Mods / Carry On

Category: #QoL
Author: NerdScurvy
Side: Both
Created: Oct 22nd 2022 at 1:30 AM
Last modified: Oct 10th at 4:06 PM
Downloads: 163797
Follow Unfollow 1465

Latest file for v1.20.0-pre:
CarryOn-1.20.0-pre_v1.8.0-pre.1.zip 1-click install


Fork of mod made by copygirl - CarryCapacity

Allows picking up and carrying blocks, especially containers along with their contents, in your hands and on your back.

Usage

To pick up a block with your hands, sneak and hold right-click. Both hands must be empty.
A circular progress bar will be visible around your cursor as you wait.
You can only pick up certain supported blocks, such as baskets, chests, barrels, vessels (including broken ones), anvils, ...

To put a block onto your back, sneak and hold right-click without aiming at a block (or hold Ctrl when aiming at a block). 
A smaller selection of blocks can be put on your back. Notably, baskets can be worn on your back without any downsides.

To put a block down, or from your back into your hands, just sneak and hold right-click again.

You can still interact with most doors and storage with your hands full but with a short delay (hold button to interact).

Additional Information

Typically, when carrying containers, you are slowed down by some amount.
You also cannot sprint when carrying a block in your hands.

When taking any damage, you drop what you're holding in your hands.
When you die, what you're carrying on your back will drop at your death location.
If the death occurs on a land claim on which the player does not have permission and no suitable location can be found to place the block, the items will drop. Containers will spill their contents, loot vessels will smash dropping the loot and some items could break entirely (e.g. clutter has a chance of breaking)

Recommended Mods

A selection of mods regularly tested with CarryOn - in no particular order.

Having issues?

Feel free to contact me on Discord: NerdScurvy#7698

To help with resolving issues - send me your logs:

  • client-main.txt
  • client-debug.txt
  • server-main.txt
  • server-debug.txt

More logging information can be captured by enabling the following in the CarryOn ModConfig:

"LoggingEnabled": true

 

ModConfig

All carryables can be enabled/disabled via the CarryOnConfig.json file in ModConfig: The values shown are the defaults.

{
"AnvilEnabled": true,
"BarrelEnabled": true,
"BookshelfEnabled": false,
"BunchOCandlesEnabled": false,
"ChandelierEnabled": false,
"ChestLabeledEnabled": true,
"ChestTrunkEnabled": false,
"ChestEnabled": true,
"ClutterEnabled": false, (Most of the clutter found in ruins)
"CrateLegacyEnabled": true,
"CrateEnabled": true,
"DisplayCaseEnabled": false,
"FlowerpotEnabled": false,
"ForgeEnabled": false,
"HenboxEnabled": false,
"LogWithResinEnabled": false,
"LootVesselEnabled": true,
"MoldRackEnabled": false,
"MoldsEnabled": false,
"OvenEnabled": false,
"PlanterEnabled": true,
"QuernEnabled": true,
"ShelfEnabled": false,
"SignEnabled": false,
"StationaryBasketEnabled": true, (Reed Chest)
"StorageVesselEnabled": true,
"ToolRackEnabled": false,
"TorchHolderEnabled": false,
"BackSlotEnabled": true, (Used to disable items carried on back)
"AllowChestTrunksOnBack": false,
"AllowLargeChestsOnBack": false, (e.g. ExtraChests)
"AllowCratesOnBack": false,
"NonGroundBlockClasses": [
"BlockWater",
"BlockLava" ],
  "AutoMatchIgnoreMods": [
"mcrate"
],
"AllowedShapeOnlyMatches": [
"block/clay/lootvessel",
"block/wood/chest/normal",
"block/wood/trunk/normal",
"block/reed/basket-normal"
],
"InteractDoorEnabled": true, (Hold interact button to open doors when carrying block in hands)
"InteractStorageEnabled": true, (Hold interact button to open storage container when carrying block in hands)
"LoggingEnabled": false (Output extra logging information) }

NonGroundBlockClasses is used to determine if a dropped block will sink through these types when looking for ground or placing the block.
e.g. Adding "BlockLeaves" will cause dropped blocks to fall through tree foliage.

CarryOn will try to auto-match similar blocks in other mods to make them carryable. The following Config sections affect the auto-matching:

  • AutoMatchIgnoreMods - any mod id added to this array will be excluded from auto-matching. mcrate has been excluded by default due to the multi-block storage. Carryable multi-blocks are not fully supported at the moment.
  • AllowShapeOnlyMatches - Allows matching of similar carryables based on only the shape. Probably best to leave these as they are.

The HoldControlForBackSwapFocus option can be used to disable to Ctrl key interaction to prioritise swapping blocks to and from the back slot. 

CarryOnClientConfig.json in ModConfig:

{
"HoldControlForBackSwapFocus": true
}

 

 

Known Issues

  • Multi-block carryables are not fully supported. They have a habit of deleting other blocks if dropped.
  • Unable to pick up raft when empty-handed and carrying block on back. Workaround is to have an item in your active slot.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.8.0-pre.1 5523 Oct 10th at 4:06 PM Show CarryOn-1.20.0-pre_v1.8.0-pre.1.zip Install now
v1.7.4 63378 Jan 26th at 1:11 AM Show CarryOn-1.19_v1.7.4.zip Install now
v1.7.3 1140 Jan 24th at 10:52 AM Show CarryOn-1.19_v1.7.3.zip Install now
v1.7.2 2642 Jan 20th at 1:07 PM Show CarryOn-1.19_v1.7.2.zip Install now
v1.7.1 333 Jan 20th at 9:19 AM Show CarryOn-1.19_v1.7.1.zip Install now
v1.7.0 581 Jan 20th at 1:51 AM Show CarryOn-1.19_v1.7.0.zip Install now
v1.7.0-pre.3 4076 Dec 21st 2023 at 2:20 AM Show CarryOn-1.19.0-pre.10_v1.7.0-pre.3.zip Install now
v1.7.0-pre.2 2643 Nov 22nd 2023 at 11:34 AM Show CarryOn-1.19.0-pre.7_v1.7.0-pre.2.zip Install now
v1.7.0-pre.1 2178 Nov 4th 2023 at 2:41 AM Show CarryOn-1.19.0-pre.4_v1.7.0-pre.1.zip Install now
v1.6.1 10644 Nov 5th 2023 at 12:29 AM Show CarryOn-1.18-net7_v1.6.1.zip Install now
v1.6.0 12423 Sep 15th 2023 at 12:06 PM Show CarryOn-1.18-net7_v1.6.0.zip Install now
v1.5.0 5597 Aug 23rd 2023 at 6:39 AM Show CarryOn-1.18-net7_v1.5.0.zip Install now
v1.4.0 1804 Aug 19th 2023 at 5:20 PM Show CarryOn-1.18_v1.4.0.zip Install now
v1.3.0 7378 Jul 20th 2023 at 2:27 PM Show CarryOn-1.18_v1.3.0.zip Install now
v1.2.0 10831 May 20th 2023 at 3:47 AM Show CarryOn-1.18_v1.2.0.zip Install now
v1.1.0 2647 May 14th 2023 at 12:01 AM Show CarryOn-1.18_v1.1.0.zip Install now
v1.0.0 6882 Apr 21st 2023 at 12:53 PM Show CarryOn-1.18_v1.0.0.zip Install now
v1.0.0-rc.3 1552 Apr 19th 2023 at 12:31 PM Show CarryOn-1.18.0-rc.8_v1.0.0-rc.3.zip Install now
v1.0.0-rc.2 1337 Apr 12th 2023 at 11:50 AM Show CarryOn-1.18.0-rc.5_v1.0.0-rc.2.zip Install now
v1.0.0-rc.1 1234 Apr 5th 2023 at 3:29 PM Show CarryOn-1.18.0-rc.2_v1.0.0-rc.1.zip Install now
v0.13.0-pre.3 672 Mar 30th 2023 at 6:54 AM Show CarryOn-1.18.0-pre_v0.13.0-pre.3.zip Install now
v0.13.0-pre.2 654 Mar 24th 2023 at 1:50 AM Show CarryOn-1.18.0-pre_v0.13.0-pre.2.zip Install now
v0.11.0-pre.1 1525 Feb 26th 2023 at 7:58 PM Show CarryOn-1.18.0-pre_v0.11.0-pre.1.zip Install now
v0.12.0 1029 Mar 24th 2023 at 1:53 AM Show CarryOn-1.17.0_v0.12.0.zip Install now
v0.10.4-rc.1 1057 Feb 17th 2023 at 11:51 AM Show CarryOn-0.10.4-rc.1-net7.zip Install now
v0.10.3 7481 Dec 4th 2022 at 6:53 AM Show CarryOn-1.17.9_v0.10.3.zip Install now
v0.9.1 671 Nov 29th 2022 at 11:37 AM Show CarryOn-1.17.9_v0.9.1.zip Install now
v0.9.0 1323 Nov 20th 2022 at 7:05 AM Show CarryOn-1.17.9_v0.9.0.zip Install now
v0.8.0 1927 Nov 11th 2022 at 1:28 PM Show CarryOn-1.17.9_v0.8.0.zip Install now
v0.7.1 1441 Oct 30th 2022 at 3:37 AM Show CarryOn-1.17.9_v0.7.1.zip Install now
v0.7.0 888 Oct 25th 2022 at 10:46 AM Show CarryOn-1.17.9_v0.7.0.zip Install now

207 Comments (oldest first | newest first)

💬 TRexTheHunter, Nov 8th at 3:48 PM

Nahida - Post your log and confirm you are using the correct version of the mod for v1.19 (the currently posted one is for v1.20).

💬 Nahida, Nov 7th at 5:53 PM

This mode crashed my game, LoL (1.19.8) Had to delete it :(

💬 SheverPL, Oct 20th at 8:38 PM
Hello 

I have an error when starting the game, it says that one file is missing and that it cannot be downloaded again, I tried to do it manually and it doesn't work, does anyone else have this error???
💬 Danie, Oct 13th at 7:37 AM

Does this work for 1.19.7? What version do I download

💬 JakeMFPhelps, Oct 12th at 5:01 PM

What prerequisites do I need for this mod? when reloading mods it states I need prerequisites

💬 DanekJovax, Oct 9th at 10:06 AM

By far one of the best QoL mods out there!

💬 Derathul, Sep 15th at 6:38 PM

Hello :)
Is there any chance to implement compatibility with "Butchering" mod? Or at least make it able to carry animal corpses in hands and on back? It would be great to be able to pick up an animal corpse and carry it back to base :)

💬 Nightwolf, Aug 31st at 1:02 PM

Bruco  I don't have that issue while using the carry-on mod.  However, you may have an issue with some previous mod cache data.

Trying clearing the data from /VintagestoryData/Cache to see if that helps, I have had to do this before when some mods would start causing random glitches/issues.

💬 Bruco, Aug 31st at 1:53 AM

Seems to be disabling the abilty to turn log into firewood, both in the crafting menu unmodded and modded with the live action in world chopping mod.

💬 Chrizzlybear, Jul 16th at 10:37 PM

i updated the german translation on Crowdin.

💬 ForeverGood023, Jul 15th at 10:26 PM

i've made a translation for Portuguese Brazil on Crowdin for this mod <3

💬 Willownezz, Jun 27th at 10:18 PM

Is there a way to not render the stuff when carried in your back?

💬 gndrneutralnoun, Jun 25th at 4:37 PM

Is there any chance you could enable the leaking resin logs from Ancient Tools and Wild Farming, as well as the Flora Zones mod series, to be carryable?

💬 pearllite, Jun 16th at 5:11 AM

Thank you for creating this mod, it's made playing the game just that more fun and exciting - I love being able to move my full crates around!!

💬 Willownezz, Jun 15th at 8:09 PM

the mod was working fine, but now for some reason, it only opens and closes the container instead of grabbing it, even tho I have both hands empty, anyone with this issue? happened after I died!

EDIT: well I am just a dummy I disabled it by mistake by pressing the "K" so if anyone got that same issue that's how u fix it! =D

💬 Zenist, May 7th at 4:40 PM

It's in the description but to be more obvious (it got me just now) if you are openning/closing instead of picking up....

BOTH HANDS MUST BE EMPTY!

💬 thL33tn00b, Apr 14th at 9:49 AM

Is there any way to get the Labeled Trunks mod compatible with this?

💬 solarman, Apr 11th at 3:44 AM

Any chance we can get an option to configure the movement speed while carrying a block on our back?

💬 King_Doggo, Apr 9th at 11:29 PM

JosephiKrakowski 

That'd be the K key bud!

💬 Morgolgo, Mar 10th at 6:59 PM

I love this mod! Thank you for all the work you've done

One thing I've always wanted from this mod is some kind of hud indicator to show I'm wearing a container on my back. I frequently forget that I'm carrying one. I know that I can check by switching to 3rd person but this would be really nice.

💬 JosephiKrakowski, Mar 10th at 3:46 AM

Hey can anyone help me out? I accidentally hit a key combination and "CarryOn Disabled" appeared in chat, not sure how to undo it.

💬 CaptainCobop, Mar 5th at 3:11 AM

Having the same issue as Wizard76 and NerdlinGeeksly.

 

Edit: A day later, I don't have the problem anymore. I can pick things up just fine. I didn't update or reconfigure anything.

💬 Rhoun, Mar 3rd at 2:18 PM

Love the mod! An idea I'll enjoy as a more hard-core player - config for global speed modifier when holding something in the hands, something in the back, and when holding both. 

Even better if putting something back will require a special kit of ropes/ties/however you call it. Even if it's not visible, I'd enjoy this mechanic a lot. I've disabled the back slot completely for now as it is very unrealistic for me to be able to haul a chest on your back without any kit for it and almost no penalty to speed.

 

💬 Levion, Feb 28th at 8:38 PM

I just ran into a Nasty bug where attempting to pick up a locked chest causes it to become Inaccessible entirely. I was still able to break it (after breaking it the 50 times) and it dropped all it's things. But I imagine this means on servers anyone can try to pick up a locked chest and Seal it, forcing it's owner to break it to get things back

💬 Wizard76, Feb 20th at 9:57 PM

Im having the same issue as NerdlinGeeksly. It has a visual that I have a chest on my back, but I cant place it and cannot pick up a different chest.

 

💬 NerdlinGeeksly, Feb 18th at 9:57 AM

I can't pick things up, the items have the sneak + right click prompt but when I do it I just open the vessel.

💬 Sableye, Feb 14th at 5:40 PM

Hi, love the mod!

QP Chisel Tools recently made it possible to chisel chests, which you can carryon and move around, but the chisel does not stick once carryon happens (it defaults to the default chest texture while in-hand, and once put on back) but will go back to a chiseled block when placed using carryon. 

Is it possible to have a chest retain it's chisel when carried on your back? My dreams of chiseled wings are so close...

 

Thanks!

💬 NerdScurvyAuthor, Feb 6th at 9:43 AM

Khana

Trunk should be working. Make sure you have ChestTrunkEnabled in the config file.

WobblyBob MrChester
The reported bugs have been resolved for 1.19. 
Have not done extensive testing so there could still be issues.
💬 WobblyBob, Feb 5th at 9:38 PM

Can anyone confirm this works for 1.19?

💬 MrChester, Feb 4th at 12:37 PM

does this work correctly with 1.19 now, or should i wait a little longer to avoid bugs?

💬 Khana, Feb 3rd at 6:56 PM

has there been trunks removed from bein able to pick up or is that a bug? x

 

💬 Kessem, Jan 25th at 3:53 AM

NerdScurvy

Well derp... I guess I didn't know how that works, never trapped anything till now. Oh well, I weirdly feel bad for the chickens, as I left them in the trap until they dispawned (there was no way for me to interact with them).

Sorry for the noob question, and thanks for the answer, and the mod.

💬 DarkThoughts, Jan 24th at 1:05 PM

If the basket movement speed is intended like that, could we also maybe add the wattle baskets from Wildcraft? They have the same armount of storage slots but by default reduce the full amount of movement speed.

💬 NerdScurvyAuthor, Jan 24th at 9:36 AM

@Kessem

Do you have an empty slot open where your baskets go? Baskets containing animals do not go in your normal inventory.

💬 Kessem, Jan 23rd at 7:53 PM

Is there a conflic between this mod and the basket trap?

I placed 3 Reed Basket Traps and cought 3 chickens in them, but when I shift-right click on them, they don't go to my empty slot, instead the turn to a small representation on the ground that shakes occasionaly, but cannot be interacted with in any way (not even breaking them).

💬 fukamidori, Jan 22nd at 11:58 AM

Bug report: None of the individually configured walkSpeedModifiers work. Everything in hand gives -0.25, and on back -0.15.

💬 NerdScurvyAuthor, Jan 21st at 4:55 AM

The placed reed chest ignoring the direction you are facing is a side effect of the workaround to the null ref error.

Have requested a null check be added to the Vanilla code to support mods placing blocks that are not in standard slots.

💬 ChristsRisen, Jan 21st at 2:49 AM

i havent tested it yet, about to, but i can enable it now. no longer says its missing dependancies. 👍

💬 JimmyMac, Jan 20th at 9:07 PM

when placing down a reed chest it looks like it ignores the direction you're facing and always places it with the front of the chest facing north. Haven't tested it on other containers. 1.19.1 version

💬 Wolf64, Jan 20th at 8:49 PM

Thanks a lot for this, major pain point eliminated for me!

I was wondering though: Would it be possible for you to poll the input from the game settings? It seems that as of now the input for the pickup action is hardcoded to the default sneak-button (shift L), rather than any user defined controls. Since I always use custom keybindings, this was very confusing, as it just wouldn't work until I thought of the default setting for sneaking.

💬 LiamEoinWolfe, Jan 20th at 8:42 PM

@liliya You are running an older version of the mod. NerdScurvy updated it 11 and 7 hours ago.

💬 liliya, Jan 20th at 4:04 PM

Here's my crash log!

 

Running on 64 bit Windows 10.0.19045.0 with 24506 MB RAM
Game Version: v1.19.1 (Stable)
1/19/2024 11:15:48 AM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: HangingOilLamps@1.0.1, spyglass@0.5.0, game@1.19.1, animalcages@3.0.1, beehivekiln@1.5.1, betterfirepit@1.1.3, carryon@1.7.0-pre.3, freedomunits@1.1.2, hudclock@3.4.0, creative@1.19.1, survival@1.19.1, metalrecovery@0.1.19-pre.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CarryOn.Client.EntityCarryRenderer.RenderCarried(EntityAgent entity, CarriedBlock carried, Single deltaTime, Boolean isFirstPerson, Boolean isImmersiveFirstPerson, Boolean isShadowPass, EntityShapeRenderer renderer, IAnimator animator) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 118
at CarryOn.Client.EntityCarryRenderer.RenderAllCarried(EntityAgent entity, Single deltaTime, Boolean isShadowPass) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 94
at CarryOn.Client.EntityCarryRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 DarkThoughts, Jan 20th at 2:15 PM

NerdScurvy Appreciated!

💬 NerdScurvyAuthor, Jan 20th at 1:09 PM

@DarkThoughts

Have reduced the dependency to 1.19.0

@Yanazake

Translation has been released.

💬 DarkThoughts, Jan 20th at 12:51 PM

Is the hard .1 release dependency necessary? It's not updated on Flathub yet... :(

💬 NerdScurvyAuthor, Jan 20th at 12:14 PM

Yanazake

Thanks, will include in the next release.

The spill mechanic is fairly rare, only happens if unable to find a suitable spot to drop a carried block when the player is damaged or dies.

The shoulder slot was there when I inherited the mod. I think it was a planned feature, but not used at the moment.

💬 AzuliBluespots, Jan 20th at 10:14 AM

I'm not sure why this wasn't translated already, and I had no idea there was a "spill" mechanic.
Here's the pt-br translation. (also, what's carried on the shoulder??)

{
"blockhelp-pickup": "Carregar",
"drop-notice": "Você deixou cair {0} de suas {1}.",
"drop-notice-destroyed": "Você deixou cair {0} de {1} e acabou quebrando.",
"drop-notice-destroyed-spill-contents": "Você deixou cair {0} de {1} e acabou quebrando, soltando o conteúdo.",
"drop-notice-spill-contents": "Você deixou cair {0} de {1} e acabou abrindo, soltando o conteúdo.",
"slot-hands": "suas mãos",
"slot-back": "suas costas",
"slot-shoulder": "seus ombros",
"pickup-hotkey": "CarryOn - Carregar / Colocar",
"swap-back-hotkey": "CarryOn - Mudar para as costas",
"toggle-hotkey": "CarryOn - Habilitar / Desabilitar interação"
}

💬 RikeiR, Jan 20th at 9:55 AM

At 1.19.1

Right now, this mod is working fine.

Thank you so much.

💬 NerdScurvyAuthor, Jan 20th at 1:53 AM

Have added fix for the crash when placing the reed chest.

Have not looked at the multiplayer reed chest renderer issue yet.

💬 chadm, Jan 19th at 8:47 PM

Here's mine.  I love this mod.  I hope this helps and I hope it's an easy fix.  I had just picked up and put down my basket whilst out scavaging. No problems at that time.  The crash happened when I got back to my hovel and tried to put it down inside.  There were drifter at the door.  Don't know if any of that matters but in the interst of full disclosure...

 

Game Version: v1.19.1 (Stable)
1/19/2024 12:04:24PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.5, game@1.19.1, carryon@1.7.0-pre.3, hudclock@3.4.0, morepiles@1.5.0, petai@2.2.1, creative@1.19.1, survival@1.19.1, feverstonehorses@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 814
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Game Version: v1.19.1 (Stable)
1/19/2024 12:17:41PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.5, game@1.19.1, carryon@1.7.0-pre.3, hudclock@3.4.0, morepiles@1.5.0, petai@2.2.1, creative@1.19.1, survival@1.19.1, feverstonehorses@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Game Version: v1.19.1 (Stable)
1/19/2024 12:19:08PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.5, game@1.19.1, carryon@1.7.0-pre.3, hudclock@3.4.0, morepiles@1.5.0, petai@2.2.1, creative@1.19.1, survival@1.19.1, feverstonehorses@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Game Version: v1.19.1 (Stable)
1/19/2024 12:22:09PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.5, game@1.19.1, carryon@1.7.0-pre.3, hudclock@3.4.0, morepiles@1.5.0, petai@2.2.1, creative@1.19.1, survival@1.19.1, feverstonehorses@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Game Version: v1.19.1 (Stable)
1/19/2024 12:23:21PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.5, game@1.19.1, carryon@1.7.0-pre.3, hudclock@3.4.0, morepiles@1.5.0, petai@2.2.1, creative@1.19.1, survival@1.19.1, feverstonehorses@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Game Version: v1.19.1 (Stable)
1/19/2024 12:25:39PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.5, game@1.19.1, carryon@1.7.0-pre.3, hudclock@3.4.0, morepiles@1.5.0, petai@2.2.1, creative@1.19.1, survival@1.19.1, feverstonehorses@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Game Version: v1.19.1 (Stable)
1/19/2024 12:34:48PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: moreicons@1.1.0, primitivesurvival@3.4.5, game@1.19.1, carryon@1.7.0-pre.3, hudclock@3.4.0, morepiles@1.5.0, petai@2.2.1, creative@1.19.1, survival@1.19.1, feverstonehorses@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 waterdrinker, Jan 19th at 8:40 PM

crashed when trying to place a reed basket

💬 CKitt, Jan 19th at 5:18 PM

And again. Hopefully it can be pinpointed as far as the issue, as I find this mod indispensable!

 

Running on 64 bit Windows 10.0.19045.0 with 130848 MB RAM
Game Version: v1.19.1 (Stable)
1/19/2024 10:16:28 AM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: HangingOilLamps@1.0.1, spyglass@0.5.0, game@1.19.1, animalcages@3.0.1, beehivekiln@1.5.1, betterfirepit@1.1.3, carryon@1.7.0-pre.3, hudclock@3.4.0, creative@1.19.1, survival@1.19.1, metalrecovery@0.1.19-pre.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CarryOn.Client.EntityCarryRenderer.RenderCarried(EntityAgent entity, CarriedBlock carried, Single deltaTime, Boolean isFirstPerson, Boolean isImmersiveFirstPerson, Boolean isShadowPass, EntityShapeRenderer renderer, IAnimator animator) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 118
at CarryOn.Client.EntityCarryRenderer.RenderAllCarried(EntityAgent entity, Single deltaTime, Boolean isShadowPass) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 94
at CarryOn.Client.EntityCarryRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Anabella, Jan 19th at 4:11 PM

Got a crash just now with the mod.  Here is the error.

Running on 64 bit Windows 10.0.19045.0 with 32692 MB RAM
Game Version: v1.19.1 (Stable)
1/19/2024 11:07:22 AM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: backpackpackplus@1.0.3, betterdrifters@2.1.3, dragonessrecipes@0.2.0, fulldrop@1.0.0, LargerStacks@1.0.3, GreaterChanceForTerraPretaX40@0.4.0, moredrygrass@0.2.0, nailsmold@1.0.1, natseasystonebricks@1.0.1, primitivesurvival@3.4.5, usefulscrap@2.0.2, visibleore@1.0.1, game@1.19.1, accessibilitytweaks@3.4.1, carryon@1.7.0-pre.3, commonlib@2.3.2, egocaribautomapmarkers@3.0.2, hudclock@3.4.0, medievalexpansion@3.13.1, resinlightsbymad@1.0.1, tarmor@0.1.4, tstools@1.3.8, creative@1.19.1, survival@1.19.1, metalrecovery@0.1.19-pre.1, playercorpse@1.9.0, stonequarry@3.2.1
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 CKitt, Jan 19th at 5:18 AM

No specific action/cause, multiplayer. It's crashed twice now, with nothing in common among players as far as activities/carrying anything in hands/on back. I had warned all players to not attempt carrying a reed chest, and as far as I know, no one has.

 

Running on 64 bit Windows 10.0.19045.0 with 130848 MB RAM
Game Version: v1.19.0 (Stable)
1/18/2024 5:46:18 PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: HangingOilLamps@1.0.1, spyglass@0.5.0, game@1.19.0, animalcages@3.0.1, beehivekiln@1.5.1, betterfirepit@1.1.3, carryon@1.7.0-pre.3, hudclock@3.4.0, creative@1.19.0, survival@1.19.0, metalrecovery@0.1.19-pre.1
System.NullReferenceException: Object reference not set to an instance of an object.
at CarryOn.Client.EntityCarryRenderer.RenderCarried(EntityAgent entity, CarriedBlock carried, Single deltaTime, Boolean isFirstPerson, Boolean isImmersiveFirstPerson, Boolean isShadowPass, EntityShapeRenderer renderer, IAnimator animator) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 118
at CarryOn.Client.EntityCarryRenderer.RenderAllCarried(EntityAgent entity, Single deltaTime, Boolean isShadowPass) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 94
at CarryOn.Client.EntityCarryRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Still, two crashes among quite a few hours of multiplayer isn't the end of the world. I'm amazed it's been functional at all, nevermind fairly stable!

💬 MichelleW, Jan 18th at 2:52 PM

Maybe its just reed chest, because you can use that one to catch animals in the new version.

💬 sushieater, Jan 18th at 2:38 PM

I tried wooden chests and Extra Chests with 1.19.0. These work correctly.

💬 MichelleW, Jan 18th at 9:38 AM

Andy4Vendetta no, it crashes when you try to put something on the ground. I would not recommend using this currently. I think the issue is because of the new feature where you can trap animals in the reed chest.

💬 Andy4Vendetta, Jan 18th at 8:07 AM

Is this mod works normally on 1.19.0 Stable?

💬 MichelleW, Jan 18th at 5:57 AM

@Slimemage, Thank you, that worked 😀

💬 Slimemage, Jan 17th at 10:34 PM

MichelleW take the chest off your back, into your arms, then take fall damage instead of placing it down normally. Oh god how do I make this entire thing not tagged?

💬 MichelleW, Jan 17th at 8:18 PM

I'm stuck with 85% movement speed event though I've disabled the mod. Any way to clear that until the crash is fixed? Or is my character forever slow now?

💬 ChristsRisen, Jan 17th at 4:06 PM

not to add to the stress and you might already know....but. i cant even enable the mod in the current stable release. maybe its me \O/. says its missing dependancies. thx

💬 SpacemanSpliff, Jan 17th at 1:04 AM

Also getting a crash on 1.19 rc8 when placing a basket down. crashlog is here: pastebin.com/ETBbBhyM

💬 MrFlame, Jan 15th at 3:40 PM

Same thing, on 1.19 

trying to place a basket or chest results in a crash
💬 B0bb0, Jan 14th at 10:45 PM

Same as sushieater but with 1.19-rc8.  When putting a basket on the ground.

Running on 64 bit Windows 10.0.22621.0 with 32463 MB RAM
Game Version: v1.19.0-rc.8 (Unstable)
1/14/2024 5:44:30 PM: Critical error occurred in the following mod: carryon@1.7.0-pre.3
Loaded Mods: buzzwords@1.5.0, moreicons@1.1.0, moremolds@1.4.2, MoreTorchHolders@1.0.0, primitivesurvival@3.4.5, roas@1.0.0, game@1.19.0-rc.8, zoombuttonreborn@1.6.0, altmapiconrenderer@1.2.2, animalcages@3.0.1, canbeignited@1.1.0, carryon@1.7.0-pre.3, commonlib@2.3.2, naturalnight@2.0.0, paxel@1.4.1, stickemup@1.1.0, stickscrafting@1.0.16, storageoptions@1.0.2, vtpp@1.1.0, creative@1.19.0-rc.8, vsimgui@0.3.2, survival@1.19.0-rc.8, workbenchexpansion@1.7.0, metalrecovery@0.1.19-pre.1, configlib@0.3.3, extraoverlays@1.4.0, stonequarry@3.2.1, statushudcont@2.1.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135
at CarryOn.Common.CarryHandler.PlaceDown(IPlayer player, CarriedBlock carried, BlockSelection selection, BlockPos& placedAt) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 525
at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) in G:\git\github\Nerdscurvy\CarryOn\src\Common\CarryHandler.cs:line 252
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 B0bb0, Jan 14th at 10:45 PM
💬 sushieater, Jan 14th at 4:55 PM

I'm getting a crash with 1.19rc7 (1.19rc6 works), when trying to put down a chest:

System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.HasAnimal(ItemStack itemStack) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 31
at Vintagestory.GameContent.BlockBehaviorCreatureContainer.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, EnumHandling& handling, String& failureCode) in VSSurvivalMod\BlockBehavior\BehaviorCreatureContainer.cs:line 123
at Vintagestory.API.Common.Block.TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, String& failureCode) in VintagestoryApi\Common\Collectible\Block\Block.cs:line 791
at CarryOn.API.Common.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped, Boolean playSound) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlock.cs:line 195
at CarryOn.API.Common.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) in G:\git\github\Nerdscurvy\CarryOn\src\API\Common\CarriedBlockExtensions.cs:line 135

...

💬 Berkyjay, Jan 9th at 6:10 AM

iuno. Yes I did actually.  Thanks for pointing that out.  I'll make sure to clean up those files.

💬 iuno, Jan 7th at 7:46 PM

@Berkyjay I was getting the same crash, did you happen to install a newer version of the mod for the prereleases before going back to a 1.18 version? In any case deleting CarryOnConfig.json and CarryOnClientConfig.json in %appdata%/VintagestoryData/ModConfig fixed it for me.

💬 BobEdJones, Jan 7th at 12:00 AM

Is there a conflg to make putting things on your back take up an backback slot?

💬 Berkyjay, Jan 5th at 11:45 PM

Getting a game crash when trying to load a save when I enable Carry On.

Game Version: 1.18.15

Mod Version: 1.6.1

Crash log: pastebin.com/WBZ6T3n0

💬 Farian, Jan 5th at 3:20 AM

Yo Bruco I'm not the dev, but looking at the mod description, I think your wish for carry-able resign logs is already possible! See "LogWithResinEnabled" in the config list, which seems to be disabled by default :-)

💬 Tyranus, Jan 3rd at 1:17 PM

Hi. I'm playing on the latest version and it seems the reed basket impart a 15% penalty of walking speed when on back now.

Don't know if it's intended as the debuff normarly starts when you put clay pots or chest on your back.

💬 GrimoireODS, Jan 1st at 5:33 PM

I sneak and hold right click but it doesnt do much, it only opens the container halp???

💬 Bruco, Dec 31st 2023 at 2:43 AM

Hey there NerdScurvy , Im so glad you took this mod over and have it running so beautifully, but can I request two additional Blocks for Carry? I used to use the Carry Capacity mod, and seriously miss being able to carry resin tree blocks, so I can build a little resin Totem in my yard. Nothing big, like four blocks or so, for resin farming. Also and more especially, Hollow tree logs from the mod, " In Dappled Groves " by Vinter Nacht, as they dont just make a great carryable chest, but they look sooo cool on your back, with the Hollow pointing outward, gives it a very naturalistic feel to the character, an almost hobbit like backpack, that I think goes well with the overall feel of the sim.

Also, if you dont have time, is there any way I can add a block to the list?

💬 Schmarotzer, Dec 24th 2023 at 11:55 AM

wrong link on Wood Chests at Recommended Mods section

💬 Cargo, Dec 15th 2023 at 6:16 PM

Missing dependencies.

💬 Shoddyfrog, Dec 13th 2023 at 2:04 PM

In game Mod Manager screen is saying that this is missing dependencies.

💬 Nubberino, Dec 10th 2023 at 1:41 PM

Crash on world gen, and identical one if i generate the world and then get on after turning the mod on.

Running on 64 bit Windows with 15716 MB RAM
Game Version: v1.19.0-pre.9 (Unstable)
10/12/2023 14:37:48: Critical error occurred in the following mod: carryon@1.7.0-pre.2
Loaded Mods: game@1.19.0-pre.9, carryon@1.7.0-pre.2, hudclock@3.3.0, creative@1.19.0-pre.9, survival@1.19.0-pre.9
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at CarryOn.Client.EntityCarryRenderer.RenderAllCarried(EntityAgent entity, Single deltaTime, Boolean isShadowPass)
at CarryOn.Client.EntityCarryRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 Fjall, Dec 10th 2023 at 1:33 AM

Not that this is a terribly common thing to happem, but if you pick up a chest, then open your inventory and throw it away (at least in creative), the player still holds the chest there's no way to put anything back in that inventory spot.

💬 Yelb, Dec 9th 2023 at 9:14 AM

Hello, crash on world gen with 19pre9

💬 McThrill, Dec 5th 2023 at 7:59 AM

TRexTheHunter that's the exact same error I got. Mod works fine in other pre-release versions.

💬 TRexTheHunter, Dec 5th 2023 at 6:09 AM

Crash on loading an existing world generated with  v1.19.0-pre5 (update dto pre 7, and today with pre8 and seeing this crash during loading the world). I'll try to grab you on the discord as well.

Edit: also crash on worldgen for a fresh new world using pre8

Thanks!

Running on 64 bit Windows with 16309 MB RAM
Game Version: v1.19.0-pre.8 (Unstable)
2023-12-05 1:01:20 AM: Critical error occurred in the following mod: carryon@1.7.0-pre.2
Loaded Mods: buzzwords@1.6.0, primitivesurvival@3.4.2, sortablestorage@2.2.0, game@1.19.0-pre.8, zoombuttonreborn@1.6.0, carryon@1.7.0-pre.2, farmlanddropssoil@1.4.0, hudclock@3.3.0, morepiles@1.5.0, stepup@1.2.0, creative@1.19.0-pre.8, survival@1.19.0-pre.8, em@2.5.0-pre.1, bricklayers@2.5.0-pre.1
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at CarryOn.Client.EntityCarryRenderer.RenderAllCarried(EntityAgent entity, Single deltaTime, Boolean isShadowPass)
at CarryOn.Client.EntityCarryRenderer.OnRenderFrame(Single deltaTime, EnumRenderStage stage) in G:\git\github\Nerdscurvy\CarryOn\src\Client\EntityCarryRenderer.cs:line 86
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 199
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 799
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 894
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 723
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 674
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 649
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 78
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 317
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 McThrill, Dec 5th 2023 at 6:04 AM

Not sure if this is happening to anyone else, but the latest version of this mod is causing the game to hard crash on start for me on 1.19 pre-8.

💬 Aysle, Dec 3rd 2023 at 5:01 PM

Danni293 was having the same issue. But when I tried v 1.6.1 and v 1.6.0 my game started crashing half way into loading my world.

💬 Danni293, Dec 3rd 2023 at 1:31 AM

@NotGoodPlayer I had this too, then I checked the file versions. The latest release for Carry On is for VS version 1.19.0-pre, go to the files tab to download Carry On v 1.6.1 or 1.6.0 which are both for VS 1.18.x, which works for 1.18.15.

💬 NotGoodPlayer, Dec 1st 2023 at 9:32 AM

in v1.18.15 in instaled mods "Unable to resolve some mod dependencies. Check log files" and mod don`t work

💬 Vastness, Nov 19th 2023 at 4:45 PM

@thebraen

This happenned to me in creative mode while looking for "oak" I realize, precisely, that quickly writing "oak" disables and re-enables it, this is the weirdest thing ever, but there you go

💬 spekulatius, Nov 18th 2023 at 12:30 PM

i pressed some button and deactivated carry on, how can i reactivate it again? pls help D:

💬 Toudi, Nov 11th 2023 at 3:24 PM

Would it be possible to display red hint text in the bottom saying "Both hands must be empty to pick up" when Offhand or main hand is not empty and player tries to pick up something?  I would increase the user expereince and prevented some facepalms xD

💬 Bulwar73, Nov 9th 2023 at 4:23 PM

Ok, an update to my post about the crash I was having. 

It turns out by having multiple mods in the mod folder will effect the game and was the cause of the issue all together. 

I had to remove ALL of the versions of "Carryon" from the mod folder totally to get the game to load correctly with the mod active.

What does the activation button do and reloading the mods at the bottom do? If a mod is deactivated in the mod list then it should not effect the load order of the other mods in that list.

I think I may have accedentaly stumbled upon something that could be affecting a huge amout of people. Most mod list with a activation button means it is turned off and will not effect the other mods.

I just proved that it does. Now that I have just ONE version of "Carryon" in the mod folder (1.6.1). It works and all of my saves load just fine. 

💬 Bulwar73, Nov 8th 2023 at 10:57 PM

I was playing in my world and decided to move a storage vessel to the seller. When I got it empty and was going to move it. I couldn't pick it up. So, It had been a while sence I had updated the Carryon mod. I went and yes my version was really old. Now no matter the version I attempt to use. My game crashes. I went from the 1.0.0 all the way to current version for 1.18.15 of the game 1.6.1 I believe is the one. This is the crash logs.

 

Running on 64 bit Windows with 32700 MB RAM
Game Version: v1.18.15 (Stable)
11/8/2023 4:50:03 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.0.15, AMFinder@1.3.1, angelbelt@1.4.0, autosifter@1.1.0, backpackpackplus@1.0.3, bettercrates@1.6.0, BuggisRandomChanges@3.3.0, buildinggadgets@0.4.0, chiseltools@1.8.4, composter@1.0.4, craftingtable@0.4.0, EasyFruitTrees@1.0.1, extrachests@1.7.0, extraclayforming@1.0.0, FarmSurvival@1.3.0, FastPitkilns@1.0.0, fernslikegrass@1.0.0, FlexibleTools@2.1.0, HoneyPress@1.1.2, mcd1@1.0.0, moreclassestweak@1.2.5, moredrygrass@0.2.0, moremolds@1.4.12, MoreTreeSeeds@1.0.0, nightwatcher@1.4.0, nooffhandhunger@1.0.0, OresAPlenty@3.1.0, qptech@1.14.1, QuartzBlocks@1.1.0, roas@1.0.0, RockBlocks@1.0.0, simpleelevator@1.3.0, standardcrates@1.0.0, tprunes@1.0.8, vtpp@1.0.0, game@1.18.15, zoombuttonreborn@1.4.0, alloycalculator@1.0.0, animalcages@2.1.5, betterbloomeriesreborn@1.0.4, betterfirepit@1.1.0, diamondcrate@1.0.2, expandedfoods@1.6.8, farmlanddropssoil@1.4.0, hudclock@3.3.0, sailboat@1.1.0, kegrevival@1.0.3, medievalexpansion@3.9.2, petai@1.7.2, claywheel@1.1.0, prospectorinfo@4.3.0, scarecrow@1.2.3, stillnecessaries@1.0.0, techmolds@1.0.0, temporalstormtimer@1.0.0, translocatorlocator@1.0.2, creative@1.18.15, survival@1.18.15, wildfarmingrevival@1.0.5, metalrecovery@0.1.18-rc.2, tradercamps@1.0.4, em@2.4.1, feverstonehorses@1.5.0, morecandles@1.1.3, simplewinddirection@1.0.2
System.Exception: Don't know how to instantiate collectible behavior of class 'Carryable' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 220
at Vintagestory.Common.BlockTypeNet.ReadBlockTypePacket(Packet_BlockType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\BlockTypeNet.cs:line 377
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateBlocks(Block[] blocks, Int32 start, Int32 maxCount) in VintagestoryLib\Client\Systems\Startup.cs:line 555
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadBlockTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 363
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 338
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass12_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 108
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart() 

 

 

 

NONE of my worlds load!!!

💬 ZoraFay, Nov 8th 2023 at 3:59 AM

waterdrinker C:\Users\xxxxx\AppData\Roaming\VintagestoryData\ModConfig is the typical address.

It may not show in the ModConfig folder unless you run VS first with the mod.  Good Luck!

💬 waterdrinker, Nov 7th 2023 at 1:18 PM

I am having trouble finding the CarryOnConfig.json file. Is there a file path?

💬 KometFox, Nov 6th 2023 at 1:28 PM

Could you enable please adding right shift for carrying containers? I'm left handed and I use the arrow keys for movement, not WASD keys. Thanks in advance.

💬 ZoraFay, Nov 5th 2023 at 12:46 AM

JonFox  The latest version of this mod is for 1.19 pre-release, which is available.  If you are on 1.18, then go to the 'Files' tab near the top of the page and download v1.6.1.

💬 JonFox, Nov 5th 2023 at 12:29 AM

ok i went to redownload all my mods for VS but when i came to Carry On. Im getting dependancy issues. Saying i need 1.19.0 of the game itself. That is released yet so i cant even use the dang mod

💬 NerdScurvyAuthor, Sep 15th 2023 at 12:09 PM

@Kaofan

Added just now. Thanks.

 

💬 Kaofan, Sep 15th 2023 at 12:05 AM

NerdScurvy

When will you introduce my Polish version?

💬 Kaofan, Sep 11th 2023 at 12:00 PM

Polish version

{
"blockhelp-pickup": "Podnieś",
"drop-notice": "Upuściłeś {0} z twoich {1}.",
"drop-notice-destroyed": "Upuściłeś {0} z twoich {1} i zostało zniszczone.",
"drop-notice-destroyed-spill-contents": "Upuściłeś {0} z twoich {1} i zostało zniszczone, wylewając zawartość.",
"drop-notice-spill-contents": "Upuściłeś {0} z twoich {1} i to się rozbiło, wylewając zawartość.",
"slot-hands": "ręce",
"slot-back": "plecy",
"slot-shoulder": "ramię",
"pickup-hotkey": "CarryOn - Podnieś / Odłóż",
"swap-back-hotkey": "CarryOn - Przełącz na plecy",
"toggle-hotkey": "CarryOn - Włącz / Wyłącz interakcję"
}

💬 Kara, Aug 29th 2023 at 4:16 AM

@NerdScurvy
sorry i was not able to provide more info, its just what i experinaced D=

💬 NerdScurvyAuthor, Aug 26th 2023 at 2:26 PM

Kara

The default pickup key has always been Shift (Sneak), but I think many players, myself included, swap the Shift/Ctrl mappings.

I've checked v1.5.0 on a dedicated server (VS 1.18.8) with default mappings, then swapped them over. Have not experienced any issues so far.

I did add the K hotkey to toggle the CarryOn interactions On/Off - if this was pressed by accident that could explain why it stopped working?

 

💬 Kara, Aug 26th 2023 at 3:31 AM

using version v1.5.0 on my server, i was encountering a issue, that i can only discribe as probably being a bug. mind you, no crashed or bug reports to send. 
the issue was, i was not able to pickup anything. i know you changed the pickup key, from Ctrl, to shift. on changing it back, it worked at first but then stopped working for me. so maybe its an issue, when someone changes the keybind? for now, our server has reverted back to 1.3.0

pretty much it was acting like something was in my offhand when i try to pickup a chest/vessel/ anything and keeps opening/closing it. 

💬 TigersFangs, Aug 24th 2023 at 10:55 PM

If you do add carryable entities (which for argument's sake would be pretty accurate and immsersive), may I suggest a few things?

  • Only unconscious/tied up creatures should be carriable unless they are domesticated, maybe 8th gen and higher?
  • Bears probably shouldn't be carriable, at least for immersion.
  • I've seen many farmers hoist sheep and carry them on the back of their neck with front legs forward over one shoulder and back legs forward over the other.  If you add it you could make medium creatures like sheep/pigs/wolves carryable over the shoulders with a free back slot or even require several (or all) free back slots.
  • Smaller creatures like chickens and rabbits could be carried in hand only since it wouldn't make sense to sling them over your back unless they were dead or in a cage.

Obviously a knockout system and a tying system would need to be implemented for this.  This is just my two sense for what I feel would make immersive sense in the game, you certainly don't have to take these suggestions at all.

💬 RogueRaiden, Aug 24th 2023 at 2:58 PM

i think it would be a fantastic addition. i would like to be able to configure it, maybe make just pets carryable (PetAI)

💬 NerdScurvyAuthor, Aug 24th 2023 at 11:43 AM

RogueRaiden

Entities cannot be carried with this mod. It is something I have been considering including.

💬 RogueRaiden, Aug 23rd 2023 at 8:37 PM

can entities be carried? like pigs or bighorns

💬 Guimoute, Aug 23rd 2023 at 10:04 AM

If the info helps anyone, I don't experience those lag spikes using Carry On 1.4.0 and Vintage Story 1.18.7.

💬 NerdScurvyAuthor, Aug 23rd 2023 at 6:42 AM

Nebux

I've just released v1.5.0 which targets the DotNet 7 Build of Vintage Story. 

See if that helps with the lag spikes.

 

💬 Nebux, Aug 22nd 2023 at 6:32 PM

i find that updating to 1.4.0 has lot's of lag spikes and reverted to older version and removed most of them. i still have spikes but i can continue moving instead of freezing in place

💬 Guimoute, Aug 21st 2023 at 5:13 PM

Thank you kindly for the update @NerdScurvy !

💬 NerdScurvyAuthor, Aug 19th 2023 at 5:29 PM

Guimoute

Version 1.4.0 has configurable hotkeys:

  • CarryOn - Pick Up / Put Down (Default: Shift)
  • CarryOn - Swap to back modifier (Default: Ctrl)
  • CarryOn - Enable / Disable interaction (Default: K)

All keys work as before and require holding the right mouse button to interact.

Issues with grabbing a stack of items from a crate - but don't want to remap keys from default?

  • Use the hotkey to temporarily disable interactions.
  • Holding an item in either hand will prevent blocks from being picked up

 

💬 Guimoute, Aug 7th 2023 at 12:22 AM

If that helps anyone, updating from 1.2.0 to 1.3.0 and changing the client config "HoldControlForBackSwapFocus" from true to false fixed my issue mentioned a few messages below.

Edit: nevermind, changing that setting helped with not having to enable "mouse modifiers locked to sneak/sprint" for the Carry to work, but now I can't grab a stack of items from a crate with ctrl, it carries it instead. I don't understand why this isn't a wide-spread issue. Does everyone just play with mouse modifiers locked? A dedicated key for the carry feature would be very welcome.

💬 SpearAndFang, Aug 2nd 2023 at 3:47 PM

Just an fyi - I made the move to 1.18.8-rc.1 (NET7) for my current playthrough, and ended up using v1.3.0 of this mod successfully. Love love love this mod btw.

💬 Laerinok, Jul 4th 2023 at 7:23 PM

NerdScurvy

Hello, here is the content for the fr.json

{
"blockhelp-pickup": "Porter",
"drop-notice": "Vous avez déposé {0} de votre {1}.",
"drop-notice-destroyed": "Vous avez déposé {0} de votre {1} et il a été détruit.",
"drop-notice-destroyed-spill-contents": "Vous avez déposé {0} de votre {1} et il a été détruit, renversant le contenu.",
"drop-notice-spill-contents": "Vous avez déposé {0} de votre {1} et il s'est ouvert, renversant le contenu.",
"slot-hands": "mains",
"slot-back": "dos",
"slot-shoulder": "épaule"
}

===============
Pour les joueurs fr, en attendant la prochaine maj avec la trad. :
- copiez le texte ci-dessus dans un fichier texte
- nommez le fr.json
- placez ce fichier fr dans l'archive du mod CaryOn-XXXXXX.zip du dossier AppData\Roaming\VintagestoryData\Mods dans l'emplacement \assets\carryon\lang\

💬 SpeedRider, Jun 18th 2023 at 7:06 AM

does food in side a basket on the back age the same as the player's inventory or as if the item was in the basket on the floor ?

 

💬 Guimoute, Jun 17th 2023 at 11:03 PM

This must be fixable by adding a custom hotkey to grab the container, just like the `Doff and Don Again` mod does for dropping armor?

💬 Guimoute, Jun 4th 2023 at 4:41 PM

@NerdScurvy Hmm I have this enabled since the beginning.

My settings are:

  • "Mouse modifiers locked to sneak/sprint" enabled.
  • Ctrl to sneak.
  • R to sprint.

Maybe it's a bug with the game but my actions are modified by ctrl/shift, not R/ctrl.

_____

Edit: ok, disabling and enabling the setting did change the actions to be modified by R/ctrl and made the mod work with ctrl-sneak. So I'll use that setting as a way to enable/disable the mod when I move vessels. Not ideal but that will work, thank you.

Fun stuff with the setting disabled:

image

💬 NerdScurvyAuthor, Jun 4th 2023 at 5:07 AM

Guimoute

Another workaround is to enable "Mouse modifiers locked to Sneak/Sprint" in the controls tab.

💬 Guimoute, Jun 3rd 2023 at 10:28 PM

Hello. The mod does not work if you bind sneak to left ctrl. The workaround is to change the binding just the time to move a vessel.

(Game 1.18.5, mod 1.2.0)

💬 DasPrinzip, May 16th 2023 at 7:56 AM

@NerdScurvy it is not activated, default config.

"I just noticed that trunks can still be carried even with the option set to false due to the similar blocks matching algorithm." -> i can confirm that.

💬 NerdScurvyAuthor, May 16th 2023 at 4:46 AM

DasPrinzip

Multi-block chests can be problematic and still needs some work.
Is this with the option "ChestTrunkEnabled": true?

I just noticed that trunks can still be carried even with the option set to false due to the similar blocks matching algorithm.
Will look into it.

💬 AzuliBluespots, May 15th 2023 at 3:32 PM

DasPrinzip

That kind of chest should be avoided to be carried, it's kinda buggy. But if it's appearing randomly, there's some really weird stuff happening there.

💬 DasPrinzip, May 15th 2023 at 3:07 PM

since the update v1.1.0 , phantom boxes appear randomly from time to time for a short time, but the players do not have them with them. also you can see on the picture there is something wrong with the position of the box

 

💬 MrGR0, May 7th 2023 at 3:38 PM

I tried to change the walkspeed of my player when carrying stuff but it doesn't seem to effect anything, what do I need to do to change the values of walk speed? Specialy the default. Thanks in advance. Also allowCratesOnBack and other stuff set to false doesn't work, I still can carry them no problem.

My mod path and data path are set to another drive so I dont ocupy space, just some info.

 

💬 Aarki, May 6th 2023 at 11:58 PM

"CarryOnConfig.json in ModConfig:"

The control-swap option is not in that file, but in the CarryOnClientConfig.json instead. Good job, though!

💬 Mudbomb, Apr 28th 2023 at 11:09 PM

Hey Eifel13 I came here to mention this specific problem,

I swapped my sneak and sprint from the default settings and now picking up chests only works with the "Mouse modifiers locked to Sneak/Sprint" enabled

💬 HighFall, Apr 28th 2023 at 2:19 PM

Problem:

Unable to pickup chests with both hand slots empty. (version 1.18.0)

 

Solution:

Turn off and then turn on the "Mouse modifiers locked to Sneak/Sprint" checkbox.

 

Can anyone confirm if it works with those who have a similar problem.

💬 Heracles056, Apr 23rd 2023 at 4:43 AM

Le mob fonctionne très bien, le problème venait de moi, je n'avais jamais fait attention qu'il faillait avoir les deux mains libres pour pouvoir porter les coffres.

Encore merci pour votre temps et gentillesse.

The mob works very well, the problem came from me, I had never paid attention that it was necessary to have both hands free to be able to carry the chests.

Thanks again for your time and kindness.
💬 NerdScurvyAuthor, Apr 22nd 2023 at 1:49 PM

Heracles056

By default the log files are in C:\Users\YOURACCOUNT\AppData\Roaming\VintagestoryData\Logs
Note that AppData is a hidden folder. 

The files are overwritten each time the game is run - so test your non-working savegame and send me the files.

💬 Heracles056, Apr 22nd 2023 at 1:13 PM

J'ai créé une autre partie test et le mod fonctionne, cela viens bien de ma sauvegarde, savez-vous comment réparer une partie pour que le mod fonctionne ?Pouvez-vous me dire où je pourrais trouver ses documents .text, je n'arrive pas à les trouver.

Merci.

I created another test game and the mod works, it's fine from my savegame, do you know how to fix a game to make the mod work?
Can you tell me where I could find his .text documents, I can't seem to find them.
Thanks.
💬 NerdScurvyAuthor, Apr 22nd 2023 at 4:17 AM

Heracles056

I can have a look at your logs if you send them to me.

  • client-main.txt
  • client-debug.txt
  • server-main.txt
  • server-debug.txt

Discord: NerdScurvy#7698
Email: NerdScurvy@gmail.com

 

💬 Heracles056, Apr 22nd 2023 at 4:11 AM

Solo,

Et j'ai pourtant installé, désinstaller à plusieurs reprises, avec une nouvelle ou ancienne partie, il ne veut pas fonctionner.
Je ne connais pas la cause, il fonctionne impeccablement sur la 1.17.11 et 1.17.12.

And yet I have installed, uninstalled several times, with a new or old part, it does not want to work.
I don't know the cause, it works flawlessly on 1.17.11 and 1.17.12.
💬 Heracles056, Apr 22nd 2023 at 4:04 AM
💬 NerdScurvyAuthor, Apr 22nd 2023 at 1:43 AM

Heracles056

I've been playing with the Primitive Survival mod installed and have not had any issues. Are you playing single player or on a server?

 

💬 Heracles056, Apr 22nd 2023 at 1:15 AM

Le mod Primitive Survival a-t-il une incidence avec votre mod?
J'ai fait une installation propre en 1.18 et Carry on 1.0.0 ne fonctionne pas de mon côté.

Dommage pour moi, car votre mod est vraiment génial.

Does the Primitive Survival mod affect your mod?
I did a clean install in 1.18 and Carry on 1.0.0 doesn't work on my end.
Too bad for me, because your mod is really great.
 
💬 Heracles056, Apr 21st 2023 at 8:03 PM

Merci pour la mise à jour , Thanks for the update.

💬 NerdScurvyAuthor, Apr 19th 2023 at 12:36 PM

Vinter_Nacht

That's an older pre-release of CarryOn causing the error. The offending code has since been removed.

 

💬 Vinter_Nacht, Apr 18th 2023 at 4:44 PM
Running on 64 bit Windows with 16 GB RAM Game Version: v1.18.0-rc.8 (Unstable) 4/18/2023 11:41:53 AM: Critical error occurred in the following mod: carryon@0.11.0-pre.1 Loaded Mods: AnthroFoxPlayerModel@1.0.1, game@1.18.0-rc.8, carryon@0.11.0-pre.1, hudclock@2.9.0-pre.1, creative@1.18.0-rc.8, survival@1.18.0-rc.8, metalrecovery@0.1.18-rc.2 System.MissingMethodException: Method not found: 'Vintagestory.API.Server.LandClaim[] Vintagestory.API.Common.ILandClaimAPI.Get(Vintagestory.API.MathTools.BlockPos)'. at CarryOn.CarriedBlock.PlaceDown(IWorldAccessor world, BlockSelection selection, Entity entity, Boolean dropped) at CarryOn.CarriedBlockExtensions.PlaceCarried(IPlayer player, BlockSelection selection, CarrySlot slot) at CarryOn.Common.CarryHandler.OnGameTick(Single deltaTime) at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 85 at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 811 at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 710 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 165 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 683 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 627 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 126 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 479 at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454 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)

Break from 1.18
💬 Kwegar, Apr 18th 2023 at 6:38 AM

I think something in 1.18 rc 8 broke this.  I try to place a masket down i had on my back and it desktops me every time.. (on a server i run)  I will try more testing

Further testing i was not on the latest rc 5 patch you did.. that fixed it.. figured i would live info here so others may read and update too

💬 Mendall, Apr 13th 2023 at 7:40 PM

thank you, thank you, thnk you,  "Fix ExtraChests to allow carried on back when AllowLargeChestsOnBack is true"

you are my hero. I like to play as a nomad and the big chests are a god send when you only have the one chest you can carry

 

 

💬 NerdScurvyAuthor, Mar 29th 2023 at 7:56 AM

BlueFuryDragon 

Can you check the logs to see if the mod is loading? Or you could send me the logs and I can look further. 
Logs: server-main.txt. server.debug.txt client-main.txt client-debug.txt

Discord: NerdScurvy#7698
Email: NerdScurvy@gmail.com

💬 ElviraDemonQueen, Mar 29th 2023 at 3:13 AM

yep i can confurm i cant pick up the reed basket at all and im on  1.17.11 actualy

💬 BlueFuryDragon, Mar 28th 2023 at 4:47 AM

@NerdScurvy

Nothing was in hand, and I don't remember on the other comment. Installed the previous version and it works just fine.

💬 NerdScurvyAuthor, Mar 27th 2023 at 9:58 AM

BlueFuryDragon

When looking at the Reed Chest does it show the info text for both Open and Carry?

Make sure you do not have a torch or something else in your second hand slot.

 

💬 BlueFuryDragon, Mar 27th 2023 at 9:11 AM

Latest version doesn't seem to be working on 1.18 pre. 7 with reed basket. Haven't tried anything else as started new world.

💬 Frozen, Mar 11th 2023 at 6:30 AM

Yep, working with v0.10.3

💬 shrimps, Mar 10th 2023 at 2:27 PM

Thank you, that works.

 

💬 NerdScurvyAuthor, Mar 10th 2023 at 4:50 AM

Frozen shrimps

Try with v0.10.3

v0.10.4-rc.1 is only for the experimental dotNet 7 build of Vintage Story

I've added a note to the description. Sorry for the confusion.

 

💬 Frozen, Mar 10th 2023 at 2:51 AM

+1 on v0.10.4-rc.1 not working on 1.17.11 (OS Win10)

💬 shrimps, Mar 10th 2023 at 2:01 AM

I'm playing on 1.17.11 and this mod doesn't work for me either. I've tried using only this mod and nothing else and still no joy.

💬 NerdScurvyAuthor, Mar 6th 2023 at 11:31 AM

Witan trimmer_shake rexi

What OS are you using?

If you would like to send me your log files my contacts are below.

Discord: NerdScurvy#7698
Email: NerdScurvy@gmail.com

💬 Witan, Mar 6th 2023 at 7:39 AM

It also does not work for me on v. 1.17.11
I have tried isolating the mod to a newly created save game (only enabled this mod). But it still does not work. I have also tried different versions (0.10.4 and 0.10.3 and 0.9.1) with no dice.
I tried resetting my controls, exiting the game and re entering a new save game and it does not work there either. Don't know what else to try,  but the mod does nothing for me. Do I have to do something else other than just plopping it into the mods folder? I have tried on Baskets and Chests.

💬 NerdScurvyAuthor, Mar 5th 2023 at 4:42 PM

trimmer_shake

Tried with your mod combination and did not experience any issues, although not sure if I have the same versions.

Can you check the client/server logs for any errors? Also, make sure Carry On is enabled in the mod manager.

 

💬 trimmer_shake, Mar 5th 2023 at 10:30 AM

NerdScurvy

i have not changed any of the keybinds

and my modlist is -2x armor durability -anvil metal recovery -armorcrafting rebalance -backpackpackPLUS -Cottage windows -darker drifterspawns -EasyFruitTrees -ExpandedMatter -hangingoillamps -lanternlowlag -largerstacks -lessarmornegatives -moredrygrass -morepiles -moreresin -moreroads -morestonedrops -moretorchholders -nonegativetraits -relight torches -sleekswords -stackables -usefuldrifterloot -vesselbuff -visibleore 

 

💬 spekulatius, Mar 5th 2023 at 9:36 AM

hm the newest version for 1.17.11 doesnt work for me

i looked at the configs, they are alright

i have nothing in my left hand nor base hand

i am holding shift (sometime even ctrl or both)

💬 JimmyMac, Mar 3rd 2023 at 8:01 PM

Version 1.17.11 stable and I can't get the mod to work at all - My guess is that its something with my mouse setup maybe - when I hold down the right mouse button on any container it just keeps open and close rapidly over and over and I think thats stoping the mod from working. Any idea why holding the right mouse would act like I'm clicking it over and over? And if thats the normal for VS then I have no clue whats up

Forget all of that. It would have been nice to know that it only works if you don't have anything in the far left (Left Hand) hot bar slot. Thanks youtube for the clarification. You might want to add that fact to the mod description.

💬 NerdScurvyAuthor, Mar 3rd 2023 at 1:11 PM

trimmer_shake

Could be a mod conflict or maybe a key binding issue?

Can you provide your mod list and any keys to which you have changed any bindings?

💬 trimmer_shake, Mar 1st 2023 at 3:53 PM

i'm on 1.17.11 i have tested the 0.10.4 and 0.10.3 mods and they don't seem to work for me, not even a config file seems to be created.
am i missing something or does the mod just randomly not work for me, would it be a mod conflict?
the carry capacity mod does still seem to work for me though

💬 NerdScurvyAuthor, Feb 22nd 2023 at 12:40 AM

Zxynix

Carry On 0.10.4-rc.1 is built for the Experimental DotNet 7 build of Vintage Story 1.17.11-rc.2 (See Devlog)
So if you are using the DotNet 4 version of VS then you are correct to go back to v0.10.3

💬 Zxynix, Feb 21st 2023 at 1:07 AM

Im having difficulties with the newest version 0.10.4. My game is 1.17.11 and it does not work with it. When I go back to v0.10.3,  it works but lags and will crash my game.

💬 Aledark, Feb 18th 2023 at 5:56 PM

Neat, ill test it with 1.17 dotnet in upcomming days NerdSurvy :)

I had a few ideas, ill msg you :)

💬 NerdScurvyAuthor, Feb 14th 2023 at 1:14 PM

Falco

The Vintage Story game has a Keep Contents option - if that is true then the carried items will not be dropped on death, at least those carried on back won't be. Items carried in hands may be dropped when the player takes damage - there is no option to disable this but could add one.

The original Carry Capacity is no longer maintained.

Carry On provides some bug fixes and new/optimised features:

  • Carried blocks dropped on land-claims, such as traders can be picked up again.
  • More carryable items (enabled via the Mod Config file)
  • Can hold sneak/control to swap carried block to back slot
  • Improved scanning for suitable location to drop carried blocks

 

💬 Falco, Feb 13th 2023 at 12:22 PM

Is there a config option for players to always keep their carried item? Also what's different from the original?

💬 NerdScurvyAuthor, Jan 21st 2023 at 5:57 AM

Dementio

I'm trying to reproduce the issue with the rebinding, and I can pick up the basket and other containers when using different keybinds.

The only time the basket opened while sneaking was when there was an item in either of the hand slots.

💬 NerdScurvyAuthor, Jan 21st 2023 at 5:51 AM
💬 Dementio, Jan 15th 2023 at 11:08 AM

It seems that if you rebind your movement keys, it messes the mod up. I am able to use the mod properly as long as my sneak key is set to shift, and my run key is set to ctrl. If I rebind them to be opposite, the mod breaks. The mod shows "Hold ctrl+empty space+left click to pick up", but it only opens the basket.

Mouse Modifiers locked to sneak also seems to break it. If it's not working, check those.

💬 NerdScurvyAuthor, Jan 11th 2023 at 10:11 AM

murlocx Make sure both hands are empty.

💬 murlocx, Jan 10th 2023 at 2:12 AM

I can see the mod is enabled cause the tooltip pops up to carry, but it has a "blank box" + "shift" + RMB and nothing seems to be working for me to pick it up. Did I miss something in order to set this mod up correctly?

💬 NerdScurvyAuthor, Jan 9th 2023 at 11:45 AM

LoneWolfREM

The CarryOn mod only deals with vanilla blocks.

The config parameters <block>Enabled allow the block type to be carried when set to true. The ability to carry blocks on your back is defined, per block type, in the patch files.

CarryOnMore deals with modded blocks. Some of the CarryOn config parameters are used by CarryOnMore to enable/disable carryables.

Better Crates now has CarryOn support built in, so has been removed from CarryOnMore. 

Extra Chests also has CarryOn support but does not allow the new chests to be carried on back - CarryOnMore has an AllowExtraChestsOnBack config that overrides this.

 

💬 LoneWolfREM, Jan 2nd 2023 at 12:04 AM

Thanks for your hard work. I am a bit confused by what I see in the config file and it's settings. Are the settings in CarryOn only to allow us to pick up items? And CarryOnMore for back placement? It doesn't seem so to me. So for instance I see settings for the Crates. I assume this is in reference to the Better Crates. I can pick them up and assume that I should be able to place them on my back. But I cannot.

Please clarify. Thanks.

P.S. And I realize that some things just might not be implemented yet.

💬 2ScoopsPlz, Jan 1st 2023 at 5:25 AM

Currently can't get this to work on any containers, pressing shift and holding right click just opens and closes the chest over and over again. I've tried many containers at this point and none seem to be carryable sadly. I do have VSmovement, so that might be causing a problem, but given how common that mod is I would assume that would've been listed as an incompatibility, or mentioned by someone else by now.

Will say that the pickup option popup on containers seems to have an empty square, right click, and shift. I don't believe the empty square is intended, so that might also be causing issues.

EDIT: Am dumb, offhand wasn't empty. Works perfectly <3

💬 Centurion, Dec 30th 2022 at 10:49 PM

Thank you for taking the ropes with this mod

💬 NerdScurvyAuthor, Nov 29th 2022 at 11:46 AM

Thanks Ziru Will include the file in the next version.

💬 Ziru, Nov 28th 2022 at 4:21 PM

🇪🇸 Spanish traduction:

save as "es-es.json" in %SYSTEMDRIVE%\Users\%USERNAME%\AppData\Roaming\VintagestoryData\Mods\CarryOn-1.17.9_v0.9.0\assets\carryon\lang

pastebin.com/MreNWXv3

💬 Mendall, Nov 22nd 2022 at 8:24 PM

@nerdScurvy I just tried it and it worked. I had too build a new wall because the one it was sitting against before I picked it up had bean chisled since i placed it and thats why it wouldnt let me put it back. thank you for the help. my hands are free again.

💬 Mendall, Nov 22nd 2022 at 8:15 PM

thnks @NerdScurvy ill give that a try

 

💬 NerdScurvyAuthor, Nov 22nd 2022 at 4:23 AM

Mendall The vertical rack needs to be placed against a solid wall.

💬 Mendall, Nov 22nd 2022 at 1:10 AM

I picked up a clay mold vertical rack and it will not let me put it down anywhere.

It will let me put it on my back and take it back off.

But when I try to put it down I get the circle forming in the center of the screen but then I still have it in my hands.

I have tried doing the /kill command in several places hoping to drop it. But that does not work either. I just spawn with it in my hands again. Any one have any ideas.

 

💬 NerdScurvyAuthor, Nov 21st 2022 at 1:57 PM

Added a compatibility mod: Carry On More 
Includes patches for Better Crates, Extra Chests and Sortable Storage

💬 Nebux, Nov 12th 2022 at 11:12 PM

there may be a bug or forgoten option to pick better crates crates

💬 Taska, Nov 12th 2022 at 5:39 AM

NerdScurvy Awesome, thanks! I'll give it a test tomorrow and package it together with a small update that'll come shortly.

💬 NerdScurvyAuthor, Nov 12th 2022 at 3:28 AM

McLenwe Ancient tools will need to be updated to use the new modId of carryon.

Taska I've created a pull request on the github repo.

💬 McLenwe, Nov 11th 2022 at 5:05 PM

I just noticed that you can´t carry the bark baskets from " Ancient tools" with this fork. (possible with the original mod) I guess something broke the patch. Thank you for maintaining this crucial mod. :)

💬 Artor, Oct 28th 2022 at 8:28 PM

Can you allow picking up of entities?

💬 Heebeejeebees, Oct 28th 2022 at 3:00 AM

Juliustice Nope. You can have both, but there may be issues with this edition of the mod you may prefer CopyGirl's work to avoid, so long you other mods don't mind it.

Craluminum Maybe now is your time to shine mate. Push your commits and make it good in a PR?

💬 DanaCraluminum, Oct 27th 2022 at 10:04 PM

The mod has duplicate patches that add second tooltip

💬 Juliustice, Oct 27th 2022 at 5:06 PM

Does fork mean you need this mod and the old mod? Or does it mean you just need this one?

 

💬 BuildD, Oct 27th 2022 at 4:19 AM

I've encountered a small bug with this and the sortable containers mod, if a container is set to sortable it can't be picked up. Luckily it can be swapped between the two states for now, nothing game breaking but a bit inconveniente.

💬 Heebeejeebees, Oct 26th 2022 at 7:04 PM

Juliustice Yes, this is a fork of CopyGirl's CarryCapacity.

NerdScurvy You might want to let people know via the thumbnail this is what it is. Some people don't pay mind ot the text underneath. Also, if you hadn't already leave a post in CopyGirl's CarryCapacity submission for curious people browsing who take notice to her mod, but not to yours.

💬 Juliustice, Oct 26th 2022 at 4:35 PM

Is this a replacement for the old Carry Capacity mod? Or do you need this and the old one together?

 

💬 NerdScurvyAuthor, Oct 26th 2022 at 12:37 PM

EiraValkyrie It may be possible to configure how the block is oriented. Will look at it on the weekend.

Craluminium I am a member of the Vintage Story Discord. Will create a post for this mod in the mods forum as soon as I get access.

💬 dakko, Oct 26th 2022 at 1:38 AM

Oooo... what a great name! Good choice.

💬 EiraValkyrie, Oct 25th 2022 at 5:37 PM

Any way to make Leaky Resin blocks rotatable when placing them down again (like, always make the resin face you when placing) if you code it in to be carryable, or is that somehow hardcoded into world position

💬 DanaCraluminum, Oct 25th 2022 at 4:50 PM

Do you have discord?

💬 DanaCraluminum, Oct 25th 2022 at 11:30 AM

You can make all blocks in the game carryable with a single line of code

💬 dakko, Oct 24th 2022 at 11:25 PM

CopyGirl asked that forks be renamed to avoid conflicts and confusion. Link

Also here on Github

💬 PeterSanderson, Oct 24th 2022 at 4:29 PM

Is there any way to make the new fork compatible with Extra Chests upgraded chests and Ancient Tools bark baskets? Thanks for creating this fork btw.

💬 Horizons, Oct 24th 2022 at 1:15 PM

NerdScurvy After some further tests, it looks like the player corpse issue is a conflict with another mod, Mortal Damage. The Carry Capacity problem seems to only affect bark baskets from Ancient Tools

💬 NerdScurvyAuthor, Oct 24th 2022 at 1:05 PM

I'll try to reproduce the multiplayer server issue and see what can be done. The CraluTweaks mod could easily be patched.

💬 Heebeejeebees, Oct 23rd 2022 at 4:08 AM

Unfortunately, this version of CarryCapacity isn't compatible with CraluTweaks — it contains dependent code which relies on CopyGirl's build of the mod. Previously players with both of these mods had the capability to carry leaking logs, Not sure if this is a thing you can fix.

💬 Horizons, Oct 23rd 2022 at 3:42 AM

I'm still having a problem where having this installed on a multiplayer server causes player corpse to stop working and carry capacity doesn't work either.

💬 Rivkets, Oct 23rd 2022 at 3:34 AM

Axebeard there was an issue with another mod called player corpse, this one fixes that issue because the original mod author quit modding

💬 Mendall, Oct 22nd 2022 at 7:04 PM

where where did you seeachange log. I dont see it.

 

💬 321BoltsOfLight, Oct 22nd 2022 at 3:16 PM

Oh so does that mean this one is fixed to work with player corpse? edit: nvm I saw the changelog now, sweet thank you for fixing that!

💬 NerdScurvyAuthor, Oct 22nd 2022 at 5:15 AM

The older version was throwing an error on the death event, preventing the item in the back slot from dropping. The error was also preventing the Player Corpse from working.

💬 Axebeard, Oct 22nd 2022 at 4:38 AM

What's the difference between this and the original? The original still work on 1.17.9 for me.

(edit comment delete)