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mac1969

Vintarian
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  1. Update: After about 10 days, the bee hives finaly sowrmed. I guess it was just a metter of time. In the past though they were showing the sworm timer almost right after you place the empty skep. I guees thats no longer the case. Thanks to all who tried to help. Good luck and have fun.
  2. I reported the bug on github. Lets see what happens
  3. Update: Found 4 more huves - same thing. Im putting VS on hold untill they fix this. Have fun.
  4. This is the save file and Im ontop of one of those hives. Look into it. one year steel.zip
  5. It got worse after the last update. I found 4 hives and neither of them swarmed. On the screenshot below you can see the hive and the empty skep below it. Its after 3 days of waiting. And yes, I still have the save.
  6. Hello, This bug was never addressed. Some beehives wont sworm, no matter how many flowers you put around them. And to avoid silly questions - yes, the time is running in a single player game; yes, there is an empty skep within range and yes, I know how it works normaly. So, please, address this bug! Its anoying when you run around the map trying to find a beehive and when you find it - sorry, no bonus, I mean - no bees. Thank you in adbance.
  7. I am in a temperate zone and I don't use mods. Started that save wihtout any customizetion.
  8. Ill try that, thanks. What should I try to repair though? About fruit trees - no, no trees around the area I keep crashing. And no cubes to. At least I couldnt see any, before I crash again.
  9. No. And it wont matter. As I said, I have another save that works just fine. Here, this is the crash report, in case somebody wanna help: Running on 64 bit Windows with 31 GB RAM Game Version: v1.17.11 (Stable) 10.3.2023 г. 10:06:01: Critical error occurred Loaded Mods: game@1.17.11, creative@1.17.11, survival@1.17.11 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.GameContent.BlockEntityFruitTreePart.GenFoliageMesh(Boolean withSticks, MeshData& foliageMesh, MeshData& sticksMesh) in VSSurvivalMod\Systems\FruitTree\BEFruitTreePart.cs:line 212 at Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMeshes() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 250 at Vintagestory.GameContent.BlockEntityFruitTreeBranch.GenMesh() in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 236 at Vintagestory.GameContent.BlockEntityFruitTreeBranch.FromTreeAttributes(ITreeAttribute tree, IWorldAccessor worldForResolving) in VSSurvivalMod\Systems\FruitTree\BEFruitTreeBranch.cs:line 386 at Vintagestory.Client.NoObf.ClientChunk.AddOrUpdateBlockEntityFromPacket(Packet_BlockEntity p, ClientMain game) in VintagestoryLib\Client\Model\ClientChunk.cs:line 422 at Vintagestory.Client.NoObf.GeneralPacketHandler.HandleBlockEntities(Packet_Server packet) in VintagestoryLib\Client\Systems\GeneralPacketHandler.cs:line 817 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 1138 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 123 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 678 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
  10. I looked into it, but im not a coder, so I cant figure it out. I have another save, that works fine. Guess its about the zone, ro something in my inventory. Anyway, I dont mind waiting, its all about the way it was closed - no explanation. It takes 1 minute, tops, to write a message saying, we will look into it and will let you know. Simple as that!
  11. Greetings, I run v1.17.11 (Stable) of the game with no mods. Out of the blue the game started crashing within few seconds after I log in. Posted in issue tracker, as sugested in the crash report, but my report was closed few minutes later for being a duplicate of another report!!! No explanation and no direct message to me. My game keeps crashing and I cant play, like at all. When you buy I product and it breaks down, you have the right to know whats wrong and how long it will take those in charge to fix it. I enjoy the game and want to play it. I know there may be a problem and I'm not mad about that. But the way my report was handled pisses me off. Please, look into it. Thank you in advance.
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