Rhonen
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Posts posted by Rhonen
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8 minutes ago, Tyron said:
Yes, override, AssetsFinalize if you want to modify assets
thank you very much for your fast response
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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.
CustomRecipeLoader only initated and you can see in the log that all game recipes are duplicated.
@Tyrondo we have to use another way now? -
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.
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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.
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its always a risk to continue playing with updated game but outdated and incompatible mods that something is going lost.
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i do not anything with the originals.
so no idea.- 1
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1 hour ago, Nicodemus said:
now I got this :
i do not understand want you want to say.
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2 hours ago, Farkoth said:
hud overlay to position i want?
no there is no support for that.
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seems some blocks are broken while tried playing with an incompatible mod.
mod updated and is working for me. -
Released Starter-Pack 2.3.0 for VS 1.17.x
- Fixed API changes
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Released Medieval expansion 3.8.0 for VS 1.17.x
- API fixes of VS 1.17.x
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Released Workbench expansion 1.5.0 for VS 1.17.x
- API fixes of VS 1.17.x
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Released Simple Hudclock 2.8.0 for VS 1.17.0+
https://mods.vintagestory.at/show/mod/282
also tested with VS 1.17.2
Also released the server-side extension 1.2.0- 2
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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- 2
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update should be ready on monday evening european time
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5 hours ago, Nicodemus said:
Sorry, my english is really not perfect
mine not too.
All is fine.
As written, i think on monday evening european time it should be available.- 1
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2 hours ago, Nicodemus said:
Need an update
i do not tell what i have need for.
but think it will be ready on next monday.- 1
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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
there are "unknown" blocks mixed ... so, unknown blocks could lead to such errors.
There i can do nothing. -
On 6/28/2022 at 8:03 PM, jbutt said:
Hi, I'm trying to copy blocks but it never seems to recognise the materials
retest your problem.
From:
TO:
no problem. -
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. -
ok i will take a look into it - currently i am working on the migration for V1.17.
But when its working, i'll test it with the book shelf. may be the block is not supportable -
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.- 1
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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. -
thanks for report.
Which game version you used?
Medieval expansion
in Mod Releases
Posted
portcullis working for me.