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SIN1K

Very Important Vintarian
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Posts posted by SIN1K

  1. Hey guys, 

    Title pretty much says it all. Just updated to 1.17.8 and updated couple mods to this client version too but noticed a crash on loading the game. I have no clue how to read this crash report to debug it so I can fix the issue.

    It should be noted, obviously, the crash is occuring due to mod conflicts as I was fine playing with all the mods I have on 1.17.6 prior to the update of the client and a few select mods.

    If you could help me understand how to read this crash report so that I can pinpoint the issue, that would be amazing.

    Appreciate any and all help given my way 😁

    Here's the crash report below:

    Running on 64 bit Windows with 16 GB RAM 
    Game Version: v1.17.8 (Stable)
    16/10/2022 12:19:11 PM: Critical error occurred
    Loaded Mods: aculinaryartillery@1.0.8, weaponpacka@1.3.1, ancienttools@1.4.7, animalcages@2.0.6, tonwexp@1.1.0, armoroverhaulsuite@1.0.0, bettercrates@1.5.2, betterruins@0.0.4, cobbgm@1.0.1, extrachests@1.6.0, weaponpackg@1.0.1, hideandfabric@1.2.7, instruments@1.1.3, meteoricexpansion@1.2.2, moreclasses@1.2.4, moreclay@1.0.1, moredrifterloot@1.5.4, necessaries@1.1.3, primitivesurvival@3.0.5, game@1.17.8, wildcraft@1.4.4, alloycalculator@1.0.0, Bettermedievalexpansion@3.8.0, carrycapacity@0.6.5, expandedfoods@1.6.2, extraoverlays@1.1.1, farmlanddropssoil@1.4.0, fartempleaxe@1.0.0, fromgoldencombs@1.3.15, hudclock@2.8.0, legendarymobs@1.1.0, lichen@1.6.1, medievalexpansion@3.8.1, moredoor@1.0.0, petai@1.5.4, playercorpse@1.5.0, prospectorinfo@4.1.2, resmeltableslight@1.0.0, roadworks@1.0.8, stonequarry@2.0.0-rc.4, tprunes@1.0.5, tpnet@1.7.2, usefulstuff17@1.0.2, creative@1.17.8, vsquest@0.1.0, survival@1.17.8, vsvillage@0.3.0, workbenchexpansion@1.5.1, xlib@0.6.10, xorberax-bloodmod@0.3.2, xrowboat@0.0.5, metalrecovery@0.1.18-rc.2, campaigncartographer@3.0.2, bullseye@2.4.1, cats@1.5.3, cobvoices@1.0.0, cob@1.5.9, em@1.0.1, foxtaming@1.2.0, onestick@1.0.1, wolftaming@1.5.4, xinvtweaks@1.4.2, xskills@0.6.13, bricklayers@1.1.1
    System.NullReferenceException: Object reference not set to an instance of an object.
       at Vintagestory.GameContent.WeatherSimulationRegion.ReloadPatterns(Int32 seed) in VSEssentials\Systems\Weather\WeatherSimulationRegion.cs:line 142
       at Vintagestory.GameContent.WeatherSystemBase.InitDummySim() in VSEssentials\Systems\Weather\WeatherSystemBase.cs:line 76
       at Vintagestory.GameContent.WeatherSystemClient.LevelFinalizeInit() in VSEssentials\Systems\Weather\WeatherSystemClient.cs:line 299
       at System.Action.Invoke()
       at Vintagestory.Client.NoObf.ClientMain.OnLevelFinalize() in VintagestoryLib\Client\ClientMain.cs:line 1044
       at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleLevelFinalize(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 218
       at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 1138
       at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 379
       at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 718
       at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 622
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 124
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
       at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
       at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
       at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
     

  2. Hey @Mr1k3would love to see an update for 1.17.X when you get the chance. I think the ClassArmors mod would pair really well with your MoreClasses mod. I understand you're busy with Temporal Tinkerer as of right now, but if you get the chance, would love to see this mod alongside some of your other collections revived 😁

    Love your work mate!!!

  3. 3 hours ago, Rhonen said:

    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. :(
     

    Ahhh I see, well guess we'll just have to deal with it for now then. Thanks for the update on that though Rhonen ❤️

  4. Just checked in game, can verify that there seems to be a bug where if you try knapping, clay molding and anvil forging there seems to be duplicate recipes showing up on the GUI. When considering playing with other mods with their own recipes, and having everything doubled on the GUI, it becomes a bit of a mess to navigate around. Might need to investigate a fix for it.

    Thank you for updating all your other mods though @Rhonen!!!! 😍

  5. 2 hours ago, Mr1k3 said:

    I guess I worded that a bit poorly, for the gamma pack I just plan on refreshing the bow models, perhaps the arrow models, and add ground storage, as well as update the handbook guide. I have not been able to take over the ItemBow class unlike the melee weapon item class so I am unable to change much of anything on the bows other than damage and durability, arrows are in the same boat but at least I can modify their air drag, gravity, and size on top of their normal stats. So, until I can figure out how to take over the bow class the amount of bows and arrows will likely stay the same for now.

    No current ETA, as I am working on the massive temporal tinkerer update next, but I also work all over the place so there's a chance I might work on it before . The changes to AWP are similar to what is getting changed in that update, plus more. So, yeah it's basically a new mod at this point... only catch is that it is gonna be a while before that update comes out because I am still only in the modeling stage for it right now.

    Right right, gotcha. Well seems like you've got it planned out pretty well, it's just a matter of understanding how to take over the ItemBow class and having the time to work on it now I guess.

    Just remember, don't overwork yourself mate! Keen to see the stuff you come up with for future updates. Thank you again, for all your efforts 😁

    • Like 1
  6. 12 hours ago, Xandu said:

    Hi,

    For me 0.6.10-rc.2 seems to work for the game version 1.17.2. But to be honest I can't test everything extensively and i haven't played the game for a while now. So i rely on bug reports from other people and try to fix them. Especially after huge game updates there could be some bugs i haven't found yet. So i never guarantee that everything works. Especially when you use other mods as well.

    That sounds fair, I've installed it into VS since my OP and started testing it. If I should find any bugs/inconsistencies, I'll be sure to let you know, but as of right now, it seems fine. Thank you again!

  7. 2 hours ago, Mr1k3 said:

    I did send a small update to get the gamma pack to work on 1.17 out a couple days ago, just so it worked while I work on its next update, nothing changed that majorly in the releases up to 1.17.3 so it should be working fine. Currently I have plans to improve the bow models and also add in ground storage support in that next update similar to the changes in the alpha pack.

    That sounds awesome!! Thank you for all the work you put into the mod, seriously. Big fan here. 

    So sounds like a possible big update will come out for the gamma pack then 😍 do you have a rough ETA for that release or is it still too early to tell?

  8. 3 hours ago, nebux said:

    may i ask if the mod was used by you in 1.17.2 and if yes what was the result?

    Truthfully, no, as I said, I didn't install the mod just in case there was a mod update coming round the corner so I thought it best to ask first and wait for that then install. Thinking on hindsight now, I probably should have installed it and tested it before posting... 😅 My apologies!! 

  9. 1 hour ago, Mr1k3 said:

    I essentially remade the entire ALPHA mod for this update, the 9 new weapons is now 24 and all weapon models have been updated now that I have a bit more modeling experience under my belt. This update includes the new feature of swing speeds, so now different weapon types will have faster or slower swing speeds, and they also have custom swing delays so the sword combat feels far more responsive since the delay is set  to 0. Also this update addresses PVP and includes ways to deal with armored players, but that usually comes at a cost. Throwing weapons have been overhauled, in addition to two new types- the mambele and chakri, and stone age weaponry has been expanded on.

     

    Also beta weaponpack is obsolete as of 1.17 so I need to figure out what I'm gonna do with it.

    Hey @Mr1k3! Thank you so much for the update 😁 Just curious about WeaponPack Gamma though? Should we be expecting an update for 1.17.2 (stable) or would the current version of the mod be suitable?

  10. Hey @Xandu, just wanted to confirm if there was going to be a mod update for game version 1.17.2 (stable) or would the current mod version work fine? If there is a mod update planned, do you have an approx. ETA / planned released date?

    Thank you for all your hard work in creating this mod! 😁

     

  11. Hey Spear and Fang, I'd love the additions this mod offers but haven't added it to my world just yet. I just wanted to confirm if there will be a mod update for 1.17.2 (Stable) or if the existing mod version is enough for now? Thank you for all your hard work 😁

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