Maldrak
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Posts posted by Maldrak
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Fresh install of the game, tried to connect to her game, got all the mods downloaded, then got this as a crash report. Any help would be appreciated.
SpoilerRunning on 64 bit Windows 10.0.26200.0 with 15556 MB RAM
Game Version: v1.21.6 (Stable)
2/16/2026 1:28:49 PM: Critical error occurred in the following mod: accessibilitytweaks@3.7.1
Loaded Mods: walkingstick@1.0.18, ageofflax@1.1.1, bettertraders@0.0.7, bola@1.4.0, brickmold@1.3.1, catchlivestock@0.2.2, cavepainting@0.1.3, clickuptorches@1.1.1, containersbundle@1.2.0, cutthefat@1.0.3, dyedhardenedclayforked@1.1.1, fragilecharcoal@0.0.1, immersivecorpsedrop@1.0.3, immersivemining@0.2.18, immersiveorecrush@2.2.4, manualquenching@1.0.10, manualtoolcrafting@2.0.0, norustcreatures@0.0.4, primitivesurvival@4.0.3, p3bagtweaks@1.0.0, radialcrafting@0.2.6, ripened_wild_crops@1.0.0, she1fish@1.2.1, shelfobsessed@1.9.5, stoneharvesting@1.2.1, temporalsymphony@2.2.2, toolbelt@0.3.4, usefultraders@2.3.6, vanillapanestorage@1.5.45, game@1.21.6, vsimgui@1.1.16, windowstorage@1.5.35, accessibilitytweaks@3.7.1, anastastemod@1.2.21, ancienttools@1.6.1, egocaribautomapmarkers@4.0.3, betterloot@2.0.1, betterruins@0.5.7, bloodtrail@1.1.8, butchering@1.12.0, buzzwords@1.8.1, carryon@1.12.2, cartwrightscaravan@1.8.0, clothshelf@1.0.1, configlib@1.10.14, danatweaks@3.2.4, expandedstomach@1.2.7, florishingfungus@1.0.2, foodshelves@2.3.3, fromgoldencombs@1.9.4, immersiverope@1.0.7, immersivewoodchopping@0.8.2, improvedhandbookrecipes@1.0.2, inventorymanager@1.2.6, knitting@1.2.1, lunchbox@1.2.2, maketeaforked@0.7.6, morepiles@2.2.0, ndlflowergrowth@1.1.0, ndlmushroomgrowth@1.1.1, oreveintracers@1.2.0, purposefulstorage@1.5.1, realtimefirepit@1.0.0, rebuildablebloomery@1.0.6, removeprimitivesurvivalstairs@1.0.0, seraphsstonepickaxes@1.2.0, sleepneed@3.1.1, smithingplus@1.8.3, specializedstorage@1.0.0, spinningwheel@1.1.61, stepupadvanced@1.2.4, stringsense@1.3.1, temperateedit@1.1.0, transmapeporter@0.2.0, creative@1.21.6, vsroofing@1.4.2, survival@1.21.6, bettersmelting@0.2.1, em@3.4.2, shearlib@1.2.0, statushudcont@2.1.2, tailorsdelight@2.1.2, wool@1.8.3, dressmakers@1.7.5
System.MissingFieldException: Field not found: 'Vintagestory.Client.NoObf.ShaderProgram.AssetDomain'.
at ApacheTech.VintageMods.AccessibilityTweaks.Features.ColourCorrection.Shaders.ColourCorrectionShaderProgram..ctor(ColourCorrectionSettings settings)
at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)
at System.Reflection.MethodBaseInvoker.InvokeDirectByRefWithFewArgs(Object obj, Span`1 copyOfArgs, BindingFlags invokeAttr)
--- End of stack trace from previous location ---
at ApacheTech.Common.DependencyInjection.Abstractions.ActivatorUtilities.ConstructorMatcher.CreateInstance(IServiceProvider provider)
at ApacheTech.Common.DependencyInjection.Abstractions.ActivatorUtilities.CreateInstance(IServiceProvider provider, Type instanceType, Object[] parameters)
at ApacheTech.Common.DependencyInjection.Abstractions.Extensions.ServiceProviderExtensions.CreateInstance(IServiceProvider serviceProvider, Type serviceType, Object[] args)
at ApacheTech.Common.DependencyInjection.Abstractions.Extensions.ServiceProviderExtensions.CreateInstance[T](IServiceProvider serviceProvider, Object[] args)
at ApacheTech.VintageMods.AccessibilityTweaks.Features.ColourCorrection.ColourCorrection.LoadShader()
at Vintagestory.Client.NoObf.ClientEventManager.TriggerReloadShaders() in VintagestoryLib\Client\Util\ClientEventManager.cs:line 487
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 55
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 933
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 18
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 298
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 760
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 -
Thanks for the assist. It does work, but also allows the wet which I was hoping to not allow, but it will work for my means.
For future attempts, I got the -dry from the en lang file. Should I not use that for item names? Is there somewhere better?
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I am trying to use the dry red currant mash in a barrel recipe, and it throws the error
Failed resolving crafting recipe ingredient with code game:pressedmash-redcurrant-dry in barrel recipe.
Full code of the recipe is
{
"code": "dye-red",
"sealHours": 8,
"ingredients": [
{ "type": "item", "code": "game:waterportion", "litres": 1 },
{ "type": "item", "code": "game:pressedmash-redcurrant-dry", "quantity": 1 }
],
"output": { "type": "item", "code": "game:dye-red", "litres": 1 }
}Any idea what I missed this time? Worked perfectly fine when I was using the red currants, but I want another use for the dry mash.
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Finally got it to work, thanks for the help. Also looked at the modinfo.json and had it originally as universal cause not sure why, copied it from another mod. Changed it to client, wondering if that was my problem all along.
<Edit>
So, turns out that one of the things I needed to do was remove the capital letters in my modinfo.json. Go figure that that's likely the thing that messed it all up. In the world where nowadays case doesn't matter, here it does. Lesson well learned for sure.
</Edit>
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Still not working. I'm no longer getting
Exception: Requested asset [mbkrecipes:recipes/grid/redwoodconvert.json] could not be found
at Vintagestory.Common.FolderOrigin.LoadAsset(IAsset asset) in VintagestoryLib\Common\FileIO\Origins\FolderOrigin.cs:line 54
at Vintagestory.Common.AssetManager.GetMany(String partialPath, String domain, Boolean loadAsset) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 348
at Vintagestory.Common.AssetManager.GetMany[T](ILogger logger, String fullPath, String domain) in VintagestoryLib\Common\FileIO\AssetManager.cs:line 356
at Vintagestory.ServerMods.GridRecipeLoader.LoadGridRecipes() in VSEssentials\Loading\GridRecipeLoader.cs:line 40
at Vintagestory.ServerMods.GridRecipeLoader.AssetsLoaded(ICoreAPI api) in VSEssentials\Loading\GridRecipeLoader.cs:line 33
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 632that I was getting before, but still nothing happens when I put the quarter log in the window.
mod shows up in the mod manager window, and the path for the recipe is Mods\mbkrecipes.zip\assets\mbkrecipes\recipes\grid
I also have recipepatcher mod in there to see if that would help, and get an [Event] that it started, but not one for my mod, if that matters.
Or I could just be an idiot...
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I am trying to create a simple little mod that will turn redwood quarter blocks into standard redwood blocks. The code is as follows
{
"ingredientPattern": "L",
"width": 1,
"height": 1,
"shapeless": true,
"ingredients": {
"L": {
"type": "block",
"code": "game:logsection-placed-redwood-ne-ud"
},
},
"output": {
"type": "block",
"code": "game:log-placed-redwood-ud"
"quantity": 1
}
}I have checked all the brackets, commas, etc as well as I can, but the dang thing just won't work. Any help would be appreciated.
Crash when trying to connect to wife's game on local network
in Vintarian Support
Posted
Yep, that was it. Forgot that mods stay in AppData so didn't even think that they were gonna be there for a fresh install.
Thanks folks.