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XLib and XSkills


Xandu

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On 4/18/2024 at 4:01 PM, DejFidOFF said:

Ok here we go. Czech translate https://www.vintagestory.cz/downloads/cs.rar

I now finish and test passed for Czech translation of xlib. So please add it to the mod. Thank you for your great job !

Xeffects - https://www.vintagestory.cz/downloads/CZ_translate/xeffects/xeffects_cs.rar

Xlib - https://www.vintagestory.cz/downloads/CZ_translate/xlib/xlib_cs.rar

 

Edited by DejFidOFF
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  • 3 weeks later...

Apologies if this has been addressed elsewhere, but I tried using the "Search in topic" and couldn't find anything. I've started a new world and have found a couple of the XP books, but I can't for the life of me work out how to use them (I've tried every interactable key I can think of and looked in the O menu in case there's something there). I admit I'm still relatively new to the game, but if anyone can help it would be greatly appreciated to free up these inventory slots :P

 

Edit literally 20 seconds later - Accidentally ate a book and now I feel very dumb, despite the exp it granted.

Edited by Kinross07
Solved issue myself
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I think a decimal point might be misplaced for your skill Mixed Clay. It advertises a 50%/100% chance of getting another type of clay at levels 1/2, but in my experience it's more like 5% at level 1. I can consistently mine out about 20 stacks of fire clay and only get 1 stack of blue clay, and vice versa.

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On 5/18/2024 at 7:29 AM, TalShar said:

I think a decimal point might be misplaced for your skill Mixed Clay. It advertises a 50%/100% chance of getting another type of clay at levels 1/2, but in my experience it's more like 5% at level 1. I can consistently mine out about 20 stacks of fire clay and only get 1 stack of blue clay, and vice versa.

It works as intended. You get 0.5/1.0 extra clay for every block you harvest not for every clay item you get.

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10 hours ago, Xandu said:

It works as intended. You get 0.5/1.0 extra clay for every block you harvest not for every clay item you get.

Hi Xandu, thanks for responding. I see what you're saying. That wasn't immediately clear to me, but I think that was probably down to a misunderstanding on my end. I can't think of a better way to word it than you already did. Thanks!

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This may have been suggested or asked about already, but if you're thinking about new skills for a future version, a mining skill that reduces the instability of a stone block when mining it by a set percentage would be a pretty awesome skill with the new(ish) cave-in mechanics. I'm not sure how simple that behavior is to modify, but thought I'd throw it out as a suggestion!

XSkills continues to be a mod I can't play without. Now I'm going to extra step and starting to make patches for my server to add compatibility to other mods we're using that don't current come with XSkills out the door, such as the new world crops mod.

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Hey Xandu, I did @ you on discord but probably better for me to bring this up here.

I'm pretty far into a game now, with Capercaillies up to generation 5 from this popular mod https://mods.vintagestory.at/moreanimals

I've now realised I dont get any husbandry XP from killing them or taking their eggs. Hen eggs give me EXP, and killing Hens / Hares give me husbandry EXP.

Is there a txt file or something I can add Capercailles to or something to fix this please, as it's a very popular mod and Im surrpised it doesnt give exp or hasnt been brought up before. 

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On 5/27/2024 at 10:05 PM, Credinus said:

This may have been suggested or asked about already, but if you're thinking about new skills for a future version, a mining skill that reduces the instability of a stone block when mining it by a set percentage would be a pretty awesome skill with the new(ish) cave-in mechanics. I'm not sure how simple that behavior is to modify, but thought I'd throw it out as a suggestion!

XSkills continues to be a mod I can't play without. Now I'm going to extra step and starting to make patches for my server to add compatibility to other mods we're using that don't current come with XSkills out the door, such as the new world crops mod.

This has been suggested before, maybe I'll add something like this in the future.

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Hi there, I wanted to say I love your mod and we’re all very glad to have it over on Conquest of Blocks, but I wanted to bring something to your attention! I’ve found that if you place seeds on farmland with the Demeter’s Bounty perk and then immediately break them, there is a chance of doubling, which could be exploited to create a lot more seeds early on in progression than a player is capable of finding naturally. This wouldn’t normally be an issue if playing on singleplayer, but on multiplayer the skills will persist through a server wipe, giving players a sort of slingshot effect right into the agricultural era. If this is intentional, no worries, but I thought I’d let you know!

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Maybe I'm misunderstanding how this "Scrap Detector" skill works or I'm encountering a bug with it, since I'm unable to get it to proc when digging multiple stacks worth of sand. It's supposed to be a 4% chance when your character breaks a Sand block, like digging it with a shovel? My character has Collecting > Digging > Scrap Detector 2/2 and Scrap Specialist 1/2 on Xskills 0.8.5 on VS v1.19.8, and haven't received any procs after hundreds of attempts, listed below:

  • 3 stacks of Andesite Sand with a Tin Bronze Shovel
  • 3 stacks Andesite Sand with a Flint Shovel
  • 1 stack of Andesite Sand with "Bare Hands" (holding no item)
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25 minutes ago, Vesk Aida said:

Maybe I'm misunderstanding how this "Scrap Detector" skill works or I'm encountering a bug with it, since I'm unable to get it to proc when digging multiple stacks worth of sand. It's supposed to be a 4% chance when your character breaks a Sand block, like digging it with a shovel? My character has Collecting > Digging > Scrap Detector 2/2 and Scrap Specialist 1/2 on Xskills 0.8.5 on VS v1.19.8, and haven't received any procs after hundreds of attempts, listed below:

  • 3 stacks of Andesite Sand with a Tin Bronze Shovel
  • 3 stacks Andesite Sand with a Flint Shovel
  • 1 stack of Andesite Sand with "Bare Hands" (holding no item)

It is bugged at the moment.

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  • 2 weeks later...

Is the "blacksmith" skill working as intended at the moment? Using it for quite a while now, but all the items I crafted had a quality of less than 1. From what I get from the tooltip they should be between 1 and 5 with the blacksmith skill at level 1.

Great mod, btw. Really makes you feel you accomplish something with all the grinding.

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50 minutes ago, grumium said:

Is the "blacksmith" skill working as intended at the moment? Using it for quite a while now, but all the items I crafted had a quality of less than 1. From what I get from the tooltip they should be between 1 and 5 with the blacksmith skill at level 1.

Great mod, btw. Really makes you feel you accomplish something with all the grinding.

The 1 is the base value. Not the minimum value. The base value is a multiplier for the calculations that depend on your skill and randomness. So the calculation looks something like: quality = 1*random*skill. 

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  • 3 weeks later...

I looked around through this forum post as well as the ModDB comments and I've seen a couple people with similar issues but I didn't see any fixes for it (sorry if you've already replied to them, I just didn't see them)

I was running xSkills 0.8.7 and xLib 0.8.4 along with several other mods just fine as singleplayer, but when I opened to Lan to allow some friends to play they would immediately crash to desktop when trying to connect to my world, receiving an error message mentioning an issue with xLib. Unfortunately, my friends are just a tad computer illiterate so I haven't been able to get any more info out of them. Everything works fine without xLib and xSkills installed.

My current mod list, in case it would help. Keep in mind, it all works great for me in singleplayer, it just won't allow people to join in multi.

Spoiler

Alchemy 1.6.33
Ancient Armory 1.0.1
Animation Manager 0.8.8
BedSpawn 1.2.0
Better Ruins 0.3.5
Better Traders 0.0.7
CommonLib 2.4.0
Config Lib 1.3.13
Feverstone Wilds 1.5.0-rc.2
FSMLib 0.4.5
Joy of Sailing 1.3.0
Bows 1.0.4
Crossbows 0.3.11
Firearms 0.5.4
Pet AI 2.2.4
Player Corpse 1.10.1-rc.1
Primitive Survival 3.5.5
Rivers 3.1.0
Sticks From Firelogs 1.3.0
Unnofficial Toolworks Addition 1.3.2
Toolworks 1.8.1
Dear ImGui 1.1.5

 

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20 minutes ago, RedVanGhoul said:

I looked around through this forum post as well as the ModDB comments and I've seen a couple people with similar issues but I didn't see any fixes for it (sorry if you've already replied to them, I just didn't see them)

I was running xSkills 0.8.7 and xLib 0.8.4 along with several other mods just fine as singleplayer, but when I opened to Lan to allow some friends to play they would immediately crash to desktop when trying to connect to my world, receiving an error message mentioning an issue with xLib. Unfortunately, my friends are just a tad computer illiterate so I haven't been able to get any more info out of them. Everything works fine without xLib and xSkills installed.

My current mod list, in case it would help. Keep in mind, it all works great for me in singleplayer, it just won't allow people to join in multi.

  Reveal hidden contents

Alchemy 1.6.33
Ancient Armory 1.0.1
Animation Manager 0.8.8
BedSpawn 1.2.0
Better Ruins 0.3.5
Better Traders 0.0.7
CommonLib 2.4.0
Config Lib 1.3.13
Feverstone Wilds 1.5.0-rc.2
FSMLib 0.4.5
Joy of Sailing 1.3.0
Bows 1.0.4
Crossbows 0.3.11
Firearms 0.5.4
Pet AI 2.2.4
Player Corpse 1.10.1-rc.1
Primitive Survival 3.5.5
Rivers 3.1.0
Sticks From Firelogs 1.3.0
Unnofficial Toolworks Addition 1.3.2
Toolworks 1.8.1
Dear ImGui 1.1.5

 

Hi. You should use xlib Version v0.8.5-pre.1

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On 6/27/2024 at 11:54 AM, Xandu said:

Hi. You should use xlib Version v0.8.5-pre.1

xSkills had mentioned 0.8.4 as the prerequisite (forgot to download it when I loaded the first time). Does 0.8.5-pre 1 fix this multiplayer issue then? I'll have to give it a try, thanks!

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1 hour ago, RedVanGhoul said:

xSkills had mentioned 0.8.4 as the prerequisite (forgot to download it when I loaded the first time). Does 0.8.5-pre 1 fix this multiplayer issue then? I'll have to give it a try, thanks!

This is a minimum version condition. You can often use newer versions. It should fix the issue.

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I'm having an issue with the skills menu not showing up when I press 'o' on my single player world. I didn't have this issue before but later on I joined a multiplayer server that was using xSkills so maybe that has something to do with it?

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17 hours ago, Dronzo said:

I'm having an issue with the skills menu not showing up when I press 'o' on my single player world. I didn't have this issue before but later on I joined a multiplayer server that was using xSkills so maybe that has something to do with it?

This usually can have on of these reasons:

1. There is a key conflict with another mod. So check if the key is used multiple times.

2. The mod is not loaded properly. This can be the case if "xskills" or "xlib" is not enabled or if you don't have the right version of one mod. So make sure you have downloaded the newest version of both mods and both are enabled.

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  • 3 weeks later...

I can't seem to ever get past 

System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsPlayerBehavior.ApplyAbilitiesStability()
   at XSkills.XSkillsPlayerBehavior.OnGameTick(Single deltaTime)
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 896

no matter what I do.  If the only Mod I have on the server is xskill and xlib, then it works. The instant I add any other mods,  xskill fails with this on the client side.  Mods that have nothing to do with temporal stability. One was the auto map markers mod. Something I wouldn't expect to have any collision with this.  I suspect it's a timing issue. Something the mod expects to exist doesn't right near the connection time and the code proceeds as if it does and crashes from the null exception.  I decompiled and I see some null checks but then I see a lot of code that just assumes things will return successfully?

Not the nicest solution, but possible to wrap a try/catch around the entire function and just log the null reference instead of crashing the client? Any thoughts on ever making the plugins open source? I'd be interested in contributing.

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35 minutes ago, Tiver said:

I can't seem to ever get past 

System.NullReferenceException: Object reference not set to an instance of an object.
   at XSkills.XSkillsPlayerBehavior.ApplyAbilitiesStability()
   at XSkills.XSkillsPlayerBehavior.OnGameTick(Single deltaTime)
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 896

no matter what I do.  If the only Mod I have on the server is xskill and xlib, then it works. The instant I add any other mods,  xskill fails with this on the client side.  Mods that have nothing to do with temporal stability. One was the auto map markers mod. Something I wouldn't expect to have any collision with this.  I suspect it's a timing issue. Something the mod expects to exist doesn't right near the connection time and the code proceeds as if it does and crashes from the null exception.  I decompiled and I see some null checks but then I see a lot of code that just assumes things will return successfully?

Not the nicest solution, but possible to wrap a try/catch around the entire function and just log the null reference instead of crashing the client? Any thoughts on ever making the plugins open source? I'd be interested in contributing.

Hi. Can you give me your full log?

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10 minutes ago, Xandu said:

Hi. Can you give me your full log?

Logs attached.

Also I used dnspy to modify the ApplyAbilitiesStability to add the try/catch and now the mod loads up.  not sure if stability mods work as I haven't modified it to log anything when it catches the exception so not sure if it only fails initially and then works or not.  The logs attached here are using the standard  mod, not my modified version.

client-logs.zip server-logs.zip

Edited by Tiver
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On 7/21/2024 at 7:18 PM, Tiver said:

Logs attached.

Also I used dnspy to modify the ApplyAbilitiesStability to add the try/catch and now the mod loads up.  not sure if stability mods work as I haven't modified it to log anything when it catches the exception so not sure if it only fails initially and then works or not.  The logs attached here are using the standard  mod, not my modified version.

client-logs.zip 4.91 kB · 2 downloads server-logs.zip 10.89 kB · 2 downloads

I don't know why this happens when you enable a mod. I would assume it happens randomly, never or every time but it should not depend on any other mod. Do you have temporal stability enabled in your world?

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2 hours ago, Xandu said:

I don't know why this happens when you enable a mod. I would assume it happens randomly, never or every time but it should not depend on any other mod. Do you have temporal stability enabled in your world?

temporal stability is enabled.  It happens every single time and while that log includes all the mods, I thought it might be a specific one so I tested out starting up with just one of each, but it crashed the client in every single combination.

I'm all set for now with my own hack of the dll to add the try/catch but I'd prefer to not have to modify every new release.  If you can suggest code that would log details, that wasn't something I was able to easily find for the game's libraries, I could add logging to see what specifically is null and if the error goes away after the client has been connected for a bit.

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Hey @Xandu as requested I will put bug reports here.

The mod Vies Blocks adds Storage Beds where you can sleep for 9.5 hours.

Sadly, it does give me no well rested effect whatsoever. I thought it would increase the duration, but now I have no duration ^^.

I had an Oak Storage Bed with cloth wool and cloth in the cloth slot. (This was a lot of cloth in one sentence)

You may not know this mod so I link it here: https://mods.vintagestory.at/viesblocks

 

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