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Rhonen

Very Important Vintarian
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Posts posted by Rhonen

  1. 4 hours ago, SIN1K said:

    Thanks for the update

    no problem.
    and again:
    seems there is a bug in the api.

    before anything is loaded from my recipes, the game recipes are duplicated loaded.
    image.thumb.png.7cf3164aca4ff5884effedaff011dad2.png
    CustomRecipeLoader only initated and you can see in the log that all game recipes are duplicated.

    @Tyrondo we have to use another way now?

  2. will investigate you log in the evening.
    What i can directly see is:
     

    5.9.2022 22:09:02 [Error] [medievalexpansion] An exception was thrown when trying to start the mod:
    System.NullReferenceException: Object reference not set to an instance of an object
      at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ApplyPatch (System.Int32 patchIndex, Vintagestory.API.Common.AssetLocation patchSourcefile, Vintagestory.ServerMods.NoObf.JsonPatch jsonPatch, System.Int32& applied, System.Int32& notFound, System.Int32& errorCount) [0x00168] in <295da874cf4b4805b875028eac98d390>:0 
      at medievalexpansion.src.businesslogic.JsonPatchComplex.applyPatches (Vintagestory.API.Common.ICoreAPI api) [0x0002c] in <44276cb1665e42f09aadb8e1d8e84aff>:0 
      at gates.src.MedievalExpansionMod.Start (Vintagestory.API.Common.ICoreAPI api) [0x0000e] in <44276cb1665e42f09aadb8e1d8e84aff>:0 
      at Vintagestory.Common.ModLoader.TryRunModPhase (Vintagestory.API.Common.Mod mod, Vintagestory.API.Common.ModSystem system, Vintagestory.API.Common.ICoreAPI api, Vintagestory.Common.ModRunPhase phase) [0x0002a] in <9818055ad9944364982e7cd3796d846c>:0 
    5.9.2022 22:09:02 [Error] Failed to run mod phase Start for mod gates.src.MedievalExpansionMod

    this indicates your server-side is running wrong mod version. ... may be i missed to deactivate that manual patcher. but i am sure that i removed that patcher while not longer need.
     

  3. 6 hours ago, SIN1K said:

    When considering playing with other mods with their own recipes, and having everything doubled on the GUI

    i remember there was a problem in the past... i think in 1.15. or 1.14 ... when using the recipemanager from game to load own recipes into the manager, that we had to watch on a special handling. may be there was a change or that handling has a bug itself.

    not sure about that. while using the recipemanager there was no codechange in the mod. also no api-change on the manager. :(
     

    • Like 1
  4. 17 hours ago, melodelic said:

    I know you said it'll take a bit, but as of 1.1.1 I can no longer put a waterwheel on the waterwheel base and the ones that I had working have vanished from the save file. I do not crash while trying to place it though.

    the current version is not compatible to 1.17.

    update should be ready on monday evening european time

    • Like 2
  5. On 8/15/2022 at 5:42 AM, Kurazarrh said:

    Ran into a bug tonight. I put a chiseled "bookshelf" block

    yes and it seems a problem by the game itself :(

    image.png.9f5072d467e8030831b60d1d4aa22a02.png
    there are "unknown" blocks mixed ... so, unknown blocks could lead to such errors.
    There i can do nothing.

  6. On 1/19/2022 at 6:22 PM, Rhonen said:

    @Aledark
    wondering about that warning. seems the OpenAL has problems when Assets are not from "game
    " domain.
    The path is correct, otherwise the sound would not work.
     

    ambientSound = ((IClientWorldAccessor)api.World).LoadSound(new SoundParams()
                    {
                        Location = new AssetLocation("workbenchexpansion:sounds/chiselsound.ogg"),
                        ShouldLoop = true,
                        Position = Pos.ToVec3f().Add(0.5f, 0.25f, 0.5f),
                        DisposeOnFinish = false,
                        Volume = 0.75f
                    });
    
    API Description 
            //     Create a new AssetLocation from a single string (e.g. when parsing an AssetLocation
            //     in a JSON file). If no domain is prefixed, the default 'game' domain is used.
            //     This ensures the domain and path in the created AssetLocation are lowercase (as
            //     the input string could have any case)
            //
            // Parameter:
            //   domainAndPath:
            public AssetLocation(string domainAndPath);

     

    until today it's the same code for the sounds, also in 1.17.

    i have no idea what is going on there, that the sound for my workbench seems played so weird at some players. seems not all are involved.

  7. On 8/17/2022 at 9:12 PM, Ferhat Tayyip Erdoğan said:

    crash in my game my version is 1.17.pre5

    There where many API changes / reworks / removes. so currently i am low on time to fix all problems - but its not lost :)

    so, stay tuned.

    • Like 1
    • Thanks 1
  8. 21 hours ago, Kyle Stemen said:

    In 1.17.0-rc.5 with the mod installed

    thats absolutely possible. current mod version is not flagged for 1.17.
    There where many API changes / reworks / removes. so currently i am low on time to fix all problems - but its not lost :)

    so, stay tuned.

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