Ambulate In Somnis Posted February 8, 2021 Report Share Posted February 8, 2021 (edited) Hello, some bugs here at farmer tab. Compost not upgrading to 2nd level Edited February 8, 2021 by Ambulate In Somnis Link to comment Share on other sites More sharing options...
Xandu Posted February 8, 2021 Author Report Share Posted February 8, 2021 45 minutes ago, Ambulate In Somnis said: Hello, some bugs here at farmer tab. Compost not upgrading to 2nd level Hi. Thank you for your report. In this case it is not a bug but intentional. It is a feature i think i nowhere mentioned until know. But i want to add some ingame info to the mod. So hopefully i will add this there too. Basically you need to have a skill level to learn an ability that is the minimum skill level for the ability plus the current tier of the ability. So to learn tier 2 of an ability that requires a minimum skill level of 7 you need the skill to be at level 7+1= 8. So you can not save points and wait until you can learn an ability and then put in all ability points you have. Link to comment Share on other sites More sharing options...
Xandu Posted February 8, 2021 Author Report Share Posted February 8, 2021 On 2/7/2021 at 10:56 AM, Digitalr said: Yes, but it is little annoying, when you throw them away, while in your home. Anyway, i have improved version of this idea You can define, which items are move to void on pickup. Something like strongback inventory, but acting like filter. So, if, as example, i blast quartz vein with ore bombs, and put quartz chunk and clear quartz chunk in this "filter" inventory, i dont need to throw tons of quartz to far corner at regular basis. It just removes from existance. That sounds like an interesting idea. But I think it would be more fitting to be its own mod. On 2/7/2021 at 6:16 PM, Digitalr said: Looks like mushroom harvesting skill allow infinite farming of cattails root. Instead of breaking, it drops root, but leave plant lower part intact. So... Break, take, repeat... Until inventory full Thank you for report. It will be fixed with the next update. It was a wrong bracket. Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted February 9, 2021 Report Share Posted February 9, 2021 Spoiler Running on 64 bit Windows with 16 GB RAM Version: v1.14.7 (Stable)09.02.2021 19:49:49: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei XSkills.EntityAgentPatch.Postfix(EntityAgent __instance, Block ___insideBlock) bei Vintagestory.API.Common.EntityAgent.GetWalkSpeedMultiplier_Patch1(EntityAgent this, Double groundDragFactor) bei Vintagestory.API.Common.EntityPlayer.GetWalkSpeedMultiplier(Double groundDragFactor) bei Vintagestory.API.Common.EntityPlayer.updateEyeHeight(Single dt) bei Vintagestory.Client.NoObf.PlayerCamera.OnBeforeRenderFrame3D(Single deltaTime) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _XJ8aPSlEBe0PiHYbVJEdfXv1yjvA._Kgao3H1tkjUV97mMFigKazMDiUo(Single ) bei _QXfAdKxrJ1KaNtwiV64JU2IvnpC._cl7z8c5uEEaIF1fo0XdijiZbRYk(Single ) bei _QXfAdKxrJ1KaNtwiV64JU2IvnpC._peV5mb21IaSJTAYBddj4gA99BDo(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _03wQBzfCnykaMLiRGgbQzrKOcn3._QN2fpVgRVBDOLs27GIkkdMlxeKf(_a9AJZVMB0wcgfRPD19VvLtZCbaX , String[] ) bei _NdjU5BXvKkfOW2d88pNMbEAjE1q._QN2fpVgRVBDOLs27GIkkdMlxeKf(ThreadStart ) ------------------------------- Event Log, last 3 entries ================================== { TimeGenerated = 24.01.2021 10:26:09, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FFD9FE5D759 Stapel: } { TimeGenerated = 14.01.2021 09:03:01, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FF84A68D759 Stapel: } { TimeGenerated = 19.12.2020 00:17:25, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: System.NullReferenceException bei Vintagestory.Client.NoObf.ClientWorldMap.MarkChunkDirty(Int32, Int32, Int32, Boolean, Boolean, Vintagestory.API.Common.Action, Boolean) bei Vintagestory.Client.NoObf.ClientWorldMap.loadChunkMT(_dZKT5htC7TsF6hecyrNHONKYFvBA, Vintagestory.Client.NoObf.ClientChunk) bei Vintagestory.Client.NoObf.ClientWorldMap+<>c__DisplayClass94_0.<LoadChunkFromPacket>b__0() bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single) bei _dUwwv9Q3M6hPimkiHEIazbxLr9g._X2niSFpb8ndF6zWsCcobp5QBcvO(Single) bei _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single) bei _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(System.Object, OpenTK.FrameEventArgs) bei System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon) bei OpenTK.GameWindow.RaiseRenderFrame(Double, Double ByRef) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double, Double) bei _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14, System.String[]) bei _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(System.Threading.ThreadStart) } Happened twice while i flew into the ground while in spectator mode, or maybe it was creative. Link to comment Share on other sites More sharing options...
Xandu Posted February 9, 2021 Author Report Share Posted February 9, 2021 54 minutes ago, Kai Effelsberg said: Hide contents Running on 64 bit Windows with 16 GB RAM Version: v1.14.7 (Stable)09.02.2021 19:49:49: Critical error occurred System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei XSkills.EntityAgentPatch.Postfix(EntityAgent __instance, Block ___insideBlock) bei Vintagestory.API.Common.EntityAgent.GetWalkSpeedMultiplier_Patch1(EntityAgent this, Double groundDragFactor) bei Vintagestory.API.Common.EntityPlayer.GetWalkSpeedMultiplier(Double groundDragFactor) bei Vintagestory.API.Common.EntityPlayer.updateEyeHeight(Single dt) bei Vintagestory.Client.NoObf.PlayerCamera.OnBeforeRenderFrame3D(Single deltaTime) bei Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) bei Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) bei _XJ8aPSlEBe0PiHYbVJEdfXv1yjvA._Kgao3H1tkjUV97mMFigKazMDiUo(Single ) bei _QXfAdKxrJ1KaNtwiV64JU2IvnpC._cl7z8c5uEEaIF1fo0XdijiZbRYk(Single ) bei _QXfAdKxrJ1KaNtwiV64JU2IvnpC._peV5mb21IaSJTAYBddj4gA99BDo(Single ) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) bei System.EventHandler`1.Invoke(Object sender, TEventArgs e) bei OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) bei _03wQBzfCnykaMLiRGgbQzrKOcn3._QN2fpVgRVBDOLs27GIkkdMlxeKf(_a9AJZVMB0wcgfRPD19VvLtZCbaX , String[] ) bei _NdjU5BXvKkfOW2d88pNMbEAjE1q._QN2fpVgRVBDOLs27GIkkdMlxeKf(ThreadStart ) ------------------------------- Event Log, last 3 entries ================================== { TimeGenerated = 24.01.2021 10:26:09, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FFD9FE5D759 Stapel: } { TimeGenerated = 14.01.2021 09:03:01, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: Ausnahmecode c0020001, Ausnahmeadresse 00007FF84A68D759 Stapel: } { TimeGenerated = 19.12.2020 00:17:25, Site = , Source = .NET Runtime, Message = Anwendung: Vintagestory.exe Frameworkversion: v4.0.30319 Beschreibung: Der Prozess wurde aufgrund einer unbehandelten Ausnahme beendet. Ausnahmeinformationen: System.NullReferenceException bei Vintagestory.Client.NoObf.ClientWorldMap.MarkChunkDirty(Int32, Int32, Int32, Boolean, Boolean, Vintagestory.API.Common.Action, Boolean) bei Vintagestory.Client.NoObf.ClientWorldMap.loadChunkMT(_dZKT5htC7TsF6hecyrNHONKYFvBA, Vintagestory.Client.NoObf.ClientChunk) bei Vintagestory.Client.NoObf.ClientWorldMap+<>c__DisplayClass94_0.<LoadChunkFromPacket>b__0() bei Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single) bei _dUwwv9Q3M6hPimkiHEIazbxLr9g._X2niSFpb8ndF6zWsCcobp5QBcvO(Single) bei _ydpin5JFjepNgd3JOZRb2z5I5Fg._LvRZFcsDWyPwKLB1F2UK7fQ2N6d(Single) bei _ydpin5JFjepNgd3JOZRb2z5I5Fg._GO2qaUrk9dl0IceTLiA7P4LcpAB(Single) bei Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(System.Object, OpenTK.FrameEventArgs) bei System.EventHandler`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Invoke(System.Object, System.__Canon) bei OpenTK.GameWindow.RaiseRenderFrame(Double, Double ByRef) bei OpenTK.GameWindow.DispatchRenderFrame() bei OpenTK.GameWindow.Run(Double, Double) bei _Ine8FeGTtDXciSIfaZMHMwCLKGBA._8puLW8J44fiq3A5hthQTfB8WNxc(_SbVlAI6dJIZ4JRt0da0lu23DF14, System.String[]) bei _lErb0L2e9E9htuT2VVnAsXIZqc7A._8puLW8J44fiq3A5hthQTfB8WNxc(System.Threading.ThreadStart) } Happened twice while i flew into the ground while in spectator mode, or maybe it was creative. Did this happen in specific locations? E.G. If you fly very deep or high? Or did this occur just randomly? Link to comment Share on other sites More sharing options...
Conquest of Blocks Posted February 9, 2021 Report Share Posted February 9, 2021 I think it was just when i was about to hit ground when coming from the air. Link to comment Share on other sites More sharing options...
Xandu Posted February 9, 2021 Author Report Share Posted February 9, 2021 1 hour ago, Kai Effelsberg said: I think it was just when i was about to hit ground when coming from the air. This is strange. I do this all the time and never had this problem. I made some changes so it shouldn't crash anymore, but i don't know why this happens in the first place. Link to comment Share on other sites More sharing options...
Tech_Rabbit Posted February 10, 2021 Report Share Posted February 10, 2021 IMO looting should be a skill later in the combat progression, there are drops enough to where it is fairly OP Link to comment Share on other sites More sharing options...
Xandu Posted February 11, 2021 Author Report Share Posted February 11, 2021 21 hours ago, Tech_Rabbit said: IMO looting should be a skill later in the combat progression, there are drops enough to where it is fairly OP Thanks to your reply I noticed that it wasn't possible to set the minimum required skill level in the config files. I changed that for the next patch so that you can set the minimum skill level how you like. 1 Link to comment Share on other sites More sharing options...
Tech_Rabbit Posted February 11, 2021 Report Share Posted February 11, 2021 (edited) 3 hours ago, Xandu said: Thanks to your reply I noticed that it wasn't possible to set the minimum required skill level in the config files. I changed that for the next patch so that you can set the minimum skill level how you like. Molybdachalkos bits just disappear... edit: Or they just turn into ingots? I see they jump off the anvil but the bits are not in inventory. I think they are actually turning into ingots instead. Will test further. okay they just disappear. Edited February 11, 2021 by Tech_Rabbit Link to comment Share on other sites More sharing options...
Xandu Posted February 11, 2021 Author Report Share Posted February 11, 2021 (edited) 1 hour ago, Tech_Rabbit said: Molybdachalkos bits just disappear... edit: Or they just turn into ingots? I see they jump off the anvil but the bits are not in inventory. I think they are actually turning into ingots instead. Will test further. okay they just disappear. Do you use another mod that do things with the anvil? Like Metal recovery? Happens this with helve hammers or when you smith by yourself? If you have place in your inventory they shouldn't even spawn in the world. Found and fixed the issue. It happened when the stack size was zero and it tried to spawn empty stacks. Edited February 11, 2021 by Xandu Link to comment Share on other sites More sharing options...
Susel_de_Baibak Posted February 11, 2021 Report Share Posted February 11, 2021 With cateyes skill extremely need a sunglasses Link to comment Share on other sites More sharing options...
Xandu Posted February 12, 2021 Author Report Share Posted February 12, 2021 13 hours ago, Susel_de_Baibak said: With cateyes skill extremely need a sunglasses This is the reason why i mentioned it as a experimental ability and why there is a warning in the ability description. It will be more adjusted in the next update. Link to comment Share on other sites More sharing options...
ThePionier Posted February 12, 2021 Report Share Posted February 12, 2021 (edited) I use this shader mod: https://github.com/xxmicloxx/VolumetricShading/releases/tag/v0.2.10 Can it be that the skill with the glow etc does not work? Edited February 12, 2021 by ThePionier Link to comment Share on other sites More sharing options...
Xandu Posted February 12, 2021 Author Report Share Posted February 12, 2021 1 hour ago, ThePionier said: I use this shader mod: https://github.com/xxmicloxx/VolumetricShading/releases/tag/v0.2.10 Can it be that the skill with the glow etc does not work? As long as things like torches or lanterns work the luminiferous ability should also work. I have done a quick test with the shader and for me it worked. Link to comment Share on other sites More sharing options...
ThePionier Posted February 12, 2021 Report Share Posted February 12, 2021 (edited) I see, I thought it wasn't working. Or I think light level 10 is too dark. Or do I have to press a button? Edited February 12, 2021 by ThePionier Link to comment Share on other sites More sharing options...
Xandu Posted February 12, 2021 Author Report Share Posted February 12, 2021 (edited) 38 minutes ago, ThePionier said: I see, I thought it wasn't working. Or I think light level 10 is too dark. Or do I have to press a button? The way it works is: the darker the block you are standing on, the more you start to glow. So you do not need to press a button. Are you sure you have skilled the luminiferous ability? Do you have any other mods active? Are you playing single player or on a server? Edited February 12, 2021 by Xandu Link to comment Share on other sites More sharing options...
ThePionier Posted February 12, 2021 Report Share Posted February 12, 2021 (edited) 2 hours ago, Xandu said: The way it works is: the darker the block you are standing on, the more you start to glow. So you do not need to press a button. Are you sure you have skilled the luminiferous ability? Do you have any other mods active? Are you playing single player or on a server? I play on a server and have leveled the skill. I still use other mods yes. Edited February 12, 2021 by ThePionier Link to comment Share on other sites More sharing options...
ThePionier Posted February 13, 2021 Report Share Posted February 13, 2021 (edited) So today I seem to glow, I don't know what is different today than yesterday. Maybe it was due to another mod, some have been updated. At the moment the extended food mod also has problems that it doesn't use the cooking skill properly when I want to cook more than 6 ingredients. Maybe it has to do with the skill that makes you glow. Maybe because the extended food mod now also uses the compatibility library mod? Edited February 13, 2021 by ThePionier Link to comment Share on other sites More sharing options...
Xandu Posted February 13, 2021 Author Report Share Posted February 13, 2021 3 hours ago, ThePionier said: So today I seem to glow, I don't know what is different today than yesterday. Maybe it was due to another mod, some have been updated. At the moment the extended food mod also has problems that it doesn't use the cooking skill properly when I want to cook more than 6 ingredients. Maybe it has to do with the skill that makes you glow. Maybe because the extended food mod now also uses the compatibility library mod? This is great. I have to look into this. Link to comment Share on other sites More sharing options...
ThePionier Posted February 14, 2021 Report Share Posted February 14, 2021 (edited) I just noticed, I don't think that when you glow and you place tree saplings at night, they illuminate an area like a torch in the light level that you glow right? Now I know why the glow works. The skill works every time you restart the server and then connect to it. If you leave the server running and join again after 10 minutes you will not glow again until you restart the server. So the same problem as with cooking with the extended food mod. Edited February 14, 2021 by ThePionier 1 Link to comment Share on other sites More sharing options...
Digitalr Posted February 14, 2021 Report Share Posted February 14, 2021 Chiseling with luminiferous ability also turn chiseled block to light source. But reconnecting remove all this fake lights. 1 Link to comment Share on other sites More sharing options...
Nozarati Posted February 14, 2021 Report Share Posted February 14, 2021 Suggestion for Woodcutting skill tree: an ability that lets you place a whole block of firewood down at once(32 firewood logs). Would make firing charcoal much quicker process instead of stacking all of it. 1 Link to comment Share on other sites More sharing options...
Xandu Posted February 15, 2021 Author Report Share Posted February 15, 2021 20 hours ago, ThePionier said: I just noticed, I don't think that when you glow and you place tree saplings at night, they illuminate an area like a torch in the light level that you glow right? 20 hours ago, Digitalr said: Chiseling with luminiferous ability also turn chiseled block to light source. But reconnecting remove all this fake lights. I found the glowing placed block issue. It's now on my top 100 weird unexpected bugs list. 20 hours ago, ThePionier said: Now I know why the glow works. The skill works every time you restart the server and then connect to it. If you leave the server running and join again after 10 minutes you will not glow again until you restart the server. So the same problem as with cooking with the extended food mod. Do you still have all your skill levels and abilities? And the abilities just do not work? Link to comment Share on other sites More sharing options...
ThePionier Posted February 15, 2021 Report Share Posted February 15, 2021 14 minutes ago, Xandu said: 21 hours ago, ThePionier said: Do you still have all your skill levels and abilities? And the abilities just do not work? Yes, I still have all of my levels, experience, skill points and also the skills that I have already taken. If I start the server in the morning to play on it, everything works until I log out because I am afk. If I come back and join, the glow no longer work and the cooking skill no longer works either. Until I restart the server. 1 Link to comment Share on other sites More sharing options...
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