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Maldrak

Vintarian
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Posts posted by Maldrak

  1. 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.

     

    Spoiler

    Running 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

     

  2. 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.

  3. 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>

  4. 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 632

     

    that 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...

  5. 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.

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