Ultimaheart4
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Posts posted by Ultimaheart4
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mod broken with 1.14.7 update. only when holding shift with a block to be placed in my hand such as a lantern.
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Spoiler
Running on 64 bit Windows with 16 GB RAM
Version: v1.14.3 (Stable)1/3/2021 12:17:23 PM: Critical error occurred
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.BlockBehavior.properties'.
at VSHUD.OmniAttatchablePlacement.UpdateProps(Block block)
at VSHUD.OmniAttatchablePlacement.TryGetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block block, BlockSelection blockSel, Block& orientatedBlock)
at VSHUD.PlacementPreviewHelper.GetPlacedBlock(IWorldAccessor world, IPlayer byPlayer, Block invBlock, BlockSelection blockSel)
at VSHUD.PlacementRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _yr4EbBEnMXjrC79JHrKbHtfBrD4._qptdzIedTEEB7DugQCAVq1n4jucA(Single )
at _tu2YgNIKQzOkT2nAdJFL4J6zoDR._BBB0hstHVskODF2K8rVkTQmFAwu(Single )
at _tu2YgNIKQzOkT2nAdJFL4J6zoDR._GZQBLkBtgDYUMMZ3b1XMXmjhIoQ(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _DzwIHsHTgIxBlIoSlHXEFAccnLH._kUotKlTq40LFk1x77w5BI0TbA2I(_7vNFKI4BgGcjaNRXWcynARwku1P , String[] )
at _q2ATBxADQgCwwacNPfwomqZ8iA._kUotKlTq40LFk1x77w5BI0TbA2I(ThreadStart )
-------------------------------Event Log, last 3 entries
==================================
{ TimeGenerated = 1/3/2021 12:06:05 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0020001, exception address 00007FFA8B9CD759
Stack:
}here is the crash report. not sure who's side it is from. but hopefully and update can fix it.
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there is a crash with your mod and the newest update of vintage story 1.14.3. any plans for updating?
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can you add in auto button for waypoint adding? so i dont have to type in "/waypoint add color name" and maybe a quick access location to see a list of these waypoints and closest/cords/color etc of them
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i also feel that we need to use a different system for mod integration, i use curse forge for minecraft mods, its nice, but its so not optimized for minecraft, and dealing with curse forge/twitch for modpacks etc for minecraft has been a horrible experience, i wouldnt even release my own mod onto curse, in the end i never did release it, and sure that was quite a while back and i didnt feel like overhauling my mod to update to newer minecraft but still, i feel that our community should be in charge of mods and making a system for moding built directly into vintage story even. but its just my opinion, i wouldnt mind a system to help with modding, but i dont want it to turn out similar to minecraft moding or the curse of twitch that it is. unless someone can actually convince me that curse forge is worth the time? it use to be good till twitch bought them out. most people i know even use multimc instead of twitch/curse for modpacks.
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well i do not like the idea of holding the run key to continue to run, but you can always run and its decently balanced for a much faster run then minecraft for a low loss of hunger in-comparison. but i also agree that walk speed is kinda slow and if and when they add in seasons id like to see a dynamic day/night cycle. since in summer day and night are not the same length. and seeing as it never changes seasons i think it should atleast be closer to summer day/night cycle.
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Class survey
in News
Posted · Edited by Ultimaheart4
fixing up my wording/adding
there is not enough reason to play other class's unless your working directly with other people imo. the negatives are not that great, i feel maybe if we had skills/levels and we can choose our benefits or just slow down the growth of other skills over a flat out decrease in things such as ore drops, or damages would be better. like, make it slower to grow in mining or crafting skills, or make it slower to gain farming skill when choosing combat class's or crafting class's. ive never felt i needed combat boosts seeing as combat is also not that interesting as it stands, maybe blackguard is nice for dealing with the hordes of drifters but then they just become nuisances anyways.