machine.
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Seems you are using a modified mod version, when reading that namespace. I have no spikes when playing in singleplayer and have the FPS Debug mode on. also no log entries of time-lags. there is also no update mechanic on 30-45 seconds in my mod.