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Rhonen

Very Important Vintarian
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Everything posted by Rhonen

  1. mod seems not working with VS-1.13.1 stable Version: v1.13.1 (Stable)27.08.2020 17:39:10: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei XLeveling.XLevelingClient.MessageHandler(CommandPackage package) bei Vintagestory.Client.NoObf.NetworkChannel.<>c__DisplayClass12_0`1.<SetMessageHandler>b__0(_vfhtY4SEVfNZbkSuZ7aMCx25gB p) bei Vintagestory.Client.NoObf.NetworkAPI.HandleCustomPacket(_eWn6D9wP3GwFhkhsZpBDKFOPTli packet) bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) bei _xWlYI0mi012s6XVbYh4qv3UnJwE._Q7eJG4PJjIdrQF6o2HEiKvpRGUG(Single ) bei _qjy3zfvf890vO3wXpmycZO4rYmd._3t9nsC1wk33LZun7TJ6ZiUcWUXH(Single ) bei _qjy3zfvf890vO3wXpmycZO4rYmd._O2A5G76Bx6tOsvPPuqsEcuyBD6A(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _uZ6HGHKReeiiB9LfjjkLo7ZjCzJ._xV6aEHjVQGyTKdkpWWvDkiPmtZG(_HHDDpmRo3wAcwk1CwOBy6ExXq4P , String[] ) bei _2CycPlXbvsFGFF0F3qbUypri7GzA._xV6aEHjVQGyTKdkpWWvDkiPmtZG(ThreadStart ) -------------------------------
  2. Released: Version 1.0.2 notes see first post
  3. did you mean, to create blocks, that are looking like the portcullis and players can them place?
  4. Released: Version 2.0.0 ATTENTION: Requires VS 1.13.1+ notes see first post
  5. Version 2.3.0 The mod creates a default Item-Packages based on available player-classes and stores in JSON file. As Server-Admin (also in Singleplayer) you can edit this json file by adding the items / blocks with its code. Editing the Item-Package-Json file requires a restart of the Server/Singleplayer. Only the ItemCodes are supported! All Players will be recorded by its uuid, which is created by VintageStory-AccountManagement, and garantues that no one will get the items twice. path: \VintagestoryData\ModConfig\starterpackmod\<world-id>\starterpack.playersreceivedpackage.json You can edit both files, but be sure you know what you are doing with it. HINT for Admins of existing worlds: For your existing players you must allow users to re-select their playerclass to get the package delivered. There is a no API to get that information that a player has already closed that dialog. The mod is regulary thought for multiplayer. Singleplayer is supported also. Known issues: Backpacks / Baskets etc causing client crashes, so blacklisted them by mod-coding - sorry. Download in ModDB [if you like my mods, with a donation you can support me and my work]
  6. Patch: Version 2.1.1-RC1 For VintageStory 1.13.0+ notes see first post
  7. Comptable to Stable Release 1.13.0
  8. Comptable to Stable Release 1.13.0
  9. Released: Version 2.1.0-RC1 For VintageStory 1.13.0+ notes see first post
  10. Released: Version 2.0.0-RC1 For VintageStory 1.13.0-rc1 notes see first post
  11. Still working with 1.13.0-pre5
  12. Released: Version 1.2.0-Alpha1 Fix compatibility to Version 1.13.0-pre5 Please report if any problems continue. First tests seems all is working as before.
  13. Greetings Community, thanks to all for playing this mod until now. I am working on an Update for the 1.13.x - PRE Version. Until all is working again, i will provide a Test-Version.
  14. ! IMPORTANT ! This mod is currently not working correct with the 1.13.x PRE Versions! * Interaction- & collission-blocks are placed wrong. * Also placing orientation is defect
  15. this mod is for 1.12.14 - not testet with 1.13. pre versions
  16. i will add it to my idea list and will check how this could be realizeable thanks for the idea.
  17. i have updated the planned features. while the big drawbridges can not be triggered from outside when closed, i will see how i can create an interaction-block for this problem. Planned features : Interaction-Blocks for open / close bridges and Portcullis different textures for drawbridges, based on materials Big Gates / Doors
  18. @Aledark i will take a look, how i can realize it for different materials
  19. Released: Version 1.1.0-RC2 some new drawbridges added, notes see first post. Example of recipe:
  20. Drawbridges now available Released: Version 1.1.0-RC1 notes see first post
  21. Some WIP news for version 1.1.0-RC1: working currently on the Floor-Plates place in front of doors/gates/portcullis open doors/gates/portcullis on collide (like the floor plates in minecraft) auto-close opend doors /gates after 1.5sec. auto-close portcullis after 6.5 seconds cause of animation duration not working on trapdoors Recipes will be Stone Floor Plate: cobblestoneslab + stick Wood Floor Plate: 3 planks + stick working also on the Drawbridges open / close with animation like the portcullis sizes still not final: 3x4, 3x5, 3x6 without chains (sorry) Recipes still in planning
  22. may be this point is a problem while the 'client' first must receive the information from 'server instance'. i got the some problem. i did a workarround in precheck if api.World.Calendar != null
  23. i prefer the compiled one. currently i have the zip with the dll (add <mod> compiled) in, while hat some troubles with the add-dll. but i would prefer the dll package. all in one and nothing you can forget while packaging. zips can be manipulated and may crash it. or may i missunderstood the question?
  24. Version 3.3.0 Shows a simple HUD Clock in the left upper corner with the current ingame time. Client side only Hotkeys available Customize what you want to see all mod relevant data is saved in vintagestorydata/modconfig/hudclock showing claim area you entered dot-net-7 compatible Have fun with it. MOD Download
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