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Windego

Very Important Vintarian
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Everything posted by Windego

  1. Probably because it sounds like it's never meant to happen. What game version are you using? Is there a way someone with administrative privileges on the server could delete the said bucket? Does anyone else crash when they are in the render distance of said chute and bucket?
  2. What kind of settings do you have enabled for the game? What kind of world settings are you going with?
  3. Is it when you're entering new chunks or chunks that you've already visited? New chunks take significantly more resources.
  4. In 1.15.7 it seems to have been fixed to some degree. At least for me. Placing the door in the lower left corner of the floor block you're facing will determine that the door will open to your right.
  5. Have any one of you experienced any changes as of the last time this post was made? I've had this in the past few versions quite often, though more often than not it was related to the option to optimize RAM. Disabling that seemed to fix most of the lag spikes. As of 1.15.7 I've yet to experience it.
  6. This looks familiar to another bug I encountered a few versions back. Including but not limited to: 1.15.2 - 1.15.5 and 1.15.6. (1.15.7 I'm still testing and haven't found kimberlite yet.) But usually this kind of shadow was cast over the entire area of a surface layer of Kimberlite. Nothing above it to cast the shadow either. Though... This almost void shadow also some times happens in forests near a cave entrance, or if there are Lichen in a cave underneath.
  7. I can attest it's happened to me quite often in most if not almost all playthroughs and different versions of the game. New saves, old saves, migrated saves.. And both @Streetwind and @ Onsdag have extremely valid points. I've personally seen all mentioned reasons above, being a potential cause and have even seen it happen in person. What also happens, when you have your pens placed in the boarders of chunks, where they connect, some animals will clip through the fences as cause by leaving and entering the other chunk adjacent to the one they're leaving. I suspect it'll be fixed eventually, but there are a few things including the ones mentioned above, that you could do to prevent it. At least to some degree. Given you're familiar with the wireframe debug command, I'd suggest toggling it on and see if the pen is in several connecting chunks. I hope the information helps a bit as I was troubled by it as well for quite a long while. Cheers!
  8. I have not. I only saw in the mod description that they are vegetarian and assumed no actual fish could be used in it. But if fillets work, great!Thanks!
  9. Speaking of which, any plans for making the Sushi rolls use actual fish? Considering this mod has a compatibility for primitive survival, which adds the ability to catch them...
  10. Oh fudge crackers.. So sorry! I realize I'm an idiot at times.
  11. No I try to keep my mod count low due to performance. This mod is the biggest one I have so far in terms of how much it adds. http://prntscr.com/13cy97y This is what I meant with the no description visible for me.
  12. Thank you a bunch! I really appreciate it.
  13. Also.. How do I make breaded foods? I see them in the handbook but no description on how to actually make them? Do I need bread? Grain? Flour?
  14. Hey! Great mod! Loving it so far. I just have a question.. I'm currently trying to fix an unrelated issue with OpenAL and while in the developer mode to track the issue.. I came across these lines on startup. 24.5.2021 20:02:00 [Error] Grid Recipe with output Item code expandedfoods:meatnugget-bushmeat-smashed contains an ingredient that cannot be resolved: Item code acorns:mallet 24.5.2021 20:02:00 [Error] Grid Recipe with output Item code expandedfoods:meatnugget-poultry-smashed contains an ingredient that cannot be resolved: Item code acorns:mallet 24.5.2021 20:02:00 [Error] Grid Recipe with output Item code expandedfoods:meatnugget-redmeat-smashed contains an ingredient that cannot be resolved: Item code acorns:mallet 24.5.2021 20:02:00 [Error] Grid Recipe with output Item code expandedfoods:fishnugget-smashed contains an ingredient that cannot be resolved: Item code acorns:mallet Any ideas?
  15. How does one go about changing the .json to allow the chests to be carried on your back? Can that change, if at all possible, be made mid-playthrough? Great mod by the way! Loving it. Makes storing items much easier than having a buttload of chests.
  16. Interestingly enough after having changed the Mod's .json for Charcoal from 259 to 128 (like the dry grass stack limit) the chests have yet to vanish. I also, didn't fill the chest completely. Maybe it's related to the chest's actual capacity? I'm using vanilla chests.
  17. Hey! So great mods, I'm currently using this one, the better backpacks and the class armors mod.. However, I'm experiencing quite a devastating bug. After having spent several ingame weeks untill my first large charcoal pit, which is 11x11x5, I collected all the charcoal and placed it in a chest. I log out, log back in the following irl day and the entire chest is just.. Gone. I have another chest near my animal barn with dry grass which stacks to 128 which is the new stacking limit with this mod.. And that one seems to work perfectly fine. But charcoal, to its maximum capacity per stack with this mod, causes the entire chest to just up and vanish? Not just the contents, but the entire thing. I caved and entered creative to try and return what I just lost.. Placed a brand new chest down, filled it with the exact amount i lost, and logged out. Log back in and... Entire chest gone again. Help?
  18. Yeah animals can some times spawn very weirdly. I've at one point had a sow and two piglets spawn inside my house. The floor was pine wood planks and the house had doors and all. And they spawned inside anyway. So... Not sure if it's related but that happened. I also some times get rabbits spawning inside my farm, even when it's fenced in. THen someone on discord suggested they might be pressing up against the fence walls and when you exit and enter that chunk again, it loads up, and the rabbits get pushed through the fence. It's just a theory, but maybe something to help explain what's going on.
  19. OpenGL threw an error: InvalidOperationEnable I get this in my log files, every single playthrough. Be it server or single player. I do not know how or where to go to the settings to see what's wrong. Google search also provides me with nothing useful or any easy way to let me understand anything. I'm not a technician and I can't figure out what to do. Can someone help me? I also seem to have Invalid errors with OpenAL which seems to relate to loading sounds, or reaching some kind of limit? It happens only if and when I exit or enter my base render distance. To clarify, neither errors crash my game. They just have a very large hiccup, followed by eventually doors and other actions not producing sound. Yes, my game is modded. No, it's not mod related because after making a Vanilla test world, building a base with chests and a 4 mill windmill setup, it still does this.
  20. So yesterday my girlfriend and I played on a world she created. We use the following mods: Farm Life Primitive Survival After just one night of playing for 3 hours and 3 minutes we no longer can access the world. She tried running it in repair mode as I'm writing this down and the world loads up. We have not done anything drastic aside of making a dirt house, some log foundation for the new house, killed some wolves, chopped wood and collected base materials. We've not even made anything of metal. I've made a fence and managed to drive a piglet into it and that's about it. I can provide the following .txt files for further information. Not sure which of them is of most use to you. server-debug.txt server-event.txt server-main.txt server-storyevent.txt
  21. Hello, quick question. Does this mod impact how entities are generated and spawned in the world as well? I'm some times getting massive hiccups in the game and freezing. And on several occasions I've stood in a rough center of four loaded chunks and there were 895 entities there. (I used the -clearentities- command and it said it deleted that many.) Once deleted, the lag and hiccup stops untill the next ingame day where another set of 700+ entities are being spawned in on the fly. Chickens and armadillos specifically, though some times the boars are affected too. Have not seen it yet with wolves or sheep. Keep up the good work! Awesome mod in general.
  22. The host can't see them either. The host, can only see their own added waypoints. Any waypoint added by a guest is not seen by the host, nor the guest. Basically the guests can't see any waypoints being added, period. The Host can still see their own.
  23. I can attest to that on multiplayer. The host can see the markers they place but anyone that joins their server and places a marker for themselves seems to not show up at all on the map. Though the LOG does promp that the waypoint has been added. Windows 7 Ultimate.
  24. Good morning, afternoon or even evening, depending on when this is read. Right off the bat I'd like to say that this mod is absolutely fantastic. The realistic implementations it adds to the game really makes it stand out above all others I've tried thus far. It may be a bit tedious for some players if they want to make things in bulk, but hey, when can we in life make 10 chests in a single second? All in all, if you're looking for a mod that adds realism to your Vintage Story game I highly suggest you try it out. Just note that you'll have to deal with a lot more wolves spawning! As for the bugs I've currently run into, I'd say that aside possibly an overpopulation on wolves that spawn in your base UNLESS you have at least one bonefire going every 24 hours.. Then the only thing that kind of does bother, at least me, is that eventually the game seems to experience a type of... Lag.. A hiccup? Animals some times move forward in awkward ways. More specifically.. Their limbs move normally, but they traverse blocks in a hiccup type way..? They seem to have a delay every half a second, to a second before actually moving forward. Some times even when you move about, you get pulled back a block or five-six randomly as if you didn't just move forward at all. Restarting the game however does seem to restore that for at least an hour or two, given you've not gone anywhere outside of a 36-ish block radius, at which point it triggers at a random moment. Restarting the game, again, fixes that. Not sure what to think of it or if it's a problem on my end cosidering I'm running a potato laptop.. But unfortunately removing the mod and reverting to vanilla fixes the issue entirely. (Side note: Neither my CPU or RAM are being used above roughly 45%. Cpu being 43% and RAM being 4gb out of 8gb. So I doubt it's memory issues..?) I hope to hear something back on this. Keep up the good work!
  25. Tested it several times and each time the result is the same. Mainly for goats and wolves, as drifters don't seem affected by it or rabbits, or raccoons. When an animal is killed, you go up to it and start harvesting its body. If you leave but one item in the harvesting inventory and take everything else, log out and back i9n, it will have restocked the entire animals harvesting inventory and you still have what you harvested before logging out. I wouldn't really say it's bad considering you can just loot the entire thing and drop whatever you can't hold onto, but I would call this bug a bit of an exploit? I haven't noticed anyone mentioning anything like this, so I thought I'd write it down to at least be something noticable for others.
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