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Boesknecht

Vintarian
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Posts posted by Boesknecht

  1. Getting the following crash. Playing VS 1.18.1, Primitive Survival 1.3.6

    Edit: the same happens with 1.3.7

    Running on 64 bit Windows with 32 GB RAM 
    Game Version: v1.18.1 (Stable)
    24.04.2023 12:48:26: Critical error occurred in the following mod: primitivesurvival@3.1.6
    Loaded Mods: primitivesurvival@3.1.6, game@1.18.1, morepiles@1.3.0, creative@1.18.1, survival@1.18.1
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei Vintagestory.Common.BlockAccessorBase.GetBlock(BlockPos pos, Int32 layer) in VintagestoryLib\Common\API\BlockAccessorBase.cs:Zeile 85.
       bei Vintagestory.GameContent.BlockEntityFarmland.GetCrop() in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 802.
       bei Vintagestory.GameContent.BlockEntityFarmland.updateMoistureLevel(Double totalDays, Single waterDistance) in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 323.
       bei Vintagestory.GameContent.BlockEntityFarmland.WaterFarmland(Single dt, Boolean waterNeightbours) in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 1070.
       bei Vintagestory.GameContent.BlockEntityFarmland.WaterFarmland(Single dt, Boolean waterNeightbours) in VSSurvivalMod\BlockEntity\BEFarmland.cs:Zeile 1074.
       bei PrimitiveSurvival.ModSystem.EntityEarthworm.OnGameTick(Single dt)
       bei Vintagestory.Client.NoObf.ClientSystemEntities.OnGameTick(Single dt) in VintagestoryLib\Client\Systems\Entities.cs:Zeile 93.
       bei Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:Zeile 84.
       bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:Zeile 807.
       bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:Zeile 709.
       bei Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:Zeile 163.
       bei Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:Zeile 681.
       bei Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:Zeile 625.
       bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:Zeile 119.
       bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 476.
       bei OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 452.
       bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:Zeile 375.
       bei Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
       bei Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:Zeile 93.
     

  2. We have a problem with the mixing bowl:

    Putting for example a meat nugget and a fat into the pan and then mixing it works fine for me, the spoon turns just fine and the product is made (I have opened a game in LAN) but my girlfriend which is joining my game has the problem that the spoon turns just a fraction, then stops for a few seconds then turns again by a few pixels and so on. A video is attached.

    Can it be a problem of client/server?

    EDIT: Tested with putting the savegame on GFs computer and me joining as client, now I have the problem but the mixing bowl works fine for her. (we have reverted to ACA 1.0.4, problem exists in that version, too) so it has something to do with client/server.

     

    Mods installed

    A Culinary Artillery 1.0.6
    Expanded Foods 1.6.1
    HarpTech 0.2.3
    MorePiles 1.2.2
    PrimitiveSurvival 3.0.5

    • Like 1
  3. The ventilation part is also something I would like to see + you can create a smoke chamber (using the same 7x7x7 standard) with it to hang your meat or cheese in and then light a fire and close the door. And after a certain amount of time (fire must be replenished from time to time), you can collect your smoked hams.

    • Like 1
  4. Ok, sorry for having my previous post deleted, I wanted to start anew when I saw that I needed Culinary Artillery. So I have just reverted the game to 1.17.3, my mods are:

    A Culinary Artillery 1.0.4
    Expanded Foods 1.6.0
    More Piles 1.2.2
    Primitive Survival 3.0.5

    I copied my backed up 1.16.5 world and started with version 1.17.3, went through the remapping/world reload procedure.
    Barrels are now ok but the hooks, cauldron and molds still miss shape/texture, also the rolling pin is just a rectangle:

     

    EDIT I think I now understand (took awhile) what the problem is. I need to produce the tools and racks anew because those aren't part of EF anymore but now of CA and that's why the game can't find them, right?

    2022-09-20_16-49-22.png

    2022-09-20_16-49-44.png

    2022-09-20_16-50-10.png

    2022-09-20_16-50-22.png

    2022-09-20_16-50-26.png

    2022-09-20_16-50-46.png

    Logs.rar

  5. (1) -> no, simply no

    Because after a week you will get annoyed of the cutscenes. Sleeping ingame is a necessity and doesn't have the effect it has in real life.

    (2) That sounds quite interesting. Especially if the dreams get you to find something rare or important. This doesn't mean that I would indulge into such complex mechanic as even killing drifters is too much of a duty for me lol

  6. I am not really into monsters at all but those in VS are fine. Thing is: the surface drifters are a real nuisance. Always dozens of them after every night. I appreciate the realistic elements like when it is cold and one is getting warmer next to a fire. Also a lot of the game mechanics lead to a reason to build things like storage areas or buildings to process materials instead of having each and everything instantly in the crafting grid.

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