Mods / Carry On
Author: NerdScurvy
Side: Both
Created: Oct 22nd 2022 at 1:30 AM
Last modified: Oct 10th at 4:06 PM
Downloads: 175853
Follow Unfollow 1569
Latest file for v1.20.0-rc.1:
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.
- Japanese translation of Mods (including CarryOn)
- Extra Chests
- Better Crates
- Primitive Survival
- Vanilla Variants
- Bricklayers
- Sortable Storage
- Wood Chests
- Wood Barrels
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 | 12275 | Oct 10th at 4:06 PM | Show | CarryOn-1.20.0-pre_v1.8.0-pre.1.zip | Install now | |
v1.7.4 | 68253 | Jan 26th at 1:11 AM | Show | CarryOn-1.19_v1.7.4.zip | Install now | |
v1.7.3 | 1170 | Jan 24th at 10:52 AM | Show | CarryOn-1.19_v1.7.3.zip | Install now | |
v1.7.2 | 2664 | Jan 20th at 1:07 PM | Show | CarryOn-1.19_v1.7.2.zip | Install now | |
v1.7.1 | 346 | Jan 20th at 9:19 AM | Show | CarryOn-1.19_v1.7.1.zip | Install now | |
v1.7.0 | 596 | Jan 20th at 1:51 AM | Show | CarryOn-1.19_v1.7.0.zip | Install now | |
v1.7.0-pre.3 | 4095 | 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 | 2655 | 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 | 2187 | 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 | 10686 | Nov 5th 2023 at 12:29 AM | Show | CarryOn-1.18-net7_v1.6.1.zip | Install now | |
v1.6.0 | 12435 | Sep 15th 2023 at 12:06 PM | Show | CarryOn-1.18-net7_v1.6.0.zip | Install now | |
v1.5.0 | 5610 | Aug 23rd 2023 at 6:39 AM | Show | CarryOn-1.18-net7_v1.5.0.zip | Install now | |
v1.4.0 | 1821 | Aug 19th 2023 at 5:20 PM | Show | CarryOn-1.18_v1.4.0.zip | Install now | |
v1.3.0 | 7391 | Jul 20th 2023 at 2:27 PM | Show | CarryOn-1.18_v1.3.0.zip | Install now | |
v1.2.0 | 10848 | May 20th 2023 at 3:47 AM | Show | CarryOn-1.18_v1.2.0.zip | Install now | |
v1.1.0 | 2658 | May 14th 2023 at 12:01 AM | Show | CarryOn-1.18_v1.1.0.zip | Install now | |
v1.0.0 | 6896 | Apr 21st 2023 at 12:53 PM | Show | CarryOn-1.18_v1.0.0.zip | Install now | |
v1.0.0-rc.3 | 1569 | 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 | 1350 | 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 | 1243 | 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 | 680 | 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 | 665 | 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 | 1536 | Feb 26th 2023 at 7:58 PM | Show | CarryOn-1.18.0-pre_v0.11.0-pre.1.zip | Install now | |
v0.12.0 | 1050 | Mar 24th 2023 at 1:53 AM | Show | CarryOn-1.17.0_v0.12.0.zip | Install now | |
v0.10.4-rc.1 | 1068 | Feb 17th 2023 at 11:51 AM | Show | CarryOn-0.10.4-rc.1-net7.zip | Install now | |
v0.10.3 | 7499 | Dec 4th 2022 at 6:53 AM | Show | CarryOn-1.17.9_v0.10.3.zip | Install now | |
v0.9.1 | 681 | Nov 29th 2022 at 11:37 AM | Show | CarryOn-1.17.9_v0.9.1.zip | Install now | |
v0.9.0 | 1331 | Nov 20th 2022 at 7:05 AM | Show | CarryOn-1.17.9_v0.9.0.zip | Install now | |
v0.8.0 | 1936 | Nov 11th 2022 at 1:28 PM | Show | CarryOn-1.17.9_v0.8.0.zip | Install now | |
v0.7.1 | 1455 | Oct 30th 2022 at 3:37 AM | Show | CarryOn-1.17.9_v0.7.1.zip | Install now | |
v0.7.0 | 898 | Oct 25th 2022 at 10:46 AM | Show | CarryOn-1.17.9_v0.7.0.zip | Install now |
Playing on 1.19.x with v1.7.4 on Mac.
I rebound my right mouse button to left-Command, which the game interprets as LWin. The help tooltip when I mouse over a carryable item indicates that I should use Shift-LWin to pick up the item, but this does not seem to work. I checked to be sure both hands were empty.
If I re-map my right mouse back to "right mouse" (which is a 2-finger click on my trackpad -- a mess for combat, which is why I remap it), then I can carry as expected. I've tried several other remappings of the right mouse, and none seem to recognize the carry command.
(BTW: This is a mod that I have literally never played the game without. Thanks so much.)
The reed basket slows you down in 1.20rc-3, I don't recall this behaviour pre-1.20, unless this is an intended change? It's also oriented in the wrong way.
There's supposed to be configurable keybinds for the mod in the settings, but... I just don't have them? I'm on 1.19.8 with 1.7.4 installed, and the option to rebind any of the mod's keys just straight up do not show up on the mod list. What gives? Do I need a mod to make them show up?
EDIT: Apparently the keybinds only show up in a world? That's odd.
Got a very rare bug that I could not reproduce or figure out why it happened.
I was moving my sealed barrel with rot. I picked it and placed it — no issues. Then I decided to move it a little bit more and picked it again.
When I placed it once more, it was empty. When I tried to pick it up, it refused and teleported from my hands back on the ground. After I broke it down and re-placed it from my inventory, it resumed normal behavior, but of course still empty. Bye-bye 64 rot and 16 days of waiting...
I was trying hard to replicate it: I picked and placed different sealed and unsealed barrels, moved them to back and back (no pun intended), walked with a barrel till its clock would "tick", but everything worked fine after that single failure.
Nevertheless, be warned! It can happen. Be mindful when you move your full barrels.
Latest versions of game and mod.
Tested the newest version in 1.20-rc.1, reed basket rotation on characters back is wrong (it's oriented as if it is on the ground rather than bottom flat against characters back like it used to be), otherwise it all seems functional. Didn't test with any compatible mods.
So, the documentation for this mod says that reed baskets on your back don't have any debuffs, but for the last few versions my reed baskets still give me the -15% walk speed debuff that the bigger containers do. Is there any way to configure that manually, is this intended now or is it a bug?
I should change the K default or not allow it to be activated under certain circumstances.
@ Krosis96 you pressed K :)
Hey!
I have being using your mod in 1.19.8 without any issue at all, but yesterday I check the log and saw the mesage "carry on mod dissabled" and the reed basket was in my back missing.
I couldnt find a solution. Any idea of what I messed up? Did my basket drop somewhere or is it possible it dissapeared?
Sadly I did not take any screenshot.
Thanks.
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).
This mode crashed my game, LoL (1.19.8) Had to delete it :(
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???
Does this work for 1.19.7? What version do I download
What prerequisites do I need for this mod? when reloading mods it states I need prerequisites
By far one of the best QoL mods out there!
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 :)
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.
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.
i updated the german translation on Crowdin.
i've made a translation for Portuguese Brazil on Crowdin for this mod <3
Is there a way to not render the stuff when carried in your back?
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?
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!!
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
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!
Is there any way to get the Labeled Trunks mod compatible with this?
Any chance we can get an option to configure the movement speed while carrying a block on our back?
JosephiKrakowski
That'd be the K key bud!
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.
Hey can anyone help me out? I accidentally hit a key combination and "CarryOn Disabled" appeared in chat, not sure how to undo it.
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.
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
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.
I can't pick things up, the items have the sneak + right click prompt but when I do it I just open the vessel.
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!
Khana
WobblyBob MrChester
Have not done extensive testing so there could still be issues.
Can anyone confirm this works for 1.19?
does this work correctly with 1.19 now, or should i wait a little longer to avoid bugs?
has there been trunks removed from bein able to pick up or is that a bug? x
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.
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.
@Kessem
Do you have an empty slot open where your baskets go? Baskets containing animals do not go in your normal inventory.
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).
Bug report: None of the individually configured walkSpeedModifiers work. Everything in hand gives -0.25, and on back -0.15.
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.
i havent tested it yet, about to, but i can enable it now. no longer says its missing dependancies. 👍
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
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.
@liliya You are running an older version of the mod. NerdScurvy updated it 11 and 7 hours ago.
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
NerdScurvy Appreciated!
@DarkThoughts
Have reduced the dependency to 1.19.0
@Yanazake
Translation has been released.
Is the hard .1 release dependency necessary? It's not updated on Flathub yet... :(
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.
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"
}
At 1.19.1
Right now, this mod is working fine.
Thank you so much.
Have added fix for the crash when placing the reed chest.
Have not looked at the multiplayer reed chest renderer issue yet.
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
crashed when trying to place a reed basket
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
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
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!
Maybe its just reed chest, because you can use that one to catch animals in the new version.
I tried wooden chests and Extra Chests with 1.19.0. These work correctly.
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.
Is this mod works normally on 1.19.0 Stable?
@Slimemage, Thank you, that worked 😀
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?
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?
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
Also getting a crash on 1.19 rc8 when placing a basket down. crashlog is here: pastebin.com/ETBbBhyM
Same thing, on 1.19
trying to place a basket or chest results in a crash
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
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
...
iuno. Yes I did actually. Thanks for pointing that out. I'll make sure to clean up those files.
@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.
Is there a conflg to make putting things on your back take up an backback slot?
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
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 :-)
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.
I sneak and hold right click but it doesnt do much, it only opens the container halp???
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?
wrong link on Wood Chests at Recommended Mods section
Missing dependencies.
In game Mod Manager screen is saying that this is missing dependencies.
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
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.
Hello, crash on world gen with 19pre9
TRexTheHunter that's the exact same error I got. Mod works fine in other pre-release versions.
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
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.
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.
@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.
in v1.18.15 in instaled mods "Unable to resolve some mod dependencies. Check log files" and mod don`t work
@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
i pressed some button and deactivated carry on, how can i reactivate it again? pls help D:
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
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.
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!!!
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!
I am having trouble finding the CarryOnConfig.json file. Is there a file path?
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.
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.
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
@Kaofan
Added just now. Thanks.
NerdScurvy
When will you introduce my Polish version?
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"
}
@NerdScurvy
sorry i was not able to provide more info, its just what i experinaced D=
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?
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.
If you do add carryable entities (which for argument's sake would be pretty accurate and immsersive), may I suggest a few things?
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.
i think it would be a fantastic addition. i would like to be able to configure it, maybe make just pets carryable (PetAI)
RogueRaiden
Entities cannot be carried with this mod. It is something I have been considering including.
can entities be carried? like pigs or bighorns
If the info helps anyone, I don't experience those lag spikes using Carry On 1.4.0 and Vintage Story 1.18.7.
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.
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
Thank you kindly for the update @NerdScurvy !
Guimoute
Version 1.4.0 has configurable hotkeys:
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?
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.
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.
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\
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 ?
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?
@NerdScurvy Hmm I have this enabled since the beginning.
My settings are:
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:
Guimoute
Another workaround is to enable "Mouse modifiers locked to Sneak/Sprint" in the controls tab.
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)
@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.
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.
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.
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
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.
"CarryOnConfig.json in ModConfig:"
The control-swap option is not in that file, but in the CarryOnClientConfig.json instead. Good job, though!
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
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.
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.
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.
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.
Heracles056
I can have a look at your logs if you send them to me.
Discord: NerdScurvy#7698
Email: NerdScurvy@gmail.com
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
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?
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.
Merci pour la mise à jour , Thanks for the update.
Vinter_Nacht
That's an older pre-release of CarryOn causing the error. The offending code has since been removed.
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
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
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
yep i can confurm i cant pick up the reed basket at all and im on 1.17.11 actualy
@NerdScurvy
Nothing was in hand, and I don't remember on the other comment. Installed the previous version and it works just fine.
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.
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.
Yep, working with v0.10.3
Thank you, that works.
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.
+1 on v0.10.4-rc.1 not working on 1.17.11 (OS Win10)
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.
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
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.
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.
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
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)
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.
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?
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
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
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.
Neat, ill test it with 1.17 dotnet in upcomming days NerdSurvy :)
I had a few ideas, ill msg you :)
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:
Is there a config option for players to always keep their carried item? Also what's different from the original?
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.
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.
murlocx Make sure both hands are empty.
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?
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.
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.
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
Thank you for taking the ropes with this mod
Thanks Ziru Will include the file in the next version.
🇪🇸 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
@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.
thnks @NerdScurvy ill give that a try
Mendall The vertical rack needs to be placed against a solid wall.
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.
Added a compatibility mod: Carry On More
Includes patches for Better Crates, Extra Chests and Sortable Storage
there may be a bug or forgoten option to pick better crates crates
NerdScurvy Awesome, thanks! I'll give it a test tomorrow and package it together with a small update that'll come shortly.
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.
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. :)
Can you allow picking up of entities?
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?
The mod has duplicate patches that add second tooltip
Does fork mean you need this mod and the old mod? Or does it mean you just need this one?
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.
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.
Is this a replacement for the old Carry Capacity mod? Or do you need this and the old one together?
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.
Oooo... what a great name! Good choice.
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
Do you have discord?
You can make all blocks in the game carryable with a single line of code
CopyGirl asked that forks be renamed to avoid conflicts and confusion. Link
Also here on Github
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.
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
I'll try to reproduce the multiplayer server issue and see what can be done. The CraluTweaks mod could easily be patched.
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.
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.
Axebeard there was an issue with another mod called player corpse, this one fixes that issue because the original mod author quit modding
where where did you seeachange log. I dont see it.
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!
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.
What's the difference between this and the original? The original still work on 1.17.9 for me.